Source:NetHack 3.6.1/src/detect.c

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Below is the full text to detect.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/detect.c#line123]], for example.

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 /* NetHack 3.6	detect.c	$NHDT-Date: 1522891623 2018/04/05 01:27:03 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.81 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /*-Copyright (c) Robert Patrick Rankin, 2018. */
 /* NetHack may be freely redistributed.  See license for details. */

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

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

 
 /*
  * Detection routines, including crystal ball, magic mapping, and search
  * command.
  */
 
 #include "hack.h"
 #include "artifact.h"
 
 extern boolean known; /* from read.c */
 
 STATIC_DCL boolean NDECL(unconstrain_map);
 STATIC_DCL void NDECL(reconstrain_map);
 STATIC_DCL void FDECL(browse_map, (int, const char *));
 STATIC_DCL void FDECL(map_monst, (struct monst *, BOOLEAN_P));
 STATIC_DCL void FDECL(do_dknown_of, (struct obj *));
 STATIC_DCL boolean FDECL(check_map_spot, (int, int, CHAR_P, unsigned));
 STATIC_DCL boolean FDECL(clear_stale_map, (CHAR_P, unsigned));
 STATIC_DCL void FDECL(sense_trap, (struct trap *, XCHAR_P, XCHAR_P, int));
 STATIC_DCL int FDECL(detect_obj_traps, (struct obj *, BOOLEAN_P, int));
 STATIC_DCL void FDECL(show_map_spot, (int, int));
 STATIC_PTR void FDECL(findone, (int, int, genericptr_t));
 STATIC_PTR void FDECL(openone, (int, int, genericptr_t));
 STATIC_DCL int FDECL(mfind0, (struct monst *, BOOLEAN_P));
 STATIC_DCL int FDECL(reveal_terrain_getglyph, (int, int, int,
                                                unsigned, int, int));
 

unconstrain_map

 /* bring hero out from underwater or underground or being engulfed;
    return True iff any change occurred */
 STATIC_OVL boolean
 unconstrain_map()
 {
     boolean res = u.uinwater || u.uburied || u.uswallow;
 
     /* bring Underwater, buried, or swallowed hero to normal map */
     iflags.save_uinwater = u.uinwater, u.uinwater = 0;
     iflags.save_uburied  = u.uburied,  u.uburied  = 0;
     iflags.save_uswallow = u.uswallow, u.uswallow = 0;
 
     return res;
 }
 

reconstrain_map

 /* put hero back underwater or underground or engulfed */
 STATIC_OVL void
 reconstrain_map()
 {
     u.uinwater = iflags.save_uinwater, iflags.save_uinwater = 0;
     u.uburied  = iflags.save_uburied,  iflags.save_uburied  = 0;
     u.uswallow = iflags.save_uswallow, iflags.save_uswallow = 0;
 }
 

browse_map

 /* use getpos()'s 'autodescribe' to view whatever is currently shown on map */
 STATIC_DCL void
 browse_map(ter_typ, ter_explain)
 int ter_typ;
 const char *ter_explain;
 {
     coord dummy_pos; /* don't care whether player actually picks a spot */
     boolean save_autodescribe;
 
     dummy_pos.x = u.ux, dummy_pos.y = u.uy; /* starting spot for getpos() */
     save_autodescribe = iflags.autodescribe;
     iflags.autodescribe = TRUE;
     iflags.terrainmode = ter_typ;
     getpos(&dummy_pos, FALSE, ter_explain);
     iflags.terrainmode = 0;
     iflags.autodescribe = save_autodescribe;
 }
 

map_monst

 /* extracted from monster_detection() so can be shared by do_vicinity_map() */
 STATIC_DCL void
 map_monst(mtmp, showtail)
 struct monst *mtmp;
 boolean showtail;
 {
     if (def_monsyms[(int) mtmp->data->mlet].sym == ' ')
         show_glyph(mtmp->mx, mtmp->my, detected_mon_to_glyph(mtmp));
     else
         show_glyph(mtmp->mx, mtmp->my,
                    mtmp->mtame ? pet_to_glyph(mtmp) : mon_to_glyph(mtmp));
 
     if (showtail && mtmp->data == &mons[PM_LONG_WORM])
         detect_wsegs(mtmp, 0);
 }
 

trapped_chest_at

 /* this is checking whether a trap symbol represents a trapped chest,
    not whether a trapped chest is actually present */
 boolean
 trapped_chest_at(ttyp, x, y)
 int ttyp;
 int x, y;
 {
     struct monst *mtmp;
     struct obj *otmp;
 
     if (!glyph_is_trap(glyph_at(x, y)))
         return FALSE;
     if (ttyp != BEAR_TRAP || (Hallucination && rn2(20)))
         return FALSE;
 
     /*
      * TODO?  We should check containers recursively like the trap
      * detecting routine does.  Chests and large boxes do not nest in
      * themselves or each other, but could be contained inside statues.
      *
      * For farlook, we should also check for buried containers, but
      * for '^' command to examine adjacent trap glyph, we shouldn't.
      */
 
     /* on map, presence of any trappable container will do */
     if (sobj_at(CHEST, x, y) || sobj_at(LARGE_BOX, x, y))
         return TRUE;
     /* in inventory, we need to find one which is actually trapped */
     if (x == u.ux && y == u.uy) {
         for (otmp = invent; otmp; otmp = otmp->nobj)
             if (Is_box(otmp) && otmp->otrapped)
                 return TRUE;
         if (u.usteed) { /* steed isn't on map so won't be found by m_at() */
             for (otmp = u.usteed->minvent; otmp; otmp = otmp->nobj)
                 if (Is_box(otmp) && otmp->otrapped)
                     return TRUE;
         }
     }
     if ((mtmp = m_at(x, y)) != 0)
         for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
             if (Is_box(otmp) && otmp->otrapped)
                 return TRUE;
     return FALSE;
 }
 

trapped_door_at

 /* this is checking whether a trap symbol represents a trapped door,
    not whether the door here is actually trapped */
 boolean
 trapped_door_at(ttyp, x, y)
 int ttyp;
 int x, y;
 {
     struct rm *lev;
 
     if (!glyph_is_trap(glyph_at(x, y)))
         return FALSE;
     if (ttyp != BEAR_TRAP || (Hallucination && rn2(20)))
         return FALSE;
     lev = &levl[x][y];
     if (!IS_DOOR(lev->typ))
         return FALSE;
     if ((lev->doormask & (D_NODOOR | D_BROKEN | D_ISOPEN)) != 0
          && trapped_chest_at(ttyp, x, y))
         return FALSE;
     return TRUE;
 }
 

o_in

 /* recursively search obj for an object in class oclass, return 1st found */
 struct obj *
 o_in(obj, oclass)
 struct obj *obj;
 char oclass;
 {
     register struct obj *otmp;
     struct obj *temp;
 
     if (obj->oclass == oclass)
         return obj;
 
     if (Has_contents(obj)) {
         for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
             if (otmp->oclass == oclass)
                 return otmp;
             else if (Has_contents(otmp) && (temp = o_in(otmp, oclass)) != 0)
                 return temp;
     }
     return (struct obj *) 0;
 }
 

o_material

 /* Recursively search obj for an object made of specified material.
  * Return first found.
  */
 struct obj *
 o_material(obj, material)
 struct obj *obj;
 unsigned material;
 {
     register struct obj *otmp;
     struct obj *temp;
 
     if (objects[obj->otyp].oc_material == material)
         return obj;
 
     if (Has_contents(obj)) {
         for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
             if (objects[otmp->otyp].oc_material == material)
                 return otmp;
             else if (Has_contents(otmp)
                      && (temp = o_material(otmp, material)) != 0)
                 return temp;
     }
     return (struct obj *) 0;
 }
 

do_dknown_of

 STATIC_OVL void
 do_dknown_of(obj)
 struct obj *obj;
 {
     struct obj *otmp;
 
     obj->dknown = 1;
     if (Has_contents(obj)) {
         for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
             do_dknown_of(otmp);
     }
 }
 

check_map_spot

 /* Check whether the location has an outdated object displayed on it. */
 STATIC_OVL boolean
 check_map_spot(x, y, oclass, material)
 int x, y;
 char oclass;
 unsigned material;
 {
     int glyph;
     register struct obj *otmp;
     register struct monst *mtmp;
 
