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Source:NetHack 3.3.0/trap.c

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Below is the full text to trap.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/trap.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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1.    /*	SCCS Id: @(#)trap.c	3.3	1999/12/05	*/
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 void FDECL(dofiretrap, (struct obj *));
8.    STATIC_DCL void NDECL(domagictrap);
9.    STATIC_DCL boolean FDECL(emergency_disrobe,(boolean *));
10.   STATIC_DCL int FDECL(untrap_prob, (struct trap *ttmp));
11.   STATIC_DCL void FDECL(cnv_trap_obj, (int, int, struct trap *));
12.   STATIC_DCL void FDECL(move_into_trap, (struct trap *));
13.   STATIC_DCL int FDECL(try_disarm, (struct trap *,BOOLEAN_P));
14.   STATIC_DCL void FDECL(reward_untrap, (struct trap *, struct monst *));
15.   STATIC_DCL int FDECL(disarm_beartrap, (struct trap *));
16.   STATIC_DCL int FDECL(disarm_landmine, (struct trap *));
17.   STATIC_DCL int FDECL(disarm_squeaky_board, (struct trap *));
18.   STATIC_DCL int FDECL(disarm_shooting_trap, (struct trap *, int));
19.   STATIC_DCL int FDECL(try_lift, (struct monst *, struct trap *, int, BOOLEAN_P));
20.   STATIC_DCL int FDECL(help_monster_out, (struct monst *, struct trap *));
21.   STATIC_DCL boolean FDECL(thitm, (int, struct monst *, struct obj *, int));
22.   STATIC_DCL int FDECL(mkroll_launch,
23.   			(struct trap *,XCHAR_P,XCHAR_P,SHORT_P,long));
24.   STATIC_DCL boolean FDECL(isclearpath,(coord *, int, SCHAR_P, SCHAR_P));
25.   STATIC_DCL void FDECL(blow_up_landmine, (struct trap *));
26.   
27.   #ifndef OVLB
28.   STATIC_VAR const char *a_your[2];
29.   STATIC_VAR const char *A_Your[2];
30.   STATIC_VAR const char *the_your[2];
31.   STATIC_VAR const char tower_of_flame[];
32.   STATIC_VAR const char *A_gush_of_water_hits;
33.   
34.   #else
35.   
36.   STATIC_VAR const char *a_your[2] = { "a", "your" };
37.   STATIC_VAR const char *A_Your[2] = { "A", "Your" };
38.   STATIC_VAR const char *the_your[2] = { "the", "your" };
39.   STATIC_VAR const char tower_of_flame[] = "tower of flame";
40.   STATIC_VAR const char *A_gush_of_water_hits = "A gush of water hits";
41.   
42.   #endif /* OVLB */
43.   
44.   #ifdef OVLB
45.   
46.   /* called when you're hit by fire (dofiretrap,buzz,zapyourself,explode) */
47.   boolean			/* returns TRUE if hit on torso */
48.   burnarmor(victim)
49.   struct monst *victim;
50.   {
51.       struct obj *item;
52.   
53.       if (!victim) return 0;
54.   #define burn_dmg(obj,descr) rust_dmg(obj, descr, 0, FALSE, victim)
55.       while (1) {
56.   	switch (rn2(5)) {
57.   	case 0:
58.   	    item = (victim == &youmonst) ? uarmh : which_armor(victim, W_ARMH);
59.   	    if (!burn_dmg(item, "leather helmet")) continue;
60.   	    break;
61.   	case 1:
62.   	    item = (victim == &youmonst) ? uarmc : which_armor(victim, W_ARMC);
63.   	    if (item) {
64.   		(void) burn_dmg(item, "cloak");
65.   		return TRUE;
66.   	    }
67.   	    item = (victim == &youmonst) ? uarm : which_armor(victim, W_ARM);
68.   	    if (item) {
69.   		(void) burn_dmg(item, xname(item));
70.   		return TRUE;
71.   	    }
72.   #ifdef TOURIST
73.   	    item = (victim == &youmonst) ? uarmu : which_armor(victim, W_ARMU);
74.   	    if (item)
75.   		(void) burn_dmg(item, "shirt");
76.   #endif
77.   	    return TRUE;
78.   	case 2:
79.   	    item = (victim == &youmonst) ? uarms : which_armor(victim, W_ARMS);
80.   	    if (!burn_dmg(item, "wooden shield")) continue;
81.   	    break;
82.   	case 3:
83.   	    item = (victim == &youmonst) ? uarmg : which_armor(victim, W_ARMG);
84.   	    if (!burn_dmg(item, "gloves")) continue;
85.   	    break;
86.   	case 4:
87.   	    item = (victim == &youmonst) ? uarmf : which_armor(victim, W_ARMF);
88.   	    if (!burn_dmg(item, "boots")) continue;
89.   	    break;
90.   	}
91.   	break; /* Out of while loop */
92.       }
93.       return FALSE;
94.   #undef burn_dmg
95.   }
96.   
