invent, youmonst, hackdir moved to g.
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@@ -69,7 +69,7 @@ boolean resuming;
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initrack();
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u.uz0.dlevel = u.uz.dlevel;
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youmonst.movement = NORMAL_SPEED; /* give the hero some movement points */
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g.youmonst.movement = NORMAL_SPEED; /* give the hero some movement points */
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context.move = 0;
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program_state.in_moveloop = 1;
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@@ -85,7 +85,7 @@ boolean resuming;
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if (context.move) {
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/* actual time passed */
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youmonst.movement -= NORMAL_SPEED;
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g.youmonst.movement -= NORMAL_SPEED;
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do { /* hero can't move this turn loop */
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wtcap = encumber_msg();
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@@ -93,12 +93,12 @@ boolean resuming;
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context.mon_moving = TRUE;
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do {
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monscanmove = movemon();
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if (youmonst.movement >= NORMAL_SPEED)
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if (g.youmonst.movement >= NORMAL_SPEED)
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break; /* it's now your turn */
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} while (monscanmove);
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context.mon_moving = FALSE;
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if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
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if (!monscanmove && g.youmonst.movement < NORMAL_SPEED) {
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/* both you and the monsters are out of steam this round
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*/
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/* set up for a new turn */
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@@ -122,7 +122,7 @@ boolean resuming;
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/* your speed doesn't augment steed's speed */
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moveamt = mcalcmove(u.usteed);
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} else {
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moveamt = youmonst.data->mmove;
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moveamt = g.youmonst.data->mmove;
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if (Very_fast) { /* speed boots or potion */
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/* gain a free action on 2/3 of turns */
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@@ -154,9 +154,9 @@ boolean resuming;
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break;
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}
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youmonst.movement += moveamt;
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if (youmonst.movement < 0)
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youmonst.movement = 0;
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g.youmonst.movement += moveamt;
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if (g.youmonst.movement < 0)
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g.youmonst.movement = 0;
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settrack();
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g.monstermoves++;
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@@ -189,7 +189,7 @@ boolean resuming;
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wtcap = UNENCUMBERED;
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} else if (!Upolyd ? (u.uhp < u.uhpmax)
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: (u.mh < u.mhmax
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|| youmonst.data->mlet == S_EEL)) {
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|| g.youmonst.data->mlet == S_EEL)) {
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/* maybe heal */
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regen_hp(wtcap);
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}
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@@ -306,7 +306,7 @@ boolean resuming;
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}
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}
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}
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} while (youmonst.movement
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} while (g.youmonst.movement
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< NORMAL_SPEED); /* hero can't move loop */
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/******************************************/
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@@ -449,7 +449,7 @@ int wtcap;
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if (Upolyd) {
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if (u.mh < 1) { /* shouldn't happen... */
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rehumanize();
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} else if (youmonst.data->mlet == S_EEL
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} else if (g.youmonst.data->mlet == S_EEL
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&& !is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz)) {
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/* eel out of water loses hp, similar to monster eels;
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as hp gets lower, rate of further loss slows down */
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