     glyph = glyph_at(x, y);
     if (glyph_is_object(glyph)) {
         /* there's some object shown here */
         if (oclass == ALL_CLASSES) {
             return (boolean) !(level.objects[x][y] /* stale if nothing here */
                                || ((mtmp = m_at(x, y)) != 0 && mtmp->minvent));
         } else {
             if (material
                 && objects[glyph_to_obj(glyph)].oc_material == material) {
                 /* object shown here is of interest because material matches */
                 for (otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
                     if (o_material(otmp, GOLD))
                         return FALSE;
                 /* didn't find it; perhaps a monster is carrying it */
                 if ((mtmp = m_at(x, y)) != 0) {
                     for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
                         if (o_material(otmp, GOLD))
                             return FALSE;
                 }
                 /* detection indicates removal of this object from the map */
                 return TRUE;
             }
             if (oclass && objects[glyph_to_obj(glyph)].oc_class == oclass) {
                 /* obj shown here is of interest because its class matches */
                 for (otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
                     if (o_in(otmp, oclass))
                         return FALSE;
                 /* didn't find it; perhaps a monster is carrying it */
                 if ((mtmp = m_at(x, y)) != 0) {
                     for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
                         if (o_in(otmp, oclass))
                             return FALSE;
                 }
                 /* detection indicates removal of this object from the map */
                 return TRUE;
             }
         }
     }
     return FALSE;
 }
 

clear_stale_map

 /*
  * When doing detection, remove stale data from the map display (corpses
  * rotted away, objects carried away by monsters, etc) so that it won't
  * reappear after the detection has completed.  Return true if noticeable
  * change occurs.
  */
 STATIC_OVL boolean
 clear_stale_map(oclass, material)
 char oclass;
 unsigned material;
 {
     register int zx, zy;
     boolean change_made = FALSE;
 
     for (zx = 1; zx < COLNO; zx++)
         for (zy = 0; zy < ROWNO; zy++)
             if (check_map_spot(zx, zy, oclass, material)) {
                 unmap_object(zx, zy);
                 change_made = TRUE;
             }
 
     return change_made;
 }
 

gold_detect

 /* look for gold, on the floor or in monsters' possession */
 int
 gold_detect(sobj)
 register struct obj *sobj;
 {
     register struct obj *obj;
     register struct monst *mtmp;
     struct obj gold, *temp = 0;
     boolean stale, ugold = FALSE, steedgold = FALSE;
     int ter_typ = TER_DETECT | TER_OBJ;
 
     known = stale = clear_stale_map(COIN_CLASS,
                                     (unsigned) (sobj->blessed ? GOLD : 0));
 
     /* look for gold carried by monsters (might be in a container) */
     for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
         if (DEADMONSTER(mtmp))
             continue; /* probably not needed in this case but... */
         if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
             if (mtmp == u.usteed) {
                 steedgold = TRUE;
             } else {
                 known = TRUE;
                 goto outgoldmap; /* skip further searching */
             }
         } else {
             for (obj = mtmp->minvent; obj; obj = obj->nobj)
                 if ((sobj->blessed && o_material(obj, GOLD))
                     || o_in(obj, COIN_CLASS)) {
                     if (mtmp == u.usteed) {
                         steedgold = TRUE;
                     } else {
                         known = TRUE;
                         goto outgoldmap; /* skip further searching */
                     }
                 }
         }
     }
 
     /* look for gold objects */
     for (obj = fobj; obj; obj = obj->nobj) {
         if (sobj->blessed && o_material(obj, GOLD)) {
             known = TRUE;
             if (obj->ox != u.ux || obj->oy != u.uy)
                 goto outgoldmap;
         } else if (o_in(obj, COIN_CLASS)) {
             known = TRUE;
             if (obj->ox != u.ux || obj->oy != u.uy)
                 goto outgoldmap;
         }
     }
 
     if (!known) {
         /* no gold found on floor or monster's inventory.
            adjust message if you have gold in your inventory */
         if (sobj) {
             char buf[BUFSZ];
 
             if (youmonst.data == &mons[PM_GOLD_GOLEM])
                 Sprintf(buf, "You feel like a million %s!", currency(2L));
             else if (money_cnt(invent) || hidden_gold())
                 Strcpy(buf,
                    "You feel worried about your future financial situation.");
             else if (steedgold)
                 Sprintf(buf, "You feel interested in %s financial situation.",
                         s_suffix(x_monnam(u.usteed,
                                           u.usteed->mtame ? ARTICLE_YOUR
                                                           : ARTICLE_THE,
                                           (char *) 0,
                                           SUPPRESS_SADDLE, FALSE)));
             else
                 Strcpy(buf, "You feel materially poor.");
 
             strange_feeling(sobj, buf);
         }
         return 1;
     }
     /* only under me - no separate display required */
     if (stale)
         docrt();
     You("notice some gold between your %s.", makeplural(body_part(FOOT)));
     return 0;
 
 outgoldmap:
     cls();
 
     (void) unconstrain_map();
     /* Discover gold locations. */
     for (obj = fobj; obj; obj = obj->nobj) {
         if (sobj->blessed && (temp = o_material(obj, GOLD)) != 0) {
             if (temp != obj) {
                 temp->ox = obj->ox;
                 temp->oy = obj->oy;
             }
             map_object(temp, 1);
         } else if ((temp = o_in(obj, COIN_CLASS)) != 0) {
             if (temp != obj) {
                 temp->ox = obj->ox;
                 temp->oy = obj->oy;
             }
             map_object(temp, 1);
         }
         if (temp && temp->ox == u.ux && temp->oy == u.uy)
             ugold = TRUE;
     }
     for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
         if (DEADMONSTER(mtmp))
             continue; /* probably overkill here */
         temp = 0;
         if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
             gold = zeroobj; /* ensure oextra is cleared too */
             gold.otyp = GOLD_PIECE;
             gold.quan = (long) rnd(10); /* usually more than 1 */
             gold.ox = mtmp->mx;
             gold.oy = mtmp->my;
             map_object(&gold, 1);
             temp = &gold;
         } else {
             for (obj = mtmp->minvent; obj; obj = obj->nobj)
                 if (sobj->blessed && (temp = o_material(obj, GOLD)) != 0) {
                     temp->ox = mtmp->mx;
                     temp->oy = mtmp->my;
                     map_object(temp, 1);
                     break;
                 } else if ((temp = o_in(obj, COIN_CLASS)) != 0) {
                     temp->ox = mtmp->mx;
                     temp->oy = mtmp->my;
                     map_object(temp, 1);
                     break;
                 }
         }
         if (temp && temp->ox == u.ux && temp->oy == u.uy)
             ugold = TRUE;
     }
     if (!ugold) {
         newsym(u.ux, u.uy);
         ter_typ |= TER_MON; /* so autodescribe will recognize hero */
     }
     You_feel("very greedy, and sense gold!");
     exercise(A_WIS, TRUE);
 
     browse_map(ter_typ, "gold");
 
     reconstrain_map();
     docrt();
     if (Underwater)
         under_water(2);
     if (u.uburied)
         under_ground(2);
     return 0;
 }
 

food_detect

 /* returns 1 if nothing was detected   */
 /* returns 0 if something was detected */
 int
 food_detect(sobj)
 register struct obj *sobj;
 {
     register struct obj *obj;
     register struct monst *mtmp;
     register int ct = 0, ctu = 0;
     boolean confused = (Confusion || (sobj && sobj->cursed)), stale;
     char oclass = confused ? POTION_CLASS : FOOD_CLASS;
     const char *what = confused ? something : "food";
 
     stale = clear_stale_map(oclass, 0);
     if (u.usteed) /* some situations leave steed with stale coordinates */
         u.usteed->mx = u.ux, u.usteed->my = u.uy;
 
     for (obj = fobj; obj; obj = obj->nobj)
         if (o_in(obj, oclass)) {
             if (obj->ox == u.ux && obj->oy == u.uy)
                 ctu++;
             else
                 ct++;
         }
     for (mtmp = fmon; mtmp && (!ct || !ctu); mtmp = mtmp->nmon) {
         /* no DEADMONSTER(mtmp) check needed -- dmons never have inventory */
         for (obj = mtmp->minvent; obj; obj = obj->nobj)
             if (o_in(obj, oclass)) {
                 if (mtmp->mx == u.ux && mtmp->my == u.uy)
                     ctu++; /* steed or an engulfer with inventory */
                 else
                     ct++;
                 break;
             }
     }
 
     if (!ct && !ctu) {
         known = stale && !confused;
         if (stale) {
             docrt();
             You("sense a lack of %s nearby.", what);
             if (sobj && sobj->blessed) {
                 if (!u.uedibility)
                     Your("%s starts to tingle.", body_part(NOSE));
                 u.uedibility = 1;
             }
         } else if (sobj) {
             char buf[BUFSZ];
 