97.   /* Generic rust-armor function.  Returns TRUE if a message was printed;
98.    * "print", if set, means to print a message (and thus to return TRUE) even
99.    * if the item could not be rusted; otherwise a message is printed and TRUE is
100.   * returned only for rustable items.
101.   */
102.  boolean
103.  rust_dmg(otmp, ostr, type, print, victim)
104.  register struct obj *otmp;
105.  register const char *ostr;
106.  int type;
107.  boolean print;
108.  struct monst *victim;
109.  {
110.  	static NEARDATA const char *action[] = { "smoulder", "rust", "rot", "corrode" };
111.  	static NEARDATA const char *msg[] =  { "burnt", "rusted", "rotten", "corroded" };
112.  	boolean vulnerable = FALSE;
113.  	boolean plural;
114.  	boolean grprot = FALSE;
115.  	boolean is_primary = TRUE;
116.  	boolean vismon = (victim != &youmonst) && canseemon(victim);
117.  	int erosion;
118.  
119.  	if (!otmp) return(FALSE);
120.  	switch(type) {
121.  		case 0: vulnerable = is_flammable(otmp);
122.  			break;
123.  		case 1: vulnerable = is_rustprone(otmp);
124.  			grprot = TRUE;
125.  			break;
126.  		case 2: vulnerable = is_rottable(otmp);
127.  			is_primary = FALSE;
128.  			break;
129.  		case 3: vulnerable = is_corrodeable(otmp);
130.  			grprot = TRUE;
131.  			is_primary = FALSE;
132.  			break;
133.  	}
134.  	erosion = is_primary ? otmp->oeroded : otmp->oeroded2;
135.  
136.  	if (!print && (!vulnerable || otmp->oerodeproof || erosion == MAX_ERODE))
137.  		return FALSE;
138.  
139.  	plural = is_gloves(otmp) || is_boots(otmp);
140.  
141.  	if (!vulnerable) {
142.  	    if (flags.verbose) {
143.  		if (victim == &youmonst)
144.  		    Your("%s %s not affected.", ostr, plural ? "are" : "is");
145.  		else if (vismon)
146.  		    pline("%s's %s %s not affected.", Monnam(victim), ostr,
147.  			plural ? "are" : "is");
148.  	    }
149.  	} else if (erosion < MAX_ERODE) {
150.  	    if (grprot && otmp->greased) {
151.  		grease_protect(otmp,ostr,plural,victim);
152.  	    } else if (otmp->oerodeproof || (otmp->blessed && !rnl(4))) {
153.  		if (flags.verbose) {
154.  		    if (victim == &youmonst)
155.  			pline("Somehow, your %s %s not affected.",
156.  				ostr, plural ? "are" : "is");
157.  		    else if (vismon)
158.  			pline("Somehow, %s's %s %s not affected.",
159.  				mon_nam(victim), ostr, plural ? "are" : "is");
160.  		}
161.  	    } else {
162.  		if (victim == &youmonst)
163.  		    Your("%s %s%s%s!", ostr, action[type],
164.  			plural ? "" : "s",
165.  			erosion+1 == MAX_ERODE ? " completely" :
166.  			erosion ? " further" : "");
167.  		else if (vismon)
168.  		    pline("%s's %s %s%s%s!", Monnam(victim), ostr, action[type],
169.  			plural ? "" : "s",
170.  			erosion+1 == MAX_ERODE ? " completely" :
171.  			erosion ? " further" : "");
172.  		if (is_primary)
173.  		    otmp->oeroded++;
174.  		else
175.  		    otmp->oeroded2++;
176.  	    }
177.  	} else {
178.  	    if (flags.verbose) {
179.  		if (victim == &youmonst)
180.  		    Your("%s %s%s completely %s.", ostr,
181.  			Blind ? "feel" : "look",
182.  			plural ? "" : "s", msg[type]);
183.  		else if (vismon)
184.  		    pline("%s's %s look%s completely %s.",
185.  			Monnam(victim), ostr,
186.  			plural ? "" : "s", msg[type]);
187.  	    }
188.  	}
189.  	return(TRUE);
190.  }
191.  
