Source:SLASH'EM 0.0.7E7F2/do.c

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1.   /*	SCCS Id: @(#)do.c	3.4	2003/12/02	*/ 2.   /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3.    /* NetHack may be freely redistributed. See license for details. */ 4.     5.    /* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */ 6.    7.    #include "hack.h"  8.    #include "lev.h"  9. 10.  #ifdef SINKS 11.  # ifdef OVLB 12.  STATIC_DCL void FDECL(trycall, (struct obj *)); 13.  # endif /* OVLB */ 14.  STATIC_DCL void FDECL(dosinkring, (struct obj *)); 15.  #endif /* SINKS */ 16.   17.   STATIC_PTR int FDECL(drop, (struct obj *)); 18.  STATIC_PTR int NDECL(wipeoff); 19.   20.   #ifdef OVL0 21.  STATIC_DCL int FDECL(menu_drop, (int)); 22.  #endif 23.  #ifdef OVL2 24.  STATIC_DCL int NDECL(currentlevel_rewrite); 25.  STATIC_DCL void NDECL(final_level); 26.  /* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */ 27.  #endif 28.   29.   #ifdef OVLB 30.   31.   static NEARDATA const char drop_types[] = 32.  	{ ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, 0 }; 33.   34.   /* 'd' command: drop one inventory item */ 35.  int 36.  dodrop 37.  {  38.   #ifndef GOLDOBJ 39.  	int result, i = (invent || u.ugold) ? 0 : (SIZE(drop_types) - 1); 40.  #else 41.  	int result, i = (invent) ? 0 : (SIZE(drop_types) - 1); 42.  #endif 43.   44.   	if (*u.ushops) sellobj_state(SELL_DELIBERATE); 45.  	result = drop(getobj(&drop_types[i], "drop")); 46.  	if (*u.ushops) sellobj_state(SELL_NORMAL); 47.  	reset_occupations; 48.   49.   	return result; 50.  }  51.    52.   #endif /* OVLB */ 53.  #ifdef OVL0 54.   55.   /* Called when a boulder is dropped, thrown, or pushed. If it ends up 56. * in a pool, it either fills the pool up or sinks away. In either case, 57.   * it's gone for good...  If the destination is not a pool, returns FALSE. 58.   */  59.   boolean 60.  boulder_hits_pool(otmp, rx, ry, pushing) 61.  struct obj *otmp; 62.  register int rx, ry; 63.  boolean pushing; 64.  {  65.   	if (!otmp || otmp->otyp != BOULDER) 66.  	    impossible("Not a boulder?"); 67.  	else if (!Is_waterlevel(&u.uz) && (is_pool(rx,ry) || is_lava(rx,ry))) { 68.  	    boolean lava = is_lava(rx,ry), fills_up; 69.  	    const char *what = waterbody_name(rx,ry); 70.  	    schar ltyp = levl[rx][ry].typ; 71.  	    int chance = rn2(10);		/* water: 90%; lava: 10% */ 72.  	    fills_up = lava ? chance == 0 : chance != 0; 73.   74.   	    if (fills_up) { 75.  		struct trap *ttmp = t_at(rx, ry); 76.   77.   		if (ltyp == DRAWBRIDGE_UP) { 78.  		    levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */ 79.  		    levl[rx][ry].drawbridgemask |= DB_FLOOR; 80.  		} else 81.  		    levl[rx][ry].typ = ROOM; 82.   83.   		if (ttmp) (void) delfloortrap(ttmp); 84.  		bury_objs(rx, ry); 85.  		  86.   		newsym(rx,ry); 87.  		if (pushing) { 88.  		    You("push %s into the %s.", the(xname(otmp)), what); 89.  		    if (flags.verbose && !Blind) 90.  			pline("Now you can cross it!"); 91.  		    /* no splashing in this case */ 92.  		}  93.   	    }  94.   	    if (!fills_up || !pushing) {	/* splashing occurs */ 95.  		if (!u.uinwater) { 96.  		    if (pushing ? !Blind : cansee(rx,ry)) { 97.  			There("is a large splash as %s %s the %s.",  98.   			      the(xname(otmp)), fills_up? "fills":"falls into",  99.   			      what); 100. 		    } else if (flags.soundok) 101. 			You_hear("a%s splash.", lava ? " sizzling" : ""); 102. 		    wake_nearto(rx, ry, 40); 103. 		}  104.   105.  		if (fills_up && u.uinwater && distu(rx,ry) == 0) { 106. 		    u.uinwater = 0; 107. 		    docrt; 108. 		    vision_full_recalc = 1; 109. 		    You("find yourself on dry land again!"); 110. 		} else if (lava && distu(rx,ry) <= 2) { 111. 		    You("are hit by molten lava%c",  112.  			Fire_resistance ? '.' : '!'); 113. 			burn_away_slime; 114. 		    if (Slimed) { 115. 			pline("The slime is burned off!"); 116. 			Slimed =0; 117. 		    }  118.  		    losehp(d((Fire_resistance ? 1 : 3), 6),  119.  			   "molten lava", KILLED_BY); 120. 		} else if (!fills_up && flags.verbose &&  121.  			   (pushing ? !Blind : cansee(rx,ry))) 122. 		    pline("It sinks without a trace!"); 123. 	    }  124.   125.  	    /* boulder is now gone */ 126. 	    if (pushing) delobj(otmp); 127. 	    else obfree(otmp, (struct obj *)0); 128. 	    return TRUE; 129. 	}  130.  	return FALSE; 131. }  132.   133.  /* Used for objects which sometimes do special things when dropped; must be  134. * called with the object not in any chain. Returns TRUE if the object goes 135.  * away. 136.  */  137.  boolean 138. flooreffects(obj,x,y,verb) 139. struct obj *obj; 140. int x,y; 141. const char *verb; 142. {  143.  	struct trap *t; 144. 	struct monst *mtmp; 145.  146.  	if (obj->where != OBJ_FREE) 147. 	    panic("flooreffects: obj not free"); 148.  149.  	/* make sure things like water_damage have no pointers to follow */ 150. 	obj->nobj = obj->nexthere = (struct obj *)0; 151.  152.  	if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE)) 153. 		return TRUE; 154. 	else if (obj->otyp == BOULDER && (t = t_at(x,y)) != 0 &&  155.  		 (t->ttyp==PIT || t->ttyp==SPIKED_PIT 156. 			|| t->ttyp==TRAPDOOR || t->ttyp==HOLE)) { 157. 		if (((mtmp = m_at(x, y)) && mtmp->mtrapped) ||  158.  			(u.utrap && u.ux == x && u.uy == y)) { 159. 		    if (*verb) 160. 			pline_The("boulder %s into the pit%s.",  161.  				vtense((const char *)0, verb),  162.  				(mtmp) ? "" : " with you"); 163. 		    if (mtmp) { 164. 			if (!passes_walls(mtmp->data) &&  165.  				!throws_rocks(mtmp->data)) { 166. 			    if (hmon(mtmp, obj, 3) && !is_whirly(mtmp->data)) 167. 				return FALSE;	/* still alive */ 168. 			}  169.  			mtmp->mtrapped = 0; 170. 		    } else { 171. 			if (!Passes_walls && !throws_rocks(youmonst.data)) { 172. 			    losehp(rnd(15), "squished under a boulder",  173.  				   NO_KILLER_PREFIX); 174. 			    return FALSE;	/* player remains trapped */ 175. 			} else u.utrap = 0; 176. 		    }  177.  		}  178.  		if (*verb) { 179. 			if (Blind) { 180. 				if ((x == u.ux) && (y == u.uy)) 181. 					You_hear("a CRASH! beneath you."); 182. 				else 183. 					You_hear("the boulder %s.", verb); 184. 			} else if (cansee(x, y)) { 185. 				pline_The("boulder %s%s.",  186.  				    t->tseen ? "" : "triggers and ",  187.  				    t->ttyp == TRAPDOOR ? "plugs a trap door" :  188.  				    t->ttyp == HOLE ? "plugs a hole" :  189.  				    "fills a pit"); 190. 			}  191.  		}  192.  		deltrap(t); 193. 		obfree(obj, (struct obj *)0); 194. 		bury_objs(x, y); 195. 		newsym(x,y); 196. 		return TRUE; 197. 	} else if (is_lava(x, y)) { 198. 		return fire_damage(obj, FALSE, FALSE, x, y); 199. 	} else if (is_pool(x, y)) { 200. 		/* Reasonably bulky objects (arbitrary) splash when dropped. 201. 		 * If you're floating above the water even small things make noise. 202. 		 * Stuff dropped near fountains always misses */ 203. 		if ((Blind || (Levitation || Flying)) && flags.soundok &&  204.  		    ((x == u.ux) && (y == u.uy))) { 205. 		    if (!Underwater) { 206. 			if (weight(obj) > 9) { 207. 				pline("Splash!"); 208. 		        } else if (Levitation || Flying) { 209. 				pline("Plop!"); 210. 		        }  211.  		    }  212.  		    map_background(x, y, 0); 213. 		    newsym(x, y); 214. 		}  215.  		water_damage(obj, FALSE, FALSE); 216. 	} else if (u.ux == x && u.uy == y &&  217.  		(!u.utrap || u.utraptype != TT_PIT) &&  218.  		(t = t_at(x,y)) != 0 && t->tseen &&  219.  			(t->ttyp==PIT || t->ttyp==SPIKED_PIT)) { 220. 		/* you escaped a pit and are standing on the precipice */ 221. 		if (Blind && flags.soundok) 222. 			