             Sprintf(buf, "Your %s twitches%s.", body_part(NOSE),
                     (sobj->blessed && !u.uedibility)
                         ? " then starts to tingle"
                         : "");
             if (sobj->blessed && !u.uedibility) {
                 boolean savebeginner = flags.beginner;
 
                 flags.beginner = FALSE; /* prevent non-delivery of message */
                 strange_feeling(sobj, buf);
                 flags.beginner = savebeginner;
                 u.uedibility = 1;
             } else
                 strange_feeling(sobj, buf);
         }
         return !stale;
     } else if (!ct) {
         known = TRUE;
         You("%s %s nearby.", sobj ? "smell" : "sense", what);
         if (sobj && sobj->blessed) {
             if (!u.uedibility)
                 pline("Your %s starts to tingle.", body_part(NOSE));
             u.uedibility = 1;
         }
     } else {
         struct obj *temp;
         int ter_typ = TER_DETECT | TER_OBJ;
 
         known = TRUE;
         cls();
         (void) unconstrain_map();
         for (obj = fobj; obj; obj = obj->nobj)
             if ((temp = o_in(obj, oclass)) != 0) {
                 if (temp != obj) {
                     temp->ox = obj->ox;
                     temp->oy = obj->oy;
                 }
                 map_object(temp, 1);
             }
         for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
             /* no DEADMONSTER() check needed -- dmons never have inventory */
             for (obj = mtmp->minvent; obj; obj = obj->nobj)
                 if ((temp = o_in(obj, oclass)) != 0) {
                     temp->ox = mtmp->mx;
                     temp->oy = mtmp->my;
                     map_object(temp, 1);
                     break; /* skip rest of this monster's inventory */
                 }
         if (!ctu) {
             newsym(u.ux, u.uy);
             ter_typ |= TER_MON; /* for autodescribe of self */
         }
         if (sobj) {
             if (sobj->blessed) {
                 Your("%s %s to tingle and you smell %s.", body_part(NOSE),
                      u.uedibility ? "continues" : "starts", what);
                 u.uedibility = 1;
             } else
                 Your("%s tingles and you smell %s.", body_part(NOSE), what);
         } else
             You("sense %s.", what);
         exercise(A_WIS, TRUE);
 
         browse_map(ter_typ, "food");
 
         reconstrain_map();
         docrt();
         if (Underwater)
             under_water(2);
         if (u.uburied)
             under_ground(2);
     }
     return 0;
 }
 

object_detect

 /*
  * Used for scrolls, potions, spells, and crystal balls.  Returns:
  *
  *      1 - nothing was detected
  *      0 - something was detected
  */
 int
 object_detect(detector, class)
 struct obj *detector; /* object doing the detecting */
 int class;            /* an object class, 0 for all */
 {
     register int x, y;
     char stuff[BUFSZ];
     int is_cursed = (detector && detector->cursed);
     int do_dknown = (detector && (detector->oclass == POTION_CLASS
                                   || detector->oclass == SPBOOK_CLASS)
                      && detector->blessed);
     int ct = 0, ctu = 0;
     register struct obj *obj, *otmp = (struct obj *) 0;
     register struct monst *mtmp;
     int sym, boulder = 0, ter_typ = TER_DETECT | TER_OBJ;
 
     if (class < 0 || class >= MAXOCLASSES) {
         impossible("object_detect:  illegal class %d", class);
         class = 0;
     }
 
     /* Special boulder symbol check - does the class symbol happen
      * to match iflags.bouldersym which is a user-defined?
      * If so, that means we aren't sure what they really wanted to
      * detect. Rather than trump anything, show both possibilities.
      * We can exclude checking the buried obj chain for boulders below.
      */
     sym = class ? def_oc_syms[class].sym : 0;
     if (sym && iflags.bouldersym && sym == iflags.bouldersym)
         boulder = ROCK_CLASS;
 
     if (Hallucination || (Confusion && class == SCROLL_CLASS))
         Strcpy(stuff, something);
     else
         Strcpy(stuff, class ? def_oc_syms[class].name : "objects");
     if (boulder && class != ROCK_CLASS)
         Strcat(stuff, " and/or large stones");
 
     if (do_dknown)
         for (obj = invent; obj; obj = obj->nobj)
             do_dknown_of(obj);
 
     for (obj = fobj; obj; obj = obj->nobj) {
         if ((!class && !boulder) || o_in(obj, class) || o_in(obj, boulder)) {
             if (obj->ox == u.ux && obj->oy == u.uy)
                 ctu++;
             else
                 ct++;
         }
         if (do_dknown)
             do_dknown_of(obj);
     }
 
     for (obj = level.buriedobjlist; obj; obj = obj->nobj) {
         if (!class || o_in(obj, class)) {
             if (obj->ox == u.ux && obj->oy == u.uy)
                 ctu++;
             else
                 ct++;
         }
         if (do_dknown)
             do_dknown_of(obj);
     }
 
     if (u.usteed)
         u.usteed->mx = u.ux, u.usteed->my = u.uy;
 
     for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
         if (DEADMONSTER(mtmp))
             continue;
         for (obj = mtmp->minvent; obj; obj = obj->nobj) {
             if ((!class && !boulder) || o_in(obj, class)
                 || o_in(obj, boulder))
                 ct++;
             if (do_dknown)
                 do_dknown_of(obj);
         }
         if ((is_cursed && mtmp->m_ap_type == M_AP_OBJECT
              && (!class || class == objects[mtmp->mappearance].oc_class))
             || (findgold(mtmp->minvent) && (!class || class == COIN_CLASS))) {
             ct++;
             break;
         }
     }
 
     if (!clear_stale_map(!class ? ALL_CLASSES : class, 0) && !ct) {
         if (!ctu) {
             if (detector)
                 strange_feeling(detector, "You feel a lack of something.");
             return 1;
         }
 
         You("sense %s nearby.", stuff);
         return 0;
     }
 
     cls();
 
     (void) unconstrain_map();
     /*
      *  Map all buried objects first.
      */
     for (obj = level.buriedobjlist; obj; obj = obj->nobj)
         if (!class || (otmp = o_in(obj, class)) != 0) {
             if (class) {
                 if (otmp != obj) {
                     otmp->ox = obj->ox;
                     otmp->oy = obj->oy;
                 }
                 map_object(otmp, 1);
             } else
                 map_object(obj, 1);
         }
     /*
      * If we are mapping all objects, map only the top object of a pile or
      * the first object in a monster's inventory.  Otherwise, go looking
      * for a matching object class and display the first one encountered
      * at each location.
      *
      * Objects on the floor override buried objects.
      */
     for (x = 1; x < COLNO; x++)
         for (y = 0; y < ROWNO; y++)
             for (obj = level.objects[x][y]; obj; obj = obj->nexthere)
                 if ((!class && !boulder) || (otmp = o_in(obj, class)) != 0
                     || (otmp = o_in(obj, boulder)) != 0) {
                     if (class || boulder) {
                         if (otmp != obj) {
                             otmp->ox = obj->ox;
                             otmp->oy = obj->oy;
                         }
                         map_object(otmp, 1);
                     } else
                         map_object(obj, 1);
                     break;
                 }
 