192.  void
193.  grease_protect(otmp,ostr,plu,victim)
194.  register struct obj *otmp;
195.  register const char *ostr;
196.  register boolean plu;
197.  struct monst *victim;
198.  {
199.  	static const char txt[] = "protected by the layer of grease!";
200.  	boolean vismon = (victim != &youmonst) && canseemon(victim);
201.  
202.  	if (ostr) {
203.  	    if (victim == &youmonst)
204.  		Your("%s %s %s",ostr,plu ? "are" : "is", txt);
205.  	    else if (vismon)
206.  		pline("%s's %s %s %s", Monnam(victim),
207.  		    ostr, plu ? "are" : "is", txt);
208.  	} else {
209.  	    if (victim == &youmonst)
210.  		Your("%s %s",aobjnam(otmp,"are"), txt);
211.  	    else if (vismon)
212.  		pline("%s's %s %s", Monnam(victim), aobjnam(otmp,"are"), txt);
213.  	}
214.  	if (!rn2(2)) {
215.  	    pline_The("grease dissolves.");
216.  	    otmp->greased = 0;
217.  	}
218.  }
219.  
220.  struct trap *
221.  maketrap(x,y,typ)
222.  register int x, y, typ;
223.  {
224.  	register struct trap *ttmp;
225.  	register struct rm *lev;
226.  	register boolean oldplace;
227.  
228.  	if ((ttmp = t_at(x,y)) != 0) {
229.  	    if (ttmp->ttyp == MAGIC_PORTAL) return (struct trap *)0;
230.  	    oldplace = TRUE;
231.  	    if (u.utrap && (x == u.ux) && (y == u.uy) &&
232.  	      ((u.utraptype == TT_BEARTRAP && typ != BEAR_TRAP) ||
233.  	      (u.utraptype == TT_WEB && typ != WEB) ||
234.  	      (u.utraptype == TT_PIT && typ != PIT && typ != SPIKED_PIT)))
235.  		    u.utrap = 0;
236.  	} else {
237.  	    oldplace = FALSE;
238.  	    ttmp = newtrap();
239.  	    ttmp->tx = x;
240.  	    ttmp->ty = y;
241.  	    ttmp->launch.x = -1;	/* force error if used before set */
242.  	    ttmp->launch.y = -1;
243.  	}
244.  	ttmp->ttyp = typ;
245.  	switch(typ) {
246.  	    case STATUE_TRAP:	    /* create a "living" statue */
247.  	      { struct monst *mtmp;
248.  		struct obj *otmp, *statue;
249.  
250.  		statue = mkcorpstat(STATUE, (struct monst *)0,
251.  					&mons[rndmonnum()], x, y, FALSE);
252.  		mtmp = makemon(&mons[statue->corpsenm], 0, 0, NO_MM_FLAGS);
253.  		if (!mtmp) break; /* should never happen */
254.  		while(mtmp->minvent) {
255.  		    otmp = mtmp->minvent;
256.  		    otmp->owornmask = 0;
257.  		    obj_extract_self(otmp);
258.  		    add_to_container(statue, otmp);
259.  		}
260.  		mongone(mtmp);
261.  		break;
262.  	      }
263.  	    case ROLLING_BOULDER_TRAP:	/* boulder will roll towards trigger */
264.  		(void) mkroll_launch(ttmp, x, y, BOULDER, 1L);
265.  		break;
266.  	    case HOLE:
267.  	    case PIT:
268.  	    case SPIKED_PIT:
269.  	    case TRAPDOOR:
270.  		lev = &levl[x][y];
271.  		if (*in_rooms(x, y, SHOPBASE) &&
272.  			((typ == HOLE || typ == TRAPDOOR) || IS_DOOR(lev->typ)))
273.  		    add_damage(x, y,		/* schedule repair */
274.  			(IS_DOOR(lev->typ) && !flags.mon_moving) ? 200L : 0L);
275.  		lev->doormask = 0;	/* subsumes altarmask, icedpool... */
276.  		if (IS_ROOM(lev->typ)) /* && !IS_AIR(lev->typ) */
277.  		    lev->typ = ROOM;
278.  
