Files
nethack/src/do.c
nethack.rankin c8dccc63ff B07002 - hiding under nothing?
Clear the uundetected status during level changes in case
the character was hiding under something immediately prior to the
change.  Don't set hidden status at the destination even when
there's something to hide under--it'll take a turn to hide again.
2002-08-12 08:25:48 +00:00

1633 lines
43 KiB
C

/* SCCS Id: @(#)do.c 3.4 2002/08/11 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */
#include "hack.h"
#include "lev.h"
#include <errno.h>
#ifdef _MSC_VER /* MSC 6.0 defines errno quite differently */
# if (_MSC_VER >= 600)
# define SKIP_ERRNO
# endif
#endif
#ifndef SKIP_ERRNO
#ifdef _DCC
const
#endif
extern int errno;
#endif
#ifdef SINKS
# ifdef OVLB
STATIC_DCL void FDECL(trycall, (struct obj *));
# endif /* OVLB */
STATIC_DCL void FDECL(dosinkring, (struct obj *));
#endif /* SINKS */
STATIC_PTR int FDECL(drop, (struct obj *));
STATIC_PTR int NDECL(wipeoff);
#ifdef OVL0
STATIC_DCL int FDECL(menu_drop, (int));
#endif
#ifdef OVL2
STATIC_DCL int NDECL(currentlevel_rewrite);
STATIC_DCL void NDECL(final_level);
/* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */
#endif
#ifdef OVLB
static NEARDATA const char drop_types[] =
{ ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, 0 };
/* 'd' command: drop one inventory item */
int
dodrop()
{
#ifndef GOLDOBJ
int result, i = (invent || u.ugold) ? 0 : (SIZE(drop_types) - 1);
#else
int result, i = (invent) ? 0 : (SIZE(drop_types) - 1);
#endif
if (*u.ushops) sellobj_state(SELL_DELIBERATE);
result = drop(getobj(&drop_types[i], "drop"));
if (*u.ushops) sellobj_state(SELL_NORMAL);
reset_occupations();
return result;
}
#endif /* OVLB */
#ifdef OVL0
/* Called when a boulder is dropped, thrown, or pushed. If it ends up
* in a pool, it either fills the pool up or sinks away. In either case,
* it's gone for good... If the destination is not a pool, returns FALSE.
*/
boolean
boulder_hits_pool(otmp, rx, ry, pushing)
struct obj *otmp;
register int rx, ry;
boolean pushing;
{
if (!otmp || otmp->otyp != BOULDER)
impossible("Not a boulder?");
else if (!Is_waterlevel(&u.uz) && (is_pool(rx,ry) || is_lava(rx,ry))) {
boolean lava = is_lava(rx,ry), fills_up;
const char *what = lava ? "lava" : "water";
schar ltyp = levl[rx][ry].typ;
int chance = rn2(10); /* water: 90%; lava: 10% */
fills_up = lava ? chance == 0 : chance != 0;
if (fills_up) {
if (ltyp == DRAWBRIDGE_UP) {
levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */
levl[rx][ry].drawbridgemask |= DB_FLOOR;
} else
levl[rx][ry].typ = ROOM;
bury_objs(rx, ry);
newsym(rx,ry);
if (pushing) {
You("push %s into the %s.", the(xname(otmp)), what);
if (flags.verbose && !Blind)
pline("Now you can cross it!");
/* no splashing in this case */
}
}
if (!fills_up || !pushing) { /* splashing occurs */
if (!u.uinwater) {
if (pushing ? !Blind : cansee(rx,ry)) {
boolean moat = (ltyp != WATER) &&
!Is_medusa_level(&u.uz) && !Is_waterlevel(&u.uz);
There("is a large splash as %s %s the %s.",
the(xname(otmp)), fills_up? "fills":"falls into",
lava ? "lava" : ltyp==POOL ? "pool" :
moat ? "moat" : "water");
} else if (flags.soundok)
You_hear("a%s splash.", lava ? " sizzling" : "");
wake_nearto(rx, ry, 40);
}
if (fills_up && u.uinwater && distu(rx,ry) == 0) {
u.uinwater = 0;
docrt();
vision_full_recalc = 1;
You("find yourself on dry land again!");
} else if (lava && distu(rx,ry) <= 2) {
You("are hit by molten lava%c",
Fire_resistance ? '.' : '!');
burn_away_slime();
losehp(d((Fire_resistance ? 1 : 3), 6),
"molten lava", KILLED_BY);
} else if (!fills_up && flags.verbose &&
(pushing ? !Blind : cansee(rx,ry)))
pline("It sinks without a trace!");
}
/* boulder is now gone */
if (pushing) delobj(otmp);
else obfree(otmp, (struct obj *)0);
return TRUE;
}
return FALSE;
}
/* Used for objects which sometimes do special things when dropped; must be
* called with the object not in any chain. Returns TRUE if the object goes
* away.