     /* Objects in the monster's inventory override floor objects. */
     for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
         if (DEADMONSTER(mtmp))
             continue;
         for (obj = mtmp->minvent; obj; obj = obj->nobj)
             if ((!class && !boulder) || (otmp = o_in(obj, class)) != 0
                 || (otmp = o_in(obj, boulder)) != 0) {
                 if (!class && !boulder)
                     otmp = obj;
                 otmp->ox = mtmp->mx; /* at monster location */
                 otmp->oy = mtmp->my;
                 map_object(otmp, 1);
                 break;
             }
         /* Allow a mimic to override the detected objects it is carrying. */
         if (is_cursed && mtmp->m_ap_type == M_AP_OBJECT
             && (!class || class == objects[mtmp->mappearance].oc_class)) {
             struct obj temp;
 
             temp = zeroobj;
             temp.otyp = mtmp->mappearance; /* needed for obj_to_glyph() */
             temp.quan = 1L;
             temp.ox = mtmp->mx;
             temp.oy = mtmp->my;
             temp.corpsenm = PM_TENGU; /* if mimicing a corpse */
             map_object(&temp, 1);
         } else if (findgold(mtmp->minvent)
                    && (!class || class == COIN_CLASS)) {
             struct obj gold;
 
             gold = zeroobj; /* ensure oextra is cleared too */
             gold.otyp = GOLD_PIECE;
             gold.quan = (long) rnd(10); /* usually more than 1 */
             gold.ox = mtmp->mx;
             gold.oy = mtmp->my;
             map_object(&gold, 1);
         }
     }
     if (!glyph_is_object(glyph_at(u.ux, u.uy))) {
         newsym(u.ux, u.uy);
         ter_typ |= TER_MON;
     }
     You("detect the %s of %s.", ct ? "presence" : "absence", stuff);
 
     if (!ct)
         display_nhwindow(WIN_MAP, TRUE);
     else
         browse_map(ter_typ, "object");
 
     reconstrain_map();
     docrt(); /* this will correctly reset vision */
     if (Underwater)
         under_water(2);
     if (u.uburied)
         under_ground(2);
     return 0;
 }
 

monster_detect

 /*
  * Used by: crystal balls, potions, fountains
  *
  * Returns 1 if nothing was detected.
  * Returns 0 if something was detected.
  */
 int
 monster_detect(otmp, mclass)
 register struct obj *otmp; /* detecting object (if any) */
 int mclass;                /* monster class, 0 for all */
 {
     register struct monst *mtmp;
     int mcnt = 0;
 
     /* Note: This used to just check fmon for a non-zero value
      * but in versions since 3.3.0 fmon can test TRUE due to the
      * presence of dmons, so we have to find at least one
      * with positive hit-points to know for sure.
      */
     for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
         if (!DEADMONSTER(mtmp)) {
             mcnt++;
             break;
         }
 
     if (!mcnt) {
         if (otmp)
             strange_feeling(otmp, Hallucination
                                       ? "You get the heebie jeebies."
                                       : "You feel threatened.");
         return 1;
     } else {
         boolean unconstrained, woken = FALSE;
         unsigned swallowed = u.uswallow; /* before unconstrain_map() */
 
         cls();
         unconstrained = unconstrain_map();
         for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
             if (DEADMONSTER(mtmp))
                 continue;
             if (!mclass || mtmp->data->mlet == mclass
                 || (mtmp->data == &mons[PM_LONG_WORM]
                     && mclass == S_WORM_TAIL))
                 map_monst(mtmp, TRUE);
 
             if (otmp && otmp->cursed
                 && (mtmp->msleeping || !mtmp->mcanmove)) {
                 mtmp->msleeping = mtmp->mfrozen = 0;
                 mtmp->mcanmove = 1;
                 woken = TRUE;
             }
         }
         if (!swallowed)
             display_self();
         You("sense the presence of monsters.");
         if (woken)
             pline("Monsters sense the presence of you.");
 
         if ((otmp && otmp->blessed) && !unconstrained) {
             /* persistent detection--just show updated map */
             display_nhwindow(WIN_MAP, TRUE);
         } else {
             /* one-shot detection--allow player to move cursor around and
                get autodescribe feedback */
             EDetect_monsters |= I_SPECIAL;
             browse_map(TER_DETECT | TER_MON, "monster of interest");
             EDetect_monsters &= ~I_SPECIAL;
         }
 
         reconstrain_map();
         docrt(); /* redraw the screen to remove unseen monsters from map */
         if (Underwater)
             under_water(2);
         if (u.uburied)
             under_ground(2);
     }
     return 0;
 }
 

sense_trap

 STATIC_OVL void
 sense_trap(trap, x, y, src_cursed)
 struct trap *trap;
 xchar x, y;
 int src_cursed;
 {
     if (Hallucination || src_cursed) {
         struct obj obj; /* fake object */
 
         obj = zeroobj;
         if (trap) {
             obj.ox = trap->tx;
             obj.oy = trap->ty;
         } else {
             obj.ox = x;
             obj.oy = y;
         }
         obj.otyp = !Hallucination ? GOLD_PIECE : random_object();
         obj.quan = (long) ((obj.otyp == GOLD_PIECE) ? rnd(10)
                            : objects[obj.otyp].oc_merge ? rnd(2) : 1);
         obj.corpsenm = random_monster(); /* if otyp == CORPSE */
         map_object(&obj, 1);
     } else if (trap) {
         map_trap(trap, 1);
         trap->tseen = 1;
     } else { /* trapped door or trapped chest */
         struct trap temp_trap; /* fake trap */
 
         (void) memset((genericptr_t) &temp_trap, 0, sizeof temp_trap);
         temp_trap.tx = x;
         temp_trap.ty = y;
         temp_trap.ttyp = BEAR_TRAP; /* some kind of trap */
         map_trap(&temp_trap, 1);
     }
 }
 

detect_obj_traps

 #define OTRAP_NONE 0  /* nothing found */
 #define OTRAP_HERE 1  /* found at hero's location */
 #define OTRAP_THERE 2 /* found at any other location */
 
 /* check a list of objects for chest traps; return 1 if found at <ux,uy>,
    2 if found at some other spot, 3 if both, 0 otherwise; optionally
    update the map to show where such traps were found */
 STATIC_OVL int
 detect_obj_traps(objlist, show_them, how)
 struct obj *objlist;
 boolean show_them;
 int how; /* 1 for misleading map feedback */
 {
     struct obj *otmp;
     xchar x, y;
     int result = OTRAP_NONE;
 
     /*
      * TODO?  Display locations of unarmed land mine and beartrap objects.
      * If so, should they be displayed as objects or as traps?
      */
 
     for (otmp = objlist; otmp; otmp = otmp->nobj) {
         if (Is_box(otmp) && otmp->otrapped
             && get_obj_location(otmp, &x, &y, BURIED_TOO | CONTAINED_TOO)) {
             result |= (x == u.ux && y == u.uy) ? OTRAP_HERE : OTRAP_THERE;
             if (show_them)
                 sense_trap((struct trap *) 0, x, y, how);
         }
         if (Has_contents(otmp))
             result |= detect_obj_traps(otmp->cobj, show_them, how);
     }
     return result;
 }
 

trap_detect

 /* the detections are pulled out so they can
  * also be used in the crystal ball routine
  * returns 1 if nothing was detected
  * returns 0 if something was detected
  */
 int
 trap_detect(sobj)
 struct obj *sobj; /* null if crystal ball, *scroll if gold detection scroll */
 {
     register struct trap *ttmp;
     struct monst *mon;
     int door, glyph, tr, ter_typ = TER_DETECT | TER_TRP;
     int cursed_src = sobj && sobj->cursed;
     boolean found = FALSE;
     coord cc;
 
     if (u.usteed)
         u.usteed->mx = u.ux, u.usteed->my = u.uy;
 
