Source:NetHack 3.6.0/src/do.c

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Below is the full text to do.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/do.c#line123]], for example.

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 /* NetHack 3.6	do.c	$NHDT-Date: 1446975464 2015/11/08 09:37:44 $  $NHDT-Branch: master $:$NHDT-Revision: 1.149 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 /* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */
 
 #include "hack.h"
 #include "lev.h"
 
 STATIC_DCL void FDECL(trycall, (struct obj *));
 STATIC_DCL void NDECL(polymorph_sink);
 STATIC_DCL boolean NDECL(teleport_sink);
 STATIC_DCL void FDECL(dosinkring, (struct obj *));
 STATIC_PTR int FDECL(drop, (struct obj *));
 STATIC_PTR int NDECL(wipeoff);
 STATIC_DCL int FDECL(menu_drop, (int));
 STATIC_DCL int NDECL(currentlevel_rewrite);
 STATIC_DCL void NDECL(final_level);
 /* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */
 
 extern int n_dgns; /* number of dungeons, from dungeon.c */
 
 static NEARDATA const char drop_types[] = { ALLOW_COUNT, COIN_CLASS,
                                             ALL_CLASSES, 0 };
 

dodrop

 /* 'd' command: drop one inventory item */
 int
 dodrop()
 {
     int result, i = (invent) ? 0 : (SIZE(drop_types) - 1);
 
     if (*u.ushops)
         sellobj_state(SELL_DELIBERATE);
     result = drop(getobj(&drop_types[i], "drop"));
     if (*u.ushops)
         sellobj_state(SELL_NORMAL);
     reset_occupations();
 
     return result;
 }
 

boulder_hits_pool

 /* Called when a boulder is dropped, thrown, or pushed.  If it ends up
  * in a pool, it either fills the pool up or sinks away.  In either case,
  * it's gone for good...  If the destination is not a pool, returns FALSE.
  */
 boolean
 boulder_hits_pool(otmp, rx, ry, pushing)
 struct obj *otmp;
 register int rx, ry;
 boolean pushing;
 {
     if (!otmp || otmp->otyp != BOULDER) {
         impossible("Not a boulder?");
     } else if (!Is_waterlevel(&u.uz) && is_pool_or_lava(rx, ry)) {
         boolean lava = is_lava(rx, ry), fills_up;
         const char *what = waterbody_name(rx, ry);
         schar ltyp = levl[rx][ry].typ;
         int chance = rn2(10); /* water: 90%; lava: 10% */
         fills_up = lava ? chance == 0 : chance != 0;
 
         if (fills_up) {
             struct trap *ttmp = t_at(rx, ry);
 
             if (ltyp == DRAWBRIDGE_UP) {
                 levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */
                 levl[rx][ry].drawbridgemask |= DB_FLOOR;
             } else
                 levl[rx][ry].typ = ROOM;
 
             if (ttmp)
                 (void) delfloortrap(ttmp);
             bury_objs(rx, ry);
 
             newsym(rx, ry);
             if (pushing) {
                 char whobuf[BUFSZ];
 
                 Strcpy(whobuf, "you");
                 if (u.usteed)
                     Strcpy(whobuf, y_monnam(u.usteed));
                 pline("%s %s %s into the %s.", upstart(whobuf),
                       vtense(whobuf, "push"), the(xname(otmp)), what);
                 if (flags.verbose && !Blind)
                     pline("Now you can cross it!");
                 /* no splashing in this case */
             }
         }
         if (!fills_up || !pushing) { /* splashing occurs */
             if (!u.uinwater) {
                 if (pushing ? !Blind : cansee(rx, ry)) {
                     There("is a large splash as %s %s the %s.",
                           the(xname(otmp)), fills_up ? "fills" : "falls into",
                           what);
                 } else if (!Deaf)
                     You_hear("a%s splash.", lava ? " sizzling" : "");
                 wake_nearto(rx, ry, 40);
             }
 
             if (fills_up && u.uinwater && distu(rx, ry) == 0) {
                 u.uinwater = 0;
                 docrt();
                 vision_full_recalc = 1;
                 You("find yourself on dry land again!");
             } else if (lava && distu(rx, ry) <= 2) {
                 int dmg;
                 You("are hit by molten lava%c", Fire_resistance ? '.' : '!');
                 burn_away_slime();
                 dmg = d((Fire_resistance ? 1 : 3), 6);
                 losehp(Maybe_Half_Phys(dmg), /* lava damage */
                        "molten lava", KILLED_BY);
             } else if (!fills_up && flags.verbose
                        && (pushing ? !Blind : cansee(rx, ry)))
                 pline("It sinks without a trace!");
         }
 
         /* boulder is now gone */
         if (pushing)
             delobj(otmp);
         else
             obfree(otmp, (struct obj *) 0);
         return TRUE;
     }
     return FALSE;
 }
 

flooreffects

 /* Used for objects which sometimes do special things when dropped; must be
  * called with the object not in any chain.  Returns TRUE if the object goes
  * away.
  */
 boolean
 flooreffects(obj, x, y, verb)
 struct obj *obj;
 int x, y;
 const char *verb;
 {
     struct trap *t;
     struct monst *mtmp;
     struct obj *otmp;
 
     if (obj->where != OBJ_FREE)
         panic("flooreffects: obj not free");
 
     /* make sure things like water_damage() have no pointers to follow */
     obj->nobj = obj->nexthere = (struct obj *) 0;
 
     if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE)) {
         return TRUE;
     } else if (obj->otyp == BOULDER && (t = t_at(x, y)) != 0
              && (t->ttyp == PIT || t->ttyp == SPIKED_PIT
                  || t->ttyp == TRAPDOOR || t->ttyp == HOLE)) {
         if (((mtmp = m_at(x, y)) && mtmp->mtrapped)
             || (u.utrap && u.ux == x && u.uy == y)) {
             if (*verb)
                 pline_The("boulder %s into the pit%s.",
                           vtense((const char *) 0, verb),
                           (mtmp) ? "" : " with you");
             if (mtmp) {
                 if (!passes_walls(mtmp->data) && !throws_rocks(mtmp->data)) {
                     if (hmon(mtmp, obj, TRUE) && !is_whirly(mtmp->data))
                         return FALSE; /* still alive */
                 }
                 mtmp->mtrapped = 0;
             } else {
                 if (!Passes_walls && !throws_rocks(youmonst.data)) {
                     losehp(Maybe_Half_Phys(rnd(15)),
                            "squished under a boulder", NO_KILLER_PREFIX);
                     return FALSE; /* player remains trapped */
                 } else
                     u.utrap = 0;
             }
         }
         if (*verb) {
             if (Blind && (x == u.ux) && (y == u.uy)) {
                 You_hear("a CRASH! beneath you.");
             } else if (!Blind && cansee(x, y)) {
                 pline_The("boulder %s%s.", t->tseen ? "" : "triggers and ",
                           t->ttyp == TRAPDOOR
                               ? "plugs a trap door"
                               : t->ttyp == HOLE ? "plugs a hole"
                                                 : "fills a pit");
             } else {
                 You_hear("a boulder %s.", verb);
             }
         }
         deltrap(t);
         useupf(obj, 1L);
         bury_objs(x, y);
         newsym(x, y);
         return TRUE;
     } else if (is_lava(x, y)) {
         return fire_damage(obj, FALSE, x, y);
     } else if (is_pool(x, y)) {
         /* Reasonably bulky objects (arbitrary) splash when dropped.
          * If you're floating above the water even small things make
          * noise.  Stuff dropped near fountains always misses */
         if ((Blind || (Levitation || Flying)) && !Deaf
             && ((x == u.ux) && (y == u.uy))) {
             if (!Underwater) {
                 if (weight(obj) > 9) {
                     pline("Splash!");
                 } else if (Levitation || Flying) {
                     pline("Plop!");
                 }
             }
             map_background(x, y, 0);
             newsym(x, y);
         }
         return water_damage(obj, NULL, FALSE) == ER_DESTROYED;
     } else if (u.ux == x && u.uy == y && (t = t_at(x, y)) != 0
                && uteetering_at_seen_pit(t)) {
         if (Blind && !Deaf)
             You_hear("%s tumble downwards.", the(xname(obj)));
         else
             pline("%s %s into %s pit.", The(xname(obj)),
                   otense(obj, "tumble"), the_your[t->madeby_u]);
     } else if (obj->globby) {
         /* Globby things like puddings might stick together */
         while (obj
                && (otmp = obj_nexto_xy(obj->otyp, x, y, obj->o_id))
                       != (struct obj *) 0) {
             pudding_merge_message(obj, otmp);
             /* intentionally not getting the melded object; obj_meld may set
              * obj to null. */
             (void) obj_meld(&obj, &otmp);
         }
         return (boolean) (obj == NULL);
     }
     return FALSE;
 }
 