*/
boolean
flooreffects(obj,x,y,verb)
struct obj *obj;
int x,y;
const char *verb;
{
struct trap *t;
struct monst *mtmp;
if (obj->where != OBJ_FREE)
panic("flooreffects: obj not free");
/* make sure things like water_damage() have no pointers to follow */
obj->nobj = obj->nexthere = (struct obj *)0;
if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE))
return TRUE;
else if (obj->otyp == BOULDER && (t = t_at(x,y)) != 0 &&
(t->ttyp==PIT || t->ttyp==SPIKED_PIT
|| t->ttyp==TRAPDOOR || t->ttyp==HOLE)) {
if (((mtmp = m_at(x, y)) && mtmp->mtrapped) ||
(u.utrap && u.ux == x && u.uy == y)) {
if (*verb)
pline_The("boulder %s into the pit%s.",
vtense((const char *)0, verb),
(mtmp) ? "" : " with you");
if (mtmp) {
if (!passes_walls(mtmp->data) &&
!throws_rocks(mtmp->data)) {
if (hmon(mtmp, obj, TRUE) && !is_whirly(mtmp->data))
return FALSE; /* still alive */
}
mtmp->mtrapped = 0;
} else {
if (!Passes_walls && !throws_rocks(youmonst.data)) {
losehp(rnd(15), "squished under a boulder",
NO_KILLER_PREFIX);
return FALSE; /* player remains trapped */
} else u.utrap = 0;
}
}
if (*verb) {
if (Blind) {
if ((x == u.ux) && (y == u.uy))
You_hear("a CRASH! beneath you.");
else
You_hear("the boulder %s.", verb);
} else if (cansee(x, y)) {
pline_The("boulder %s%s.",
t->tseen ? "" : "triggers and ",
t->ttyp == TRAPDOOR ? "plugs a trap door" :
t->ttyp == HOLE ? "plugs a hole" :
"fills a pit");
}
}
deltrap(t);
obfree(obj, (struct obj *)0);
bury_objs(x, y);
newsym(x,y);
return TRUE;
} else if (is_lava(x, y)) {
return fire_damage(obj, FALSE, FALSE, x, y);
} else if (is_pool(x, y)) {
water_damage(obj, FALSE, FALSE);
}
return FALSE;
}
#endif /* OVL0 */
#ifdef OVLB
void
doaltarobj(obj) /* obj is an object dropped on an altar */
register struct obj *obj;
{
if (Blind)
return;
/* KMH, conduct */
u.uconduct.gnostic++;
if ((obj->blessed || obj->cursed) && obj->oclass != COIN_CLASS) {
There("is %s flash as %s %s the altar.",
an(hcolor(obj->blessed ? amber : Black)),
doname(obj), otense(obj, "hit"));
if (!Hallucination) obj->bknown = 1;
} else {
pline("%s %s on the altar.", Doname2(obj),
otense(obj, "land"));
obj->bknown = 1;
}
}
#ifdef SINKS
STATIC_OVL
void
trycall(obj)
register struct obj *obj;
{
if(!objects[obj->otyp].oc_name_known &&
!objects[obj->otyp].oc_uname)
docall(obj);
}
STATIC_OVL
void
dosinkring(obj) /* obj is a ring being dropped over a kitchen sink */
register struct obj *obj;
{
register struct obj *otmp,*otmp2;
register boolean ideed = TRUE;
You("drop %s down the drain.", doname(obj));
obj->in_use = TRUE; /* block free identification via interrupt */
switch(obj->otyp) { /* effects that can be noticed without eyes */
case RIN_SEARCHING:
You("thought your %s got lost in the sink, but there it is!",
xname(obj));
goto giveback;
case RIN_SLOW_DIGESTION:
pline_The("ring is regurgitated!");
giveback:
obj->in_use = FALSE;
dropx(obj);
trycall(obj);
return;
case RIN_LEVITATION:
pline_The("sink quivers upward for a moment.");
break;
case RIN_POISON_RESISTANCE:
You("smell rotten %s.", makeplural(pl_fruit));
break;
case RIN_AGGRAVATE_MONSTER:
pline("Several flies buzz angrily around the sink.");
break;
case RIN_SHOCK_RESISTANCE:
pline("Static electricity surrounds the sink.");
break;
case RIN_CONFLICT:
You_hear("loud noises coming from the drain.");
break;
case RIN_SUSTAIN_ABILITY: /* KMH */
pline_The("water flow seems fixed.");
break;
case RIN_GAIN_STRENGTH:
pline_The("water flow seems %ser now.",
(obj->spe<0) ? "weak" : "strong");
break;
case RIN_GAIN_CONSTITUTION:
pline_The("water flow seems %ser now.",
(obj->spe<0) ? "less" : "great");
break;
case RIN_INCREASE_ACCURACY: /* KMH */
pline_The("water flow %s the drain.",
(obj->spe<0) ? "misses" : "hits");
break;
case RIN_INCREASE_DAMAGE:
pline_The("water's force seems %ser now.",
(obj->spe<0) ? "small" : "great");
break;
case RIN_HUNGER:
ideed = FALSE;
for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) {
otmp2 = otmp->nexthere;
if (otmp != uball && otmp != uchain &&
!obj_resists(otmp, 1, 99)) {
if (!Blind) {
pline("Suddenly, %s %s from the sink!",
doname(otmp), otense(otmp, "vanish"));
ideed = TRUE;
}
delobj(otmp);
}
}
break;
case MEAT_RING:
/* Not the same as aggravate monster; besides, it's obvious. */
pline("Several flies buzz around the sink.");
break;
default:
ideed = FALSE;
break;
}
if(!Blind && !ideed && obj->otyp != RIN_HUNGER) {
ideed = TRUE;
switch(obj->otyp) { /* effects that need eyes */
case RIN_ADORNMENT:
pline_The("faucets flash brightly for a moment.");
break;
case RIN_REGENERATION:
pline_The("sink looks as good as new.");
break;
case RIN_INVISIBILITY:
You("don't see anything happen to the sink.");
break;
case RIN_FREE_ACTION:
You("see the ring slide right down the drain!");
break;
case RIN_SEE_INVISIBLE:
You("see some air in the sink.");
break;
case RIN_STEALTH:
pline_The("sink seems to blend into the floor for a moment.");
break;
case RIN_FIRE_RESISTANCE:
pline_The("hot water faucet flashes brightly for a moment.");
break;
case RIN_COLD_RESISTANCE:
pline_The("cold water faucet flashes brightly for a moment.");
break;
case RIN_PROTECTION_FROM_SHAPE_CHAN:
pline_The("sink looks nothing like a fountain.");
break;
case RIN_PROTECTION:
pline_The("sink glows %s for a moment.",
hcolor((obj->spe<0) ? Black : silver));
break;
case RIN_WARNING:
pline_The("sink glows %s for a moment.", hcolor(White));
break;
case RIN_TELEPORTATION:
pline_The("sink momentarily vanishes.");
break;
case RIN_TELEPORT_CONTROL:
pline_The("sink looks like it is being beamed aboard somewhere.");
break;
case RIN_POLYMORPH:
pline_The("sink momentarily looks like a fountain.");
break;
case RIN_POLYMORPH_CONTROL:
pline_The("sink momentarily looks like a regularly erupting geyser.");
break;
}
}
if(ideed)
trycall(obj);
else
You_hear("the ring bouncing down the drainpipe.");
if (!rn2(20)) {
pline_The("sink backs up, leaving %s.", doname(obj));
obj->in_use = FALSE;
dropx(obj);
} else
useup(obj);
}
#endif
#endif /* OVLB */
#ifdef OVL0
/* some common tests when trying to drop or throw items */
boolean
canletgo(obj,word)
register struct obj *obj;
register const char *word;
{
if(obj->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)){
if (*word)
Norep("You cannot %s %s you are wearing.",word,
something);
return(FALSE);
}
if (obj->otyp == LOADSTONE && obj->cursed) {
if (*word)
pline("For some reason, you cannot %s the stone%s!",
word, plur(obj->quan));
/* Kludge -- see invent.c */
if (obj->corpsenm) {
struct obj *otmp;
otmp = obj;
obj = obj->nobj;
obj->quan += otmp->quan;
obj->owt = weight(obj);
freeinv(otmp);
obfree(otmp, obj);
}
obj->bknown = 1;
return(FALSE);
}
if (obj->otyp == LEASH && obj->leashmon != 0) {
if (*word)
pline_The("leash is tied around your %s.",
body_part(HAND));
return(FALSE);
}
#ifdef STEED
if (obj->owornmask & W_SADDLE) {
if (*word)
You("cannot %s %s you are sitting on.", word,
something);
return (FALSE);
}
#endif
return(TRUE);
}
STATIC_PTR
int
drop(obj)
register struct obj *obj;
{
if(!obj) return(0);
if(!canletgo(obj,"drop"))
return(0);
if(obj == uwep) {
if(welded(uwep)) {
weldmsg(obj);
return(0);
}
setuwep((struct obj *)0);
}
if(obj == uquiver) {
setuqwep((struct obj *)0);
}
if (obj == uswapwep) {
setuswapwep((struct obj *)0);
}
if (u.uswallow) {
/* barrier between you and the floor */
if(flags.verbose)
{
char buf[BUFSZ];
/* doname can call s_suffix, reusing its buffer */
Strcpy(buf, s_suffix(mon_nam(u.ustuck)));
You("drop %s into %s %s.", doname(obj), buf,
mbodypart(u.ustuck, STOMACH));
}
} else {
#ifdef SINKS
if((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING) &&
IS_SINK(levl[u.ux][u.uy].typ)) {
dosinkring(obj);
return(1);
}
#endif
if (!can_reach_floor()) {
if(flags.verbose) You("drop %s.", doname(obj));
#ifndef GOLDOBJ
if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj);
#else
/* Ensure update when we drop gold objects */
if (obj->oclass == COIN_CLASS) flags.botl = 1;
freeinv(obj);
#endif
hitfloor(obj);
return(1);
}
if (IS_ALTAR(levl[u.ux][u.uy].typ)) {
doaltarobj(obj); /* set bknown */
} else
if(flags.verbose) You("drop %s.", doname(obj));
}
dropx(obj);
return(1);
}
/* Called in several places - may produce output */
/* eg ship_object() and dropy() -> sellobj() both produce output */
void
dropx(obj)
register struct obj *obj;
{
#ifndef GOLDOBJ
if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj);
#else
/* Ensure update when we drop gold objects */
if (obj->oclass == COIN_CLASS) flags.botl = 1;
freeinv(obj);
#endif
if (!u.uswallow && ship_object(obj, u.ux, u.uy, FALSE)) return;
dropy(obj);
}
void
dropy(obj)
register struct obj *obj;
{
if (obj == uwep) setuwep((struct obj *)0);
if (obj == uquiver) setuqwep((struct obj *)0);
if (obj == uswapwep) setuswapwep((struct obj *)0);
if (!u.uswallow && flooreffects(obj,u.ux,u.uy,"drop")) return;
/* uswallow check done by GAN 01/29/87 */
if(u.uswallow) {
boolean could_petrify;
if (obj != uball) { /* mon doesn't pick up ball */
could_petrify = obj->otyp == CORPSE &&
touch_petrifies(&mons[obj->corpsenm]);
(void) mpickobj(u.ustuck,obj);
if (could_petrify && is_animal(u.ustuck->data)) {
minstapetrify(u.ustuck, TRUE);
/* Don't leave a cockatrice corpse available in a statue */
if (!u.uswallow) delobj(obj);
}
}
} else {
place_object(obj, u.ux, u.uy);
if (obj == uball)
drop_ball(u.ux,u.uy);
else
sellobj(obj, u.ux, u.uy);
stackobj(obj);
if(Blind && Levitation)
map_object(obj, 0);
newsym(u.ux,u.uy); /* remap location under self */
}
}
/* things that must change when not held; recurse into containers.
