Source:Teleport.c

Below is the full text to src/teleport.c from NetHack 3.4.3. To link to a particular line, write [[teleport.c#line123 ]], for example. 1.   /*	SCCS Id: @(#)teleport.c	3.4	2003/08/11	*/ 2.   /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3.    /* NetHack may be freely redistributed. See license for details. */ 4.

5.   #include "hack.h"  6. 7.   STATIC_DCL boolean FDECL(tele_jump_ok, (int,int,int,int)); 8.   STATIC_DCL boolean FDECL(teleok, (int,int,BOOLEAN_P)); 9.   STATIC_DCL void NDECL(vault_tele); 10.  STATIC_DCL boolean FDECL(rloc_pos_ok, (int,int,struct monst *)); 11.  STATIC_DCL void FDECL(mvault_tele, (struct monst *)); 12.   13.   /*  14.    * Is (x,y) a good position of mtmp? If mtmp is NULL, then is (x,y) good 15.   * for an object? 16.   *  17.    * This function will only look at mtmp->mdat, so makemon, mplayer, etc can 18.   * call it to generate new monster positions with fake monster structures. 19.   */  20.   boolean 21.  goodpos(x, y, mtmp, gpflags) 22.  int x,y; 23.  struct monst *mtmp; 24.  unsigned gpflags; 25.  {  26.   	struct permonst *mdat = NULL; 27.  	boolean ignorewater = ((gpflags & MM_IGNOREWATER) != 0); 28.   29.   	if (!isok(x, y)) return FALSE; 30.   31.   	/* in many cases, we're trying to create a new monster, which 32.  	 * can't go on top of the player or any existing monster. 33.  	 * however, occasionally we are relocating engravings or objects, 34.  	 * which could be co-located and thus get restricted a bit too much. 35.  	 * oh well. 36.  	 */  37.   	if (mtmp != &youmonst && x == u.ux && y == u.uy  38.   #ifdef STEED  39.   			&& (!u.usteed || mtmp != u.usteed)  40.   #endif  41.   			) 42.  		return FALSE; 43.   44.   	if (mtmp) { 45.  	    struct monst *mtmp2 = m_at(x,y); 46.   47.   	    /* Be careful with long worms. A monster may be placed back in 48. * its own location. Normally, if m_at returns the same monster 49.  	     * that we're trying to place, the monster is being placed in its 50.  	     * own location. However, that is not correct for worm segments, 51.  	     * because all the segments of the worm return the same m_at. 52.  	     * Actually we overdo the check a little bit--a worm can't be placed 53.  	     * in its own location, period. If we just checked for mtmp->mx 54.  	     * != x || mtmp->my != y, we'd miss the case where we're called 55.  	     * to place the worm segment and the worm's head is at x,y. 56.  	     */  57.   	    if (mtmp2 && (mtmp2 != mtmp || mtmp->wormno)) 58.  		return FALSE; 59.   60.   	    mdat = mtmp->data; 61.  	    if (is_pool(x,y) && !ignorewater) { 62.  		if (mtmp == &youmonst) 63.  			return !!(HLevitation || Flying || Wwalking ||  64.   					Swimming || Amphibious); 65.  		else	return (is_flyer(mdat) || is_swimmer(mdat) ||  66.   							is_clinger(mdat)); 67.  	    } else if (mdat->mlet == S_EEL && rn2(13) && !ignorewater) { 68.  		return FALSE; 69.  	    } else if (is_lava(x,y)) { 70.  		if (mtmp == &youmonst) 71.  		    return !!HLevitation; 72.  		else 73.  		    return (is_flyer(mdat) || likes_lava(mdat)); 74.  	    }  75.   	    if (passes_walls(mdat) && may_passwall(x,y)) return TRUE; 76.  	}  77.   	if (!ACCESSIBLE(levl[x][y].typ)) { 78.  		if (!(is_pool(x,y) && ignorewater)) return FALSE; 79.  	}  80.    81.   	if (closed_door(x, y) && (!mdat || !amorphous(mdat))) 82.  		return FALSE; 83.  	if (sobj_at(BOULDER, x, y) && (!mdat || !throws_rocks(mdat))) 84.  		return FALSE; 85.  	return TRUE; 86.  }  87.    88.   /*  89.    * "entity next to" 90.   *  91.    * Attempt to find a good place for the given monster type in the closest 92.   * position to (xx,yy). Do so in successive square rings around (xx,yy). 93.   * If there is more than one valid positon in the ring, choose one randomly. 94.   * Return TRUE and the position chosen when successful, FALSE otherwise. 95.   */  96.   boolean 97.  enexto(cc, xx, yy, mdat) 98.  coord *cc; 99.  register xchar xx, yy; 100. struct permonst *mdat; 101. {  102.  	return enexto_core(cc, xx, yy, mdat, 0); 103. }  104.   105.  boolean 106. enexto_core(cc, xx, yy, mdat, entflags) 107. coord *cc; 108. register xchar xx, yy; 109. struct permonst *mdat; 110. unsigned entflags; 111. {  112.  #define MAX_GOOD 15 113.     coord good[MAX_GOOD], *good_ptr; 114.     int x, y, range, i;  115. int xmin, xmax, ymin, ymax; 116.     struct monst fakemon;	/* dummy monster */ 117.  118.      if (!mdat) { 119. #ifdef DEBUG 120. 	pline("enexto called with mdat==0"); 121. #endif 122. 	/* default to player's original monster type */ 123. 	mdat = &mons[u.umonster]; 124.     }  125.      fakemon.data = mdat;	/* set up for goodpos */ 126.     good_ptr = good; 127.     range = 1; 128.     /*  129.       * Walk around the border of the square with center (xx,yy) and 130.      * radius range. Stop when we find at least one valid position. 131.      */  132.      do { 133. 	xmin = max(1, xx-range); 134. 	xmax = min(COLNO-1, xx+range); 135. 	ymin = max(0, yy-range); 136. 	ymax = min(ROWNO-1, yy+range); 137.  138.  	for (x = xmin; x <= xmax; x++) 139. 	    if (goodpos(x, ymin, &fakemon, entflags)) { 140. 		good_ptr->x = x;  141. good_ptr->y = ymin ; 142. 		/* beware of accessing beyond segment boundaries.. */ 143.  		