     /* floor/ceiling traps */
     for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
         if (ttmp->tx != u.ux || ttmp->ty != u.uy)
             goto outtrapmap;
         else
             found = TRUE;
     }
     /* chest traps (might be buried or carried) */
     if ((tr = detect_obj_traps(fobj, FALSE, 0)) != OTRAP_NONE) {
         if (tr & OTRAP_THERE)
             goto outtrapmap;
         else
             found = TRUE;
     }
     if ((tr = detect_obj_traps(level.buriedobjlist, FALSE, 0)) != OTRAP_NONE) {
         if (tr & OTRAP_THERE)
             goto outtrapmap;
         else
             found = TRUE;
     }
     for (mon = fmon; mon; mon = mon->nmon) {
         if (DEADMONSTER(mon))
             continue;
         if ((tr = detect_obj_traps(mon->minvent, FALSE, 0)) != OTRAP_NONE) {
             if (tr & OTRAP_THERE)
                 goto outtrapmap;
             else
                 found = TRUE;
         }
     }
     if (detect_obj_traps(invent, FALSE, 0) != OTRAP_NONE)
         found = TRUE;
     /* door traps */
     for (door = 0; door < doorindex; door++) {
         cc = doors[door];
         if (levl[cc.x][cc.y].doormask & D_TRAPPED) {
             if (cc.x != u.ux || cc.y != u.uy)
                 goto outtrapmap;
             else
                 found = TRUE;
         }
     }
     if (!found) {
         char buf[BUFSZ];
 
         Sprintf(buf, "Your %s stop itching.", makeplural(body_part(TOE)));
         strange_feeling(sobj, buf);
         return 1;
     }
     /* traps exist, but only under me - no separate display required */
     Your("%s itch.", makeplural(body_part(TOE)));
     return 0;
 
 outtrapmap:
     cls();
 
     (void) unconstrain_map();
     /* show chest traps first, so that subsequent floor trap display
        will override if both types are present at the same location */
     (void) detect_obj_traps(fobj, TRUE, cursed_src);
     (void) detect_obj_traps(level.buriedobjlist, TRUE, cursed_src);
     for (mon = fmon; mon; mon = mon->nmon) {
         if (DEADMONSTER(mon))
             continue;
         (void) detect_obj_traps(mon->minvent, TRUE, cursed_src);
     }
     (void) detect_obj_traps(invent, TRUE, cursed_src);
 
     for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
         sense_trap(ttmp, 0, 0, cursed_src);
 
     for (door = 0; door < doorindex; door++) {
         cc = doors[door];
         if (levl[cc.x][cc.y].doormask & D_TRAPPED)
             sense_trap((struct trap *) 0, cc.x, cc.y, cursed_src);
     }
 
     /* redisplay hero unless sense_trap() revealed something at <ux,uy> */
     glyph = glyph_at(u.ux, u.uy);
     if (!(glyph_is_trap(glyph) || glyph_is_object(glyph))) {
         newsym(u.ux, u.uy);
         ter_typ |= TER_MON; /* for autodescribe at <u.ux,u.uy> */
     }
     You_feel("%s.", cursed_src ? "very greedy" : "entrapped");
 
     browse_map(ter_typ, "trap of interest");
 
     reconstrain_map();
     docrt(); /* redraw the screen to remove unseen traps from the map */
     if (Underwater)
         under_water(2);
     if (u.uburied)
         under_ground(2);
     return 0;
 }
 

level_distance

 const char *
 level_distance(where)
 d_level *where;
 {
     register schar ll = depth(&u.uz) - depth(where);
     register boolean indun = (u.uz.dnum == where->dnum);
 
     if (ll < 0) {
         if (ll < (-8 - rn2(3)))
             if (!indun)
                 return "far away";
             else
                 return "far below";
         else if (ll < -1)
             if (!indun)
                 return "away below you";
             else
                 return "below you";
         else if (!indun)
             return "in the distance";
         else
             return "just below";
     } else if (ll > 0) {
         if (ll > (8 + rn2(3)))
             if (!indun)
                 return "far away";
             else
                 return "far above";
         else if (ll > 1)
             if (!indun)
                 return "away above you";
             else
                 return "above you";
         else if (!indun)
             return "in the distance";
         else
             return "just above";
     } else if (!indun)
         return "in the distance";
     else
         return "near you";
 }
 
 static const struct {
     const char *what;
     d_level *where;
 } level_detects[] = {
     { "Delphi", &oracle_level },
     { "Medusa's lair", &medusa_level },
     { "a castle", &stronghold_level },
     { "the Wizard of Yendor's tower", &wiz1_level },
 };
 

use_crystal_ball

 void
 use_crystal_ball(optr)
 struct obj **optr;
 {
     char ch;
     int oops;
     struct obj *obj = *optr;
 
     if (Blind) {
         pline("Too bad you can't see %s.", the(xname(obj)));
         return;
     }
     oops = (rnd(20) > ACURR(A_INT) || obj->cursed);
     if (oops && (obj->spe > 0)) {
         switch (rnd(obj->oartifact ? 4 : 5)) {
         case 1:
             pline("%s too much to comprehend!", Tobjnam(obj, "are"));
             break;
         case 2:
             pline("%s you!", Tobjnam(obj, "confuse"));
             make_confused((HConfusion & TIMEOUT) + (long) rnd(100), FALSE);
             break;
         case 3:
             if (!resists_blnd(&youmonst)) {
                 pline("%s your vision!", Tobjnam(obj, "damage"));
                 make_blinded((Blinded & TIMEOUT) + (long) rnd(100), FALSE);
                 if (!Blind)
                     Your1(vision_clears);
             } else {
                 pline("%s your vision.", Tobjnam(obj, "assault"));
                 You("are unaffected!");
             }
             break;
         case 4:
             pline("%s your mind!", Tobjnam(obj, "zap"));
             (void) make_hallucinated(
                 (HHallucination & TIMEOUT) + (long) rnd(100), FALSE, 0L);
             break;
         case 5:
             pline("%s!", Tobjnam(obj, "explode"));
             useup(obj);
             *optr = obj = 0; /* it's gone */
             /* physical damage cause by the shards and force */
             losehp(Maybe_Half_Phys(rnd(30)), "exploding crystal ball",
                    KILLED_BY_AN);
             break;
         }
         if (obj)
             consume_obj_charge(obj, TRUE);
         return;
     }
 
     if (Hallucination) {
         if (!obj->spe) {
             pline("All you see is funky %s haze.", hcolor((char *) 0));
         } else {
             switch (rnd(6)) {
             case 1:
                 You("grok some groovy globs of incandescent lava.");
                 break;
             case 2:
                 pline("Whoa!  Psychedelic colors, %s!",
                       poly_gender() == 1 ? "babe" : "dude");
                 break;
             case 3:
                 pline_The("crystal pulses with sinister %s light!",
                           hcolor((char *) 0));
                 break;
             case 4:
                 You_see("goldfish swimming above fluorescent rocks.");
                 break;
             case 5:
                 You_see(
                     "tiny snowflakes spinning around a miniature farmhouse.");
                 break;
             default:
                 pline("Oh wow... like a kaleidoscope!");
                 break;
             }
             consume_obj_charge(obj, TRUE);
         }
         return;
     }
 
     /* read a single character */
     if (flags.verbose)
         You("may look for an object or monster symbol.");
     ch = yn_function("What do you look for?", (char *) 0, '\0');
     /* Don't filter out ' ' here; it has a use */
     if ((ch != def_monsyms[S_GHOST].sym) && index(quitchars, ch)) {
         if (flags.verbose)
             pline1(Never_mind);
         return;
     }
     You("peer into %s...", the(xname(obj)));
     nomul(-rnd(10));
     multi_reason = "gazing into a crystal ball";
     nomovemsg = "";
     if (obj->spe <= 0) {
         pline_The("vision is unclear.");
     } else {
         int class, i;
         int ret = 0;
 
         makeknown(CRYSTAL_BALL);
         consume_obj_charge(obj, TRUE);
 