Called for both player and monsters */
void
obj_no_longer_held(obj)
struct obj *obj;
{
if (!obj) {
return;
} else if ((Is_container(obj) || obj->otyp == STATUE) && obj->cobj) {
struct obj *contents;
for(contents=obj->cobj; contents; contents=contents->nobj)
obj_no_longer_held(contents);
}
switch(obj->otyp) {
case CRYSKNIFE:
/* KMH -- Fixed crysknives have only 10% chance of reverting */
/* only changes when not held by player or monster */
if (!obj->oerodeproof || !rn2(10)) {
obj->otyp = WORM_TOOTH;
obj->oerodeproof = 0;
}
break;
}
}
/* 'D' command: drop several things */
int
doddrop()
{
int result = 0;
add_valid_menu_class(0); /* clear any classes already there */
if (*u.ushops) sellobj_state(SELL_DELIBERATE);
if (flags.menu_style != MENU_TRADITIONAL ||
(result = ggetobj("drop", drop, 0, FALSE, (unsigned *)0)) < -1)
result = menu_drop(result);
if (*u.ushops) sellobj_state(SELL_NORMAL);
reset_occupations();
return result;
}
/* Drop things from the hero's inventory, using a menu. */
STATIC_OVL int
menu_drop(retry)
int retry;
{
int n, i, n_dropped = 0;
long cnt;
struct obj *otmp, *otmp2;
#ifndef GOLDOBJ
struct obj *u_gold = 0;
#endif
menu_item *pick_list;
boolean all_categories = TRUE;
boolean drop_everything = FALSE;
#ifndef GOLDOBJ
if (u.ugold) {
/* Hack: gold is not in the inventory, so make a gold object
and put it at the head of the inventory list. */
u_gold = mkgoldobj(u.ugold); /* removes from u.ugold */
u_gold->in_use = TRUE;
u.ugold = u_gold->quan; /* put the gold back */
assigninvlet(u_gold); /* might end up as NOINVSYM */
u_gold->nobj = invent;
invent = u_gold;
}
#endif
if (retry) {
all_categories = (retry == -2);
} else if (flags.menu_style == MENU_FULL) {
all_categories = FALSE;
n = query_category("Drop what type of items?",
invent,
UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL |
BUC_BLESSED | BUC_CURSED | BUC_UNCURSED | BUC_UNKNOWN,
&pick_list, PICK_ANY);
if (!n) goto drop_done;
for (i = 0; i < n; i++) {
if (pick_list[i].item.a_int == ALL_TYPES_SELECTED)
all_categories = TRUE;
else if (pick_list[i].item.a_int == 'A')
drop_everything = TRUE;
else
add_valid_menu_class(pick_list[i].item.a_int);
}
free((genericptr_t) pick_list);
} else if (flags.menu_style == MENU_COMBINATION) {
unsigned ggoresults = 0;
all_categories = FALSE;
/* Gather valid classes via traditional NetHack method */
i = ggetobj("drop", drop, 0, TRUE, &ggoresults);
if (i == -2) all_categories = TRUE;
if (ggoresults & ALL_FINISHED) {
n_dropped = i;
goto drop_done;
}
}
if (drop_everything) {
for(otmp = invent; otmp; otmp = otmp2) {
otmp2 = otmp->nobj;
n_dropped += drop(otmp);
}
} else {
/* should coordinate with perm invent, maybe not show worn items */
n = query_objlist("What would you like to drop?", invent,
USE_INVLET|INVORDER_SORT, &pick_list,
PICK_ANY, all_categories ? allow_all : allow_category);
if (n > 0) {
for (i = 0; i < n; i++) {
otmp = pick_list[i].item.a_obj;
cnt = pick_list[i].count;
if (cnt < otmp->quan && !welded(otmp) &&
(!otmp->cursed || otmp->otyp != LOADSTONE)) {
#ifndef GOLDOBJ
if (otmp->oclass == COIN_CLASS)
(void) splitobj(otmp, otmp->quan - cnt);
else
#endif
otmp = splitobj(otmp, cnt);
}
n_dropped += drop(otmp);
}
free((genericptr_t) pick_list);
}
}
drop_done:
#ifndef GOLDOBJ
if (u_gold && invent && invent->oclass == COIN_CLASS) {
/* didn't drop [all of] it */
u_gold = invent;
invent = u_gold->nobj;
u_gold->in_use = FALSE;
dealloc_obj(u_gold);
update_inventory();
}
#endif
return n_dropped;
}
#endif /* OVL0 */
#ifdef OVL2
/* on a ladder, used in goto_level */
static NEARDATA boolean at_ladder = FALSE;
int
dodown()
{
struct trap *trap = 0;
boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair) ||
(u.ux == sstairs.sx && u.uy == sstairs.sy && !sstairs.up)),
ladder_down = (u.ux == xdnladder && u.uy == ydnladder);
#ifdef STEED
if (u.usteed && !u.usteed->mcanmove) {
pline("%s won't move!", Monnam(u.usteed));
return(0);
} else if (u.usteed && u.usteed->meating) {
pline("%s is still eating.", Monnam(u.usteed));
return(0);
} else
#endif
if (Levitation) {
if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
/* end controlled levitation */
if (ELevitation & W_ARTI) {
struct obj *obj;
for(obj = invent; obj; obj = obj->nobj) {
if (obj->oartifact &&
artifact_has_invprop(obj,LEVITATION)) {
if (obj->age < monstermoves)
obj->age = monstermoves + rnz(100);
else
obj->age += rnz(100);
}
}
}
if (float_down(I_SPECIAL|TIMEOUT, W_ARTI))
return (1); /* came down, so moved */
}
floating_above(stairs_down ? "stairs" : ladder_down ?
"ladder" : surface(u.ux, u.uy));
return (0); /* didn't move */
}
if (!stairs_down && !ladder_down) {
if (!(trap = t_at(u.ux,u.uy)) ||
(trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)
|| !Can_fall_thru(&u.uz) || !trap->tseen) {
You_cant("go down here.");
return(0);
}
}
if(u.ustuck) {
You("are %s, and cannot go down.",
!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?
"swallowed" : "engulfed");
return(1);
}
if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) {
You("are standing at the gate to Gehennom.");
pline("Unspeakable cruelty and harm lurk down there.");
if (yn("Are you sure you want to enter?") != 'y')
return(0);
else pline("So be it.");
u.uevent.gehennom_entered = 1; /* don't ask again */
}
if(!next_to_u()) {
You("are held back by your pet!");
return(0);
}
if (trap)
You("%s %s.", locomotion(youmonst.data, "jump"),
trap->ttyp == HOLE ? "down the hole" : "through the trap door");
if (trap && Is_stronghold(&u.uz)) {
goto_hell(TRUE, TRUE);
} else {
at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
next_level(!trap);
at_ladder = FALSE;
}
return(1);
}
int
doup()
{
if( (u.ux != xupstair || u.uy != yupstair)
&& (!xupladder || u.ux != xupladder || u.uy != yupladder)
&& (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
|| !sstairs.up)
) {
You_cant("go up here.");
return(0);
}
#ifdef STEED
if (u.usteed && !u.usteed->mcanmove) {
pline("%s won't move!", Monnam(u.usteed));
return(0);
} else if (u.usteed && u.usteed->meating) {
pline("%s is still eating.", Monnam(u.usteed));
return(0);
} else
#endif
if(u.ustuck) {
You("are %s, and cannot go up.",
!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?
"swallowed" : "engulfed");
return(1);
}
if(near_capacity() > SLT_ENCUMBER) {
/* No levitation check; inv_weight() already allows for it */
Your("load is too heavy to climb the %s.",
levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder");
return(1);
}
if(ledger_no(&u.uz) == 1) {
if (yn("Beware, there will be no return! Still climb?") != 'y')
return(0);
}
if(!next_to_u()) {
You("are held back by your pet!");
return(0);
}
at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
prev_level(TRUE);
at_ladder = FALSE;
return(1);
}
d_level save_dlevel = {0, 0};
/* check that we can write out the current level */
STATIC_OVL int
currentlevel_rewrite()
{
register int fd;
/* since level change might be a bit slow, flush any buffered screen
* output (like "you fall through a trap door") */
mark_synch();
fd = create_levelfile(ledger_no(&u.uz));
if(fd < 0) {
/*
* This is not quite impossible: e.g., we may have
* exceeded our quota. If that is the case then we
* cannot leave this level, and cannot save either.