if (good_ptr++ == &good[MAX_GOOD-1]) goto full; 144. 	    }  145.  	for (x = xmin; x <= xmax; x++) 146. 	    if (goodpos(x, ymax, &fakemon, entflags)) { 147. 		good_ptr->x = x;  148. good_ptr->y = ymax ; 149. 		/* beware of accessing beyond segment boundaries.. */ 150.  		if (good_ptr++ == &good[MAX_GOOD-1]) goto full; 151. 	    }  152.  	for (y = ymin+1; y < ymax; y++) 153. 	    if (goodpos(xmin, y, &fakemon, entflags)) { 154. 		good_ptr->x = xmin; 155. 		good_ptr-> y = y ; 156. 		/* beware of accessing beyond segment boundaries.. */ 157.  		if (good_ptr++ == &good[MAX_GOOD-1]) goto full; 158. 	    }  159.  	for (y = ymin+1; y < ymax; y++) 160. 	    if (goodpos(xmax, y, &fakemon, entflags)) { 161. 		good_ptr->x = xmax; 162. 		good_ptr->y = y ; 163. 		/* beware of accessing beyond segment boundaries.. */ 164.  		if (good_ptr++ == &good[MAX_GOOD-1]) goto full; 165. 	    }  166.  	range++; 167.  168.  	/* return if we've grown too big (nothing is valid) */ 169. 	if (range > ROWNO && range > COLNO) return FALSE; 170.     } while (good_ptr == good); 171.  172.  full: 173.     i = rn2((int)(good_ptr - good)); 174.     cc->x = good[i].x;  175. cc->y = good[i].y; 176. return TRUE; 177. }  178.   179.  /*  180.   * Check for restricted areas present in some special levels. (This might 181.   * need to be augmented to allow deliberate passage in wizard mode, but  182.   * only for explicitly chosen destinations.) 183.  */  184.  STATIC_OVL boolean 185. tele_jump_ok(x1, y1, x2, y2) 186. int x1, y1, x2, y2; 187. {  188.  	if (dndest.nlx > 0) { 189. 	    /* if inside a restricted region, can't teleport outside */ 190. 	    if (within_bounded_area(x1, y1, dndest.nlx, dndest.nly, 191. 						dndest.nhx, dndest.nhy) &&  192.  		!within_bounded_area(x2, y2, dndest.nlx, dndest.nly, 193. 						dndest.nhx, dndest.nhy)) 194. 		return FALSE; 195. 	    /* and if outside, can't teleport inside */ 196. 	    if (!within_bounded_area(x1, y1, dndest.nlx, dndest.nly, 197. 						dndest.nhx, dndest.nhy) &&  198.  		within_bounded_area(x2, y2, dndest.nlx, dndest.nly, 199. 						dndest.nhx, dndest.nhy)) 200. 		return FALSE; 201. 	}  202.  	if (updest.nlx > 0) {		/* ditto */ 203. 	    if (within_bounded_area(x1, y1, updest.nlx, updest.nly, 204. 						updest.nhx, updest.nhy) &&  205.  		!within_bounded_area(x2, y2, updest.nlx, updest.nly, 206. 						updest.nhx, updest.nhy)) 207. 		return FALSE; 208. 	    if (!within_bounded_area(x1, y1, updest.nlx, updest.nly, 209. 						updest.nhx, updest.nhy) &&  210.  		within_bounded_area(x2, y2, updest.nlx, updest.nly, 211. 						updest.nhx, updest.nhy)) 212. 		return FALSE; 213. 	}  214.  	return TRUE; 215. }  216.   217.  STATIC_OVL boolean 218. teleok(x, y, trapok) 219. register int x, y;  220. boolean trapok; 221. {  222.  	if (!trapok && t_at(x, y)) return FALSE; 223. 	if (!goodpos(x, y, &youmonst, 0)) return FALSE; 224. 	if (!tele_jump_ok(u.ux, u.uy, x, y)) return FALSE; 225. 	if (!in_out_region(x, y)) return FALSE; 226. 	return TRUE; 227. }  228.   229.  void 230. teleds(nux, nuy, allow_drag) 231. register int nux,nuy; 232. boolean allow_drag; 233. {  234.  	boolean ball_active = (Punished && uball->where != OBJ_FREE), 235. 		ball_still_in_range = FALSE; 236.  237.  	/* If they have to move the ball, then drag if allow_drag is true; 238. 	 * otherwise they are teleporting, so unplacebc. 239. 	 * If they don't have to move the ball, then always "drag" whether or  240. * not allow_drag is true, because we are calling that function, not 241. 	 * to drag, but to move the chain. *However* there are some dumb 242. 	 * special cases: 243. 	 *    0				 0  244.  	 *   _X  move east       ->  X_  245. *   @				  @  246.  	 * These are permissible if teleporting, but not if dragging. As a 247. * result, drag_ball needs to know about allow_drag and might end 248. 	 * up dragging the ball anyway. Also, drag_ball might find that 249. 	 * dragging the ball is completely impossible (ball in range but there's  250.  	 * rock in the way), in which case it teleports the ball on its own. 251. 	 */  252.  	if (ball_active) { 253. 	    if (!carried(uball) && distmin(nux, nuy, uball->ox, uball->oy) <= 2) 254. 		ball_still_in_range = TRUE; /* don't have to move the ball */ 255. 	    else { 256. 		/* have to move the ball */ 257. 		if (!allow_drag || distmin(u.ux, u.uy, nux, nuy) > 1) { 258. 		    /* we should not have dist > 1 and allow_drag at the same 259. 		     * time, but just in case, we must then revert to teleport. 260. 		     */  261.  		    allow_drag = FALSE; 262. 		    unplacebc; 263. 		}  264.  	    }  265.  	}  266.  	u.utrap = 0; 267. 	u.ustuck = 0; 268. 	u.ux0 = u.ux; 269. 	u.uy0 = u.uy; 270.  271.  	if (hides_under(youmonst.data)) 272. 		u.uundetected = OBJ_AT(nux, nuy); 273. 	else if (youmonst.data->mlet == S_EEL) 274. 		u.uundetected = is_pool(nux, nuy); 275. 	else { 276. 		u.uundetected = 0; 277. 		/* mimics stop being unnoticed */ 278. 		if (youmonst.data->mlet == S_MIMIC) 279. 		    youmonst.m_ap_type = M_AP_NOTHING; 280. 	}  281.   282.  	if (u.uswallow) { 283. 		u.uswldtim = u.uswallow = 0; 284. 		if (Punished && !ball_active) { 285. 		    /* ensure ball placement, like unstuck */ 286. 		    ball_active = TRUE; 287. 		    allow_drag = FALSE; 288. 		