You_hear("%s %s downwards.",  223.  				The(xname(obj)), otense(obj, "tumble")); 224. 		else 225. 			pline("%s %s into %s pit.",  226.  				The(xname(obj)), otense(obj, "tumble"),  227.  				the_your[t->madeby_u]); 228. 	}  229.  #ifdef LIGHTSABERS 230. 	if (is_lightsaber(obj) && obj->lamplit) { 231. 		if (cansee(x, y)) You("see %s deactivate.", an(xname(obj))); 232. 		lightsaber_deactivate(obj, TRUE); 233. 	}  234.  #endif 235. 	return FALSE; 236. }  237.   238.   239.  #endif /* OVL0 */ 240. #ifdef OVLB 241.  242.  void 243. doaltarobj(obj)  /* obj is an object dropped on an altar */ 244. 	register struct obj *obj; 245. {  246.  	if (Blind) 247. 		return; 248.  249.  	/* KMH, conduct */ 250. 	u.uconduct.gnostic++; 251.  252.  	if ((obj->blessed || obj->cursed) && obj->oclass != COIN_CLASS) { 253. 		There("is %s flash as %s %s the altar.",  254.  			an(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)),  255.  			doname(obj), otense(obj, "hit")); 256. 		if (!Hallucination) obj->bknown = 1; 257. 	} else { 258. 		pline("%s %s on the altar.", Doname2(obj),  259.  			otense(obj, "land")); 260. 		obj->bknown = 1; 261. 	}  262.  }  263.   264.  #ifdef SINKS 265. STATIC_OVL 266. void 267. trycall(obj) 268. register struct obj *obj; 269. {  270.  	if(!objects[obj->otyp].oc_name_known &&  271.  	   !objects[obj->otyp].oc_uname) 272. 	   docall(obj); 273. }  274.   275.  STATIC_OVL 276. void 277. dosinkring(obj)  /* obj is a ring being dropped over a kitchen sink */ 278. register struct obj *obj; 279. {  280.  	register struct obj *otmp,*otmp2; 281. 	register boolean ideed = TRUE; 282.  283.  	You("drop %s down the drain.", doname(obj)); 284. 	obj->in_use = TRUE;	/* block free identification via interrupt */ 285. 	switch(obj->otyp) {	/* effects that can be noticed without eyes */ 286. 	    case RIN_SEARCHING: 287. 		You("thought your %s got lost in the sink, but there it is!",  288.  			xname(obj)); 289. 		goto giveback; 290. 	    case RIN_SLOW_DIGESTION: 291. 		pline_The("ring is regurgitated!"); 292. giveback: 293. 		obj->in_use = FALSE; 294. 		dropx(obj); 295. 		trycall(obj); 296. 		return; 297. 	    case RIN_LEVITATION: 298. 		pline_The("sink quivers upward for a moment."); 299. 		break; 300. 	    case RIN_POISON_RESISTANCE: 301. 		You("smell rotten %s.", makeplural(fruitname(FALSE))); 302. 		break; 303. 	    case RIN_AGGRAVATE_MONSTER: 304. 		pline("Several flies buzz angrily around the sink."); 305. 		break; 306. 	    case RIN_SHOCK_RESISTANCE: 307. 		pline("Static electricity surrounds the sink."); 308. 		break; 309. /* KMH, balance patch -- now an amulet 310. 	    case RIN_DRAIN_RESISTANCE: 311. 		pline("The sink looks weaker for a moment, but it passes."); 312. 		break; */ 313. 	    case RIN_CONFLICT: 314. 		You_hear("loud noises coming from the drain."); 315. 		break; 316. 	    case RIN_SLEEPING:		/* ALI */ 317. 		You_hear("loud snores coming from the drain."); 318. 		break; 319. 	    case RIN_SUSTAIN_ABILITY:	/* KMH */ 320. 		pline_The("water flow seems fixed."); 321. 		break; 322. 	    case RIN_GAIN_STRENGTH: 323. 		pline_The("water flow seems %ser now.",  324.  			(obj->spe<0) ? "weak" : "strong"); 325. 		break; 326. 	    case RIN_GAIN_CONSTITUTION: 327. 		pline_The("water flow seems %ser now.",  328.  			(obj->spe<0) ? "less" : "great"); 329. 		break; 330. 	    case RIN_GAIN_INTELLIGENCE: 331. 	    case RIN_GAIN_WISDOM: 332. 		pline("The water flow seems %ser now.",  333.  			(obj->spe<0) ? "dull" : "quick"); 334. 		break; 335. 	    case RIN_GAIN_DEXTERITY: 336. 		pline("The water flow seems %ser now.",  337.  			(obj->spe<0) ? "slow" : "fast"); 338. 		break; 339. 	    case RIN_INCREASE_ACCURACY:	/* KMH */ 340. 		pline_The("water flow %s the drain.",  341.  			(obj->spe<0) ? "misses" : "hits"); 342. 		break; 343. 	    case RIN_INCREASE_DAMAGE: 344. 		pline_The("water's force seems %ser now.",  345.  			(obj->spe<0) ? "small" : "great"); 346. 		break; 347. 	    case RIN_HUNGER: 348. 		ideed = FALSE; 349. 		for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) { 350. 		    otmp2 = otmp->nexthere; 351. 		    if (otmp != uball && otmp != uchain &&  352.  			    !obj_resists(otmp, 1, 99)) { 353. 			if (!Blind) { 354. 			    pline("Suddenly, %s %s from the sink!",  355.  				  doname(otmp), otense(otmp, "vanish")); 356. 			    ideed = TRUE; 357. 			}  358.  			delobj(otmp); 359. 		    }  360.  		}  361.  		break; 362. 	    case MEAT_RING: 363. 		/* Not the same as aggravate monster; besides, it's obvious. */ 364.  		pline("Several flies buzz around the sink."); 365. 		break; 366. 	    default: 367. 		ideed = FALSE; 368. 		break; 369. 	}  370.  	if(!Blind && !ideed && obj->otyp != RIN_HUNGER) { 371. 	    ideed = TRUE; 372. 	    switch(obj->otyp) {		/* effects that need eyes */ 373. 		case RIN_ADORNMENT: 374. 		    pline_The("faucets flash brightly for a moment."); 375. 		    break; 376. 		case RIN_REGENERATION: 377. 		    pline_The("sink looks as good as new."); 378. 		    break; 379. 		case RIN_INVISIBILITY: 380. 		    You("don't see anything happen to the sink."); 381. 		    break; 382. 		case RIN_FREE_ACTION: 383. 		    You("see the ring slide right down the drain!"); 384. 		    break; 385. 		case RIN_SEE_INVISIBLE: 386. 		    You("see some air in the sink."); 387. 		    break; 388. 		case RIN_STEALTH: 389. 		pline_The("sink seems to blend into the floor for a moment."); 390. 		    break; 391. 		case RIN_FIRE_RESISTANCE: 392. 		pline_The("hot water faucet flashes brightly for a moment."); 393. 		    break; 394. 		case RIN_COLD_RESISTANCE: 395. 		pline_The("cold water faucet flashes brightly for a moment."); 396. 		    break; 397. 		case RIN_PROTECTION_FROM_SHAPE_CHAN: 398. 		    pline_The("sink looks nothing like a fountain."); 399. 		    break; 400. 		case RIN_PROTECTION: 401. 		    pline_The("sink glows %s for a moment.",  402.  			    hcolor((obj->spe<0) ? NH_BLACK : NH_SILVER)); 403. 		    break; 404. 		case RIN_WARNING: 405. 		    pline_The("sink glows %s for a moment.", hcolor(NH_WHITE)); 406. 		    break; 407. 		case RIN_MOOD: 408. 			pline_The("sink looks groovy."); 409. 			break; 410. 		case RIN_TELEPORTATION: 411. 		    pline_The("sink momentarily vanishes."); 412. 		    break; 413. 		case RIN_TELEPORT_CONTROL: 414. 	    pline_The("sink looks like it is being beamed aboard somewhere."); 415. 		    break; 416. 		case RIN_POLYMORPH: 417. 		    pline_The("sink momentarily looks like a fountain."); 418. 		    break; 419. 		case RIN_POLYMORPH_CONTROL: 420. 	pline_The("sink momentarily looks like a regularly erupting geyser."); 421. 		    break; 422. 	    }  423.  	}  424.  	if(ideed) 425. 	    trycall(obj); 426. 	else 427. 	    You_hear("the ring bouncing down the drainpipe."); 428. 	if (!rn2(20)) { 429. 		pline_The("sink backs up, leaving %s.", doname(obj)); 430. 		obj->in_use = FALSE; 431. 		dropx(obj); 432. 	} else 433. 		useup(obj); 434. }  435.  #endif 436.  437.  #endif /* OVLB */ 438. #ifdef OVL0 439.  440.  /* some common tests when trying to drop or throw items */ 441. boolean 442. canletgo(obj,word) 443. register struct obj *obj; 444. register const char *word; 445. {  446.  	if(obj->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)){ 447. 		if (*word) 448. 			Norep("You cannot %s %s you are wearing.",word,  449.  				something); 450. 		return(FALSE); 451. 	}  452.  	/* KMH, balance patch -- removed stone of rotting */ 453. 	if (obj->otyp == LOADSTONE && obj->cursed) { 454. 		/* getobj kludge sets corpsenm to user's specified count 455. 		   when refusing to split a stack of cursed loadstones */ 456. 		if (*word) { 457. 			