doaltarobj

 /* obj is an object dropped on an altar */
 void
 doaltarobj(obj)
 register struct obj *obj;
 {
     if (Blind)
         return;
 
     if (obj->oclass != COIN_CLASS) {
         /* KMH, conduct */
         u.uconduct.gnostic++;
     } else {
         /* coins don't have bless/curse status */
         obj->blessed = obj->cursed = 0;
     }
 
     if (obj->blessed || obj->cursed) {
         There("is %s flash as %s %s the altar.",
               an(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)), doname(obj),
               otense(obj, "hit"));
         if (!Hallucination)
             obj->bknown = 1;
     } else {
         pline("%s %s on the altar.", Doname2(obj), otense(obj, "land"));
         if (obj->oclass != COIN_CLASS)
             obj->bknown = 1;
     }
 }
 

trycall

 STATIC_OVL void
 trycall(obj)
 register struct obj *obj;
 {
     if (!objects[obj->otyp].oc_name_known && !objects[obj->otyp].oc_uname)
         docall(obj);
 }
 

polymorph_sink

 /* Transforms the sink at the player's position into
    a fountain, throne, altar or grave. */
 STATIC_DCL void
 polymorph_sink()
 {
     if (levl[u.ux][u.uy].typ != SINK)
         return;
 
     level.flags.nsinks--;
     levl[u.ux][u.uy].doormask = 0;
     switch (rn2(4)) {
     default:
     case 0:
         levl[u.ux][u.uy].typ = FOUNTAIN;
         level.flags.nfountains++;
         break;
     case 1:
         levl[u.ux][u.uy].typ = THRONE;
         break;
     case 2:
         levl[u.ux][u.uy].typ = ALTAR;
         levl[u.ux][u.uy].altarmask = Align2amask(rn2((int) A_LAWFUL + 2) - 1);
         break;
     case 3:
         levl[u.ux][u.uy].typ = ROOM;
         make_grave(u.ux, u.uy, (char *) 0);
         break;
     }
     pline_The("sink transforms into %s!", (levl[u.ux][u.uy].typ == THRONE)
                                               ? "a throne"
                                               : an(surface(u.ux, u.uy)));
     newsym(u.ux, u.uy);
 }
 

teleport_sink

 /* Teleports the sink at the player's position;
    return True if sink teleported. */
 STATIC_DCL boolean
 teleport_sink()
 {
     int cx, cy;
     int cnt = 0;
     struct trap *trp;
     struct engr *eng;
 
     do {
         cx = rnd(COLNO - 1);
         cy = rn2(ROWNO);
         trp = t_at(cx, cy);
         eng = engr_at(cx, cy);
     } while ((levl[cx][cy].typ != ROOM || trp || eng || cansee(cx, cy))
              && cnt++ < 200);
 
     if (levl[cx][cy].typ == ROOM && !trp && !eng) {
         /* create sink at new position */
         levl[cx][cy].typ = SINK;
         levl[cx][cy].looted = levl[u.ux][u.uy].looted;
         newsym(cx, cy);
         /* remove old sink */
         levl[u.ux][u.uy].typ = ROOM;
         levl[u.ux][u.uy].looted = 0;
         newsym(u.ux, u.uy);
         return TRUE;
     }
     return FALSE;
 }
 

dosinkring

 /* obj is a ring being dropped over a kitchen sink */
 STATIC_OVL void
 dosinkring(obj)
 register struct obj *obj;
 {
     struct obj *otmp, *otmp2;
     boolean ideed = TRUE;
     boolean nosink = FALSE;
 
     You("drop %s down the drain.", doname(obj));
     obj->in_use = TRUE;  /* block free identification via interrupt */
     switch (obj->otyp) { /* effects that can be noticed without eyes */
     case RIN_SEARCHING:
         You("thought %s got lost in the sink, but there it is!", yname(obj));
         goto giveback;
     case RIN_SLOW_DIGESTION:
         pline_The("ring is regurgitated!");
     giveback:
         obj->in_use = FALSE;
         dropx(obj);
         trycall(obj);
         return;
     case RIN_LEVITATION:
         pline_The("sink quivers upward for a moment.");
         break;
     case RIN_POISON_RESISTANCE:
         You("smell rotten %s.", makeplural(fruitname(FALSE)));
         break;
     case RIN_AGGRAVATE_MONSTER:
         pline("Several %s buzz angrily around the sink.",
               Hallucination ? makeplural(rndmonnam(NULL)) : "flies");
         break;
     case RIN_SHOCK_RESISTANCE:
         pline("Static electricity surrounds the sink.");
         break;
     case RIN_CONFLICT:
         You_hear("loud noises coming from the drain.");
         break;
     case RIN_SUSTAIN_ABILITY: /* KMH */
         pline_The("water flow seems fixed.");
         break;
     case RIN_GAIN_STRENGTH:
         pline_The("water flow seems %ser now.",
                   (obj->spe < 0) ? "weak" : "strong");
         break;
     case RIN_GAIN_CONSTITUTION:
         pline_The("water flow seems %ser now.",
                   (obj->spe < 0) ? "less" : "great");
         break;
     case RIN_INCREASE_ACCURACY: /* KMH */
         pline_The("water flow %s the drain.",
                   (obj->spe < 0) ? "misses" : "hits");
         break;
     case RIN_INCREASE_DAMAGE:
         pline_The("water's force seems %ser now.",
                   (obj->spe < 0) ? "small" : "great");
         break;
     case RIN_HUNGER:
         ideed = FALSE;
         for (otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) {
             otmp2 = otmp->nexthere;
             if (otmp != uball && otmp != uchain
                 && !obj_resists(otmp, 1, 99)) {
                 if (!Blind) {
                     pline("Suddenly, %s %s from the sink!", doname(otmp),
                           otense(otmp, "vanish"));
                     ideed = TRUE;
                 }
                 delobj(otmp);
             }
         }
         break;
     case MEAT_RING:
         /* Not the same as aggravate monster; besides, it's obvious. */
         pline("Several flies buzz around the sink.");
         break;
     default:
         ideed = FALSE;
         break;
     }
     if (!Blind && !ideed && obj->otyp != RIN_HUNGER) {
         ideed = TRUE;
         switch (obj->otyp) { /* effects that need eyes */
         case RIN_ADORNMENT:
             pline_The("faucets flash brightly for a moment.");
             break;
         case RIN_REGENERATION:
             pline_The("sink looks as good as new.");
             break;
         case RIN_INVISIBILITY:
             You("don't see anything happen to the sink.");
             break;
         case RIN_FREE_ACTION:
             You_see("the ring slide right down the drain!");
             break;
         case RIN_SEE_INVISIBLE:
             You_see("some %s in the sink.",
                     Hallucination ? "oxygen molecules" : "air");
             break;
         case RIN_STEALTH:
             pline_The("sink seems to blend into the floor for a moment.");
             break;
         case RIN_FIRE_RESISTANCE:
             pline_The("hot water faucet flashes brightly for a moment.");
             break;
         case RIN_COLD_RESISTANCE:
             pline_The("cold water faucet flashes brightly for a moment.");
             break;
         case RIN_PROTECTION_FROM_SHAPE_CHAN:
             pline_The("sink looks nothing like a fountain.");
             break;
         case RIN_PROTECTION:
             pline_The("sink glows %s for a moment.",
                       hcolor((obj->spe < 0) ? NH_BLACK : NH_SILVER));
             break;
         case RIN_WARNING:
             pline_The("sink glows %s for a moment.", hcolor(NH_WHITE));
             break;
         case RIN_TELEPORTATION:
             nosink = teleport_sink();
             pline_The("sink %svanishes.", nosink ? "" : "momentarily ");
             break;
         case RIN_TELEPORT_CONTROL:
             pline_The("sink looks like it is being beamed aboard somewhere.");
             break;
         case RIN_POLYMORPH:
             polymorph_sink();
             nosink = TRUE;
             break;
         case RIN_POLYMORPH_CONTROL:
             pline_The(
                 "sink momentarily looks like a regularly erupting geyser.");
             break;
         }
     }
     if (ideed)
         trycall(obj);
     else if (!nosink)
         You_hear("the ring bouncing down the drainpipe.");
 