}  289.  		docrt; 290. 	}  291.  	if (ball_active) { 292. 	    if (ball_still_in_range || allow_drag) { 293. 		int bc_control; 294. 		xchar ballx, bally, chainx, chainy; 295. 		boolean cause_delay; 296.  297.  		if (drag_ball(nux, nuy, &bc_control, &ballx, &bally, 298. 				    &chainx, &chainy, &cause_delay, allow_drag)) 299. 		    move_bc(0, bc_control, ballx, bally, chainx, chainy); 300. 	    }  301.  	}  302.  	/* must set u.ux, u.uy after drag_ball, which may need to know 303. 	   the old position if allow_drag is true... */ 304.  	u.ux = nux; 305. 	u.uy = nuy; 306. 	fill_pit(u.ux0, u.uy0); 307. 	if (ball_active) { 308. 	    if (!ball_still_in_range && !allow_drag) 309. 		placebc; 310. 	}  311.  	initrack; /* teleports mess up tracking monsters without this */ 312. 	update_player_regions; 313. #ifdef STEED 314. 	/* Move your steed, too */ 315. 	if (u.usteed) { 316. 		u.usteed->mx = nux; 317. 		u.usteed->my = nuy; 318. 	}  319.  #endif 320. 	/*  321.  	 *  Make sure the hero disappears from the old location. This will 322. 	 *  not happen if she is teleported within sight of her previous 323. 	 *  location. Force a full vision recalculation because the hero 324. 	 *  is now in a new location. 325. 	 */  326.  	newsym(u.ux0,u.uy0); 327. 	see_monsters; 328. 	vision_full_recalc = 1; 329. 	nomul(0); 330. 	vision_recalc(0);	/* vision before effects */ 331. 	spoteffects(TRUE); 332. 	invocation_message; 333. }  334.   335.  boolean 336. safe_teleds(allow_drag) 337. boolean allow_drag; 338. {  339.  	register int nux, nuy, tcnt = 0; 340.  341.  	do { 342. 		nux = rnd(COLNO-1); 343. 		nuy = rn2(ROWNO); 344. 	} while (!teleok(nux, nuy, (boolean)(tcnt > 200)) && ++tcnt <= 400); 345.  346.  	if (tcnt <= 400) { 347. 		teleds(nux, nuy, allow_drag); 348. 		return TRUE; 349. 	} else 350. 		return FALSE; 351. }  352.   353.  STATIC_OVL void 354. vault_tele 355. {  356.  	register struct mkroom *croom = search_special(VAULT); 357. 	coord c;  358. 359. 	if (croom && somexy(croom, &c) && teleok(c.x,c.y,FALSE)) { 360. 		teleds(c.x,c.y,FALSE); 361. 		return; 362. 	}  363.  	tele; 364. }  365.   366.  boolean 367. teleport_pet(mtmp, force_it) 368. register struct monst *mtmp; 369. boolean force_it; 370. {  371.  	register struct obj *otmp; 372.  373.  #ifdef STEED 374. 	if (mtmp == u.usteed) 375. 		return (FALSE); 376. #endif 377.  378.  	if (mtmp->mleashed) { 379. 	    otmp = get_mleash(mtmp); 380. 	    if (!otmp) { 381. 		impossible("%s is leashed, without a leash.", Monnam(mtmp)); 382. 		goto release_it; 383. 	    }  384.  	    if (otmp->cursed && !force_it) { 385. 		yelp(mtmp); 386. 		return FALSE; 387. 	    } else { 388. 		Your("leash goes slack."); 389.  release_it: 390. 		m_unleash(mtmp, FALSE); 391. 		return TRUE; 392. 	    }  393.  	}  394.  	return TRUE; 395. }  396.   397.  void 398. tele 399. {  400.  	coord cc; 401.  402.  	/* Disable teleportation in stronghold && Vlad's Tower */ 403. 	if (level.flags.noteleport) { 404. #ifdef WIZARD 405. 		if (!wizard) { 406. #endif 407. 		    pline("A mysterious force prevents you from teleporting!"); 408. 		    return; 409. #ifdef WIZARD 410. 		}  411.  #endif 412. 	}  413.   414.  	/* don't show trap if "Sorry..." */ 415.  	if (!Blinded) make_blinded(0L,FALSE); 416.  417.  	if ((u.uhave.amulet || On_W_tower_level(&u.uz)) && !rn2(3)) { 418. 	    You_feel("disoriented for a moment."); 419. 	    return; 420. 	}  421.  	if ((Teleport_control && !Stunned)  422.  #ifdef WIZARD  423.  			    || wizard  424.  #endif  425.  					) { 426. 	    if (unconscious) { 427. 		pline("Being unconscious, you cannot control your teleport."); 428. 	    } else { 429. #ifdef STEED 430. 		    char buf[BUFSZ]; 431. 		    if (u.usteed) Sprintf(buf," and %s", mon_nam(u.usteed)); 432. #endif 433. 		    pline("To what position do you%s want to be teleported?",  434.  #ifdef STEED  435.  				u.usteed ? buf :  436.  #endif  437.  			   ""); 438. 		    cc.x = u.ux; 439. 		    cc.y = u.uy; 440. 		    if (getpos(&cc, TRUE, "the desired position") < 0) 441. 			return;	/* abort */ 442. 		    /* possible extensions: introduce a small error if  443. magic power is low; allow transfer to solid rock */ 444. 		    if (teleok(cc.x, cc.y, FALSE)) { 445. 			teleds(cc.x, cc.y, FALSE); 446. 			return; 447. 		    }  448.  		    pline("Sorry..."); 449. 		}  450.  	}  451.   452.  	(void) safe_teleds(FALSE); 453. }  454.   455.  int 456. dotele 457. {  458.  	struct trap *trap; 459.  460.  	trap = t_at(u.ux, u.uy); 461. 	if (trap && (!trap->tseen || trap->ttyp != TELEP_TRAP)) 462. 		trap = 0; 463.  464.  	if (trap) { 465. 		if (trap->once) { 466. 			pline("This is a vault teleport, usable once only."); 467. 			if (yn("Jump in?") == 'n') 468. 				trap = 0; 469. 			else { 470. 				deltrap(trap); 471. 				newsym(u.ux, u.uy); 472. 			}  473.  		}  474.  		if (trap) 475. 			You("%s onto the teleportation trap.",  476.  			    locomotion(youmonst.data, "jump")); 477. 	}  478.  	if (!trap) { 479. 	    boolean castit = FALSE; 480. 	    register int sp_no = 0, energy = 0; 481.  482.  	    if (!Teleportation || (u.ulevel < (Role_if(PM_WIZARD) ? 8 : 12) 483. 					&& !can_teleport(youmonst.data))) { 484. 		/* Try to use teleport away spell. */ 485.  		