/* getobj ignores a count for throwing since that is  458. implicitly forced to be 1; replicate its kludge... */ 459.  			if (!strcmp(word, "throw") && obj->quan > 1L) 460. 			    obj->corpsenm = 1; 461. 			pline("For some reason, you cannot %s%s the stone%s!",  462.  			      word, obj->corpsenm ? " any of" : "",  463.  			      plur(obj->quan)); 464. 		}  465.  		obj->corpsenm = 0;		/* reset */ 466. 		obj->bknown = 1; 467. 		return(FALSE); 468. 	}  469.  	if (obj->otyp == LEASH && obj->leashmon != 0) { 470. 		if (*word) 471. 			pline_The("leash is tied around your %s.",  472.  					body_part(HAND)); 473. 		return(FALSE); 474. 	}  475.  #ifdef STEED 476. 	if (obj->owornmask & W_SADDLE) { 477. 		if (*word) 478. 			You("cannot %s %s you are sitting on.", word,  479.  				something); 480. 		return (FALSE); 481. 	}  482.  #endif 483. 	return(TRUE); 484. }  485.   486.  STATIC_PTR 487. int 488. drop(obj) 489. register struct obj *obj; 490. {  491.  	if(!obj) return(0); 492. 	if(!canletgo(obj,"drop")) 493. 		return(0); 494. 	if(obj == uwep) { 495. 		if(welded(uwep)) { 496. 			weldmsg(obj); 497. 			return(0); 498. 		}  499.  		setuwep((struct obj *)0, FALSE); 500. 	}  501.  	if (obj == uswapwep) { 502. 		setuswapwep((struct obj *)0, FALSE); 503. 	}  504.  	if(obj == uquiver) { 505. 		setuqwep((struct obj *)0); 506. 	}  507.   508.  	if (u.uswallow) { 509. 		/* barrier between you and the floor */ 510. 		if(flags.verbose) 511. 		{  512.  			char buf[BUFSZ]; 513.  514.  			/* doname can call s_suffix, reusing its buffer */ 515. 			Strcpy(buf, s_suffix(mon_nam(u.ustuck))); 516. 			You("drop %s into %s %s.", doname(obj), buf,  517.  				mbodypart(u.ustuck, STOMACH)); 518. 		}  519.  	} else { 520. #ifdef SINKS 521. 	    if((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING) &&  522.  			IS_SINK(levl[u.ux][u.uy].typ)) { 523. 		dosinkring(obj); 524. 		return(1); 525. 	    }  526.  #endif 527. 	    if (!can_reach_floor) { 528. 		if(flags.verbose) You("drop %s.", doname(obj)); 529. #ifndef GOLDOBJ 530. 		if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj); 531. #else 532. 		/* Ensure update when we drop gold objects */ 533. 		if (obj->oclass == COIN_CLASS) flags.botl = 1; 534. 		freeinv(obj); 535. #endif 536. 		hitfloor(obj); 537. 		return(1); 538. 	    }  539.  	    if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose) 540. 		You("drop %s.", doname(obj)); 541. 	}  542.  	dropx(obj); 543. 	return(1); 544. }  545.   546.  /* Called in several places - may produce output */ 547. /* eg ship_object and dropy -> sellobj both produce output */ 548. void 549. dropx(obj) 550. register struct obj *obj; 551. {  552.  #ifndef GOLDOBJ 553. 	if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj); 554. #else 555.         /* Ensure update when we drop gold objects */ 556.         if (obj->oclass == COIN_CLASS) flags.botl = 1; 557.         freeinv(obj); 558. #endif 559. 	if (!u.uswallow) { 560. 	    if (ship_object(obj, u.ux, u.uy, FALSE)) return; 561. 	    if (IS_ALTAR(levl[u.ux][u.uy].typ)) 562. 		doaltarobj(obj); /* set bknown */ 563. 	}  564.  	dropy(obj); 565. }  566.   567.  void 568. dropy(obj) 569. register struct obj *obj; 570. {  571.  	if (obj == uwep) setuwep((struct obj *)0, FALSE); 572. 	if (obj == uquiver) setuqwep((struct obj *)0); 573. 	if (obj == uswapwep) setuswapwep((struct obj *)0, FALSE); 574.  575.  	if (!u.uswallow && flooreffects(obj,u.ux,u.uy,"drop")) return; 576. 	/* uswallow check done by GAN 01/29/87 */ 577. 	if(u.uswallow) { 578. 	    boolean could_petrify = FALSE; 579. 	    boolean could_poly = FALSE; 580. 	    boolean could_slime = FALSE; 581. 	    boolean could_grow = FALSE; 582. 	    boolean could_heal = FALSE; 583.  584.  	    if (obj != uball) {		/* mon doesn't pick up ball */ 585. 		if (obj->otyp == CORPSE) { 586. 		    could_petrify = touch_petrifies(&mons[obj->corpsenm]); 587. 		    could_poly = polyfodder(obj); 588. 		    could_slime = (obj->corpsenm == PM_GREEN_SLIME); 589. 		    could_grow = (obj->corpsenm == PM_WRAITH); 590. 		    could_heal = (obj->corpsenm == PM_NURSE); 591. 		}  592.  		(void) mpickobj(u.ustuck,obj); 593. 		if (is_animal(u.ustuck->data)) { 594. 		    if (could_poly || could_slime) { 595. 			(void) newcham(u.ustuck,  596.  				       could_poly ? (struct permonst *)0 :  597.  				       &mons[PM_GREEN_SLIME],  598.  				       FALSE, could_slime); 599. 			delobj(obj);	/* corpse is digested */ 600. 		    } else if (could_petrify) { 601. 			minstapetrify(u.ustuck, TRUE); 602. 			/* Don't leave a cockatrice corpse in a statue */ 603. 			if (!u.uswallow) delobj(obj); 604. 		    } else if (could_grow) { 605. 			(void) grow_up(u.ustuck, (struct monst *)0); 606. 			delobj(obj);	/* corpse is digested */ 607. 		    } else if (could_heal) { 608. 			u.ustuck->mhp = u.ustuck->mhpmax; 609. 			delobj(obj);	/* corpse is digested */ 610. 		    }  611.  		}  612.  	    }  613.  	} else  { 614. 	    place_object(obj, u.ux, u.uy); 615. 	    if (obj == uball) 616. 		drop_ball(u.ux,u.uy); 617. 	    else 618. 		sellobj(obj, u.ux, u.uy); 619. 	    stackobj(obj); 620. 	    if(Blind && Levitation) 621. 		map_object(obj, 0); 622. 	    newsym(u.ux,u.uy);	/* remap location under self */ 623. 	}  624.  }  625.   626.  /* things that must change when not held; recurse into containers. 627.    Called for both player and monsters */ 628. void 629. obj_no_longer_held(obj) 630. struct obj *obj; 631. {  632.  	if (!obj) { 633. 	    return; 634. 	} else if ((Is_container(obj) || obj->otyp == STATUE) && obj->cobj) { 635. 	    struct obj *contents; 636. 	    for(contents=obj->cobj; contents; contents=contents->nobj) 637. 		obj_no_longer_held(contents); 638. 	}  639.  	switch(obj->otyp) { 640. 	case CRYSKNIFE: 641. 	    /* KMH -- Fixed crysknives have only 10% chance of reverting */ 642. 	    /* only changes when not held by player or monster */ 643. 	    if (!obj->oerodeproof || !rn2(10)) { 644. 		obj->otyp = WORM_TOOTH; 645. 		obj->oerodeproof = 0; 646. 	    }  647.  	    break; 648. 	}  649.  }  650.   651.  /* 'D' command: drop several things */ 652. int 653. doddrop 654. {  655.  	int result = 0; 656.  657.  	add_valid_menu_class(0); /* clear any classes already there */ 658. 	if (*u.ushops) sellobj_state(SELL_DELIBERATE); 659. 	if (flags.menu_style != MENU_TRADITIONAL ||  660.  		(result = ggetobj("drop", drop, 0, FALSE, (unsigned *)0)) < -1) 661. 	    result = menu_drop(result); 662. 	if (*u.ushops) sellobj_state(SELL_NORMAL); 663. 	reset_occupations; 664.  665.  	return result; 666. }  667.   668.  /* Drop things from the hero's inventory, using a menu. */ 669.  STATIC_OVL int 670. menu_drop(retry) 671. int retry; 672. {  673.      int n, i, n_dropped = 0; 674.     long cnt; 675.     struct obj *otmp, *otmp2; 676. #ifndef GOLDOBJ 677.     struct obj *u_gold = 0; 678. #endif 679.     menu_item *pick_list; 680.     boolean all_categories = TRUE; 681.     boolean drop_everything = FALSE; 682.  683.  #ifndef GOLDOBJ 684.     if (u.ugold) { 685. 	/* Hack: gold is not in the inventory, so make a gold object 686. 	   and put it at the head of the inventory list. */ 687.  	u_gold = mkgoldobj(u.ugold);	/* removes from u.ugold */ 688. 	u_gold->in_use = TRUE; 689. 	u.ugold = u_gold->quan;		/* put the gold back */ 690. 	assigninvlet(u_gold);		/* might end up as NOINVSYM */ 691. 	u_gold->nobj = invent; 692. 	invent = u_gold; 693.     }  694.  #endif 695.     if (retry) { 696. 	all_categories = (retry == -2); 697.     } else if (flags.menu_style == MENU_FULL) { 698. 	all_categories = FALSE; 699. 	n = query_category("Drop what type of items?",  700.  			