     if (!rn2(20) && !nosink) {
         pline_The("sink backs up, leaving %s.", doname(obj));
         obj->in_use = FALSE;
         dropx(obj);
     } else
         useup(obj);
 }
 

canletgo

 /* some common tests when trying to drop or throw items */
 boolean
 canletgo(obj, word)
 struct obj *obj;
 const char *word;
 {
     if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
         if (*word)
             Norep("You cannot %s %s you are wearing.", word, something);
         return FALSE;
     }
     if (obj->otyp == LOADSTONE && obj->cursed) {
         /* getobj() kludge sets corpsenm to user's specified count
            when refusing to split a stack of cursed loadstones */
         if (*word) {
             /* getobj() ignores a count for throwing since that is
                implicitly forced to be 1; replicate its kludge... */
             if (!strcmp(word, "throw") && obj->quan > 1L)
                 obj->corpsenm = 1;
             pline("For some reason, you cannot %s%s the stone%s!", word,
                   obj->corpsenm ? " any of" : "", plur(obj->quan));
         }
         obj->corpsenm = 0; /* reset */
         obj->bknown = 1;
         return FALSE;
     }
     if (obj->otyp == LEASH && obj->leashmon != 0) {
         if (*word)
             pline_The("leash is tied around your %s.", body_part(HAND));
         return FALSE;
     }
     if (obj->owornmask & W_SADDLE) {
         if (*word)
             You("cannot %s %s you are sitting on.", word, something);
         return FALSE;
     }
     return TRUE;
 }
 

drop

 STATIC_PTR int
 drop(obj)
 register struct obj *obj;
 {
     if (!obj)
         return 0;
     if (!canletgo(obj, "drop"))
         return 0;
     if (obj == uwep) {
         if (welded(uwep)) {
             weldmsg(obj);
             return 0;
         }
         setuwep((struct obj *) 0);
     }
     if (obj == uquiver) {
         setuqwep((struct obj *) 0);
     }
     if (obj == uswapwep) {
         setuswapwep((struct obj *) 0);
     }
 
     if (u.uswallow) {
         /* barrier between you and the floor */
         if (flags.verbose) {
             char buf[BUFSZ];
 
             /* doname can call s_suffix, reusing its buffer */
             Strcpy(buf, s_suffix(mon_nam(u.ustuck)));
             You("drop %s into %s %s.", doname(obj), buf,
                 mbodypart(u.ustuck, STOMACH));
         }
     } else {
         if ((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING)
             && IS_SINK(levl[u.ux][u.uy].typ)) {
             dosinkring(obj);
             return 1;
         }
         if (!can_reach_floor(TRUE)) {
             /* we might be levitating due to #invoke Heart of Ahriman;
                if so, levitation would end during call to freeinv()
                and we want hitfloor() to happen before float_down() */
             boolean levhack = finesse_ahriman(obj);
 
             if (levhack)
                 ELevitation = W_ART; /* other than W_ARTI */
             if (flags.verbose)
                 You("drop %s.", doname(obj));
             /* Ensure update when we drop gold objects */
             if (obj->oclass == COIN_CLASS)
                 context.botl = 1;
             freeinv(obj);
             hitfloor(obj);
             if (levhack)
                 float_down(I_SPECIAL | TIMEOUT, W_ARTI | W_ART);
             return 1;
         }
         if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose)
             You("drop %s.", doname(obj));
     }
     dropx(obj);
     return 1;
 }
 

dropx

 /* dropx - take dropped item out of inventory;
    called in several places - may produce output
    (eg ship_object() and dropy() -> sellobj() both produce output) */
 void
 dropx(obj)
 register struct obj *obj;
 {
     /* Ensure update when we drop gold objects */
     if (obj->oclass == COIN_CLASS)
         context.botl = 1;
     freeinv(obj);
     if (!u.uswallow) {
         if (ship_object(obj, u.ux, u.uy, FALSE))
             return;
         if (IS_ALTAR(levl[u.ux][u.uy].typ))
             doaltarobj(obj); /* set bknown */
     }
     dropy(obj);
 }
 

dropy

 /* dropy - put dropped object at destination; called from lots of places */
 void
 dropy(obj)
 struct obj *obj;
 {
     dropz(obj, FALSE);
 }
 

dropz

 /* dropz - really put dropped object at its destination... */
 void
 dropz(obj, with_impact)
 struct obj *obj;
 boolean with_impact;
 {
     if (obj == uwep)
         setuwep((struct obj *) 0);
     if (obj == uquiver)
         setuqwep((struct obj *) 0);
     if (obj == uswapwep)
         setuswapwep((struct obj *) 0);
 
     if (!u.uswallow && flooreffects(obj, u.ux, u.uy, "drop"))
         return;
     /* uswallow check done by GAN 01/29/87 */
     if (u.uswallow) {
         boolean could_petrify = FALSE;
         boolean could_poly = FALSE;
         boolean could_slime = FALSE;
         boolean could_grow = FALSE;
         boolean could_heal = FALSE;
 
         if (obj != uball) { /* mon doesn't pick up ball */
             if (obj->otyp == CORPSE) {
                 could_petrify = touch_petrifies(&mons[obj->corpsenm]);
                 could_poly = polyfodder(obj);
                 could_slime = (obj->corpsenm == PM_GREEN_SLIME);
                 could_grow = (obj->corpsenm == PM_WRAITH);
                 could_heal = (obj->corpsenm == PM_NURSE);
             }
             (void) mpickobj(u.ustuck, obj);
             if (is_animal(u.ustuck->data)) {
                 if (could_poly || could_slime) {
                     (void) newcham(u.ustuck,
                                    could_poly ? (struct permonst *) 0
                                               : &mons[PM_GREEN_SLIME],
                                    FALSE, could_slime);
                     delobj(obj); /* corpse is digested */
                 } else if (could_petrify) {
                     minstapetrify(u.ustuck, TRUE);
                     /* Don't leave a cockatrice corpse in a statue */
                     if (!u.uswallow)
                         delobj(obj);
                 } else if (could_grow) {
                     (void) grow_up(u.ustuck, (struct monst *) 0);
                     delobj(obj); /* corpse is digested */
                 } else if (could_heal) {
                     u.ustuck->mhp = u.ustuck->mhpmax;
                     delobj(obj); /* corpse is digested */
                 }
             }
         }
     } else {
         place_object(obj, u.ux, u.uy);
         if (with_impact)
             container_impact_dmg(obj, u.ux, u.uy);
         if (obj == uball)
             drop_ball(u.ux, u.uy);
         else if (level.flags.has_shop)
             sellobj(obj, u.ux, u.uy);
         stackobj(obj);
         if (Blind && Levitation)
             map_object(obj, 0);
         newsym(u.ux, u.uy); /* remap location under self */
     }
 }
 