279.  		/*
280.  		 * some cases which can happen when digging
281.  		 * down while phazing thru solid areas
282.  		 */
283.  		else if (lev->typ == STONE || lev->typ == SCORR)
284.  		    lev->typ = CORR;
285.  		else if (IS_WALL(lev->typ) || lev->typ == SDOOR)
286.  		    lev->typ = level.flags.is_maze_lev ? ROOM :
287.  			       level.flags.is_cavernous_lev ? CORR : DOOR;
288.  
289.  		unearth_objs(x, y);
290.  		break;
291.  	}
292.  	if (ttmp->ttyp == HOLE) ttmp->tseen = 1;  /* You can't hide a hole */
293.  	else ttmp->tseen = 0;
294.  	ttmp->once = 0;
295.  	ttmp->madeby_u = 0;
296.  	ttmp->dst.dnum = -1;
297.  	ttmp->dst.dlevel = -1;
298.  	if (!oldplace) {
299.  	    ttmp->ntrap = ftrap;
300.  	    ftrap = ttmp;
301.  	}
302.  	return(ttmp);
303.  }
304.  
305.  void
306.  fall_through(td)
307.  boolean td;	/* td == TRUE : trapdoor or hole */
308.  {
309.  	d_level dtmp;
310.  	char msgbuf[BUFSZ];
311.  	const char *dont_fall = 0;
312.  	register int newlevel = dunlev(&u.uz);
313.  
314.  	/* KMH -- You can't escape the Sokoban level traps */
315.  	if(Blind && Levitation && !In_sokoban(&u.uz)) return;
316.  
317.  	do {
318.  	    newlevel++;
319.  	} while(!rn2(4) && newlevel < dunlevs_in_dungeon(&u.uz));
320.  
321.  	if(td) {
322.  		struct trap *t=t_at(u.ux,u.uy);
323.  		if (t->ttyp == TRAPDOOR)
324.  			pline("A trap door opens up under you!");
325.  		else
326.  			pline("There's a gaping hole under you!");
327.  	} else pline_The("%s opens up under you!", surface(u.ux,u.uy));
328.  
329.  	if (In_sokoban(&u.uz) && Can_fall_thru(&u.uz))
330.  	    ;	/* KMH -- You can't escape the Sokoban level traps */
331.  	else if(Levitation || u.ustuck || !Can_fall_thru(&u.uz)
332.  	   || Flying || is_clinger(youmonst.data)
333.  	   || (Inhell && !u.uevent.invoked &&
334.  					newlevel == dunlevs_in_dungeon(&u.uz))
335.  		) {
336.  	    dont_fall = "don't fall in.";
337.  	} else if (youmonst.data->msize >= MZ_HUGE) {
338.  	    dont_fall = "don't fit through.";
339.  	} else if (!next_to_u()) {
340.  	    dont_fall = "are jerked back by your pet!";
341.  	}
342.  	if (dont_fall) {
343.  	    You(dont_fall);
344.  	    /* hero didn't fall through, but any objects here might */
345.  	    impact_drop((struct obj *)0, u.ux, u.uy, 0);
346.  	    if (!td) {
347.  		display_nhwindow(WIN_MESSAGE, FALSE);
348.  		pline_The("opening under you closes up.");
349.  	    }
350.  	    return;
351.  	}
352.  
353.  	if(*u.ushops) shopdig(1);
354.  	if (Is_stronghold(&u.uz)) {
355.  	    find_hell(&dtmp);
356.  	} else {
357.  	    dtmp.dnum = u.uz.dnum;
358.  	    dtmp.dlevel = newlevel;
359.  	}
360.  	if (!td)
361.  	    Sprintf(msgbuf, "The hole in the %s above you closes up.",
362.  		    ceiling(u.ux,u.uy));
363.  	schedule_goto(&dtmp, FALSE, TRUE, 0,
364.  		      (char *)0, !td ? msgbuf : (char *)0);
365.  }
366.  
367.  /*
368.   * Animate the given statue.  May have been via shatter attempt, trap,
369.   * or stone to flesh spell.  Return a monster if successfully animated.
370.   * If the monster is animated, the object is deleted.  If fail_reason
371.   * is non-null, then fill in the reason for failure (or success).