if (objects[SPE_TELEPORT_AWAY].oc_name_known && !Confusion) 486. 		    for (sp_no = 0; sp_no < MAXSPELL; sp_no++) 487. 			if (spl_book[sp_no].sp_id == SPE_TELEPORT_AWAY) { 488. 				castit = TRUE; 489. 				break; 490. 			}  491.  #ifdef WIZARD 492. 		if (!wizard) { 493. #endif 494. 		    if (!castit) { 495. 			if (!Teleportation) 496. 			    You("don't know that spell."); 497. 			else You("are not able to teleport at will."); 498. 			return(0); 499. 		    }  500.  #ifdef WIZARD 501. 		}  502.  #endif 503. 	    }  504.   505.  	    if (u.uhunger <= 100 || ACURR(A_STR) < 6) { 506. #ifdef WIZARD 507. 		if (!wizard) { 508. #endif 509. 			You("lack the strength %s.",  510.  			    castit ? "for a teleport spell" : "to teleport"); 511. 			return 1; 512. #ifdef WIZARD 513. 		}  514.  #endif 515. 	    }  516.   517.  	    energy = objects[SPE_TELEPORT_AWAY].oc_level * 7 / 2 - 2; 518. 	    if (u.uen <= energy) { 519. #ifdef WIZARD 520. 		if (wizard) 521. 			energy = u.uen; 522. 		else 523. #endif 524. 		{  525.  			You("lack the energy %s.",  526.  			    castit ? "for a teleport spell" : "to teleport"); 527. 			return 1; 528. 		}  529.  	    }  530.   531.  	    if (check_capacity( 532. 			"Your concentration falters from carrying so much.")) 533. 		return 1; 534.  535.  	    if (castit) { 536. 		exercise(A_WIS, TRUE); 537. 		if (spelleffects(sp_no, TRUE)) 538. 			return(1); 539. 		else 540. #ifdef WIZARD 541. 		    if (!wizard) 542. #endif 543. 			return(0); 544. 	    } else { 545. 		u.uen -= energy; 546. 		flags.botl = 1; 547. 	    }  548.  	}  549.   550.  	if (next_to_u) { 551. 		if (trap && trap->once) vault_tele; 552. 		else tele; 553. 		(void) next_to_u; 554. 	} else { 555. 		You(shudder_for_moment); 556. 		return(0); 557. 	}  558.  	if (!trap) morehungry(100); 559. 	return(1); 560. }  561.   562.   563.  void 564. level_tele 565. {  566.  	register int newlev; 567. 	d_level newlevel; 568. 	const char *escape_by_flying = 0;	/* when surviving dest of -N */ 569. 	char buf[BUFSZ]; 570. 	boolean force_dest = FALSE; 571.  572.  	if ((u.uhave.amulet || In_endgame(&u.uz) || In_sokoban(&u.uz))  573.  #ifdef WIZARD  574.  						&& !wizard  575.  #endif  576.  							) { 577. 	    You_feel("very disoriented for a moment."); 578. 	    return; 579. 	}  580.  	if ((Teleport_control && !Stunned)  581.  #ifdef WIZARD  582.  	   || wizard  583.  #endif  584.  		) { 585. 	    char qbuf[BUFSZ]; 586. 	    int trycnt = 0; 587.  588.  	    Strcpy(qbuf, "To what level do you want to teleport?"); 589. 	    do { 590. 		if (++trycnt == 2) { 591. #ifdef WIZARD 592. 			if (wizard) Strcat(qbuf, " [type a number or ? for a menu]"); 593. 			else 594. #endif 595. 			Strcat(qbuf, " [type a number]"); 596. 		}  597.  		getlin(qbuf, buf); 598. 		if (!strcmp(buf,"\033")) {	/* cancelled */ 599. 		    if (Confusion && rnl(5)) { 600. 			pline("Oops..."); 601. 			goto random_levtport; 602. 		    }  603.  		    return; 604. 		} else if (!strcmp(buf,"*")) { 605. 		    goto random_levtport; 606. 		} else if (Confusion && rnl(5)) { 607. 		    pline("Oops..."); 608. 		    goto random_levtport; 609. 		}  610.  #ifdef WIZARD 611. 		if (wizard && !strcmp(buf,"?")) { 612. 		    schar destlev = 0; 613. 		    xchar destdnum = 0; 614.  615.  		    if ((newlev = (int)print_dungeon(TRUE, &destlev, &destdnum))) { 616. 			newlevel.dnum = destdnum; 617. 			newlevel.dlevel = destlev; 618. 			if (In_endgame(&newlevel) && !In_endgame(&u.uz)) { 619. 				Sprintf(buf,  620.  				    "Destination is earth level"); 621. 				if (!u.uhave.amulet) { 622. 					struct obj *obj; 623. 					obj = mksobj(AMULET_OF_YENDOR,  624.  							TRUE, FALSE); 625. 					if (obj) { 626. 						obj = addinv(obj); 627. 						Strcat(buf, " with the amulet"); 628. 					}  629.  				}  630.  				assign_level(&newlevel, &earth_level); 631. 				pline("%s.", buf); 632. 			}  633.  			force_dest = TRUE; 634. 		    } else return; 635. 		} else 636. #endif 637. 		if ((newlev = lev_by_name(buf)) == 0) newlev = atoi(buf); 638. 	    } while (!newlev && !digit(buf[0]) &&  639.  		     (buf[0] != '-' || !digit(buf[1])) &&  640.  		     trycnt < 10); 641.  642.  	    /* no dungeon escape via this route */ 643. 	    if (newlev == 0) { 644. 		if (trycnt >= 10) 645. 		    goto random_levtport; 646. 		if (ynq("Go to Nowhere.  Are you sure?") != 'y') return; 647. 		You("%s in agony as your body begins to warp...",  648.  		    is_silent(youmonst.data) ? "writhe" : "scream"); 649. 		display_nhwindow(WIN_MESSAGE, FALSE); 650. 		You("cease to exist."); 651. 		if (invent) Your("possessions land on the %s with a thud.",  652.  				surface(u.ux, u.uy)); 653. 		killer_format = NO_KILLER_PREFIX; 654. 		killer = "committed suicide"; 655. 		done(DIED); 656. 		pline("An energized cloud of dust begins to coalesce."); 657. 		Your("body rematerializes%s.", invent ?  658.  			", and you gather up all your possessions" : ""); 659. 		return; 660. 	    }  661.   662.  	    /* if in Knox and the requested level > 0, stay put. 663. 	     * we let negative values requests fall into the "heaven" loop. 664. 	     */  665.  	    if (Is_knox(&u.uz) && newlev > 0) { 666. 		You(shudder_for_moment); 667. 		return; 668. 	    }  669.  	    /* if in Quest, the player sees "Home 1", etc., on the status 670. 	     * line, instead of the logical depth of the level. controlled 671. 	     * level teleport request is likely to be relativized to the 672. 	     * status line, and consequently it should be incremented to  673. * the value of the logical depth of the target level. 674. 	     *  675.  	     * we let negative values requests fall into the "heaven" loop. 676. 	     */  677.  	    if (In_quest(&u.uz) && newlev > 0) 678. 		newlev = newlev + dungeons[u.uz.dnum].depth_start - 1; 679. 	} else { /* involuntary level tele */ 680.  random_levtport: 681. 	    newlev = random_teleport_level; 682. 	    if (newlev == depth(&u.uz)) { 683. 		You(shudder_for_moment); 684. 		return; 685. 	    }  686.  	}  687.   688.  	if (!next_to_u) { 689. 		You(shudder_for_moment); 690. 		return; 691. 	}  692.  #ifdef WIZARD 693. 	if (In_endgame(&u.uz)) {	/* must already be wizard */ 694. 	    int llimit = dunlevs_in_dungeon(&u.uz); 695.  696.  	    if (newlev >= 0 || newlev <= -llimit) { 697. 		You_cant("get there from here."); 698. 		return; 699. 	    }  700.  	    newlevel.dnum = u.uz.dnum; 701. 	    newlevel.dlevel = llimit + newlev; 702. 	    schedule_goto(&newlevel, FALSE, FALSE, 0, (char *)0, (char *)0); 703. 	    return; 704. 	}  705.  #endif 706.  707.  	killer = 0;		/* still alive, so far... */ 708.   709.  	if (newlev < 0 && !force_dest) { 710. 		if (*u.ushops0) { 711. 		    /* take unpaid inventory items off of shop bills */ 712. 		    in_mklev = TRUE;	/* suppress map update */ 713. 		    u_left_shop(u.ushops0, TRUE); 714. 		    /* you're now effectively out of the shop */ 715. 		    *u.ushops0 = *u.ushops = '\0'; 716. 		    in_mklev = FALSE; 717. 		}  718.  		if (newlev <= -10) { 719. 			You("arrive in heaven."); 720. 			verbalize("Thou art early, but we'll admit thee."); 721. 			killer_format = NO_KILLER_PREFIX; 722. 			killer = "went to heaven prematurely"; 723. 		} else if (newlev == -9) { 724. 			You_feel("deliriously happy. "); 725. 			pline("(In fact, you're on Cloud 9!) "); 726. 			display_nhwindow(WIN_MESSAGE, FALSE); 727. 		} else 728. 			You("are now high above the clouds..."); 729.  730.  		if (killer) { 731. 		    ;		/* arrival in heaven is pending */ 732. 		} else if (Levitation) { 733. 		    escape_by_flying = "float gently down to earth"; 734. 		} else if (Flying) { 735. 		    escape_by_flying = "fly down to the ground"; 736. 		} else { 737. 		    pline("Unfortunately, you don't know how to fly."); 738. 		    You("plummet a few thousand feet to your death."); 739. 		    Sprintf(buf,  740.  			  "teleported out of the dungeon and fell to %s death",  741.  			    uhis); 742. 		    killer = buf; 743. 		    killer_format = NO_KILLER_PREFIX; 744. 		}  745.  	}  746.   747.  	if (killer) {	/* the chosen destination was not survivable */ 748. 	    d_level lsav; 749.  750.  	    /* set specific death location; this also suppresses bones */ 751. 	    lsav = u.uz;	/* save current level, see below */ 752. 	    u.uz.dnum = 0;	/* main dungeon */ 753. 	    u.uz.dlevel = (newlev <= -10) ? -10 : 0;	/* heaven or surface */ 754. 	    done(DIED); 755. 	    /* can only get here via life-saving (or declining to die in  756.  	       explore|debug mode); the hero has now left the dungeon... */ 757.  	    escape_by_flying = "find yourself back on the surface"; 758. 	    u.uz = lsav;	/* restore u.uz so escape code works */ 759. 	}  760.   761.  	/* calls done(ESCAPED) if newlevel==0 */ 762. 	if (escape_by_flying) { 763. 	    You("%s.", escape_by_flying); 764. 	    newlevel.dnum = 0;		/* specify main dungeon */ 765. 	    newlevel.dlevel = 0;	/* escape the dungeon */ 766. 	    /* [dlevel used to be set to 1, but it doesn't make sense to  767. teleport out of the dungeon and float or fly down to the 768. 		surface but then actually arrive back inside the dungeon] */ 769. 	} else if (u.uz.dnum == medusa_level.dnum &&  770.  	    newlev >= dungeons[u.uz.dnum].depth_start +  771.  						dunlevs_in_dungeon(&u.uz)) { 772. #ifdef WIZARD 773. 	    if (!(wizard && force_dest)) 774. #endif 775. 	    find_hell(&newlevel); 776. 	} else { 777. 	    /* if invocation did not yet occur, teleporting into 778. 	     * the last level of Gehennom is forbidden. 779. 	     */  780.  #ifdef WIZARD 781. 		if (!wizard) 782. #endif 783. 	    if (Inhell && !u.uevent.invoked &&  784.  			newlev >= (dungeons[u.uz.dnum].depth_start + 785. 					dunlevs_in_dungeon(&u.uz) - 1)) { 786. 		newlev = dungeons[u.uz.dnum].depth_start + 787. 					dunlevs_in_dungeon(&u.uz) - 2; 788. 		pline("Sorry..."); 789. 	    }  790.  	    /* no teleporting out of quest dungeon */ 791. 	    if (In_quest(&u.uz) && newlev < depth(&qstart_level)) 792. 		newlev = depth(&qstart_level); 793. 	    /* the player thinks of levels purely in logical terms, so  794. * we must translate newlev to a number relative to the 795. 	     * current dungeon. 796. 	     */  797.  #ifdef WIZARD 798. 	    if (!(wizard && force_dest)) 799. #endif 800. 	    get_level(&newlevel, newlev); 801. 	}  802.  	schedule_goto(&newlevel, FALSE, FALSE, 0, (char *)0, (char *)0); 803. 	/* in case player just read a scroll and is about to be asked to  804. call it something, we can't defer until the end of the turn */ 805. 	if (u.utotype && !flags.mon_moving) deferred_goto; 806. }  807.   