obj_no_longer_held

 /* things that must change when not held; recurse into containers.
    Called for both player and monsters */
 void
 obj_no_longer_held(obj)
 struct obj *obj;
 {
     if (!obj) {
         return;
     } else if (Has_contents(obj)) {
         struct obj *contents;
 
         for (contents = obj->cobj; contents; contents = contents->nobj)
             obj_no_longer_held(contents);
     }
     switch (obj->otyp) {
     case CRYSKNIFE:
         /* Normal crysknife reverts to worm tooth when not held by hero
          * or monster; fixed crysknife has only 10% chance of reverting.
          * When a stack of the latter is involved, it could be worthwhile
          * to give each individual crysknife its own separate 10% chance,
          * but we aren't in any position to handle stack splitting here.
          */
         if (!obj->oerodeproof || !rn2(10)) {
             /* if monsters aren't moving, assume player is responsible */
             if (!context.mon_moving && !program_state.gameover)
                 costly_alteration(obj, COST_DEGRD);
             obj->otyp = WORM_TOOTH;
             obj->oerodeproof = 0;
         }
         break;
     }
 }
 

doddrop

 /* 'D' command: drop several things */
 int
 doddrop()
 {
     int result = 0;
 
     add_valid_menu_class(0); /* clear any classes already there */
     if (*u.ushops)
         sellobj_state(SELL_DELIBERATE);
     if (flags.menu_style != MENU_TRADITIONAL
         || (result = ggetobj("drop", drop, 0, FALSE, (unsigned *) 0)) < -1)
         result = menu_drop(result);
     if (*u.ushops)
         sellobj_state(SELL_NORMAL);
     reset_occupations();
 
     return result;
 }
 

menu_drop

 /* Drop things from the hero's inventory, using a menu. */
 STATIC_OVL int
 menu_drop(retry)
 int retry;
 {
     int n, i, n_dropped = 0;
     long cnt;
     struct obj *otmp, *otmp2;
     menu_item *pick_list;
     boolean all_categories = TRUE;
     boolean drop_everything = FALSE;
 
     if (retry) {
         all_categories = (retry == -2);
     } else if (flags.menu_style == MENU_FULL) {
         all_categories = FALSE;
         n = query_category("Drop what type of items?", invent,
                            UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL | BUC_BLESSED
                                | BUC_CURSED | BUC_UNCURSED | BUC_UNKNOWN,
                            &pick_list, PICK_ANY);
         if (!n)
             goto drop_done;
         for (i = 0; i < n; i++) {
             if (pick_list[i].item.a_int == ALL_TYPES_SELECTED)
                 all_categories = TRUE;
             else if (pick_list[i].item.a_int == 'A')
                 drop_everything = TRUE;
             else
                 add_valid_menu_class(pick_list[i].item.a_int);
         }
         free((genericptr_t) pick_list);
     } else if (flags.menu_style == MENU_COMBINATION) {
         unsigned ggoresults = 0;
         all_categories = FALSE;
         /* Gather valid classes via traditional NetHack method */
         i = ggetobj("drop", drop, 0, TRUE, &ggoresults);
         if (i == -2)
             all_categories = TRUE;
         if (ggoresults & ALL_FINISHED) {
             n_dropped = i;
             goto drop_done;
         }
     }
 
     if (drop_everything) {
         /*
          * Dropping a burning potion of oil while levitating can cause
          * an explosion which might destroy some of hero's inventory,
          * so the old code
          *      for (otmp = invent; otmp; otmp = otmp2) {
          *          otmp2 = otmp->nobj;
          *          n_dropped += drop(otmp);
          *      }
          * was unreliable and could lead to an "object lost" panic.
          *
          * Use the bypass bit to mark items already processed (hence
          * not droppable) and rescan inventory until no unbypassed
          * items remain.
          */
         bypass_objlist(invent, FALSE); /* clear bypass bit for invent */
         while ((otmp = nxt_unbypassed_obj(invent)) != 0)
             n_dropped += drop(otmp);
         /* we might not have dropped everything (worn armor, welded weapon,
            cursed loadstones), so reset any remaining inventory to normal */
         bypass_objlist(invent, FALSE);
     } else {
         /* should coordinate with perm invent, maybe not show worn items */
         n = query_objlist("What would you like to drop?", invent,
                           USE_INVLET | INVORDER_SORT, &pick_list, PICK_ANY,
                           all_categories ? allow_all : allow_category);
         if (n > 0) {
             /*
              * picklist[] contains a set of pointers into inventory, but
              * as soon as something gets dropped, they might become stale
              * (see the drop_everything code above for an explanation).
              * Just checking to see whether one is still in the invent
              * chain is not sufficient validation since destroyed items
              * will be freed and items we've split here might have already
              * reused that memory and put the same pointer value back into
              * invent.  Ditto for using invlet to validate.  So we start
              * by setting bypass on all of invent, then check each pointer
              * to verify that it is in invent and has that bit set.
              */
             bypass_objlist(invent, TRUE);
             for (i = 0; i < n; i++) {
                 otmp = pick_list[i].item.a_obj;
                 for (otmp2 = invent; otmp2; otmp2 = otmp2->nobj)
                     if (otmp2 == otmp)
                         break;
                 if (!otmp2 || !otmp2->bypass)
                     continue;
                 /* found next selected invent item */
                 cnt = pick_list[i].count;
                 if (cnt < otmp->quan) {
                     if (welded(otmp)) {
                         ; /* don't split */
                     } else if (otmp->otyp == LOADSTONE && otmp->cursed) {
                         /* same kludge as getobj(), for canletgo()'s use */
                         otmp->corpsenm = (int) cnt; /* don't split */
                     } else {
                         otmp = splitobj(otmp, cnt);
                     }
                 }
                 n_dropped += drop(otmp);
             }
             bypass_objlist(invent, FALSE); /* reset invent to normal */
             free((genericptr_t) pick_list);
         }
     }
 
 drop_done:
     return n_dropped;
 }
 

dodown

 /* on a ladder, used in goto_level */
 static NEARDATA boolean at_ladder = FALSE;
 
 /* the '>' command */
 int
 dodown()
 {
     struct trap *trap = 0;
     boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair)
                            || (u.ux == sstairs.sx && u.uy == sstairs.sy
                                && !sstairs.up)),
             ladder_down = (u.ux == xdnladder && u.uy == ydnladder);
 
     if (u_rooted())
         return 1;
 
     if (stucksteed(TRUE)) {
         return 0;
     }
     /* Levitation might be blocked, but player can still use '>' to
        turn off controlled levitation */
     if (HLevitation || ELevitation) {
         if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
             /* end controlled levitation */
             if (ELevitation & W_ARTI) {
                 struct obj *obj;
 