* Another possibility is that the directory was not
* writable.
*/
pline("Cannot create level file for level %d.",
ledger_no(&u.uz));
return -1;
}
#ifdef MFLOPPY
if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) {
(void) close(fd);
delete_levelfile(ledger_no(&u.uz));
pline("NetHack is out of disk space for making levels!");
You("can save, quit, or continue playing.");
return -1;
}
#endif
return fd;
}
#ifdef INSURANCE
void
save_currentstate()
{
int fd;
if (flags.ins_chkpt) {
/* write out just-attained level, with pets and everything */
fd = currentlevel_rewrite();
if(fd < 0) return;
bufon(fd);
savelev(fd,ledger_no(&u.uz), WRITE_SAVE);
bclose(fd);
}
/* write out non-level state */
savestateinlock();
}
#endif
/*
static boolean
badspot(x, y)
register xchar x, y;
{
return((levl[x][y].typ != ROOM && levl[x][y].typ != AIR &&
levl[x][y].typ != CORR) || MON_AT(x, y));
}
*/
void
goto_level(newlevel, at_stairs, falling, portal)
d_level *newlevel;
boolean at_stairs, falling, portal;
{
int fd, l_idx;
xchar new_ledger;
boolean cant_go_back,
up = (depth(newlevel) < depth(&u.uz)),
newdungeon = (u.uz.dnum != newlevel->dnum),
was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
familiar = FALSE;
boolean new = FALSE; /* made a new level? */
struct monst *mtmp;
if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
newlevel->dlevel = dunlevs_in_dungeon(newlevel);
if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */
if (u.uhave.amulet)
assign_level(newlevel, &earth_level);
else return;
}
new_ledger = ledger_no(newlevel);
if (new_ledger <= 0)
done(ESCAPED); /* in fact < 0 is impossible */
/* If you have the amulet and are trying to get out of Gehennom, going
* up a set of stairs sometimes does some very strange things!
* Biased against law and towards chaos, but not nearly as strongly
* as it used to be (prior to 3.2.0).
* Odds: old new
* "up" L N C "up" L N C
* +1 75.0 75.0 75.0 +1 75.0 75.0 75.0
* 0 0.0 12.5 25.0 0 6.25 8.33 12.5
* -1 8.33 4.17 0.0 -1 6.25 8.33 12.5
* -2 8.33 4.17 0.0 -2 6.25 8.33 0.0
* -3 8.33 4.17 0.0 -3 6.25 0.0 0.0
*/
if (Inhell && up && u.uhave.amulet && !newdungeon && !portal &&
(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)-3)) {
if (!rn2(4)) {
int odds = 3 + (int)u.ualign.type, /* 2..4 */
diff = odds <= 1 ? 0 : rn2(odds); /* paranoia */
if (diff != 0) {
assign_rnd_level(newlevel, &u.uz, diff);
/* if inside the tower, stay inside */
if (was_in_W_tower &&
!On_W_tower_level(newlevel)) diff = 0;
}
if (diff == 0)
assign_level(newlevel, &u.uz);
new_ledger = ledger_no(newlevel);
pline("A mysterious force momentarily surrounds you...");
if (on_level(newlevel, &u.uz)) {
(void) safe_teleds(FALSE);
(void) next_to_u();
return;
} else
at_stairs = at_ladder = FALSE;
}
}
/* Prevent the player from going past the first quest level unless
* (s)he has been given the go-ahead by the leader.
*/
if (on_level(&u.uz, &qstart_level) && !newdungeon && !ok_to_quest()) {
pline("A mysterious force prevents you from descending.");
return;
}
if (on_level(newlevel, &u.uz)) return; /* this can happen */
fd = currentlevel_rewrite();
if (fd < 0) return;
if (falling) /* assuming this is only trap door or hole */
impact_drop((struct obj *)0, u.ux, u.uy, newlevel->dlevel);
check_special_room(TRUE); /* probably was a trap door */
if (Punished) unplacebc();
u.utrap = 0; /* needed in level_tele */
fill_pit(u.ux, u.uy);
u.ustuck = 0; /* idem */
u.uinwater = 0;
u.uundetected = 0; /* not hidden, even if means are available */
keepdogs(FALSE);
if (u.uswallow) /* idem */
u.uswldtim = u.uswallow = 0;
/*
* We no longer see anything on the level. Make sure that this
* follows u.uswallow set to null since uswallow overrides all
* normal vision.
*/
vision_recalc(2);
/*
* Save the level we're leaving. If we're entering the endgame,
* we can get rid of all existing levels because they cannot be
* reached any more. We still need to use savelev()'s cleanup
* for the level being left, to recover dynamic memory in use and
* to avoid dangling timers and light sources.