invent,  701.  			UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL |  702.  			BUC_BLESSED | BUC_CURSED | BUC_UNCURSED | BUC_UNKNOWN,  703.  			&pick_list, PICK_ANY); 704. 	if (!n) goto drop_done; 705. 	for (i = 0; i < n; i++) { 706. 	    if (pick_list[i].item.a_int == ALL_TYPES_SELECTED) 707. 		all_categories = TRUE; 708. 	    else if (pick_list[i].item.a_int == 'A') 709. 		drop_everything = TRUE; 710. 	    else 711. 		add_valid_menu_class(pick_list[i].item.a_int); 712. 	}  713.  	free((genericptr_t) pick_list); 714.     } else if (flags.menu_style == MENU_COMBINATION) { 715. 	unsigned ggoresults = 0; 716. 	all_categories = FALSE; 717. 	/* Gather valid classes via traditional NetHack method */ 718. 	i = ggetobj("drop", drop, 0, TRUE, &ggoresults); 719. 	if (i == -2) all_categories = TRUE; 720. 	if (ggoresults & ALL_FINISHED) { 721. 		n_dropped = i;  722. goto drop_done; 723. 	}  724.      }  725.   726.      if (drop_everything) { 727. 	for(otmp = invent; otmp; otmp = otmp2) { 728. 	    otmp2 = otmp->nobj; 729. 	    n_dropped += drop(otmp); 730. 	}  731.      } else { 732. 	/* should coordinate with perm invent, maybe not show worn items */ 733. 	n = query_objlist("What would you like to drop?", invent,  734.  			USE_INVLET|INVORDER_SORT, &pick_list,  735.  			PICK_ANY, all_categories ? allow_all : allow_category); 736. 	if (n > 0) { 737. 	    for (i = 0; i < n; i++) { 738. 		otmp = pick_list[i].item.a_obj; 739. 		cnt = pick_list[i].count; 740. 		if (cnt < otmp->quan) { 741. 		    if (welded(otmp)) { 742. 			;	/* don't split */ 743. 		    } else if (otmp->otyp == LOADSTONE && otmp->cursed) { 744. 			/* same kludge as getobj, for canletgo's use */ 745. 			otmp->corpsenm = (int) cnt;	/* don't split */ 746. 		    } else { 747. #ifndef GOLDOBJ 748. 			if (otmp->oclass == COIN_CLASS) 749. 			    (void) splitobj(otmp, otmp->quan - cnt); 750. 			else 751. #endif 752. 			    otmp = splitobj(otmp, cnt); 753. 		    }  754.  		}  755.  		n_dropped += drop(otmp); 756. 	    }  757.  	    free((genericptr_t) pick_list); 758. 	}  759.      }  760.   761.   drop_done: 762. #ifndef GOLDOBJ 763.     if (u_gold && invent && invent->oclass == COIN_CLASS) { 764. 	/* didn't drop [all of] it */ 765. 	u_gold = invent; 766. 	invent = u_gold->nobj; 767. 	u_gold->in_use = FALSE; 768. 	dealloc_obj(u_gold); 769. 	update_inventory; 770.     }  771.  #endif 772.     return n_dropped; 773. }  774.   775.  #endif /* OVL0 */ 776. #ifdef OVL2 777.  778.  /* on a ladder, used in goto_level */ 779. static NEARDATA boolean at_ladder = FALSE; 780.  781.  int 782. dodown 783. {  784.  	struct trap *trap = 0; 785. 	boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair) ||  786.  		    (u.ux == sstairs.sx && u.uy == sstairs.sy && !sstairs.up)), 787. 		ladder_down = (u.ux == xdnladder && u.uy == ydnladder); 788.  789.  	if (Role_if(PM_GNOME) && on_level(&mineend_level,&u.uz)) { 790. 		pline("The staircase is filled with tons of rubble and debris."); 791. 		pline("Poor Ruggo!"); 792. 		return (0); 793. 	}  794.   795.  #ifdef STEED 796. 	if (u.usteed && !u.usteed->mcanmove) { 797. 		pline("%s won't move!", Monnam(u.usteed)); 798. 		return(0); 799. 	} else if (u.usteed && u.usteed->meating) { 800. 		pline("%s is still eating.", Monnam(u.usteed)); 801. 		return(0); 802. 	} else 803. #endif 804. 	if (Levitation) { 805. 	    if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) { 806. 		/* end controlled levitation */ 807. 		if (ELevitation & W_ARTI) { 808. 		    struct obj *obj; 809.  810.  		    for(obj = invent; obj; obj = obj->nobj) { 811. 			if (obj->oartifact &&  812.  					artifact_has_invprop(obj,LEVITATION)) { 813. 			    if (obj->age < monstermoves) 814. 				obj->age = monstermoves + rnz(100); 815. 			    else 816. 				obj->age += rnz(100); 817. 			}  818.  		    }  819.  		}  820.  		if (float_down(I_SPECIAL|TIMEOUT, W_ARTI)) 821. 		    return (1);   /* came down, so moved */ 822. 	    }  823.  	    floating_above(stairs_down ? "stairs" : ladder_down ?  824.  			   "ladder" : surface(u.ux, u.uy)); 825. 	    return (0);   /* didn't move */ 826. 	}  827.  	if (!stairs_down && !ladder_down) { 828. 		if (!(trap = t_at(u.ux,u.uy)) ||  829.  			(trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)  830.  			|| !Can_fall_thru(&u.uz) || !trap->tseen) { 831.  832.  			if (flags.autodig && !flags.nopick &&  833.  				uwep && is_pick(uwep)) { 834. 				return use_pick_axe2(uwep); 835. 			} else { 836. 				You_cant("go down here."); 837. 				return(0); 838. 			}  839.  		}  840.  	}  841.  	if(u.ustuck) { 842. 		You("are %s, and cannot go down.",  843.  			!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?  844.  			"swallowed" : "engulfed"); 845. 		return(1); 846. 	}  847.  	if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) { 848. 		You("are standing at the gate to Gehennom."); 849. 		pline("Unspeakable cruelty and harm lurk down there."); 850. 		if (yn("Are you sure you want to enter?") != 'y') 851. 			return(0); 852. 		else pline("So be it."); 853. 		u.uevent.gehennom_entered = 1;	/* don't ask again */ 854. 	}  855.   856.  	if(!next_to_u) { 857. 		You("are held back by your pet!"); 858. 		return(0); 859. 	}  860.   861.  	if (trap) 862. 	    You("%s %s.", locomotion(youmonst.data, "jump"),  863.  		trap->ttyp == HOLE ? "down the hole" : "through the trap door"); 864.  865.  	if (trap && Is_stronghold(&u.uz)) { 866. 		goto_hell(FALSE, TRUE); 867. 	} else { 868. 		at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER); 869. 		next_level(!trap); 870. 		at_ladder = FALSE; 871. 	}  872.  	return(1); 873. }  874.   875.  int 876. doup 877. {  878.  	if( (u.ux != xupstair || u.uy != yupstair)  879.  	     && (!xupladder || u.ux != xupladder || u.uy != yupladder)  880.  	     && (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy  881. || !sstairs.up) 882.  	  ) { 883. 		You_cant("go up here."); 884. 		return(0); 885. 	}  886.  #ifdef STEED 887. 	if (u.usteed && !u.usteed->mcanmove) { 888. 		pline("%s won't move!", Monnam(u.usteed)); 889. 		return(0); 890. 	} else if (u.usteed && u.usteed->meating) { 891. 		pline("%s is still eating.", Monnam(u.usteed)); 892. 		return(0); 893. 	} else 894. #endif 895. 	if(u.ustuck) { 896. 		You("are %s, and cannot go up.",  897.  			!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?  898.  			"swallowed" : "engulfed"); 899. 		return(1); 900. 	}  901.  	if(near_capacity > SLT_ENCUMBER) { 902. 		/* No levitation check; inv_weight already allows for it */ 903. 		Your("load is too heavy to climb the %s.",  904.  			levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder"); 905. 		return(1); 906. 	}  907.  	if(ledger_no(&u.uz) == 1) { 908. 		if (yn("Beware, there will be no return! Still climb?") != 'y') 909. 			return(0); 910. 	}  911.  	if(!next_to_u) { 912. 		You("are held back by your pet!"); 913. 		return(0); 914. 	}  915.  	at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER); 916. 	prev_level(TRUE); 917. 	at_ladder = FALSE; 918. 	return(1); 919. }  920.   921.  d_level save_dlevel = {0, 0}; 922.  923.  /* check that we can write out the current level */ 924. STATIC_OVL int 925. currentlevel_rewrite 926. {  927.  	register int fd; 928. 	char whynot[BUFSZ]; 929.  930.  	/* since level change might be a bit slow, flush any buffered screen 931. 	 *  output (like "you fall through a trap door") */ 932. 	mark_synch; 933.  934.  	fd = create_levelfile(ledger_no(&u.uz), whynot); 935. 	if (fd < 0) { 936. 		/*  937.  		 * This is not quite impossible: e.g., we may have 938. 		 * exceeded our quota. If that is the case then we 939. * cannot leave this level, and cannot save either. 