                 for (obj = invent; obj; obj = obj->nobj) {
                     if (obj->oartifact
                         && artifact_has_invprop(obj, LEVITATION)) {
                         if (obj->age < monstermoves)
                             obj->age = monstermoves;
                         obj->age += rnz(100);
                     }
                 }
             }
             if (float_down(I_SPECIAL | TIMEOUT, W_ARTI)) {
                 return 1; /* came down, so moved */
             } else if (!HLevitation && !ELevitation) {
                 Your("latent levitation ceases.");
                 return 1; /* did something, effectively moved */
             }
         }
         if (BLevitation) {
             ; /* weren't actually floating after all */
         } else if (Blind) {
             /* Avoid alerting player to an unknown stair or ladder.
              * Changes the message for a covered, known staircase
              * too; staircase knowledge is not stored anywhere.
              */
             if (stairs_down)
                 stairs_down =
                     (glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnstair);
             else if (ladder_down)
                 ladder_down =
                     (glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnladder);
         }
         floating_above(stairs_down ? "stairs" : ladder_down
                                                     ? "ladder"
                                                     : surface(u.ux, u.uy));
         return 0; /* didn't move */
     }
     if (!stairs_down && !ladder_down) {
         trap = t_at(u.ux, u.uy);
         if (trap && uteetering_at_seen_pit(trap)) {
             dotrap(trap, TOOKPLUNGE);
             return 1;
         } else if (!trap || (trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)
                    || !Can_fall_thru(&u.uz) || !trap->tseen) {
             if (flags.autodig && !context.nopick && uwep && is_pick(uwep)) {
                 return use_pick_axe2(uwep);
             } else {
                 You_cant("go down here.");
                 return 0;
             }
         }
     }
     if (u.ustuck) {
         You("are %s, and cannot go down.",
             !u.uswallow ? "being held" : is_animal(u.ustuck->data)
                                              ? "swallowed"
                                              : "engulfed");
         return 1;
     }
     if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) {
         You("are standing at the gate to Gehennom.");
         pline("Unspeakable cruelty and harm lurk down there.");
         if (yn("Are you sure you want to enter?") != 'y')
             return 0;
         else
             pline("So be it.");
         u.uevent.gehennom_entered = 1; /* don't ask again */
     }
 
     if (!next_to_u()) {
         You("are held back by your pet!");
         return 0;
     }
 
     if (trap)
         You("%s %s.", Flying ? "fly" : locomotion(youmonst.data, "jump"),
             trap->ttyp == HOLE ? "down the hole" : "through the trap door");
 
     if (trap && Is_stronghold(&u.uz)) {
         goto_hell(FALSE, TRUE);
     } else {
         at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
         next_level(!trap);
         at_ladder = FALSE;
     }
     return 1;
 }
 

doup

 /* the '<' command */
 int
 doup()
 {
     if (u_rooted())
         return 1;
 
     /* "up" to get out of a pit... */
     if (u.utrap && u.utraptype == TT_PIT) {
         climb_pit();
         return 1;
     }
 
     if ((u.ux != xupstair || u.uy != yupstair)
         && (!xupladder || u.ux != xupladder || u.uy != yupladder)
         && (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
             || !sstairs.up)) {
         You_cant("go up here.");
         return 0;
     }
     if (stucksteed(TRUE)) {
         return 0;
     }
     if (u.ustuck) {
         You("are %s, and cannot go up.",
             !u.uswallow ? "being held" : is_animal(u.ustuck->data)
                                              ? "swallowed"
                                              : "engulfed");
         return 1;
     }
     if (near_capacity() > SLT_ENCUMBER) {
         /* No levitation check; inv_weight() already allows for it */
         Your("load is too heavy to climb the %s.",
              levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder");
         return 1;
     }
     if (ledger_no(&u.uz) == 1) {
         if (yn("Beware, there will be no return! Still climb?") != 'y')
             return 0;
     }
     if (!next_to_u()) {
         You("are held back by your pet!");
         return 0;
     }
     at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
     prev_level(TRUE);
     at_ladder = FALSE;
     return 1;
 }
 

currentlevel_rewrite

 d_level save_dlevel = { 0, 0 };
 
 /* check that we can write out the current level */
 STATIC_OVL int
 currentlevel_rewrite()
 {
     register int fd;
     char whynot[BUFSZ];
 
     /* since level change might be a bit slow, flush any buffered screen
      *  output (like "you fall through a trap door") */
     mark_synch();
 
     fd = create_levelfile(ledger_no(&u.uz), whynot);
     if (fd < 0) {
         /*
          * This is not quite impossible: e.g., we may have
          * exceeded our quota. If that is the case then we
          * cannot leave this level, and cannot save either.
          * Another possibility is that the directory was not
          * writable.
          */
         pline1(whynot);
         return -1;
     }
 
 #ifdef MFLOPPY
     if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) {
         (void) nhclose(fd);
         delete_levelfile(ledger_no(&u.uz));
         pline("NetHack is out of disk space for making levels!");
         You("can save, quit, or continue playing.");
         return -1;
     }
 #endif
     return fd;
 }
 

save_currentstate

 #ifdef INSURANCE
 void
 save_currentstate()
 {
     int fd;
 
     if (flags.ins_chkpt) {
         /* write out just-attained level, with pets and everything */
         fd = currentlevel_rewrite();
         if (fd < 0)
             return;
         bufon(fd);
         savelev(fd, ledger_no(&u.uz), WRITE_SAVE);
         bclose(fd);
     }
 
     /* write out non-level state */
     savestateinlock();
 }
 #endif
 
 /*
 static boolean
 badspot(x, y)
 register xchar x, y;
 {
     return (boolean) ((levl[x][y].typ != ROOM
                        && levl[x][y].typ != AIR
                        && levl[x][y].typ != CORR)
                       || MON_AT(x, y));
 }
 */
 

goto_level

 void
 goto_level(newlevel, at_stairs, falling, portal)
 d_level *newlevel;
 boolean at_stairs, falling, portal;
 {
     int fd, l_idx;
     xchar new_ledger;
     boolean cant_go_back, up = (depth(newlevel) < depth(&u.uz)),
                           newdungeon = (u.uz.dnum != newlevel->dnum),
                           was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
                           familiar = FALSE;
     boolean new = FALSE; /* made a new level? */
     struct monst *mtmp;
     char whynot[BUFSZ];
     char *annotation;
 
     if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
         newlevel->dlevel = dunlevs_in_dungeon(newlevel);
     if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */
         if (!u.uhave.amulet)
             return;  /* must have the Amulet */
         if (!wizard) /* wizard ^V can bypass Earth level */
             assign_level(newlevel, &earth_level); /* (redundant) */
     }
     new_ledger = ledger_no(newlevel);
     if (new_ledger <= 0)
         done(ESCAPED); /* in fact < 0 is impossible */
 
     /* If you have the amulet and are trying to get out of Gehennom,
      * going up a set of stairs sometimes does some very strange things!
      * Biased against law and towards chaos.  (The chance to be sent
      * down multiple levels when attempting to go up are significantly
      * less than the corresponding comment in older versions indicated
      * due to overlooking the effect of the call to assign_rnd_lvl().)
      *
      * Odds for making it to the next level up, or of being sent down:
      *  "up"    L      N      C
      *   +1   75.0   75.0   75.0
      *    0    6.25   8.33  12.5
      *   -1   11.46  12.50  12.5
      *   -2    5.21   4.17   0.0
      *   -3    2.08   0.0    0.0
      */
     if (Inhell && up && u.uhave.amulet && !newdungeon && !portal
         && (dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz) - 3)) {
         if (!rn2(4)) {
             int odds = 3 + (int) u.ualign.type,   /* 2..4 */
                 diff = odds <= 1 ? 0 : rn2(odds); /* paranoia */
 
             if (diff != 0) {
                 assign_rnd_level(newlevel, &u.uz, diff);
                 /* if inside the tower, stay inside */
                 if (was_in_W_tower && !On_W_tower_level(newlevel))
                     diff = 0;
             }
             if (diff == 0)
                 assign_level(newlevel, &u.uz);
 
             new_ledger = ledger_no(newlevel);
 
             pline("A mysterious force momentarily surrounds you...");
             if (on_level(newlevel, &u.uz)) {
                 (void) safe_teleds(FALSE);
                 (void) next_to_u();
                 return;
             } else
                 at_stairs = at_ladder = FALSE;
         }
     }
 