*/
cant_go_back = (newdungeon && In_endgame(newlevel));
if (!cant_go_back) {
update_mlstmv(); /* current monsters are becoming inactive */
bufon(fd); /* use buffered output */
}
savelev(fd, ledger_no(&u.uz),
cant_go_back ? FREE_SAVE : (WRITE_SAVE | FREE_SAVE));
bclose(fd);
if (cant_go_back) {
/* discard unreachable levels; keep #0 */
for (l_idx = maxledgerno(); l_idx > 0; --l_idx)
delete_levelfile(l_idx);
}
#ifdef REINCARNATION
if (Is_rogue_level(newlevel) || Is_rogue_level(&u.uz))
assign_rogue_graphics(Is_rogue_level(newlevel));
#endif
#ifdef USE_TILES
substitute_tiles(newlevel);
#endif
assign_level(&u.uz0, &u.uz);
assign_level(&u.uz, newlevel);
assign_level(&u.utolev, newlevel);
u.utotype = 0;
if (dunlev_reached(&u.uz) < dunlev(&u.uz))
dunlev_reached(&u.uz) = dunlev(&u.uz);
reset_rndmonst(NON_PM); /* u.uz change affects monster generation */
/* set default level change destination areas */
/* the special level code may override these */
(void) memset((genericptr_t) &updest, 0, sizeof updest);
(void) memset((genericptr_t) &dndest, 0, sizeof dndest);
if (!(level_info[new_ledger].flags & LFILE_EXISTS)) {
/* entering this level for first time; make it now */
if (level_info[new_ledger].flags & (FORGOTTEN|VISITED)) {
impossible("goto_level: returning to discarded level?");
level_info[new_ledger].flags &= ~(FORGOTTEN|VISITED);
}
mklev();
new = TRUE; /* made the level */
} else {
/* returning to previously visited level; reload it */
fd = open_levelfile(new_ledger);
if (fd < 0) {
pline("Cannot open file (#%d) for level %d (errno %d).",
(int) new_ledger, depth(&u.uz), errno);
pline("Probably someone removed it.");
done(TRICKED);
}
minit(); /* ZEROCOMP */
getlev(fd, hackpid, new_ledger, FALSE);
(void) close(fd);
}
/* do this prior to level-change pline messages */
vision_reset(); /* clear old level's line-of-sight */
vision_full_recalc = 0; /* don't let that reenable vision yet */
if (portal && !In_endgame(&u.uz)) {
/* find the portal on the new level */
register struct trap *ttrap;
for (ttrap = ftrap; ttrap; ttrap = ttrap->ntrap)
if (ttrap->ttyp == MAGIC_PORTAL) break;
if (!ttrap) panic("goto_level: no corresponding portal!");
seetrap(ttrap);
u_on_newpos(ttrap->tx, ttrap->ty);
} else if (at_stairs && !In_endgame(&u.uz)) {
if (up) {
if (at_ladder) {
u_on_newpos(xdnladder, ydnladder);
} else {
if (newdungeon) {
if (Is_stronghold(&u.uz)) {
register xchar x, y;
do {
x = (COLNO - 2 - rnd(5));
y = rn1(ROWNO - 4, 3);
} while(occupied(x, y) ||
IS_WALL(levl[x][y].typ));
u_on_newpos(x, y);
} else u_on_sstairs();
} else u_on_dnstairs();
}
/* Remove bug which crashes with levitation/punishment KAA */
if (Punished && !Levitation) {
pline("With great effort you climb the %s.",
at_ladder ? "ladder" : "stairs");
} else if (at_ladder)
You("climb up the ladder.");
} else { /* down */
if (at_ladder) {
u_on_newpos(xupladder, yupladder);
} else {
if (newdungeon) u_on_sstairs();
else u_on_upstairs();
}
if (u.dz && Flying)
You("fly down along the %s.",
at_ladder ? "ladder" : "stairs");
else if (u.dz &&
(near_capacity() > UNENCUMBERED || Punished || Fumbling)) {
You("fall down the %s.", at_ladder ? "ladder" : "stairs");
if (Punished) {
drag_down();
if (carried(uball)) {
if (uwep == uball)
setuwep((struct obj *)0);
if (uswapwep == uball)
setuswapwep((struct obj *)0);
if (uquiver == uball)
setuqwep((struct obj *)0);
freeinv(uball);
}
}
#ifdef STEED
/* falling off steed has its own losehp() call */
if (u.usteed)
dismount_steed(DISMOUNT_FELL);
else
#endif
losehp(rnd(3), "falling downstairs", KILLED_BY);
selftouch("Falling, you");
} else if (u.dz && at_ladder)
You("climb down the ladder.");
}
} else { /* trap door or level_tele or In_endgame */
if (was_in_W_tower && On_W_tower_level(&u.uz))
/* Stay inside the Wizard's tower when feasible. */
/* Note: up vs down doesn't really matter in this case. */
place_lregion(dndest.nlx, dndest.nly,
dndest.nhx, dndest.nhy,
0,0, 0,0, LR_DOWNTELE, (d_level *) 0);
else if (up)
place_lregion(updest.lx, updest.ly,
updest.hx, updest.hy,
updest.nlx, updest.nly,
updest.nhx, updest.nhy,
LR_UPTELE, (d_level *) 0);
else
place_lregion(dndest.lx, dndest.ly,
dndest.hx, dndest.hy,
dndest.nlx, dndest.nly,
dndest.nhx, dndest.nhy,
LR_DOWNTELE, (d_level *) 0);
if (falling) {
if (Punished) ballfall();
selftouch("Falling, you");
}
}
if (Punished) placebc();
obj_delivery(); /* before killing geno'd monsters' eggs */
losedogs();
kill_genocided_monsters(); /* for those wiped out while in limbo */
/*
* Expire all timers that have gone off while away. Must be
* after migrating monsters and objects are delivered
* (losedogs and obj_delivery).
*/
run_timers();
initrack();
if ((mtmp = m_at(u.ux, u.uy)) != 0
#ifdef STEED
&& mtmp != u.usteed
#endif
) {
/* There's a monster at your target destination; it might be one
which accompanied you--see mon_arrive(dogmove.c)--or perhaps
it was already here. Randomly move you to an adjacent spot
or else the monster to any nearby location. Prior to 3.3.0
the latter was done unconditionally. */
coord cc;
if (!rn2(2) &&
enexto(&cc, u.ux, u.uy, youmonst.data) &&
distu(cc.x, cc.y) <= 2)
u_on_newpos(cc.x, cc.y); /*[maybe give message here?]*/
else
mnexto(mtmp);
if ((mtmp = m_at(u.ux, u.uy)) != 0) {
impossible("mnexto failed (do.c)?");
rloc(mtmp);
}
}
/* initial movement of bubbles just before vision_recalc */
if (Is_waterlevel(&u.uz))
movebubbles();
if (level_info[new_ledger].flags & FORGOTTEN) {
forget_map(ALL_MAP); /* forget the map */
forget_traps(); /* forget all traps too */
familiar = TRUE;
level_info[new_ledger].flags &= ~FORGOTTEN;
}
/* Reset the screen. */
vision_reset(); /* reset the blockages */
docrt(); /* does a full vision recalc */
flush_screen(1);
/*
* Move all plines beyond the screen reset.