940. 		 * Another possibility is that the directory was not 941. 		 * writable. 942. 		 */  943.  		pline("%s", whynot); 944. 		return -1; 945. 	}  946.   947.  #ifdef MFLOPPY 948. 	if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) { 949. 		(void) close(fd); 950. 		delete_levelfile(ledger_no(&u.uz)); 951. 		pline("Slash'EM is out of disk space for making levels!"); 952. 		You("can save, quit, or continue playing."); 953. 		return -1; 954. 	}  955.  #endif 956. 	return fd; 957. }  958.   959.  #ifdef INSURANCE 960. void 961. save_currentstate 962. {  963.  	int fd; 964.  965.  	if (flags.ins_chkpt) { 966. 		/* write out just-attained level, with pets and everything */ 967. 		fd = currentlevel_rewrite; 968. 		if(fd < 0) return; 969. 		bufon(fd); 970. 		savelev(fd,ledger_no(&u.uz), WRITE_SAVE); 971. 		bclose(fd); 972. 	}  973.   974.  	/* write out non-level state */ 975. 	savestateinlock; 976. }  977.  #endif 978.  979.  /*  980.  static boolean 981. badspot(x, y)  982. register xchar x, y; 983. { 984.  	return((levl[x][y].typ != ROOM && levl[x][y].typ != AIR && 985. 			 levl[x][y].typ != CORR) || MON_AT(x, y)); 986. }  987.  */  988.   989.  #ifdef BLACKMARKET 990. d_level new_dlevel = {0, 0}; 991. #endif 992.  993.  void 994. goto_level(newlevel, at_stairs, falling, portal) 995. d_level *newlevel; 996. boolean at_stairs, falling, portal; 997. {  998.  	int fd, l_idx; 999. 	xchar new_ledger; 1000. 	boolean cant_go_back, 1001. 		up = (depth(newlevel) < depth(&u.uz)), 1002. 		newdungeon = (u.uz.dnum != newlevel->dnum), 1003. 		was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz), 1004. 		familiar = FALSE; 1005. 	boolean new = FALSE;	/* made a new level? */ 1006. 	struct monst *mtmp; 1007. 	char whynot[BUFSZ]; 1008. 1009. 	if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel)) 1010. 		newlevel->dlevel = dunlevs_in_dungeon(newlevel); 1011. 	if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */ 1012. 		if (u.uhave.amulet) 1013. 		   assign_level(newlevel, &earth_level); 1014. 		else return; 1015. 	} 1016. 	new_ledger = ledger_no(newlevel); 1017. 	if (new_ledger <= 0) 1018. 		done(ESCAPED);	/* in fact < 0 is impossible */ 1019. 1020. #ifdef BLACKMARKET 1021. 	assign_level(&new_dlevel, newlevel); 1022. #endif 1023. 1024. 	/* If you have the amulet and are trying to get out of Gehennom, going 1025. 	 * up a set of stairs sometimes does some very strange things! 1026. 	 * Biased against law and towards chaos, but not nearly as strongly 1027. 	 * as it used to be (prior to 3.2.0). 1028. 	 * Odds:	   old				    new 1029. 	 *	"up"   L      N      C		"up"    L      N      C  1030. *	 +1  75.0   75.0   75.0	 +1   75.0   75.0   75.0  1031. 	 *	  0    0.0   12.5   25.0	  0    6.25   8.33  12.5  1032. 	 *	 -1    8.33   4.17   0.0	 -1    6.25   8.33  12.5  1033. 	 *	 -2    8.33   4.17   0.0	 -2    6.25   8.33   0.0  1034. 	 *	 -3    8.33   4.17   0.0	 -3    6.25   0.0    0.0  1035. 	 * [Tom] I removed this... it's indescribably annoying. 1036. 	 * 1037. 	 * if (Inhell && up && u.uhave.amulet && !newdungeon && !portal &&  1038. 	 *			(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)-3)) { 1039. 	 *	if (!rn2(4)) { 1040. 	 *	   int odds = 3 + (int)u.ualign.type,          * 2..4 * 1041. 	 *		diff = odds <= 1 ? 0 : rn2(odds);      * paranoia * 1042. 	 * 1043. 	 *	    if (diff != 0) { 1044. 	 *		assign_rnd_level(newlevel, &u.uz, diff); 1045. 	 *		* if inside the tower, stay inside * 1046. 	 *		if (was_in_W_tower && 1047. 	 *		    !On_W_tower_level(newlevel)) diff = 0; 1048. 	 *	   }  1049. 	 *	    if (diff == 0) 1050. 	 *		assign_level(newlevel, &u.uz); 1051. 	 *  1052. 	 *	    new_ledger = ledger_no(newlevel); 1053. 	 *  1054. 	 *	    pline("A mysterious force momentarily surrounds you..."); 1055. 	 *	   if (on_level(newlevel, &u.uz)) { 1056. 	 *		(void) safe_teleds(FALSE); 1057. 	 *		(void) next_to_u; 1058. 	 *		return; 1059. 	 *	   } else 1060. 	 *		at_stairs = at_ladder = FALSE; 1061. 	 *	} 1062. 	}*/  1063.  1064. 	/* Prevent the player from going past the first quest level unless 1065. 	 * (s)he has been given the go-ahead by the leader. 1066. 	 */ 1067. 	if (on_level(&u.uz, &qstart_level) && !newdungeon && !ok_to_quest) { 1068. 		pline("A mysterious force prevents you from descending."); 1069. 		return; 1070. 	} 1071.  1072. 	if (on_level(newlevel, &u.uz)) return;		/* this can happen */ 1073. 1074. 	fd = currentlevel_rewrite; 1075. 	if (fd < 0) return; 1076. 1077. 	if (falling) /* assuming this is only trap door or hole */ 1078. 	   impact_drop((struct obj *)0, u.ux, u.uy, newlevel->dlevel); 1079. 1080. 	check_special_room(TRUE);		/* probably was a trap door */ 1081. 	if (Punished) unplacebc; 1082. 	u.utrap = 0;				/* needed in level_tele */ 1083. 	fill_pit(u.ux, u.uy); 1084. 	setustuck(0);				/* idem */ 1085. 	u.uinwater = 0; 1086. 	u.uundetected = 0;	/* not hidden, even if means are available */ 1087. 	keepdogs(FALSE); 1088. 	if (u.uswallow)				/* idem */ 1089. 		u.uswldtim = u.uswallow = 0; 1090. 	/* 1091. 	 *  We no longer see anything on the level. Make sure that this 1092. 	 * follows u.uswallow set to null since uswallow overrides all 1093. 	 * normal vision. 1094. 	 */ 1095. 	vision_recalc(2); 1096. 1097. 	/*  1098. 	 * Save the level we're leaving. If we're entering the endgame, 1099. 	 * we can get rid of all existing levels because they cannot be 1100. * reached any more. We still need to use savelev's cleanup 1101. 	 * for the level being left, to recover dynamic memory in use and 1102. 	 * to avoid dangling timers and light sources. 1103. 	 */ 1104. 	cant_go_back = (newdungeon && In_endgame(newlevel)); 1105. 	if (!cant_go_back) { 1106. 	   update_mlstmv;	/* current monsters are becoming inactive */ 1107. 	   bufon(fd);		/* use buffered output */ 1108. 	} 1109. 	savelev(fd, ledger_no(&u.uz),  1110. 		cant_go_back ? FREE_SAVE : (WRITE_SAVE | FREE_SAVE)); 1111. 	bclose(fd); 1112. 	if (cant_go_back) { 1113. 	   /* discard unreachable levels; keep #0 */ 1114. 	   for (l_idx = maxledgerno; l_idx > 0; --l_idx) 1115. 		delete_levelfile(l_idx); 1116. 	} 1117.  1118. #ifdef REINCARNATION 1119. 	if (Is_rogue_level(newlevel) || Is_rogue_level(&u.uz)) 1120. 		assign_rogue_graphics(Is_rogue_level(newlevel)); 1121. #endif 1122. #ifdef USE_TILES 1123. 	substitute_tiles(newlevel); 1124. #endif 1125. 	assign_level(&u.uz0, &u.uz); 1126. 	assign_level(&u.uz, newlevel); 1127. 	assign_level(&u.utolev, newlevel); 1128. 	u.utotype = 0; 1129. 	if (dunlev_reached(&u.uz) < dunlev(&u.uz)) 1130. 		dunlev_reached(&u.uz) = dunlev(&u.uz); 1131. 	reset_rndmonst(NON_PM);  /* u.uz change affects monster generation */ 1132. 1133. 	/* set default level change destination areas */ 1134. 	/* the special level code may override these */ 1135. 	(void) memset((genericptr_t) &updest, 0, sizeof updest); 1136. 	(void) memset((genericptr_t) &dndest, 0, sizeof dndest); 1137. 1138. 	if (!(level_info[new_ledger].flags & LFILE_EXISTS)) { 1139. 		/* entering this level for first time; make it now */ 1140. 		if (level_info[new_ledger].flags & (FORGOTTEN|VISITED)) { 1141. 		   impossible("goto_level: returning to discarded level?"); 1142. 		   level_info[new_ledger].flags &= ~(FORGOTTEN|VISITED); 1143. 		} 1144. 		mklev; 1145. 		new = TRUE;	/* made the level */ 1146. 	} else { 1147. 		/* returning to previously visited level; reload it */ 1148. 		fd = open_levelfile(new_ledger, whynot); 1149. 		if (fd < 0) { 1150. 			pline("%s", whynot); 1151. 			pline("Probably someone removed it."); 1152. 			killer = whynot; 1153. 			done(TRICKED); 1154. 			