     /* Prevent the player from going past the first quest level unless
      * (s)he has been given the go-ahead by the leader.
      */
     if (on_level(&u.uz, &qstart_level) && !newdungeon && !ok_to_quest()) {
         pline("A mysterious force prevents you from descending.");
         return;
     }
 
     if (on_level(newlevel, &u.uz))
         return; /* this can happen */
 
     /* tethered movement makes level change while trapped feasible */
     if (u.utrap && u.utraptype == TT_BURIEDBALL)
         buried_ball_to_punishment(); /* (before we save/leave old level) */
 
     fd = currentlevel_rewrite();
     if (fd < 0)
         return;
 
     if (falling) /* assuming this is only trap door or hole */
         impact_drop((struct obj *) 0, u.ux, u.uy, newlevel->dlevel);
 
     check_special_room(TRUE); /* probably was a trap door */
     if (Punished)
         unplacebc();
     u.utrap = 0; /* needed in level_tele */
     fill_pit(u.ux, u.uy);
     u.ustuck = 0; /* idem */
     u.uinwater = 0;
     u.uundetected = 0; /* not hidden, even if means are available */
     keepdogs(FALSE);
     if (u.uswallow) /* idem */
         u.uswldtim = u.uswallow = 0;
     recalc_mapseen(); /* recalculate map overview before we leave the level */
     /*
      *  We no longer see anything on the level.  Make sure that this
      *  follows u.uswallow set to null since uswallow overrides all
      *  normal vision.
      */
     vision_recalc(2);
 
     /*
      * Save the level we're leaving.  If we're entering the endgame,
      * we can get rid of all existing levels because they cannot be
      * reached any more.  We still need to use savelev()'s cleanup
      * for the level being left, to recover dynamic memory in use and
      * to avoid dangling timers and light sources.
      */
     cant_go_back = (newdungeon && In_endgame(newlevel));
     if (!cant_go_back) {
         update_mlstmv(); /* current monsters are becoming inactive */
         bufon(fd);       /* use buffered output */
     }
     savelev(fd, ledger_no(&u.uz),
             cant_go_back ? FREE_SAVE : (WRITE_SAVE | FREE_SAVE));
     bclose(fd);
     if (cant_go_back) {
         /* discard unreachable levels; keep #0 */
         for (l_idx = maxledgerno(); l_idx > 0; --l_idx)
             delete_levelfile(l_idx);
         /* mark #overview data for all dungeon branches as uninteresting */
         for (l_idx = 0; l_idx < n_dgns; ++l_idx)
             remdun_mapseen(l_idx);
     }
 
     if (Is_rogue_level(newlevel) || Is_rogue_level(&u.uz))
         assign_graphics(Is_rogue_level(newlevel) ? ROGUESET : PRIMARY);
 #ifdef USE_TILES
     substitute_tiles(newlevel);
 #endif
     /* record this level transition as a potential seen branch unless using
      * some non-standard means of transportation (level teleport).
      */
     if ((at_stairs || falling || portal) && (u.uz.dnum != newlevel->dnum))
         recbranch_mapseen(&u.uz, newlevel);
     assign_level(&u.uz0, &u.uz);
     assign_level(&u.uz, newlevel);
     assign_level(&u.utolev, newlevel);
     u.utotype = 0;
     if (!builds_up(&u.uz)) { /* usual case */
         if (dunlev(&u.uz) > dunlev_reached(&u.uz))
             dunlev_reached(&u.uz) = dunlev(&u.uz);
     } else {
         if (dunlev_reached(&u.uz) == 0
             || dunlev(&u.uz) < dunlev_reached(&u.uz))
             dunlev_reached(&u.uz) = dunlev(&u.uz);
     }
     reset_rndmonst(NON_PM); /* u.uz change affects monster generation */
 
     /* set default level change destination areas */
     /* the special level code may override these */
     (void) memset((genericptr_t) &updest, 0, sizeof updest);
     (void) memset((genericptr_t) &dndest, 0, sizeof dndest);
 
     if (!(level_info[new_ledger].flags & LFILE_EXISTS)) {
         /* entering this level for first time; make it now */
         if (level_info[new_ledger].flags & (FORGOTTEN | VISITED)) {
             impossible("goto_level: returning to discarded level?");
             level_info[new_ledger].flags &= ~(FORGOTTEN | VISITED);
         }
         mklev();
         new = TRUE; /* made the level */
     } else {
         /* returning to previously visited level; reload it */
         fd = open_levelfile(new_ledger, whynot);
         if (tricked_fileremoved(fd, whynot)) {
             /* we'll reach here if running in wizard mode */
             error("Cannot continue this game.");
         }
         minit(); /* ZEROCOMP */
         getlev(fd, hackpid, new_ledger, FALSE);
         (void) nhclose(fd);
         oinit(); /* reassign level dependent obj probabilities */
     }
     reglyph_darkroom();
     /* do this prior to level-change pline messages */
     vision_reset();         /* clear old level's line-of-sight */
     vision_full_recalc = 0; /* don't let that reenable vision yet */
     flush_screen(-1);       /* ensure all map flushes are postponed */
 
     if (portal && !In_endgame(&u.uz)) {
         /* find the portal on the new level */
         register struct trap *ttrap;
 
         for (ttrap = ftrap; ttrap; ttrap = ttrap->ntrap)
             if (ttrap->ttyp == MAGIC_PORTAL)
                 break;
 
         if (!ttrap)
             panic("goto_level: no corresponding portal!");
         seetrap(ttrap);
         u_on_newpos(ttrap->tx, ttrap->ty);
     } else if (at_stairs && !In_endgame(&u.uz)) {
         if (up) {
             if (at_ladder)
                 u_on_newpos(xdnladder, ydnladder);
             else if (newdungeon)
                 u_on_sstairs(1);
             else
                 u_on_dnstairs();
             /* you climb up the {stairs|ladder};
                fly up the stairs; fly up along the ladder */
             pline("%s %s up%s the %s.",
                   (Punished && !Levitation) ? "With great effort you" : "You",
                   Flying ? "fly" : "climb",
                   (Flying && at_ladder) ? " along" : "",
                   at_ladder ? "ladder" : "stairs");
         } else { /* down */
             if (at_ladder)
                 u_on_newpos(xupladder, yupladder);
             else if (newdungeon)
                 u_on_sstairs(0);
             else
                 u_on_upstairs();
             if (!u.dz) {
                 ; /* stayed on same level? (no transit effects) */
             } else if (Flying) {
                 if (flags.verbose)
                     You("fly down %s.",
                         at_ladder ? "along the ladder" : "the stairs");
             } else if (near_capacity() > UNENCUMBERED || Punished
                        || Fumbling) {
                 You("fall down the %s.", at_ladder ? "ladder" : "stairs");
                 if (Punished) {
                     drag_down();
                     ballrelease(FALSE);
                 }
                 /* falling off steed has its own losehp() call */
                 if (u.usteed)
                     dismount_steed(DISMOUNT_FELL);
                 else
                     losehp(Maybe_Half_Phys(rnd(3)),
                            at_ladder ? "falling off a ladder"
                                      : "tumbling down a flight of stairs",
                            KILLED_BY);
                 selftouch("Falling, you");
             } else { /* ordinary descent */
                 if (flags.verbose)
                     You("%s.", at_ladder ? "climb down the ladder"
                                          : "descend the stairs");
             }
         }
     } else { /* trap door or level_tele or In_endgame */
         u_on_rndspot((up ? 1 : 0) | (was_in_W_tower ? 2 : 0));
         if (falling) {
             if (Punished)
                 ballfall();
             selftouch("Falling, you");
         }
     }
 
     if (Punished)
         placebc();
     obj_delivery(FALSE);
     losedogs();
     kill_genocided_monsters(); /* for those wiped out while in limbo */
     /*
      * Expire all timers that have gone off while away.  Must be
      * after migrating monsters and objects are delivered
      * (losedogs and obj_delivery).
      */
     run_timers();
 
     initrack();
 
     if ((mtmp = m_at(u.ux, u.uy)) != 0 && mtmp != u.usteed) {
         /* There's a monster at your target destination; it might be one
            which accompanied you--see mon_arrive(dogmove.c)--or perhaps
            it was already here.  Randomly move you to an adjacent spot
            or else the monster to any nearby location.  Prior to 3.3.0
            the latter was done unconditionally. */
         coord cc;
 
         if (!rn2(2) && enexto(&cc, u.ux, u.uy, youmonst.data)
             && distu(cc.x, cc.y) <= 2)
             u_on_newpos(cc.x, cc.y); /*[maybe give message here?]*/
         else
             mnexto(mtmp);
 
         if ((mtmp = m_at(u.ux, u.uy)) != 0) {
             /* there was an unconditional impossible("mnearto failed")
                here, but it's not impossible and we're prepared to cope
                with the situation, so only say something when debugging */
             if (wizard)
                 pline("(monster in hero's way)");
             if (!rloc(mtmp, TRUE))
                 /* no room to move it; send it away, to return later */
                 migrate_to_level(mtmp, ledger_no(&u.uz), MIGR_RANDOM,
                                  (coord *) 0);
         }
     }
 