808.  void 809. domagicportal(ttmp) 810. register struct trap *ttmp; 811. {  812.  	struct d_level target_level; 813.  814.  	if (!next_to_u) { 815. 		You(shudder_for_moment); 816. 		return; 817. 	}  818.   819.  	/* if landed from another portal, do nothing */ 820. 	/* problem: level teleport landing escapes the check */ 821. 	if (!on_level(&u.uz, &u.uz0)) return; 822.  823.  	You("activated a magic portal!"); 824.  825.  	/* prevent the poor shnook, whose amulet was stolen while in  826. * the endgame, from accidently triggering the portal to the 827. 	 * next level, and thus losing the game 828. 	 */  829.  	if (In_endgame(&u.uz) && !u.uhave.amulet) { 830. 	    You_feel("dizzy for a moment, but nothing happens..."); 831. 	    return; 832. 	}  833.   834.  	target_level = ttmp->dst; 835. 	schedule_goto(&target_level, FALSE, FALSE, 1,  836.  		      "You feel dizzy for a moment, but the sensation passes.",  837.  		      (char *)0); 838. }  839.   840.  void 841. tele_trap(trap) 842. struct trap *trap; 843. {  844.  	if (In_endgame(&u.uz) || Antimagic) { 845. 		if (Antimagic) 846. 			shieldeff(u.ux, u.uy); 847. 		You_feel("a wrenching sensation."); 848. 	} else if (!next_to_u) { 849. 		You(shudder_for_moment); 850. 	} else if (trap->once) { 851. 		deltrap(trap); 852. 		newsym(u.ux,u.uy);	/* get rid of trap symbol */ 853. 		vault_tele; 854. 	} else 855. 		tele; 856. }  857.   858.  void 859. level_tele_trap(trap) 860. struct trap *trap; 861. {  862.  	You("%s onto a level teleport trap!",  863.  		      Levitation ? (const char *)"float" :  864.  				  locomotion(youmonst.data, "step")); 865. 	if (Antimagic) { 866. 	    shieldeff(u.ux, u.uy); 867. 	}  868.  	if (Antimagic || In_endgame(&u.uz)) { 869. 	    You_feel("a wrenching sensation."); 870. 	    return; 871. 	}  872.  	if (!Blind) 873. 	    You("are momentarily blinded by a flash of light."); 874. 	else 875. 	    You("are momentarily disoriented."); 876. 	deltrap(trap); 877. 	newsym(u.ux,u.uy);	/* get rid of trap symbol */ 878. 	level_tele; 879. }  880.   881.  /* check whether monster can arrive at location  via Tport (or fall) */ 882. STATIC_OVL boolean 883. rloc_pos_ok(x, y, mtmp) 884. register int x, y;		/* coordinates of candidate location */ 885. struct monst *mtmp; 886. {  887.  	register int xx, yy; 888.  889.  	if (!goodpos(x, y, mtmp, 0)) return FALSE; 890. 	/*  891.  	 * Check for restricted areas present in some special levels. 892. 	 *  893.  	 * `xx' is current column; if 0, then `yy' will contain flag bits 894. 	 * rather than row:  bit #0 set => moving upwards; bit #1 set => 895. 	 * inside the Wizard's tower. 896. 	 */  897.  	xx = mtmp->mx; 898. 	yy = mtmp->my; 899. 	if (!xx) { 900. 	    /* no current location (migrating monster arrival) */ 901. 	    if (dndest.nlx && On_W_tower_level(&u.uz)) 902. 		return ((yy & 2) != 0) ^	/* inside xor not within */ 903. 		       !within_bounded_area(x, y, dndest.nlx, dndest.nly,  904.  						  dndest.nhx, dndest.nhy); 905. 	    if (updest.lx && (yy & 1) != 0)	/* moving up */ 906. 		return (within_bounded_area(x, y, updest.lx, updest.ly, 907. 						  updest.hx, updest.hy) &&  908.  		       (!updest.nlx || 909. 			!within_bounded_area(x, y, updest.nlx, updest.nly,  910.  						   updest.nhx, updest.nhy))); 911. 	    if (dndest.lx && (yy & 1) == 0)	/* moving down */ 912. 		return (within_bounded_area(x, y, dndest.lx, dndest.ly, 913. 						  dndest.hx, dndest.hy) &&  914.  		       (!dndest.nlx || 915. 			!within_bounded_area(x, y, dndest.nlx, dndest.nly,  916.  						   dndest.nhx, dndest.nhy))); 917. 	} else { 918. 	    /* current location is  */ 919. 	    if (!tele_jump_ok(xx, yy, x, y)) return FALSE; 920. 	}  921.  	/*  is ok */ 922. 	return TRUE; 923. }  924.   925.  /*  926.   * rloc_to 927.  *  928.   * Pulls a monster from its current position and places a monster at  929. * a new x and y. If oldx is 0, then the monster was not in the levels.monsters 930.  * array. However, if oldx is 0, oldy may still have a value because mtmp is a 931. * migrating_mon. Worm tails are always placed randomly around the head of 932. * the worm. 933.  */  934.  void 935. rloc_to(mtmp, x, y)  936. struct monst *mtmp; 937. register int x, y;  938. { 939.  	register int oldx = mtmp->mx, oldy = mtmp->my; 940. 	boolean resident_shk = mtmp->isshk && inhishop(mtmp); 941.  942.  	if (x == mtmp->mx && y == mtmp->my)	/* that was easy */ 943. 		return; 944.  945.  	if (oldx) {				/* "pick up" monster */ 946. 	    if (mtmp->wormno) 947. 		remove_worm(mtmp); 948. 	    else { 949. 		remove_monster(oldx, oldy); 950. 		newsym(oldx, oldy);		/* update old location */ 951. 	    }  952.  	}  953.   954.  	place_monster(mtmp, x, y);		/* put monster down */ 955. 	update_monster_region(mtmp); 956.  957.  	if (mtmp->wormno)			/* now put down tail */ 958. 		place_worm_tail_randomly(mtmp, x, y); 959.  960.  	if (u.ustuck == mtmp) { 961. 		if (u.uswallow) { 962. 			u.ux = x;  963. u.uy = y; 964. docrt; 965. 		} else	u.ustuck = 0; 966. 	}  967.   968.  	newsym(x, y);				/* update new location */ 969. 	set_apparxy(mtmp);			/* orient monster */ 970.  971.  	/* shopkeepers will only teleport if you zap them with a wand of  972. teleportation or if they've been transformed into a jumpy monster; 973. 	   