/* we'll reach here if running in wizard mode */ 1155. 			error("Cannot continue this game."); 1156. 		} 1157. 		minit;	/* ZEROCOMP */ 1158. 		getlev(fd, hackpid, new_ledger, FALSE); 1159. 		(void) close(fd); 1160. 	} 1161.  1162. #ifdef ALLEG_FX 1163.        if (iflags.usealleg) nh_fade_out(portal); 1164. #endif 1165. 1166. 	/* do this prior to level-change pline messages */ 1167. 	vision_reset;		/* clear old level's line-of-sight */ 1168. 	vision_full_recalc = 0;	/* don't let that reenable vision yet */ 1169. 	flush_screen(-1);	/* ensure all map flushes are postponed */ 1170. 1171. 	if (portal && !In_endgame(&u.uz)) { 1172. 	   /* find the portal on the new level */ 1173. 	   register struct trap *ttrap; 1174. 1175. 	    for (ttrap = ftrap; ttrap; ttrap = ttrap->ntrap) 1176. 		if (ttrap->ttyp == MAGIC_PORTAL) break; 1177. 1178. 	    if (!ttrap) panic("goto_level: no corresponding portal!"); 1179. 	   seetrap(ttrap); 1180. 	   u_on_newpos(ttrap->tx, ttrap->ty); 1181. 	} else if (at_stairs && !In_endgame(&u.uz)) { 1182. 	   if (up) { 1183. 		if (at_ladder) { 1184. 		   u_on_newpos(xdnladder, ydnladder); 1185. 		} else { 1186. 		   if (newdungeon) { 1187. 			if (Is_stronghold(&u.uz)) { 1188. 			   register xchar x, y;  1189. 1190. 			   do { 1191. 				x = (COLNO - 2 - rnd(5)); 1192. 				y = rn1(ROWNO - 4, 3); 1193. 			   } while(occupied(x, y) ||  1194. 				    IS_WALL(levl[x][y].typ)); 1195. 			   u_on_newpos(x, y); 1196. 			} else u_on_sstairs; 1197. 		   } else u_on_dnstairs; 1198. 		} 1199. 		/* Remove bug which crashes with levitation/punishment  KAA */ 1200. 		if (Punished && !Levitation) { 1201. 			pline("With great effort you climb the %s.", 1202. 				at_ladder ? "ladder" : "stairs"); 1203. 		} else if (at_ladder) 1204. 		   You("climb up the ladder."); 1205. 	   } else {	/* down */ 1206. 		if (at_ladder) { 1207. 		   u_on_newpos(xupladder, yupladder); 1208. 		} else { 1209. 		   if (newdungeon) u_on_sstairs; 1210. 		   else u_on_upstairs; 1211. 		} 1212. 		if (u.dz && Flying) 1213. 		   You("fly down along the %s.",  1214. 			at_ladder ? "ladder" : "stairs"); 1215. 		else if (u.dz && 1216. 		    (near_capacity > UNENCUMBERED || Punished || Fumbling)) { 1217. 		   You("fall down the %s.", at_ladder ? "ladder" : "stairs"); 1218. 		   if (Punished) { 1219. 			drag_down; 1220. 			if (carried(uball)) { 1221. 			   if (uswapwep == uball) 1222. 				setuswapwep((struct obj *)0, FALSE); 1223. 			   if (uquiver == uball) 1224. 				setuqwep((struct obj *)0); 1225. 			   if (uwep == uball) 1226. 				setuwep((struct obj *)0, FALSE); 1227. 			   freeinv(uball); 1228. 			} 1229. 		    }  1230. #ifdef STEED 1231. 		   /* falling off steed has its own losehp call */ 1232. 		   if (u.usteed) 1233. 			dismount_steed(DISMOUNT_FELL); 1234. 		   else 1235. #endif 1236. 			losehp(rnd(3), "falling downstairs", KILLED_BY); 1237. 		   selftouch("Falling, you"); 1238. 		} else if (u.dz && at_ladder) 1239. 		   You("climb down the ladder."); 1240. 	   }  1241. 	} else {	/* trap door or level_tele or In_endgame */ 1242. 	   if (was_in_W_tower && On_W_tower_level(&u.uz)) 1243. 		/* Stay inside the Wizard's tower when feasible. */ 1244. 		/* Note: up vs down doesn't really matter in this case. */ 1245. 		place_lregion(dndest.nlx, dndest.nly,  1246. 				dndest.nhx, dndest.nhy,  1247. 				0,0, 0,0, LR_DOWNTELE, (d_level *) 0); 1248. 	   else if (up) 1249. 		place_lregion(updest.lx, updest.ly, 1250. 				updest.hx, updest.hy,  1251. 				updest.nlx, updest.nly,  1252. 				updest.nhx, updest.nhy,  1253. 				LR_UPTELE, (d_level *) 0); 1254. 	   else 1255. 		place_lregion(dndest.lx, dndest.ly, 1256. 				dndest.hx, dndest.hy,  1257. 				dndest.nlx, dndest.nly,  1258. 				dndest.nhx, dndest.nhy,  1259. 				LR_DOWNTELE, (d_level *) 0); 1260. 	   if (falling) { 1261. 		if (Punished) ballfall; 1262. 		selftouch("Falling, you"); 1263. 	   }  1264. 	}  1265.  1266. 	if (Punished) placebc; 1267. 	obj_delivery;		/* before killing geno'd monsters' eggs */ 1268. 	losedogs; 1269. 	kill_genocided_monsters; /* for those wiped out while in limbo */ 1270. 	/* 1271. 	 * Expire all timers that have gone off while away. Must be 1272. * after migrating monsters and objects are delivered 1273. 	 * (losedogs and obj_delivery). 1274. 	 */ 1275. 	run_timers; 1276. 1277. 	initrack; 1278. 1279. 	if ((mtmp = m_at(u.ux, u.uy)) != 0  1280. #ifdef STEED  1281. 		&& mtmp != u.usteed  1282. #endif  1283. 		) { 1284. 	   /* There's a monster at your target destination; it might be one 1285. 	      which accompanied you--see mon_arrive(dogmove.c)--or perhaps 1286. 	      it was already here. Randomly move you to an adjacent spot 1287. 	      or else the monster to any nearby location. Prior to 3.3.0 1288. 	      the latter was done unconditionally. */ 1289. 	    coord cc; 1290. 1291. 	    if (!rn2(2) &&  1292. 		    enexto(&cc, u.ux, u.uy, youmonst.data) &&  1293. 		    distu(cc.x, cc.y) <= 2) 1294. 		u_on_newpos(cc.x, cc.y);	/*[maybe give message here?]*/ 1295. 	   else 1296. 		mnexto(mtmp); 1297. 1298. 	    if ((mtmp = m_at(u.ux, u.uy)) != 0) { 1299. 		impossible("mnexto failed (do.c)?"); 1300. 		(void) rloc(mtmp, FALSE); 1301. 	   }  1302. 	}  1303.  1304. 	/* initial movement of bubbles just before vision_recalc */ 1305. 	if (Is_waterlevel(&u.uz)) 1306. 		movebubbles; 1307. 1308. 	if (level_info[new_ledger].flags & FORGOTTEN) { 1309. 	   forget_map(ALL_MAP);	/* forget the map */ 1310. 	   forget_traps;		/* forget all traps too */ 1311. 	   familiar = TRUE; 1312. 	   level_info[new_ledger].flags &= ~FORGOTTEN; 1313. 	} 1314.  1315. 	/* Reset the screen. */ 1316. 	vision_reset;		/* reset the blockages */ 1317. 	docrt;		/* does a full vision recalc */ 1318. 	flush_screen(-1); 1319. 1320. #ifdef ALLEG_FX 1321.        if (iflags.usealleg) nh_fade_in(portal); 1322. #endif 1323. 1324. 	/*  1325. 	 *  Move all plines beyond the screen reset. 1326. 	 */ 1327.  1328. 	/* give room entrance message, if any */ 1329. 	check_special_room(FALSE); 1330. 1331. 	/* Check whether we just entered Gehennom. */ 1332. 	if (!In_hell(&u.uz0) && Inhell) { 1333. 	   if (Is_valley(&u.uz)) { 1334. 		You("arrive at the Valley of the Dead..."); 1335. 		pline_The("odor of burnt flesh and decay pervades the air."); 1336. #ifdef MICRO 1337. 		display_nhwindow(WIN_MESSAGE, FALSE); 1338. #endif 1339. 		You_hear("groans and moans everywhere."); 1340. 	   } else pline("It is hot here.  You smell smoke..."); 1341. 	} 1342.  1343. 	if (familiar) { 1344. 	   static const char * const fam_msgs[4] = { 1345. 		"You have a sense of deja vu.", 1346. 		"You feel like you've been here before.", 1347. 		"This place %s familiar...", 1348. 		0	/* no message */ 1349. 	   };  1350. 	    static const char * const halu_fam_msgs[4] = { 1351. 		"Whoa! Everything %s different.", 1352. 		"You are surrounded by twisty little passages, all alike.", 1353. 		"Gee, this %s like uncle Conan's place...", 1354. 		0	/* no message */ 1355. 	   };  1356. 	    const char *mesg; 1357. 	   char buf[BUFSZ]; 1358. 	   int which = rn2(4); 1359. 1360. 	    if (Hallucination) 1361. 		mesg = halu_fam_msgs[which]; 1362. 	   else 1363. 		mesg = fam_msgs[which]; 1364. 	   if (mesg && index(mesg, '%')) { 1365. 		Sprintf(buf, mesg, !Blind ? "looks" : "seems"); 1366. 		mesg = buf; 1367. 	   }  1368. 	    if (mesg) pline(mesg); 1369. 	} 1370.  1371. #ifdef REINCARNATION 1372. 	if (new && Is_rogue_level(&u.uz)) 1373. 	   You("enter what seems to be an older, more primitive world."); 1374. #endif 1375. 	/* Final confrontation */ 1376. 	if (In_endgame(&u.uz) && newdungeon && u.uhave.amulet) 1377. 		