*/
/* give room entrance message, if any */
check_special_room(FALSE);
/* Check whether we just entered Gehennom. */
if (!In_hell(&u.uz0) && Inhell) {
if (Is_valley(&u.uz)) {
You("arrive at the Valley of the Dead...");
pline_The("odor of burnt flesh and decay pervades the air.");
#ifdef MICRO
display_nhwindow(WIN_MESSAGE, FALSE);
#endif
You_hear("groans and moans everywhere.");
} else pline("It is hot here. You smell smoke...");
}
if (familiar) {
static const char *fam_msgs[4] = {
"You have a sense of deja vu.",
"You feel like you've been here before.",
"This place %s familiar...",
0 /* no message */
};
static const char *halu_fam_msgs[4] = {
"Whoa! Everything %s different.",
"You are surrounded by twisty little passages, all alike.",
"Gee, this %s like uncle Conan's place...",
0 /* no message */
};
const char *mesg;
char buf[BUFSZ];
int which = rn2(4);
if (Hallucination)
mesg = halu_fam_msgs[which];
else
mesg = fam_msgs[which];
if (mesg && index(mesg, '%')) {
Sprintf(buf, mesg, !Blind ? "looks" : "seems");
mesg = buf;
}
if (mesg) pline(mesg);
}
#ifdef REINCARNATION
if (new && Is_rogue_level(&u.uz))
You("enter what seems to be an older, more primitive world.");
#endif
/* Final confrontation */
if (In_endgame(&u.uz) && newdungeon && u.uhave.amulet)
resurrect();
if (newdungeon && In_V_tower(&u.uz) && In_hell(&u.uz0))
pline_The("heat and smoke are gone.");
/* the message from your quest leader */
if (!In_quest(&u.uz0) && at_dgn_entrance("The Quest") &&
!(u.uevent.qexpelled || u.uevent.qcompleted || quest_status.leader_is_dead)) {
if (u.uevent.qcalled) {
com_pager(Role_if(PM_ROGUE) ? 4 : 3);
} else {
com_pager(2);
u.uevent.qcalled = TRUE;
}
}
/* once Croesus is dead, his alarm doesn't work any more */
if (Is_knox(&u.uz) && (new || !mvitals[PM_CROESUS].died)) {
You("penetrated a high security area!");
pline("An alarm sounds!");
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if (!DEADMONSTER(mtmp) && mtmp->msleeping) mtmp->msleeping = 0;
}
if (on_level(&u.uz, &astral_level))
final_level();
else
onquest();
assign_level(&u.uz0, &u.uz); /* reset u.uz0 */
#ifdef INSURANCE
save_currentstate();
#endif
(void) pickup(1);
}
STATIC_OVL void
final_level()
{
struct monst *mtmp;
struct obj *otmp;
coord mm;
int i;
/* reset monster hostility relative to player */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if (!DEADMONSTER(mtmp)) reset_hostility(mtmp);
/* create some player-monsters */
create_mplayers(rn1(4, 3), TRUE);
/* create a guardian angel next to player, if worthy */
if (Conflict) {
pline(
"A voice booms: \"Thy desire for conflict shall be fulfilled!\"");
for (i = rnd(4); i > 0; --i) {
mm.x = u.ux;
mm.y = u.uy;
if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL]))
(void) mk_roamer(&mons[PM_ANGEL], u.ualign.type,
mm.x, mm.y, FALSE);
}
} else if (u.ualign.record > 8) { /* fervent */
pline("A voice whispers: \"Thou hast been worthy of me!\"");
mm.x = u.ux;
mm.y = u.uy;
if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])) {
if ((mtmp = mk_roamer(&mons[PM_ANGEL], u.ualign.type,
mm.x, mm.y, TRUE)) != 0) {
if (!Blind)
pline("An angel appears near you.");
else
You_feel("the presence of a friendly angel near you.");
/* guardian angel -- the one case mtame doesn't
* imply an edog structure, so we don't want to
* call tamedog().
*/
mtmp->mtame = 10;
/* make him strong enough vs. endgame foes */
mtmp->m_lev = rn1(8,15);
mtmp->mhp = mtmp->mhpmax =
d((int)mtmp->m_lev,10) + 30 + rnd(30);
if ((otmp = select_hwep(mtmp)) == 0) {
otmp = mksobj(SILVER_SABER, FALSE, FALSE);
if (mpickobj(mtmp, otmp))
panic("merged weapon?");
}
bless(otmp);
if (otmp->spe < 4) otmp->spe += rnd(4);
if ((otmp = which_armor(mtmp, W_ARMS)) == 0 ||
otmp->otyp != SHIELD_OF_REFLECTION) {
(void) mongets(mtmp, AMULET_OF_REFLECTION);
m_dowear(mtmp, TRUE);
}
}
}
}
}
static char *dfr_pre_msg = 0, /* pline() before level change */
*dfr_post_msg = 0; /* pline() after level change */
/* change levels at the end of this turn, after monsters finish moving */
void
schedule_goto(tolev, at_stairs, falling, portal_flag, pre_msg, post_msg)
d_level *tolev;
boolean at_stairs, falling;
int portal_flag;
const char *pre_msg, *post_msg;
{
int typmask = 0100; /* non-zero triggers `deferred_goto' */
/* destination flags (`goto_level' args) */
if (at_stairs) typmask |= 1;
if (falling) typmask |= 2;
if (portal_flag) typmask |= 4;
if (portal_flag < 0) typmask |= 0200; /* flag for portal removal */
u.utotype = typmask;
/* destination level */
assign_level(&u.utolev, tolev);
if (pre_msg)
dfr_pre_msg = strcpy((char *)alloc(strlen(pre_msg) + 1), pre_msg);
if (post_msg)
dfr_post_msg = strcpy((char *)alloc(strlen(post_msg)+1), post_msg);
}
/* handle something like portal ejection */
void
deferred_goto()
{
if (!on_level(&u.uz, &u.utolev)) {
d_level dest;
int typmask = u.utotype; /* save it; goto_level zeroes u.utotype */
assign_level(&dest, &u.utolev);
if (dfr_pre_msg) pline(dfr_pre_msg);
goto_level(&dest, !!(typmask&1), !!(typmask&2), !!(typmask&4));
if (typmask & 0200) { /* remove portal */
struct trap *t = t_at(u.ux, u.uy);
if (t) {
deltrap(t);
newsym(u.ux, u.uy);
}
}
if (dfr_post_msg) pline(dfr_post_msg);
}
u.utotype = 0; /* our caller keys off of this */
if (dfr_pre_msg)
free((genericptr_t)dfr_pre_msg), dfr_pre_msg = 0;
if (dfr_post_msg)
free((genericptr_t)dfr_post_msg), dfr_post_msg = 0;
}
#endif /* OVL2 */
#ifdef OVL3
/*
* Return TRUE if we created a monster for the corpse. If successful, the
* corpse is gone.