372.   *
373.   * The cause of animation is:
374.   *
375.   *	ANIMATE_NORMAL  - hero "finds" the monster
376.   *	ANIMATE_SHATTER - hero tries to destroy the statue
377.   *	ANIMATE_SPELL   - stone to flesh spell hits the statue
378.   *
379.   * Perhaps x, y is not needed if we can use get_obj_location() to find
380.   * the statue's location... ???
381.   */
382.  struct monst *
383.  animate_statue(statue, x, y, cause, fail_reason)
384.  struct obj *statue;
385.  xchar x, y;
386.  int cause;
387.  int *fail_reason;
388.  {
389.  	struct permonst *mptr;
390.  	struct monst *mon = 0;
391.  	struct obj *item;
392.  
393.  	/*
394.  	 * Guard against someone wishing for a statue of a unique monster
395.  	 * (which is allowed in normal play) and then tossing it onto the
396.  	 * [detected or guessed] location of a statue trap.  Normally the
397.  	 * uppermost statue is the one which would be activated.
398.  	 */
399.  	mptr = &mons[statue->corpsenm];
400.  	if (mptr->geno & G_UNIQ) {
401.  	    if (fail_reason) *fail_reason = AS_MON_IS_UNIQUE;
402.  	    return (struct monst *)0;
403.  	    }
404.  
405.  	if ((mon = makemon(mptr, x, y, NO_MINVENT)) == 0) {
406.  	    if (fail_reason) *fail_reason = AS_NO_MON;
407.  	    return (struct monst *)0;
408.  	    }
409.  
410.  	/* if statue has been named, give same name to the monster */
411.  	if (statue->onamelth)
412.  	    mon = christen_monst(mon, ONAME(statue));
413.  	/* transfer any statue contents to monster's inventory */
414.  	while ((item = statue->cobj) != 0) {
415.  	    obj_extract_self(item);
416.  	    add_to_minv(mon, item);
417.  	}
418.  	m_dowear(mon, TRUE);
419.  	delobj(statue);
420.  	/* mimic statue becomes seen mimic; other hiders won't be hidden */
421.  	if (mon->m_ap_type) seemimic(mon);
422.  	else mon->mundetected = FALSE;
423.  	if ((x == u.ux && y == u.uy) || cause == ANIMATE_SPELL)
424.  	    pline_The("statue comes to life!");
425.  	else if (cause == ANIMATE_SHATTER)
426.  	    pline("Instead of shattering, the statue suddenly comes alive!");
427.  	else /* cause == ANIMATE_NORMAL */
428.  	    You("find %s posing as a statue.", a_monnam(mon));
429.  	/* avoid hiding under nothing */
430.  	if (x == u.ux && y == u.uy &&
431.  		Upolyd && hides_under(youmonst.data) && !OBJ_AT(x, y))
432.  	    u.uundetected = 0;
433.  
434.  	if (fail_reason) *fail_reason = AS_OK;
435.  	return mon;
436.  }
437.  
438.  /*
439.   * You've either stepped onto a statue trap's location or you've triggered a
440.   * statue trap by searching next to it or by trying to break it with a wand
441.   * or pick-axe.
442.   */
443.  struct monst *
444.  activate_statue_trap(trap, x, y, shatter)
445.  struct trap *trap;
446.  xchar x, y;
447.  boolean shatter;
448.  {
449.  	struct monst *mtmp = (struct monst *)0;
450.  	struct obj *otmp = sobj_at(STATUE, x, y);
451.  	int fail_reason;
452.  
453.  	/*
454.  	 * Try to animate the first valid statue.  Stop the loop when we
455.  	 * actually create something or the failure cause is not because
456.  	 * the mon was unique.
457.  	 */
458.  	deltrap(trap);
459.  	while (otmp) {
460.  	    mtmp = animate_statue(otmp, x, y,
461.  		    shatter ? ANIMATE_SHATTER : ANIMATE_NORMAL, &fail_reason);
462.  	    if (mtmp || fail_reason != AS_MON_IS_UNIQUE) break;
463.  
464.  	    while ((otmp = otmp->nexthere) != 0)
465.  		if (otmp->otyp == STATUE) break;
466.  	}
467.  
468.  	if (Blind) feel_location(x, y);
469.  	else newsym(x, y);
470.  	return mtmp;
471.  }
472.  