         /* special case: accept ']' as synonym for mimic
          * we have to do this before the def_char_to_objclass check
          */
         if (ch == DEF_MIMIC_DEF)
             ch = DEF_MIMIC;
 
         if ((class = def_char_to_objclass(ch)) != MAXOCLASSES)
             ret = object_detect((struct obj *) 0, class);
         else if ((class = def_char_to_monclass(ch)) != MAXMCLASSES)
             ret = monster_detect((struct obj *) 0, class);
         else if (iflags.bouldersym && (ch == iflags.bouldersym))
             ret = object_detect((struct obj *) 0, ROCK_CLASS);
         else
             switch (ch) {
             case '^':
                 ret = trap_detect((struct obj *) 0);
                 break;
             default:
                 i = rn2(SIZE(level_detects));
                 You_see("%s, %s.", level_detects[i].what,
                         level_distance(level_detects[i].where));
                 ret = 0;
                 break;
             }
 
         if (ret) {
             if (!rn2(100)) /* make them nervous */
                 You_see("the Wizard of Yendor gazing out at you.");
             else
                 pline_The("vision is unclear.");
         }
     }
     return;
 }
 

show_map_spot

 STATIC_OVL void
 show_map_spot(x, y)
 register int x, y;
 {
     struct rm *lev;
     struct trap *t;
     int oldglyph;
 
     if (Confusion && rn2(7))
         return;
     lev = &levl[x][y];
 
     lev->seenv = SVALL;
 
     /* Secret corridors are found, but not secret doors. */
     if (lev->typ == SCORR) {
         lev->typ = CORR;
         unblock_point(x, y);
     }
 
     /*
      * Force the real background, then if it's not furniture and there's
      * a known trap there, display the trap, else if there was an object
      * shown there, redisplay the object.  So during mapping, furniture
      * takes precedence over traps, which take precedence over objects,
      * opposite to how normal vision behaves.
      */
     oldglyph = glyph_at(x, y);
     if (level.flags.hero_memory) {
         magic_map_background(x, y, 0);
         newsym(x, y); /* show it, if not blocked */
     } else {
         magic_map_background(x, y, 1); /* display it */
     }
     if (!IS_FURNITURE(lev->typ)) {
         if ((t = t_at(x, y)) != 0 && t->tseen) {
             map_trap(t, 1);
         } else if (glyph_is_trap(oldglyph) || glyph_is_object(oldglyph)) {
             show_glyph(x, y, oldglyph);
             if (level.flags.hero_memory)
                 lev->glyph = oldglyph;
         }
     }
 }
 

do_mapping

 void
 do_mapping()
 {
     register int zx, zy;
     boolean unconstrained;
 
     unconstrained = unconstrain_map();
     for (zx = 1; zx < COLNO; zx++)
         for (zy = 0; zy < ROWNO; zy++)
             show_map_spot(zx, zy);
 
     if (!level.flags.hero_memory || unconstrained) {
         flush_screen(1);                 /* flush temp screen */
         /* browse_map() instead of display_nhwindow(WIN_MAP, TRUE) */
         browse_map(TER_DETECT | TER_MAP | TER_TRP | TER_OBJ,
                    "anything of interest");
         docrt();
     }
     reconstrain_map();
     exercise(A_WIS, TRUE);
 }
 

do_vicinity_map

 /* clairvoyance */
 void
 do_vicinity_map(sobj)
 struct obj *sobj; /* scroll--actually fake spellbook--object */
 {
     register int zx, zy;
     struct monst *mtmp;
     boolean unconstrained, refresh = FALSE, mdetected = FALSE,
             extended = (sobj && sobj->blessed);
     int lo_y = ((u.uy - 5 < 0) ? 0 : u.uy - 5),
         hi_y = ((u.uy + 6 >= ROWNO) ? ROWNO - 1 : u.uy + 6),
         lo_x = ((u.ux - 9 < 1) ? 1 : u.ux - 9), /* avoid column 0 */
         hi_x = ((u.ux + 10 >= COLNO) ? COLNO - 1 : u.ux + 10),
         ter_typ = TER_DETECT | TER_MAP | TER_TRP | TER_OBJ;
 
     unconstrained = unconstrain_map();
     for (zx = lo_x; zx <= hi_x; zx++)
         for (zy = lo_y; zy <= hi_y; zy++) {
             show_map_spot(zx, zy);
 
             if (extended && (mtmp = m_at(zx, zy)) != 0
                 && mtmp->mx == zx && mtmp->my == zy) { /* skip worm tails */
                 int oldglyph = glyph_at(zx, zy);
 
                 map_monst(mtmp, FALSE);
                 if (glyph_at(zx, zy) != oldglyph)
                     mdetected = TRUE;
             }
         }
 
     if (!level.flags.hero_memory || unconstrained || mdetected) {
         flush_screen(1);                 /* flush temp screen */
         /* the getpos() prompt from browse_map() is only shown when
            flags.verbose is set, but make this unconditional so that
            not-verbose users become aware of the prompting situation */
         You("sense your surroundings.");
         if (extended || glyph_is_monster(glyph_at(u.ux, u.uy)))
             ter_typ |= TER_MON;
         if (extended)
             EDetect_monsters |= I_SPECIAL;
         browse_map(ter_typ, "anything of interest");
         EDetect_monsters &= ~I_SPECIAL;
         refresh = TRUE;
     }
     reconstrain_map();
     if (refresh)
         docrt();
 }
 

cvt_sdoor_to_door

 /* convert a secret door into a normal door */
 void
 cvt_sdoor_to_door(lev)
 struct rm *lev;
 {
     int newmask = lev->doormask & ~WM_MASK;
 
     if (Is_rogue_level(&u.uz))
         /* rogue didn't have doors, only doorways */
         newmask = D_NODOOR;
     else
         /* newly exposed door is closed */
         if (!(newmask & D_LOCKED))
         newmask |= D_CLOSED;
 
     lev->typ = DOOR;
     lev->doormask = newmask;
 }
 

findone

 STATIC_PTR void
 findone(zx, zy, num)
 int zx, zy;
 genericptr_t num;
 {
     register struct trap *ttmp;
     register struct monst *mtmp;
 
     if (levl[zx][zy].typ == SDOOR) {
         cvt_sdoor_to_door(&levl[zx][zy]); /* .typ = DOOR */
         magic_map_background(zx, zy, 0);
         newsym(zx, zy);
         (*(int *) num)++;
     } else if (levl[zx][zy].typ == SCORR) {
         levl[zx][zy].typ = CORR;
         unblock_point(zx, zy);
         magic_map_background(zx, zy, 0);
         newsym(zx, zy);
         (*(int *) num)++;
     } else if ((ttmp = t_at(zx, zy)) != 0) {
         if (!ttmp->tseen && ttmp->ttyp != STATUE_TRAP) {
             ttmp->tseen = 1;
             newsym(zx, zy);
             (*(int *) num)++;
         }
     } else if ((mtmp = m_at(zx, zy)) != 0) {
         if (mtmp->m_ap_type) {
             seemimic(mtmp);
             (*(int *) num)++;
         }
         if (mtmp->mundetected
             && (is_hider(mtmp->data) || mtmp->data->mlet == S_EEL)) {
             mtmp->mundetected = 0;
             newsym(zx, zy);
             (*(int *) num)++;
         }
         if (!canspotmon(mtmp) && !glyph_is_invisible(levl[zx][zy].glyph))
             map_invisible(zx, zy);
     } else if (unmap_invisible(zx, zy)) {
         (*(int *) num)++;
     }
 }
 

openone

 STATIC_PTR void
 openone(zx, zy, num)
 int zx, zy;
 genericptr_t num;
 {
     register struct trap *ttmp;
     register struct obj *otmp;
     int *num_p = (int *) num;
 
     if (OBJ_AT(zx, zy)) {
         for (otmp = level.objects[zx][zy]; otmp; otmp = otmp->nexthere) {
             if (Is_box(otmp) && otmp->olocked) {
                 otmp->olocked = 0;
                 (*num_p)++;
             }
         }
         /* let it fall to the next cases. could be on trap. */
     }
     if (levl[zx][zy].typ == SDOOR
         || (levl[zx][zy].typ == DOOR
             && (levl[zx][zy].doormask & (D_CLOSED | D_LOCKED)))) {
         if (levl[zx][zy].typ == SDOOR)
             cvt_sdoor_to_door(&levl[zx][zy]); /* .typ = DOOR */
         if (levl[zx][zy].doormask & D_TRAPPED) {
             if (distu(zx, zy) < 3)
                 b_trapped("door", 0);
             else
                 Norep("You %s an explosion!",
                       cansee(zx, zy) ? "see" : (!Deaf ? "hear"
                                                       : "feel the shock of"));
             wake_nearto(zx, zy, 11 * 11);
             levl[zx][zy].doormask = D_NODOOR;
         } else
             levl[zx][zy].doormask = D_ISOPEN;
         unblock_point(zx, zy);
         newsym(zx, zy);
         (*num_p)++;
     } else if (levl[zx][zy].typ == SCORR) {
         levl[zx][zy].typ = CORR;
         unblock_point(zx, zy);
         newsym(zx, zy);
         (*num_p)++;
     } else if ((ttmp = t_at(zx, zy)) != 0) {
         struct monst *mon;
         boolean dummy; /* unneeded "you notice it arg" */
 