*/
boolean
revive_corpse(corpse)
struct obj *corpse;
{
struct monst *mtmp, *mcarry;
boolean is_uwep, chewed;
xchar where;
char *cname, cname_buf[BUFSZ];
struct obj *container = (struct obj *)0;
int container_where = 0;
where = corpse->where;
is_uwep = corpse == uwep;
cname = eos(strcpy(cname_buf, "bite-covered "));
Strcpy(cname, corpse_xname(corpse, TRUE));
mcarry = (where == OBJ_MINVENT) ? corpse->ocarry : 0;
if (where == OBJ_CONTAINED) {
struct monst *mtmp2 = (struct monst *)0;
container = corpse->ocontainer;
mtmp2 = get_container_location(container, &container_where, (int *)0);
/* container_where is the outermost container's location even if nested */
if (container_where == OBJ_MINVENT && mtmp2) mcarry = mtmp2;
}
mtmp = revive(corpse); /* corpse is gone if successful */
if (mtmp) {
chewed = (mtmp->mhp < mtmp->mhpmax);
if (chewed) cname = cname_buf; /* include "bite-covered" prefix */
switch (where) {
case OBJ_INVENT:
if (is_uwep)
pline_The("%s writhes out of your grasp!", cname);
else
You_feel("squirming in your backpack!");
break;
case OBJ_FLOOR:
if (cansee(mtmp->mx, mtmp->my))
pline("%s rises from the dead!", chewed ?
Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp));
break;
case OBJ_MINVENT: /* probably a nymph's */
if (cansee(mtmp->mx, mtmp->my)) {
if (canseemon(mcarry))
pline("Startled, %s drops %s as it revives!",
mon_nam(mcarry), an(cname));
else
pline("%s suddenly appears!", chewed ?
Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp));
}
break;
case OBJ_CONTAINED:
if (container_where == OBJ_MINVENT && cansee(mtmp->mx, mtmp->my) &&
mcarry && canseemon(mcarry) && container) {
char sackname[BUFSZ];
Sprintf(sackname, "%s %s", s_suffix(mon_nam(mcarry)),
xname(container));
pline("%s writhes out of %s!", Amonnam(mtmp), sackname);
} else if (container_where == OBJ_INVENT && container) {
char sackname[BUFSZ];
Strcpy(sackname, an(xname(container)));
pline("%s %s out of %s in your pack!",
Blind ? Something : Amonnam(mtmp),
locomotion(mtmp->data,"writhes"),
sackname);
} else if (container_where == OBJ_FLOOR && container &&
cansee(mtmp->mx, mtmp->my)) {
char sackname[BUFSZ];
Strcpy(sackname, an(xname(container)));
pline("%s escapes from %s!", Amonnam(mtmp), sackname);
}
break;
default:
/* we should be able to handle the other cases... */
impossible("revive_corpse: lost corpse @ %d", where);
break;
}
return TRUE;
}
return FALSE;
}
/* Revive the corpse via a timeout. */
/*ARGSUSED*/
void
revive_mon(arg, timeout)
genericptr_t arg;
long timeout;
{
struct obj *body = (struct obj *) arg;
/* if we succeed, the corpse is gone, otherwise, rot it away */
if (!revive_corpse(body)) {
if (is_rider(&mons[body->corpsenm]))
You_feel("less hassled.");
(void) start_timer(250L - (monstermoves-body->age),
TIMER_OBJECT, ROT_CORPSE, arg);
}
}
int
donull()
{
return(1); /* Do nothing, but let other things happen */
}
#endif /* OVL3 */
#ifdef OVLB
STATIC_PTR int
wipeoff()
{
if(u.ucreamed < 4) u.ucreamed = 0;
else u.ucreamed -= 4;
if (Blinded < 4) Blinded = 0;
else Blinded -= 4;
if (!Blinded) {
pline("You've got the glop off.");
u.ucreamed = 0;
Blinded = 1;
make_blinded(0L,TRUE);
return(0);
} else if (!u.ucreamed) {
Your("%s feels clean now.", body_part(FACE));
return(0);
}
return(1); /* still busy */
}
int
dowipe()
{
if(u.ucreamed) {
static NEARDATA char buf[39];
Sprintf(buf, "wiping off your %s", body_part(FACE));
set_occupation(wipeoff, buf, 0);
/* Not totally correct; what if they change back after now
* but before they're finished wiping?
*/
return(1);
}
Your("%s is already clean.", body_part(FACE));
return(1);
}
void
set_wounded_legs(side, timex)
register long side;
register int timex;
{
/* KMH -- STEED
* If you are riding, your steed gets the wounded legs instead.
* You still call this function, but don't lose hp.
* Caller is also responsible for adjusting messages.
*/
if(!Wounded_legs) {
ATEMP(A_DEX)--;
flags.botl = 1;
}
if(!Wounded_legs || (HWounded_legs & TIMEOUT))
HWounded_legs = timex;
EWounded_legs = side;
(void)encumber_msg();
}
void
heal_legs()
{
if(Wounded_legs) {
if (ATEMP(A_DEX) < 0) {
ATEMP(A_DEX)++;
flags.botl = 1;
}
#ifdef STEED
if (!u.usteed)
#endif
{
/* KMH, intrinsics patch */
if((EWounded_legs & BOTH_SIDES) == BOTH_SIDES) {
Your("%s feel somewhat better.",
makeplural(body_part(LEG)));
} else {
Your("%s feels somewhat better.",
body_part(LEG));
}
}
HWounded_legs = EWounded_legs = 0;
}
(void)encumber_msg();
}
#endif /* OVLB */
/*do.c*/