resurrect; 1378. 	if (newdungeon && In_V_tower(&u.uz) && In_hell(&u.uz0)) 1379. 		pline_The("heat and smoke are gone."); 1380. 1381. 	/* the message from your quest leader */ 1382. 	if (!In_quest(&u.uz0) && at_dgn_entrance("The Quest") && 1383. 		!(u.uevent.qexpelled || u.uevent.qcompleted || quest_status.leader_is_dead)) { 1384. 1385. 		if (u.uevent.qcalled) { 1386. 			com_pager(Role_if(PM_ROGUE) ? 4 : 3); 1387. 		} else { 1388. 			com_pager(2); 1389. 			u.uevent.qcalled = TRUE; 1390. 		} 1391. 	}  1392.  1393. 	/* once Croesus is dead, his alarm doesn't work any more */ 1394. 	if (Is_knox(&u.uz) && (new || !mvitals[PM_CROESUS].died)) { 1395. 		You("penetrated a high security area!"); 1396. 		pline("An alarm sounds!"); 1397. 		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) 1398. 		   if (!DEADMONSTER(mtmp) && mtmp->msleeping) mtmp->msleeping = 0; 1399. 	} 1400.  1401. 	if (on_level(&u.uz, &astral_level)) 1402. 	   final_level; 1403. 	else 1404. 	   onquest; 1405. 	assign_level(&u.uz0, &u.uz); /* reset u.uz0 */ 1406. 1407. #ifdef INSURANCE 1408. 	save_currentstate; 1409. #endif 1410. 1411. 	/* assume this will always return TRUE when changing level */ 1412. 	(void) in_out_region(u.ux, u.uy); 1413. 	(void) pickup(1); 1414. } 1415.  1416. STATIC_OVL void 1417. final_level 1418. { 1419. 	struct monst *mtmp; 1420. 	struct obj *otmp; 1421. 	coord mm; 1422. 	int i; 1423. 1424. 	/* reset monster hostility relative to player */ 1425. 	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) 1426. 	   if (!DEADMONSTER(mtmp)) reset_hostility(mtmp); 1427. 1428. 	/* create some player-monsters */ 1429. 	create_mplayers(rn1(4, 3), TRUE); 1430. 1431. 	/* create a guardian angel next to player, if worthy */ 1432. 	if (Conflict) { 1433. 	   pline(  1434. 	     "A voice booms: \"Thy desire for conflict shall be fulfilled!\""); 1435. 	   for (i = rnd(4); i > 0; --i) { 1436. 		mm.x = u.ux; 1437. 		mm.y = u.uy; 1438. 		if(enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])) 1439. 		   (void) mk_roamer(&mons[PM_ANGEL], u.ualign.type,  1440. 				     mm.x, mm.y, FALSE); 1441. 	   }  1442. 	} else if (u.ualign.record > 8) {	/* fervent */ 1443. 	   pline("A voice whispers: \"Thou hast been worthy of me!\""); 1444. 	   mm.x = u.ux; 1445. 	   mm.y = u.uy; 1446. 	   if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])) { 1447. 		if ((mtmp = mk_roamer(&mons[PM_ANGEL], u.ualign.type, 1448. 				      mm.x, mm.y, TRUE)) != 0) { 1449. 		   if (!Blind) 1450. 			pline("An angel appears near you."); 1451. 		   else 1452. 			You_feel("the presence of a friendly angel near you."); 1453. 		   /* guardian angel -- the one case mtame doesn't  1454. * imply an edog structure, so we don't want to 1455. * call tamedog. 1456. 		    */  1457. 		    mtmp->mtame = 10; 1458. 		   /* make him strong enough vs. endgame foes */ 1459. 		   mtmp->m_lev = rn1(8,15); 1460. 		   mtmp->mhp = mtmp->mhpmax = 1461. 					d((int)mtmp->m_lev,10) + 30 + rnd(30); 1462. 		   if ((otmp = select_hwep(mtmp)) == 0) { 1463. 			otmp = mksobj(SILVER_SABER, FALSE, FALSE); 1464. 			if (mpickobj(mtmp, otmp)) 1465. 			   panic("merged weapon?"); 1466. 		   }  1467. 		    bless(otmp); 1468. 		   if (otmp->spe < 4) otmp->spe += rnd(4); 1469. 		   if ((otmp = which_armor(mtmp, W_ARMS)) == 0 ||  1470. 			    otmp->otyp != SHIELD_OF_REFLECTION) { 1471. 			(void) mongets(mtmp, AMULET_OF_REFLECTION); 1472. 			m_dowear(mtmp, TRUE); 1473. 		   }  1474. 		}  1475. 	    }  1476. 	}  1477. }  1478.  1479. static char *dfr_pre_msg = 0,	/* pline before level change */ 1480. 	   *dfr_post_msg = 0;	/* pline after level change */ 1481. 1482. /* change levels at the end of this turn, after monsters finish moving */ 1483. void 1484. schedule_goto(tolev, at_stairs, falling, portal_flag, pre_msg, post_msg) 1485. d_level *tolev; 1486. boolean at_stairs, falling; 1487. int portal_flag; 1488. const char *pre_msg, *post_msg; 1489. { 1490. 	int typmask = 0100;		/* non-zero triggers `deferred_goto' */ 1491. 1492. 	/* destination flags (`goto_level' args) */ 1493. 	if (at_stairs)	 typmask |= 1; 1494. 	if (falling)	 typmask |= 2; 1495. 	if (portal_flag) typmask |= 4; 1496. 	if (portal_flag < 0) typmask |= 0200;	/* flag for portal removal */ 1497. 	u.utotype = typmask; 1498. 	/* destination level */ 1499. 	assign_level(&u.utolev, tolev); 1500. 1501. 	if (pre_msg) 1502. 	   dfr_pre_msg = strcpy((char *)alloc(strlen(pre_msg) + 1), pre_msg); 1503. 	if (post_msg) 1504. 	   dfr_post_msg = strcpy((char *)alloc(strlen(post_msg)+1), post_msg); 1505. } 1506.  1507. /* handle something like portal ejection */ 1508. void 1509. deferred_goto 1510. { 1511. 	if (!on_level(&u.uz, &u.utolev)) { 1512. 	   d_level dest; 1513. 	   int typmask = u.utotype; /* save it; goto_level zeroes u.utotype */ 1514. 1515. 	    assign_level(&dest, &u.utolev); 1516. 	   if (dfr_pre_msg) pline(dfr_pre_msg); 1517. 	   goto_level(&dest, !!(typmask&1), !!(typmask&2), !!(typmask&4)); 1518. 	   if (typmask & 0200) {	/* remove portal */ 1519. 		struct trap *t = t_at(u.ux, u.uy); 1520. 1521. 		if (t) { 1522. 		   deltrap(t); 1523. 		   newsym(u.ux, u.uy); 1524. 		} 1525. 	    }  1526. 	    if (dfr_post_msg) pline(dfr_post_msg); 1527. 	} 1528. 	u.utotype = 0;		/* our caller keys off of this */ 1529. 	if (dfr_pre_msg) 1530. 	   free((genericptr_t)dfr_pre_msg),  dfr_pre_msg = 0; 1531. 	if (dfr_post_msg) 1532. 	   free((genericptr_t)dfr_post_msg),  dfr_post_msg = 0; 1533. } 1534.  1535. #endif /* OVL2 */ 1536. #ifdef OVL3 1537. 1538. /*  1539.  * Return TRUE if we created a monster for the corpse. If successful, the 1540. * corpse is gone. 1541. */  1542. boolean 1543. revive_corpse(corpse, moldy) 1544. struct obj *corpse; 1545. boolean moldy; 1546. { 1547.     struct monst *mtmp, *mcarry; 1548.    boolean is_uwep, chewed; 1549.    xchar where; 1550.    char *cname, cname_buf[BUFSZ]; 1551.    struct obj *container = (struct obj *)0; 1552.    int container_where = 0; 1553.     1554.     where = corpse->where; 1555.    is_uwep = corpse == uwep; 1556.    cname = eos(strcpy(cname_buf, "bite-covered ")); 1557.    Strcpy(cname, corpse_xname(corpse, TRUE)); 1558.    mcarry = (where == OBJ_MINVENT) ? corpse->ocarry : 0; 1559. 1560.     if (where == OBJ_CONTAINED) { 1561.    	struct monst *mtmp2 = (struct monst *)0; 1562. 	container = corpse->ocontainer; 1563.    	mtmp2 = get_container_location(container, &container_where, (int *)0); 1564. 	/* container_where is the outermost container's location even if nested */ 1565. 	if (container_where == OBJ_MINVENT && mtmp2) mcarry = mtmp2; 1566.    }  1567.     mtmp = revive(corpse);      /* corpse is gone if successful && quan == 1 */ 1568. 1569.     if (mtmp) { 1570. 	/* 1571. 	 * [ALI] Override revive's HP calculation. The HP that a mold starts 1572. 	 * with do not depend on the HP of the monster whose corpse it grew on. 1573. 	 */ 1574. 	if (moldy) 1575. 	   mtmp->mhp = mtmp->mhpmax; 1576. 	chewed = !moldy && (mtmp->mhp < mtmp->mhpmax); 1577. 	if (chewed) cname = cname_buf;	/* include "bite-covered" prefix */ 1578. 	switch (where) { 1579. 	   case OBJ_INVENT: 1580. 		if (is_uwep) { 1581. 		   if (moldy) { 1582. 			Your("weapon goes moldy."); 1583. 			pline("%s writhes out of your grasp!", Monnam(mtmp)); 1584. 		   }  1585. 		    else 1586. 		   pline_The("%s writhes out of your grasp!", cname); 1587. 		} 1588. 		else 1589. 		   You_feel("squirming in your backpack!"); 1590. 		break; 1591. 1592. 	    case OBJ_FLOOR: 1593. 		if (cansee(mtmp->mx, mtmp->my)) { 1594. 		   if (moldy) 1595. 			pline("%s grows on a moldy corpse!", 1596. 			  Amonnam(mtmp)); 1597. 		   