         if (!ttmp->tseen && ttmp->ttyp != STATUE_TRAP) {
             ttmp->tseen = 1;
             newsym(zx, zy);
             (*num_p)++;
         }
         mon = (zx == u.ux && zy == u.uy) ? &youmonst : m_at(zx, zy);
         if (openholdingtrap(mon, &dummy)
             || openfallingtrap(mon, TRUE, &dummy))
             (*num_p)++;
     } else if (find_drawbridge(&zx, &zy)) {
         /* make sure it isn't an open drawbridge */
         open_drawbridge(zx, zy);
         (*num_p)++;
     }
 }
 

findit

 /* returns number of things found */
 int
 findit()
 {
     int num = 0;
 
     if (u.uswallow)
         return 0;
     do_clear_area(u.ux, u.uy, BOLT_LIM, findone, (genericptr_t) &num);
     return num;
 }
 

openit

 /* returns number of things found and opened */
 int
 openit()
 {
     int num = 0;
 
     if (u.uswallow) {
         if (is_animal(u.ustuck->data)) {
             if (Blind)
                 pline("Its mouth opens!");
             else
                 pline("%s opens its mouth!", Monnam(u.ustuck));
         }
         expels(u.ustuck, u.ustuck->data, TRUE);
         return -1;
     }
 
     do_clear_area(u.ux, u.uy, BOLT_LIM, openone, (genericptr_t) &num);
     return num;
 }
 

detecting

 /* callback hack for overriding vision in do_clear_area() */
 boolean
 detecting(func)
 void FDECL((*func), (int, int, genericptr_t));
 {
     return (func == findone || func == openone);
 }
 

find_trap

 void
 find_trap(trap)
 struct trap *trap;
 {
     int tt = what_trap(trap->ttyp);
     boolean cleared = FALSE;
 
     trap->tseen = 1;
     exercise(A_WIS, TRUE);
     feel_newsym(trap->tx, trap->ty);
 
     if (levl[trap->tx][trap->ty].glyph != trap_to_glyph(trap)) {
         /* There's too much clutter to see your find otherwise */
         cls();
         map_trap(trap, 1);
         display_self();
         cleared = TRUE;
     }
 
     You("find %s.", an(defsyms[trap_to_defsym(tt)].explanation));
 
     if (cleared) {
         display_nhwindow(WIN_MAP, TRUE); /* wait */
         docrt();
     }
 }
 

mfind0

 STATIC_OVL int
 mfind0(mtmp, via_warning)
 struct monst *mtmp;
 boolean via_warning;
 {
     xchar x = mtmp->mx,
           y = mtmp->my;
 
     if (via_warning && !warning_of(mtmp))
         return -1;
 
     if (mtmp->m_ap_type) {
         seemimic(mtmp);
     find:
         exercise(A_WIS, TRUE);
         if (!canspotmon(mtmp)) {
             if (glyph_is_invisible(levl[x][y].glyph)) {
                 /* Found invisible monster in a square which already has
                  * an 'I' in it.  Logically, this should still take time
                  * and lead to a return 1, but if we did that the player
                  * would keep finding the same monster every turn.
                  */
                 return -1;
             } else {
                 You_feel("an unseen monster!");
                 map_invisible(x, y);
             }
         } else if (!sensemon(mtmp))
                 You("find %s.",
                     mtmp->mtame ? y_monnam(mtmp) : a_monnam(mtmp));
         return 1;
     }
     if (!canspotmon(mtmp)) {
         if (mtmp->mundetected
             && (is_hider(mtmp->data) || mtmp->data->mlet == S_EEL))
             if (via_warning) {
                 Your("warning senses cause you to take a second %s.",
                      Blind ? "to check nearby" : "look close by");
                 display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
             }
         mtmp->mundetected = 0;
         newsym(x, y);
         goto find;
     }
     return 0;
 }
 

dosearch0

 int
 dosearch0(aflag)
 register int aflag; /* intrinsic autosearch vs explicit searching */
 {
 #ifdef GCC_BUG
     /* Some old versions of gcc seriously muck up nested loops.  If you get
      * strange crashes while searching in a version compiled with gcc, try
      * putting #define GCC_BUG in *conf.h (or adding -DGCC_BUG to CFLAGS in
      * the makefile).
      */
     volatile xchar x, y;
 #else
     register xchar x, y;
 #endif
     register struct trap *trap;
     register struct monst *mtmp;
 
     if (u.uswallow) {
         if (!aflag)
             pline("What are you looking for?  The exit?");
     } else {
         int fund = (uwep && uwep->oartifact
                     && spec_ability(uwep, SPFX_SEARCH)) ? uwep->spe : 0;
 
         if (ublindf && ublindf->otyp == LENSES && !Blind)
             fund += 2; /* JDS: lenses help searching */
         if (fund > 5)
             fund = 5;
         for (x = u.ux - 1; x < u.ux + 2; x++)
             for (y = u.uy - 1; y < u.uy + 2; y++) {
                 if (!isok(x, y))
                     continue;
                 if (x == u.ux && y == u.uy)
                     continue;
 
                 if (Blind && !aflag)
                     feel_location(x, y);
                 if (levl[x][y].typ == SDOOR) {
                     if (rnl(7 - fund))
                         continue;
                     cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
                     exercise(A_WIS, TRUE);
                     nomul(0);
                     feel_location(x, y); /* make sure it shows up */
                     You("find a hidden door.");
                 } else if (levl[x][y].typ == SCORR) {
                     if (rnl(7 - fund))
                         continue;
                     levl[x][y].typ = CORR;
                     unblock_point(x, y); /* vision */
                     exercise(A_WIS, TRUE);
                     nomul(0);
                     feel_newsym(x, y); /* make sure it shows up */
                     You("find a hidden passage.");
                 } else {
                     /* Be careful not to find anything in an SCORR or SDOOR */
                     if ((mtmp = m_at(x, y)) != 0 && !aflag) {
                         int mfres = mfind0(mtmp, 0);
 
                         if (mfres == -1)
                             continue;
                         else if (mfres > 0)
                             return mfres;
                     }
 
                     /* see if an invisible monster has moved--if Blind,
                      * feel_location() already did it
                      */
                     if (!aflag && !mtmp && !Blind)
                         (void) unmap_invisible(x, y);
 
                     if ((trap = t_at(x, y)) && !trap->tseen && !rnl(8)) {
                         nomul(0);
                         if (trap->ttyp == STATUE_TRAP) {
                             if (activate_statue_trap(trap, x, y, FALSE))
                                 exercise(A_WIS, TRUE);
                             return 1;
                         } else {
                             find_trap(trap);
                         }
                     }
                 }
             }
     }
     return 1;
 }
 

dosearch

 /* the 's' command -- explicit searching */
 int
 dosearch()
 {
     return dosearch0(0);
 }
 

warnreveal

 void
 warnreveal()
 {
     int x, y;
     struct monst *mtmp;
 
     for (x = u.ux - 1; x <= u.ux + 1; x++)
         for (y = u.uy - 1; y <= u.uy + 1; y++) {
             if (!isok(x, y) || (x == u.ux && y == u.uy))
                 continue;
             if ((mtmp = m_at(x, y)) != 0
                 && warning_of(mtmp) && mtmp->mundetected)
                 (void) mfind0(mtmp, 1); /* via_warning */
         }
 }
 

sokoban_detect

 /* Pre-map the sokoban levels */
 void
 sokoban_detect()
 {
     register int x, y;
     register struct trap *ttmp;
     register struct obj *obj;
 