the latter only happens if you've attacked them with polymorph */ 974. 	if (resident_shk && !inhishop(mtmp)) make_angry_shk(mtmp, oldx, oldy); 975. }  976.   977.  /* place a monster at a random location, typically due to teleport */ 978. /* return TRUE if successful, FALSE if not */ 979. boolean 980. rloc(mtmp, suppress_impossible) 981. struct monst *mtmp;	/* mx==0 implies migrating monster arrival */ 982. boolean suppress_impossible; 983. {  984.  	register int x, y, trycount; 985.  986.  #ifdef STEED 987. 	if (mtmp == u.usteed) { 988. 	    tele; 989. 	    return TRUE; 990. 	}  991.  #endif 992.  993.  	if (mtmp->iswiz && mtmp->mx) {	/* Wizard, not just arriving */ 994. 	    if (!In_W_tower(u.ux, u.uy, &u.uz)) 995. 		x = xupstair,  y = yupstair; 996. 	    else if (!xdnladder)	/* bottom level of tower */ 997. 		x = xupladder,  y = yupladder; 998. 	    else 999. 		x = xdnladder,  y = ydnladder; 1000. 	   /* if the wiz teleports away to heal, try the up staircase, 1001. 	      to block the player's escaping before he's healed 1002. 	      (deliberately use `goodpos' rather than `rloc_pos_ok' here) */ 1003. 	   if (goodpos(x, y, mtmp, 0)) 1004. 		goto found_xy; 1005. 	} 1006.  1007. 	trycount = 0; 1008. 	do { 1009. 	   x = rn1(COLNO-3,2); 1010. 	   y = rn2(ROWNO); 1011. 	   if ((trycount < 500) ? rloc_pos_ok(x, y, mtmp)  1012. 				 : goodpos(x, y, mtmp, 0)) 1013. 		goto found_xy; 1014. 	} while (++trycount < 1000); 1015. 1016. 	/* last ditch attempt to find a good place */ 1017. 	for (x = 2; x < COLNO - 1; x++) 1018. 	   for (y = 0; y < ROWNO; y++) 1019. 		if (goodpos(x, y, mtmp, 0)) 1020. 		   goto found_xy; 1021. 1022. 	/* level either full of monsters or somehow faulty */ 1023. 	if (!suppress_impossible) 1024. 		impossible("rloc: couldn't relocate monster"); 1025. 	return FALSE; 1026. 1027.  found_xy: 1028. 	rloc_to(mtmp, x, y); 1029. 	return TRUE; 1030. } 1031.  1032. STATIC_OVL void 1033. mvault_tele(mtmp) 1034. struct monst *mtmp; 1035. { 1036. 	register struct mkroom *croom = search_special(VAULT); 1037. 	coord c; 1038. 1039. 	if (croom && somexy(croom, &c) && 1040. 				goodpos(c.x, c.y, mtmp, 0)) { 1041. 		rloc_to(mtmp, c.x, c.y); 1042. 		return; 1043. 	} 1044. 	(void) rloc(mtmp, FALSE); 1045. } 1046.  1047. boolean 1048. tele_restrict(mon) 1049. struct monst *mon; 1050. { 1051. 	if (level.flags.noteleport) { 1052. 		if (canseemon(mon)) 1053. 		   pline("A mysterious force prevents %s from teleporting!",  1054. 			mon_nam(mon)); 1055. 		return TRUE; 1056. 	} 1057. 	return FALSE; 1058. } 1059.  1060. void 1061. mtele_trap(mtmp, trap, in_sight) 1062. struct monst *mtmp; 1063. struct trap *trap; 1064. int in_sight; 1065. { 1066. 	char *monname; 1067. 1068. 	if (tele_restrict(mtmp)) return; 1069. 	if (teleport_pet(mtmp, FALSE)) { 1070. 	   /* save name with pre-movement visibility */ 1071. 	   monname = Monnam(mtmp); 1072. 1073. 	    /* Note: don't remove the trap if a vault. Other- 1074. 	    * wise the monster will be stuck there, since 1075. 	    * the guard isn't going to come for it...  1076. */ 1077. 	    if (trap->once) mvault_tele(mtmp); 1078. 	   else (void) rloc(mtmp, FALSE); 1079. 1080. 	    if (in_sight) { 1081. 		if (canseemon(mtmp)) 1082. 		   pline("%s seems disoriented.", monname); 1083. 		else 1084. 		   pline("%s suddenly disappears!", monname); 1085. 		seetrap(trap); 1086. 	   }  1087. 	}  1088. }  1089.  1090. /* return 0 if still on level, 3 if not */ 1091. int 1092. mlevel_tele_trap(mtmp, trap, force_it, in_sight) 1093. struct monst *mtmp; 1094. struct trap *trap; 1095. boolean force_it; 1096. int in_sight; 1097. { 1098. 	int tt = trap->ttyp; 1099. 	struct permonst *mptr = mtmp->data; 1100. 1101. 	if (mtmp == u.ustuck)	/* probably a vortex */ 1102. 	   return 0;		/* temporary? kludge */ 1103. 	if (teleport_pet(mtmp, force_it)) { 1104. 	   d_level tolevel; 1105. 	   int migrate_typ = MIGR_RANDOM; 1106. 1107. 	    if ((tt == HOLE || tt == TRAPDOOR)) { 1108. 		if (Is_stronghold(&u.uz)) { 1109. 		   assign_level(&tolevel, &valley_level); 1110. 		} else if (Is_botlevel(&u.uz)) { 1111. 		   if (in_sight && trap->tseen) 1112. 			pline("%s avoids the %s.", Monnam(mtmp), 1113. 			(tt == HOLE) ? "hole" : "trap"); 1114. 		   return 0; 1115. 		} else { 1116. 		   get_level(&tolevel, depth(&u.uz) + 1); 1117. 		} 1118. 	    } else if (tt == MAGIC_PORTAL) { 1119. 		if (In_endgame(&u.uz) && 1120. 		    (mon_has_amulet(mtmp) || is_home_elemental(mptr))) { 1121. 		   if (in_sight && mptr->mlet != S_ELEMENTAL) { 1122. 			pline("%s seems to shimmer for a moment.", 1123. 							Monnam(mtmp)); 1124. 			seetrap(trap); 1125. 		   }  1126. 		    return 0; 1127. 		} else { 1128. 		   assign_level(&tolevel, &trap->dst); 1129. 		   migrate_typ = MIGR_PORTAL; 1130. 		} 1131. 	    } else { /* (tt == LEVEL_TELEP) */ 1132. 		int nlev; 1133. 1134. 		if (mon_has_amulet(mtmp) || In_endgame(&u.uz)) { 1135. 		   if (in_sight) 1136. 			pline("%s seems very disoriented for a moment.", 1137. 				Monnam(mtmp)); 1138. 		   return 0; 1139. 		} 1140. 		nlev = random_teleport_level; 1141. 		if (nlev == depth(&u.uz)) { 1142. 		   if (in_sight) 1143. 			pline("%s shudders for a moment.", Monnam(mtmp)); 1144. 		   return 0; 1145. 		} 1146. 		