else 1598. 		   pline("%s rises from the dead!", chewed ?  1599. 			  Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp)); 1600. 		} 1601. 		break; 1602. 1603. 	    case OBJ_MINVENT:		/* probably a nymph's */ 1604. 		if (cansee(mtmp->mx, mtmp->my)) { 1605. 		   if (canseemon(mcarry)) 1606. 			pline("Startled, %s drops %s as it %s!", 1607. 			      mon_nam(mcarry), moldy ? "a corpse" : an(cname),  1608. 			      moldy ? "goes moldy" : "revives"); 1609. 		   else 1610. 			pline("%s suddenly appears!", chewed ? 1611. 			      Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp)); 1612. 		} 1613. 		break; 1614. 	  case OBJ_CONTAINED: 1615. 	  	if (container_where == OBJ_MINVENT && cansee(mtmp->mx, mtmp->my) &&  1616. 		    mcarry && canseemon(mcarry) && container) { 1617. 		       char sackname[BUFSZ]; 1618. 		       Sprintf(sackname, "%s %s", s_suffix(mon_nam(mcarry)),  1619. 				xname(container)); 1620. 	  		pline("%s writhes out of %s!", Amonnam(mtmp), sackname); 1621. 	  	} else if (container_where == OBJ_INVENT && container) { 1622. 		       char sackname[BUFSZ]; 1623. 		       Strcpy(sackname, an(xname(container))); 1624. 	  		pline("%s %ss out of %s in your pack!",  1625. 	   			Blind ? Something : Amonnam(mtmp),  1626. 				locomotion(mtmp->data,"writhes"),  1627. 	   			sackname); 1628. 	  	} else if (container_where == OBJ_FLOOR && container &&  1629. 		            cansee(mtmp->mx, mtmp->my)) { 1630. 		       char sackname[BUFSZ]; 1631. 		       Strcpy(sackname, an(xname(container))); 1632. 			pline("%s escapes from %s!", Amonnam(mtmp), sackname); 1633. 		} 1634. 		break; 1635. 	   default: 1636. 		/* we should be able to handle the other cases... */ 1637. 		impossible("revive_corpse: lost corpse @ %d", where); 1638. 		break; 1639. 	} 1640. 	return TRUE; 1641.    }  1642.     return FALSE; 1643. } 1644.  1645. /* Revive the corpse via a timeout. */ 1646. /*ARGSUSED*/ 1647. void 1648. revive_mon(arg, timeout) 1649. genericptr_t arg; 1650. long timeout; 1651. { 1652. #if defined(MAC_MPW) 1653. # pragma unused ( timeout ) 1654. #endif 1655.    struct obj *body = (struct obj *) arg; 1656. 1657.     /* if we succeed, the corpse is gone, otherwise, rot it away */ 1658.    if (!revive_corpse(body, FALSE)) { 1659. 	if (is_rider(&mons[body->corpsenm])) 1660. 	   You_feel("less hassled."); 1661. 	(void) start_timer(250L - (monstermoves-body->age), 1662. 					TIMER_OBJECT, ROT_CORPSE, arg); 1663.    }  1664. }  1665.  1666. /* Revive the corpse as a mold via a timeout. */ 1667. /*ARGSUSED*/ 1668. void 1669. moldy_corpse(arg, timeout) 1670. genericptr_t arg; 1671. long timeout; 1672. { 1673.     int pmtype, oldtyp, oldquan; 1674.    struct obj *body = (struct obj *) arg; 1675. 1676.     /* Turn the corpse into a mold corpse if molds are available */ 1677.    oldtyp = body->corpsenm; 1678. 1679.     /* Weight towards non-motile fungi. 1680.     */  1681.     pmtype = pm_mkclass(S_FUNGUS, 0); 1682.    if ((pmtype != -1) && (mons[pmtype].mmove)) pmtype = pm_mkclass(S_FUNGUS, 0); 1683. 1684.     /* [ALI] Molds don't grow in adverse conditions. If it ever 1685.     * becomes possible for molds to grow in containers we should 1686.     * check for iceboxes here as well. 1687.     */  1688.     if ((body->where == OBJ_FLOOR || body->where==OBJ_BURIED) &&  1689.       (is_pool(body->ox, body->oy) || is_lava(body->ox, body->oy) || 1690.      is_ice(body->ox, body->oy))) 1691. 	pmtype = -1; 1692. 1693.     if (pmtype != -1) { 1694. 	/* We don't want special case revivals */ 1695. 	if (cant_create(&pmtype, TRUE) || (body->oxlth && 1696. 				(body->oattached == OATTACHED_MONST))) 1697. 	   pmtype = -1; /* cantcreate might have changed it so change it back */ 1698.    	else { 1699. 	   	body->corpsenm = pmtype; 1700. 1701. 		/* oeaten isn't used for hp calc here, and zeroing it  1702. * prevents eaten_stat from worrying when you've eaten more 1703. 		 * from the corpse than the newly grown mold's nutrition 1704. 		 * value. 1705. 		 */ 1706. 		body->oeaten = 0; 1707. 1708. 		/* [ALI] If we allow revive_corpse to get rid of revived 1709. 		 * corpses from hero's inventory then we run into problems 1710. 		 * with unpaid corpses. 1711. 		 */ 1712. 		if (body->where == OBJ_INVENT) 1713. 		   body->quan++; 1714. 		oldquan = body->quan; 1715. 	   	if (revive_corpse(body, TRUE)) { 1716. 		   if (oldquan != 1) {		/* Corpse still valid */ 1717. 			body->corpsenm = oldtyp; 1718. 			if (body->where == OBJ_INVENT) { 1719. 			   useup(body); 1720. 			   oldquan--; 1721. 			} 1722. 		    }  1723. 		    if (oldquan == 1) 1724. 			body = (struct obj *)0;	/* Corpse gone */ 1725. 		} 1726.     	}  1727.     }  1728.      1729.     /* If revive_corpse succeeds, it handles the reviving corpse. 1730.     * If there was more than one corpse, or the revive failed, 1731.     * set the remaining corpse(s) to rot away normally. 1732.     * Revive_corpse handles genocides 1733.     */  1734.     if (body) { 1735.    	body->corpsenm = oldtyp; /* Fixup corpse after (attempted) revival */ 1736. 	body->owt = weight(body); 1737. 	(void) start_timer(250L - (monstermoves-peek_at_iced_corpse_age(body)), 1738. 					TIMER_OBJECT, ROT_CORPSE, arg); 1739.    }  1740. }  1741.  1742. int 1743. donull 1744. { 1745. 	return(1);	/* Do nothing, but let other things happen */ 1746. } 1747.  1748. #endif /* OVL3 */ 1749. #ifdef OVLB 1750. 1751. STATIC_PTR int 1752. wipeoff 1753. { 1754. 	if(u.ucreamed < 4)	u.ucreamed = 0; 1755. 	else			u.ucreamed -= 4; 1756. 	if (Blinded < 4)	Blinded = 0; 1757. 	else			Blinded -= 4; 1758. 	if (!Blinded) { 1759. 		pline("You've got the glop off."); 1760. 		u.ucreamed = 0; 1761. 		Blinded = 1; 1762. 		make_blinded(0L,TRUE); 1763. 		return(0); 1764. 	} else if (!u.ucreamed) { 1765. 		Your("%s feels clean now.", body_part(FACE)); 1766. 		return(0); 1767. 	} 1768. 	return(1);		/* still busy */ 1769. } 1770.  1771. int 1772. dowipe 1773. { 1774. 	if(u.ucreamed)  { 1775. 		static NEARDATA char buf[39]; 1776. 1777. 		Sprintf(buf, "wiping off your %s", body_part(FACE)); 1778. 		set_occupation(wipeoff, buf, 0); 1779. 		/* Not totally correct; what if they change back after now 1780. 		 * but before they're finished wiping? 1781. 		 */ 1782. 		return(1); 1783. 	} 1784. 	Your("%s is already clean.", body_part(FACE)); 1785. 	return(1); 1786. } 1787.  1788. void 1789. set_wounded_legs(side, timex) 1790. register long side; 1791. register int timex; 1792. { 1793. 	/* KMH -- STEED 1794. 	 * If you are riding, your steed gets the wounded legs instead. 1795. 	 * You still call this function, but don't lose hp. 1796. 	 * Caller is also responsible for adjusting messages. 1797. 	 */ 1798.  1799. 	if(!Wounded_legs) { 1800. 		ATEMP(A_DEX)--; 1801. 		flags.botl = 1; 1802. 	} 1803.  1804. 	/* KMH, intrinsics patch */ 1805. 	if(!Wounded_legs || (HWounded_legs & TIMEOUT)) 1806. 		HWounded_legs = timex; 1807. 	EWounded_legs = side; 1808. 	(void)encumber_msg; 1809. } 1810.  1811. void 1812. heal_legs 1813. { 1814. 	if(Wounded_legs) { 1815. 		if (ATEMP(A_DEX) < 0) { 1816. 			ATEMP(A_DEX)++; 1817. 			flags.botl = 1; 1818. 		} 1819.  1820. #ifdef STEED 1821. 		if (!u.usteed) 1822. #endif 1823. 		{ 1824. 			/* KMH, intrinsics patch */ 1825. 			if((EWounded_legs & BOTH_SIDES) == BOTH_SIDES) { 1826. 			Your("%s feel somewhat better.", 1827. 				makeplural(body_part(LEG))); 1828. 		} else { 1829. 			Your("%s feels somewhat better.", 1830. 				body_part(LEG)); 1831. 		} 1832. 		}  1833. 		HWounded_legs = EWounded_legs = 0; 1834. 	} 1835. 	(void)encumber_msg; 1836. } 1837.  1838. #endif /* OVLB */ 1839. 1840. /*do.c*/