     /* initial movement of bubbles just before vision_recalc */
     if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
         movebubbles();
     else if (Is_firelevel(&u.uz))
         fumaroles();
 
     if (level_info[new_ledger].flags & FORGOTTEN) {
         forget_map(ALL_MAP); /* forget the map */
         forget_traps();      /* forget all traps too */
         familiar = TRUE;
         level_info[new_ledger].flags &= ~FORGOTTEN;
     }
 
     /* Reset the screen. */
     vision_reset(); /* reset the blockages */
     docrt();        /* does a full vision recalc */
     flush_screen(-1);
 
     /*
      *  Move all plines beyond the screen reset.
      */
 
     /* special levels can have a custom arrival message */
     deliver_splev_message();
 
     /* give room entrance message, if any */
     check_special_room(FALSE);
 
     /* deliver objects traveling with player */
     obj_delivery(TRUE);
 
     /* Check whether we just entered Gehennom. */
     if (!In_hell(&u.uz0) && Inhell) {
         if (Is_valley(&u.uz)) {
             You("arrive at the Valley of the Dead...");
             pline_The("odor of burnt flesh and decay pervades the air.");
 #ifdef MICRO
             display_nhwindow(WIN_MESSAGE, FALSE);
 #endif
             You_hear("groans and moans everywhere.");
         } else
             pline("It is hot here.  You smell smoke...");
         u.uachieve.enter_gehennom = 1;
     }
     /* in case we've managed to bypass the Valley's stairway down */
     if (Inhell && !Is_valley(&u.uz))
         u.uevent.gehennom_entered = 1;
 
     if (familiar) {
         static const char *const fam_msgs[4] = {
             "You have a sense of deja vu.",
             "You feel like you've been here before.",
             "This place %s familiar...", 0 /* no message */
         };
         static const char *const halu_fam_msgs[4] = {
             "Whoa!  Everything %s different.",
             "You are surrounded by twisty little passages, all alike.",
             "Gee, this %s like uncle Conan's place...", 0 /* no message */
         };
         const char *mesg;
         char buf[BUFSZ];
         int which = rn2(4);
 
         if (Hallucination)
             mesg = halu_fam_msgs[which];
         else
             mesg = fam_msgs[which];
         if (mesg && index(mesg, '%')) {
             Sprintf(buf, mesg, !Blind ? "looks" : "seems");
             mesg = buf;
         }
         if (mesg)
             pline1(mesg);
     }
 
     /* special location arrival messages/events */
     if (In_endgame(&u.uz)) {
         if (new &&on_level(&u.uz, &astral_level))
             final_level(); /* guardian angel,&c */
         else if (newdungeon && u.uhave.amulet)
             resurrect(); /* force confrontation with Wizard */
     } else if (In_quest(&u.uz)) {
         onquest(); /* might be reaching locate|goal level */
     } else if (In_V_tower(&u.uz)) {
         if (newdungeon && In_hell(&u.uz0))
             pline_The("heat and smoke are gone.");
     } else if (Is_knox(&u.uz)) {
         /* alarm stops working once Croesus has died */
         if (new || !mvitals[PM_CROESUS].died) {
             You("have penetrated a high security area!");
             pline("An alarm sounds!");
             for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
                 if (DEADMONSTER(mtmp))
                     continue;
                 mtmp->msleeping = 0;
             }
         }
     } else {
         if (new && Is_rogue_level(&u.uz))
             You("enter what seems to be an older, more primitive world.");
         /* main dungeon message from your quest leader */
         if (!In_quest(&u.uz0) && at_dgn_entrance("The Quest")
             && !(u.uevent.qcompleted || u.uevent.qexpelled
                  || quest_status.leader_is_dead)) {
             if (!u.uevent.qcalled) {
                 u.uevent.qcalled = 1;
                 com_pager(2); /* main "leader needs help" message */
             } else {          /* reminder message */
                 com_pager(Role_if(PM_ROGUE) ? 4 : 3);
             }
         }
     }
 
     assign_level(&u.uz0, &u.uz); /* reset u.uz0 */
 #ifdef INSURANCE
     save_currentstate();
 #endif
 
     if ((annotation = get_annotation(&u.uz)))
         You("remember this level as %s.", annotation);
 
     /* assume this will always return TRUE when changing level */
     (void) in_out_region(u.ux, u.uy);
     (void) pickup(1);
     context.polearm.hitmon = NULL;
 }
 

final_level

 STATIC_OVL void
 final_level()
 {
     struct monst *mtmp;
 
     /* reset monster hostility relative to player */
     for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
         if (DEADMONSTER(mtmp))
             continue;
         reset_hostility(mtmp);
     }
 
     /* create some player-monsters */
     create_mplayers(rn1(4, 3), TRUE);
 
     /* create a guardian angel next to player, if worthy */
     gain_guardian_angel();
 }
 

schedule_goto

 static char *dfr_pre_msg = 0,  /* pline() before level change */
             *dfr_post_msg = 0; /* pline() after level change */
 
 /* change levels at the end of this turn, after monsters finish moving */
 void
 schedule_goto(tolev, at_stairs, falling, portal_flag, pre_msg, post_msg)
 d_level *tolev;
 boolean at_stairs, falling;
 int portal_flag;
 const char *pre_msg, *post_msg;
 {
     int typmask = 0100; /* non-zero triggers `deferred_goto' */
 
     /* destination flags (`goto_level' args) */
     if (at_stairs)
         typmask |= 1;
     if (falling)
         typmask |= 2;
     if (portal_flag)
         typmask |= 4;
     if (portal_flag < 0)
         typmask |= 0200; /* flag for portal removal */
     u.utotype = typmask;
     /* destination level */
     assign_level(&u.utolev, tolev);
 
     if (pre_msg)
         dfr_pre_msg = dupstr(pre_msg);
     if (post_msg)
         dfr_post_msg = dupstr(post_msg);
 }
 

deferred_goto

 /* handle something like portal ejection */
 void
 deferred_goto()
 {
     if (!on_level(&u.uz, &u.utolev)) {
         d_level dest;
         int typmask = u.utotype; /* save it; goto_level zeroes u.utotype */
 
         assign_level(&dest, &u.utolev);
         if (dfr_pre_msg)
             pline1(dfr_pre_msg);
         goto_level(&dest, !!(typmask & 1), !!(typmask & 2), !!(typmask & 4));
         if (typmask & 0200) { /* remove portal */
             struct trap *t = t_at(u.ux, u.uy);
 
             if (t) {
                 deltrap(t);
                 newsym(u.ux, u.uy);
             }
         }
         if (dfr_post_msg)
             pline1(dfr_post_msg);
     }
     u.utotype = 0; /* our caller keys off of this */
     if (dfr_pre_msg)
         free((genericptr_t) dfr_pre_msg), dfr_pre_msg = 0;
     if (dfr_post_msg)
         free((genericptr_t) dfr_post_msg), dfr_post_msg = 0;
 }
 