get_level(&tolevel, nlev); 1147. 	   }  1148.  1149. 	    if (in_sight) { 1150. 		pline("Suddenly, %s disappears out of sight.", mon_nam(mtmp)); 1151. 		seetrap(trap); 1152. 	   }  1153. 	    migrate_to_level(mtmp, ledger_no(&tolevel),  1154. 			     migrate_typ, (coord *)0); 1155. 	   return 3;	/* no longer on this level */ 1156. 	} 1157. 	return 0; 1158. } 1159.  1160.  1161. void 1162. rloco(obj) 1163. register struct obj *obj; 1164. { 1165. 	register xchar tx, ty, otx, oty; 1166. 	boolean restricted_fall; 1167. 	int try_limit = 4000; 1168. 1169. 	if (obj->otyp == CORPSE && is_rider(&mons[obj->corpsenm])) { 1170. 	   if (revive_corpse(obj)) return; 1171. 	} 1172.  1173. 	obj_extract_self(obj); 1174. 	otx = obj->ox; 1175. 	oty = obj->oy; 1176. 	restricted_fall = (otx == 0 && dndest.lx); 1177. 	do { 1178. 	   tx = rn1(COLNO-3,2); 1179. 	   ty = rn2(ROWNO); 1180. 	   if (!--try_limit) break; 1181. 	} while (!goodpos(tx, ty, (struct monst *)0, 0) || 1182. 		/* bug: this lacks provision for handling the Wizard's tower */  1183. 		 (restricted_fall && 1184. 		 (!within_bounded_area(tx, ty, dndest.lx, dndest.ly, 1185. 						dndest.hx, dndest.hy) || 1186. 		   (dndest.nlx && 1187. 		   within_bounded_area(tx, ty, dndest.nlx, dndest.nly,  1188. 						dndest.nhx, dndest.nhy))))); 1189. 1190. 	if (flooreffects(obj, tx, ty, "fall")) { 1191. 	   return; 1192. 	} else if (otx == 0 && oty == 0) { 1193. 	   ;	/* fell through a trap door; no update of old loc needed */ 1194. 	} else { 1195. 	   if (costly_spot(otx, oty)  1196. 	      && (!costly_spot(tx, ty) || 1197. 		 !index(in_rooms(tx, ty, 0), *in_rooms(otx, oty, 0)))) { 1198. 		if (costly_spot(u.ux, u.uy) && 1199. 			    index(u.urooms, *in_rooms(otx, oty, 0))) 1200. 		   addtobill(obj, FALSE, FALSE, FALSE); 1201. 		else (void)stolen_value(obj, otx, oty, FALSE, FALSE); 1202. 	   }  1203. 	    newsym(otx, oty);	/* update old location */ 1204. 	} 1205. 	place_object(obj, tx, ty); 1206. 	newsym(tx, ty); 1207. } 1208.  1209. /* Returns an absolute depth */ 1210. int 1211. random_teleport_level 1212. { 1213. 	int nlev, max_depth, min_depth, 1214. 	   cur_depth = (int)depth(&u.uz); 1215. 1216. 	if (!rn2(5) || Is_knox(&u.uz)) 1217. 	   return cur_depth; 1218. 1219. 	/* What I really want to do is as follows: 1220. 	 * -- If in a dungeon that goes down, the new level is to be restricted 1221. 	 *   to [top of parent, bottom of current dungeon] 1222. 	 * -- If in a dungeon that goes up, the new level is to be restricted 1223. 	 *   to [top of current dungeon, bottom of parent] 1224. 	 * -- If in a quest dungeon or similar dungeon entered by portals, 1225. 	 *   the new level is to be restricted to [top of current dungeon, 1226. 	 *   bottom of current dungeon] 1227. 	 * The current behavior is not as sophisticated as that ideal, but is 1228. * still better what we used to do, which was like this for players 1229. 	 * but different for monsters for no obvious reason. Currently, we 1230. * must explicitly check for special dungeons. We check for Knox 1231. 	 * above; endgame is handled in the caller due to its different 1232. 	 * message ("disoriented"). 1233. 	 * --KAA 1234. 	 * 3.4.2: explicitly handle quest here too, to fix the problem of 1235. * monsters sometimes level teleporting out of it into main dungeon. 1236. 	 * Also prevent monsters reaching the Sanctum prior to invocation. 1237. 	 */ 1238. 	min_depth = In_quest(&u.uz) ? dungeons[u.uz.dnum].depth_start : 1; 1239. 	max_depth = dunlevs_in_dungeon(&u.uz) + 1240. 			(dungeons[u.uz.dnum].depth_start - 1); 1241. 	/* can't reach the Sanctum if the invocation hasn't been performed */ 1242. 	if (Inhell && !u.uevent.invoked) max_depth -= 1; 1243. 1244. 	/* Get a random value relative to the current dungeon */ 1245. 	/* Range is 1 to current+3, current not counting */ 1246. 	nlev = rn2(cur_depth + 3 - min_depth) + min_depth; 1247. 	if (nlev >= cur_depth) nlev++; 1248. 1249. 	if (nlev > max_depth) { 1250. 	   nlev = max_depth; 1251. 	   /* teleport up if already on bottom */ 1252. 	   if (Is_botlevel(&u.uz)) nlev -= rnd(3); 1253. 	} 1254. 	if (nlev < min_depth) { 1255. 	   nlev = min_depth; 1256. 	   if (nlev == cur_depth) { 1257. 	       nlev += rnd(3); 1258. 	       if (nlev > max_depth) 1259. 		   nlev = max_depth; 1260. 	   }  1261. 	}  1262. 	return nlev; 1263. } 1264.  1265. /* you teleport a monster (via wand, spell, or poly'd q.mechanic attack); 1266.   return false iff the attempt fails */ 1267. boolean 1268. u_teleport_mon(mtmp, give_feedback) 1269. struct monst *mtmp; 1270. boolean give_feedback; 1271. { 1272. 	coord cc; 1273. 1274. 	if (mtmp->ispriest && *in_rooms(mtmp->mx, mtmp->my, TEMPLE)) { 1275. 	   if (give_feedback) 1276. 		pline("%s resists your magic!", Monnam(mtmp)); 1277. 	   return FALSE; 1278. 	} else if (level.flags.noteleport && u.uswallow && mtmp == u.ustuck) { 1279. 	   if (give_feedback) 1280. 		You("are no longer inside %s!", mon_nam(mtmp)); 1281. 	   unstuck(mtmp); 1282. 	   (void) rloc(mtmp, FALSE); 1283. 	} else if (is_rider(mtmp->data) && rn2(13) && 1284. 		   enexto(&cc, u.ux, u.uy, mtmp->data)) 1285. 	   rloc_to(mtmp, cc.x, cc.y); 1286. 	else 1287. 	   (void) rloc(mtmp, FALSE); 1288. 	return TRUE; 1289. } 1290.  1291. /*teleport.c*/