     /* Map the background and boulders */
     for (x = 1; x < COLNO; x++)
         for (y = 0; y < ROWNO; y++) {
             levl[x][y].seenv = SVALL;
             levl[x][y].waslit = TRUE;
             map_background(x, y, 1);
             if ((obj = sobj_at(BOULDER, x, y)) != 0)
                 map_object(obj, 1);
         }
 
     /* Map the traps */
     for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
         ttmp->tseen = 1;
         map_trap(ttmp, 1);
         /* set sokoban_rules when there is at least one pit or hole */
         if (ttmp->ttyp == PIT || ttmp->ttyp == HOLE)
             Sokoban = 1;
     }
 }
 

reveal_terrain_getglyph

 STATIC_DCL int
 reveal_terrain_getglyph(x, y, full, swallowed, default_glyph, which_subset)
 int x, y, full;
 unsigned swallowed;
 int default_glyph, which_subset;
 {
     int glyph, levl_glyph;
     uchar seenv;
     boolean keep_traps = (which_subset & TER_TRP) !=0,
             keep_objs = (which_subset & TER_OBJ) != 0,
             keep_mons = (which_subset & TER_MON) != 0;
     struct monst *mtmp;
     struct trap *t;
 
     /* for 'full', show the actual terrain for the entire level,
        otherwise what the hero remembers for seen locations with
        monsters, objects, and/or traps removed as caller dictates */
     seenv = (full || level.flags.hero_memory)
               ? levl[x][y].seenv : cansee(x, y) ? SVALL : 0;
     if (full) {
         levl[x][y].seenv = SVALL;
         glyph = back_to_glyph(x, y);
         levl[x][y].seenv = seenv;
     } else {
         levl_glyph = level.flags.hero_memory
               ? levl[x][y].glyph
               : seenv ? back_to_glyph(x, y): default_glyph;
         /* glyph_at() returns the displayed glyph, which might
            be a monster.  levl[][].glyph contains the remembered
            glyph, which will never be a monster (unless it is
            the invisible monster glyph, which is handled like
            an object, replacing any object or trap at its spot) */
         glyph = !swallowed ? glyph_at(x, y) : levl_glyph;
         if (keep_mons && x == u.ux && y == u.uy && swallowed)
             glyph = mon_to_glyph(u.ustuck);
         else if (((glyph_is_monster(glyph)
                    || glyph_is_warning(glyph)) && !keep_mons)
                  || glyph_is_swallow(glyph))
             glyph = levl_glyph;
         if (((glyph_is_object(glyph) && !keep_objs)
              || glyph_is_invisible(glyph))
             && keep_traps && !covers_traps(x, y)) {
             if ((t = t_at(x, y)) != 0 && t->tseen)
                 glyph = trap_to_glyph(t);
         }
         if ((glyph_is_object(glyph) && !keep_objs)
             || (glyph_is_trap(glyph) && !keep_traps)
             || glyph_is_invisible(glyph)) {
             if (!seenv) {
                 glyph = default_glyph;
             } else if (lastseentyp[x][y] == levl[x][y].typ) {
                 glyph = back_to_glyph(x, y);
             } else {
                 /* look for a mimic here posing as furniture;
                    if we don't find one, we'll have to fake it */
                 if ((mtmp = m_at(x, y)) != 0
                     && mtmp->m_ap_type == M_AP_FURNITURE) {
                     glyph = cmap_to_glyph(mtmp->mappearance);
                 } else {
                     /* we have a topology type but we want a screen
                        symbol in order to derive a glyph; some screen
                        symbols need the flags field of levl[][] in
                        addition to the type (to disambiguate STAIRS to
                        S_upstair or S_dnstair, for example; current
                        flags might not be intended for remembered type,
                        but we've got no other choice) */
                     schar save_typ = levl[x][y].typ;
 
                     levl[x][y].typ = lastseentyp[x][y];
                     glyph = back_to_glyph(x, y);
                     levl[x][y].typ = save_typ;
                 }
             }
         }
     }
     if (glyph == cmap_to_glyph(S_darkroom))
         glyph = cmap_to_glyph(S_room); /* FIXME: dirty hack */
     return glyph;
 }

dump_map

 
 #ifdef DUMPLOG
 void
 dump_map()
 {
     int x, y, glyph, skippedrows, lastnonblank;
     int subset = TER_MAP | TER_TRP | TER_OBJ | TER_MON;
     int default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone);
     char buf[BUFSZ];
     boolean blankrow, toprow;
 
     /*
      * Squeeze out excess vertial space when dumping the map.
      * If there are any blank map rows at the top, suppress them
      * (our caller has already printed a separator).  If there is
      * more than one blank map row at the bottom, keep just one.
      * Any blank rows within the middle of the map are kept.
      * Note: putstr() with winid==0 is for dumplog.
      */
     skippedrows = 0;
     toprow = TRUE;
     for (y = 0; y < ROWNO; y++) {
         blankrow = TRUE; /* assume blank until we discover otherwise */
         lastnonblank = -1; /* buf[] index rather than map's x */
         for (x = 1; x < COLNO; x++) {
             int ch, color;
             unsigned special;
 
             glyph = reveal_terrain_getglyph(x, y, FALSE, u.uswallow,
                                             default_glyph, subset);
             (void) mapglyph(glyph, &ch, &color, &special, x, y);
             buf[x - 1] = ch;
             if (ch != ' ') {
                 blankrow = FALSE;
                 lastnonblank = x - 1;
             }
         }
         if (!blankrow) {
             buf[lastnonblank + 1] = '\0';
             if (toprow) {
                 skippedrows = 0;
                 toprow = FALSE;
             }
             for (x = 0; x < skippedrows; x++)
                 putstr(0, 0, "");
             putstr(0, 0, buf); /* map row #y */
             skippedrows = 0;
         } else {
             ++skippedrows;
         }
     }
     if (skippedrows)
         putstr(0, 0, "");
 }
 #endif /* DUMPLOG */
 

reveal_terrain

 /* idea from crawl; show known portion of map without any monsters,
    objects, or traps occluding the view of the underlying terrain */
 void
 reveal_terrain(full, which_subset)
 int full; /* wizard|explore modes allow player to request full map */
 int which_subset; /* when not full, whether to suppress objs and/or traps */
 {
     if ((Hallucination || Stunned || Confusion) && !full) {
         You("are too disoriented for this.");
     } else {
         int x, y, glyph, default_glyph;
         char buf[BUFSZ];
         /* there is a TER_MAP bit too; we always show map regardless of it */
         boolean keep_traps = (which_subset & TER_TRP) !=0,
                 keep_objs = (which_subset & TER_OBJ) != 0,
                 keep_mons = (which_subset & TER_MON) != 0; /* not used */
         unsigned swallowed = u.uswallow; /* before unconstrain_map() */
 
         if (unconstrain_map())
             docrt();
         default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone);
 
         for (x = 1; x < COLNO; x++)
             for (y = 0; y < ROWNO; y++) {
                 glyph = reveal_terrain_getglyph(x,y, full, swallowed,
                                                 default_glyph, which_subset);
                 show_glyph(x, y, glyph);
             }
 
         /* hero's location is not highlighted, but getpos() starts with
            cursor there, and after moving it anywhere '@' moves it back */
         flush_screen(1);
         if (full) {
             Strcpy(buf, "underlying terrain");
         } else {
             Strcpy(buf, "known terrain");
             if (keep_traps)
                 Sprintf(eos(buf), "%s traps",
                         (keep_objs || keep_mons) ? "," : " and");
             if (keep_objs)
                 Sprintf(eos(buf), "%s%s objects",
                         (keep_traps || keep_mons) ? "," : "",
                         keep_mons ? "" : " and");
             if (keep_mons)
                 Sprintf(eos(buf), "%s and monsters",
                         (keep_traps || keep_objs) ? "," : "");
         }
         pline("Showing %s only...", buf);
 
         /* allow player to move cursor around and get autodescribe feedback
            based on what is visible now rather than what is on 'real' map */
         which_subset |= TER_MAP; /* guarantee non-zero */
         browse_map(which_subset, "anything of interest");
 
         reconstrain_map();
         docrt(); /* redraw the screen, restoring regular map */
         if (Underwater)
             under_water(2);
         if (u.uburied)
             under_ground(2);
     }
     return;
 }
 
 /*detect.c*/