revive_corpse

 /*
  * Return TRUE if we created a monster for the corpse.  If successful, the
  * corpse is gone.
  */
 boolean
 revive_corpse(corpse)
 struct obj *corpse;
 {
     struct monst *mtmp, *mcarry;
     boolean is_uwep, chewed;
     xchar where;
     char cname[BUFSZ];
     struct obj *container = (struct obj *) 0;
     int container_where = 0;
 
     where = corpse->where;
     is_uwep = (corpse == uwep);
     chewed = (corpse->oeaten != 0);
     Strcpy(cname,
            corpse_xname(corpse, chewed ? "bite-covered" : (const char *) 0,
                         CXN_SINGULAR));
     mcarry = (where == OBJ_MINVENT) ? corpse->ocarry : 0;
 
     if (where == OBJ_CONTAINED) {
         struct monst *mtmp2;
 
         container = corpse->ocontainer;
         mtmp2 =
             get_container_location(container, &container_where, (int *) 0);
         /* container_where is the outermost container's location even if
          * nested */
         if (container_where == OBJ_MINVENT && mtmp2)
             mcarry = mtmp2;
     }
     mtmp = revive(corpse, FALSE); /* corpse is gone if successful */
 
     if (mtmp) {
         switch (where) {
         case OBJ_INVENT:
             if (is_uwep)
                 pline_The("%s writhes out of your grasp!", cname);
             else
                 You_feel("squirming in your backpack!");
             break;
 
         case OBJ_FLOOR:
             if (cansee(mtmp->mx, mtmp->my))
                 pline("%s rises from the dead!",
                       chewed ? Adjmonnam(mtmp, "bite-covered")
                              : Monnam(mtmp));
             break;
 
         case OBJ_MINVENT: /* probably a nymph's */
             if (cansee(mtmp->mx, mtmp->my)) {
                 if (canseemon(mcarry))
                     pline("Startled, %s drops %s as it revives!",
                           mon_nam(mcarry), an(cname));
                 else
                     pline("%s suddenly appears!",
                           chewed ? Adjmonnam(mtmp, "bite-covered")
                                  : Monnam(mtmp));
             }
             break;
         case OBJ_CONTAINED: {
             char sackname[BUFSZ];
 
             if (container_where == OBJ_MINVENT && cansee(mtmp->mx, mtmp->my)
                 && mcarry && canseemon(mcarry) && container) {
                 pline("%s writhes out of %s!", Amonnam(mtmp),
                       yname(container));
             } else if (container_where == OBJ_INVENT && container) {
                 Strcpy(sackname, an(xname(container)));
                 pline("%s %s out of %s in your pack!",
                       Blind ? Something : Amonnam(mtmp),
                       locomotion(mtmp->data, "writhes"), sackname);
             } else if (container_where == OBJ_FLOOR && container
                        && cansee(mtmp->mx, mtmp->my)) {
                 Strcpy(sackname, an(xname(container)));
                 pline("%s escapes from %s!", Amonnam(mtmp), sackname);
             }
             break;
         }
         default:
             /* we should be able to handle the other cases... */
             impossible("revive_corpse: lost corpse @ %d", where);
             break;
         }
         return TRUE;
     }
     return FALSE;
 }
 

revive_mon

 /* Revive the corpse via a timeout. */
 /*ARGSUSED*/
 void
 revive_mon(arg, timeout)
 anything *arg;
 long timeout UNUSED;
 {
     struct obj *body = arg->a_obj;
     struct permonst *mptr = &mons[body->corpsenm];
     struct monst *mtmp;
     xchar x, y;
 
     /* corpse will revive somewhere else if there is a monster in the way;
        Riders get a chance to try to bump the obstacle out of their way */
     if ((mptr->mflags3 & M3_DISPLACES) != 0 && body->where == OBJ_FLOOR
         && get_obj_location(body, &x, &y, 0) && (mtmp = m_at(x, y)) != 0) {
         boolean notice_it = canseemon(mtmp); /* before rloc() */
         char *monname = Monnam(mtmp);
 
         if (rloc(mtmp, TRUE)) {
             if (notice_it && !canseemon(mtmp))
                 pline("%s vanishes.", monname);
             else if (!notice_it && canseemon(mtmp))
                 pline("%s appears.", Monnam(mtmp)); /* not pre-rloc monname */
             else if (notice_it && dist2(mtmp->mx, mtmp->my, x, y) > 2)
                 pline("%s teleports.", monname); /* saw it and still see it */
         }
     }
 
     /* if we succeed, the corpse is gone */
     if (!revive_corpse(body)) {
         long when;
         int action;
 
         if (is_rider(mptr) && rn2(99)) { /* Rider usually tries again */
             action = REVIVE_MON;
             for (when = 3L; when < 67L; when++)
                 if (!rn2(3))
                     break;
         } else { /* rot this corpse away */
             You_feel("%sless hassled.", is_rider(mptr) ? "much " : "");
             action = ROT_CORPSE;
             when = 250L - (monstermoves - body->age);
             if (when < 1L)
                 when = 1L;
         }
         (void) start_timer(when, TIMER_OBJECT, action, arg);
     }
 }
 

donull

 int
 donull()
 {
     return 1; /* Do nothing, but let other things happen */
 }
 

wipeoff

 STATIC_PTR int
 wipeoff(VOID_ARGS)
 {
     if (u.ucreamed < 4)
         u.ucreamed = 0;
     else
         u.ucreamed -= 4;
     if (Blinded < 4)
         Blinded = 0;
     else
         Blinded -= 4;
     if (!Blinded) {
         pline("You've got the glop off.");
         u.ucreamed = 0;
         if (!gulp_blnd_check()) {
             Blinded = 1;
             make_blinded(0L, TRUE);
         }
         return 0;
     } else if (!u.ucreamed) {
         Your("%s feels clean now.", body_part(FACE));
         return 0;
     }
     return 1; /* still busy */
 }
 

dowipe

 int
 dowipe()
 {
     if (u.ucreamed) {
         static NEARDATA char buf[39];
 
         Sprintf(buf, "wiping off your %s", body_part(FACE));
         set_occupation(wipeoff, buf, 0);
         /* Not totally correct; what if they change back after now
          * but before they're finished wiping?
          */
         return 1;
     }
     Your("%s is already clean.", body_part(FACE));
     return 1;
 }
 

set_wounded_legs

 void
 set_wounded_legs(side, timex)
 register long side;
 register int timex;
 {
     /* KMH -- STEED
      * If you are riding, your steed gets the wounded legs instead.
      * You still call this function, but don't lose hp.
      * Caller is also responsible for adjusting messages.
      */
 
     if (!Wounded_legs) {
         ATEMP(A_DEX)--;
         context.botl = 1;
     }
 
     if (!Wounded_legs || (HWounded_legs & TIMEOUT))
         HWounded_legs = timex;
     EWounded_legs = side;
     (void) encumber_msg();
 }
 

heal_legs

 void
 heal_legs()
 {
     if (Wounded_legs) {
         if (ATEMP(A_DEX) < 0) {
             ATEMP(A_DEX)++;
             context.botl = 1;
         }
 
         if (!u.usteed) {
             const char *legs = body_part(LEG);
 
             if ((EWounded_legs & BOTH_SIDES) == BOTH_SIDES)
                 legs = makeplural(legs);
             /* this used to say "somewhat better" but that was
                misleading since legs are being fully healed */
             Your("%s %s better.", legs, vtense(legs, "feel"));
         }
 
         HWounded_legs = EWounded_legs = 0;
 
         /* Wounded_legs reduces carrying capacity, so we want
            an encumbrance check when they're healed.  However,
            while dismounting, first steed's legs get healed,
            then hero is dropped to floor and a new encumbrance
            check is made [in dismount_steed()].  So don't give
            encumbrance feedback during the dismount stage
            because it could seem to be shown out of order and
            it might be immediately contradicted [able to carry
            more when steed becomes healthy, then possible floor
            feedback, then able to carry less when back on foot]. */
         if (!in_steed_dismounting)
             (void) encumber_msg();
     }
 }
 
 /*do.c*/