473.  void
474.  dotrap(trap)
475.  register struct trap *trap;
476.  {
477.  	register int ttype = trap->ttyp;
478.  	register struct obj *otmp;
479.  	boolean already_seen = trap->tseen;
480.  
481.  	nomul(0);
482.  
483.  	/* KMH -- You can't escape the Sokoban level traps */
484.  	if (In_sokoban(&u.uz) &&
485.  			(ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
486.  			ttype == TRAPDOOR)) {
487.  	    if (Levitation || Flying)
488.  		pline("Air currents pull you down!");
489.  	    /* then proceed to normal trap effect */
490.  	} else if (already_seen) {
491.  	    if ((Levitation || Flying) &&
492.  		    (ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
493.  		    ttype == BEAR_TRAP)) {
494.  		You("%s over %s %s.",
495.  		    Levitation ? "float" : "fly",
496.  		    a_your[trap->madeby_u],
497.  		    defsyms[trap_to_defsym(ttype)].explanation);
498.  		return;
499.  	    }
500.  	    if(!Fumbling && ttype != MAGIC_PORTAL && ttype != ANTI_MAGIC &&
501.  		(!rn2(5) ||
502.  	    ((ttype == PIT || ttype == SPIKED_PIT) && is_clinger(youmonst.data)))) {
503.  		You("escape %s %s.",
504.  		    (ttype == ARROW_TRAP && !trap->madeby_u) ? "an" :
505.  			a_your[trap->madeby_u],
506.  		    defsyms[trap_to_defsym(ttype)].explanation);
507.  		return;
508.  	    }
509.  	}
510.  
511.  	switch(ttype) {
512.  	    case ARROW_TRAP:
513.  		seetrap(trap);
514.  		pline("An arrow shoots out at you!");
515.  		otmp = mksobj(ARROW, TRUE, FALSE);
516.  		otmp->quan = 1L;
517.  		otmp->owt = weight(otmp);
518.  		if (thitu(8, dmgval(otmp, &youmonst), otmp, "arrow")) {
519.  		    obfree(otmp, (struct obj *)0);
520.  		} else {
521.  		    place_object(otmp, u.ux, u.uy);
522.  		    if (!Blind) otmp->dknown = 1;
523.  		    stackobj(otmp);
524.  		    newsym(u.ux, u.uy);
525.  		}
526.  		break;
527.  	    case DART_TRAP:
528.  		seetrap(trap);
529.  		pline("A little dart shoots out at you!");
530.  		otmp = mksobj(DART, TRUE, FALSE);
531.  		otmp->quan = 1L;
532.  		otmp->owt = weight(otmp);
533.  		if (!rn2(6)) otmp->opoisoned = 1;
534.  		if (thitu(7, dmgval(otmp, &youmonst), otmp, "little dart")) {
535.  		    if (otmp->opoisoned)
536.  			poisoned("dart",A_CON,"poison dart",10);
537.  		    obfree(otmp, (struct obj *)0);
538.  		} else {
539.  		    place_object(otmp, u.ux, u.uy);
540.  		    if (!Blind) otmp->dknown = 1;
541.  		    stackobj(otmp);
542.  		    newsym(u.ux, u.uy);
543.  		}
544.  		break;
545.  	    case ROCKTRAP:
546.  		{
547.  		    int dmg = d(2,6); /* should be std ROCK dmg? */
548.  
549.  		    seetrap(trap);
550.  		    otmp = mksobj_at(ROCK, u.ux, u.uy, TRUE);
551.  		    otmp->quan = 1L;
552.  		    otmp->owt = weight(otmp);
553.  
554.      pline("A trap door in the %s opens and a rock falls on your %s!",
555.  			    ceiling(u.ux,u.uy),
556.  			    body_part(HEAD));
557.  
558.  		    if (uarmh) {
559.  			if(is_metallic(uarmh)) {
560.  			    pline("Fortunately, you are wearing a hard helmet.");
561.  			    dmg = 2;
562.  			} else if (flags.verbose) {
563.  			    Your("%s does not protect you.", xname(uarmh));
564.  			}
565.  		    }
566.  
567.  		    if (!Blind) otmp->dknown = 1;
568.  		    stackobj(otmp);
569.  		    newsym(u.ux,u.uy);	/* map the rock */
570.  
571.  		    losehp(dmg, "falling rock", KILLED_BY_AN);
572.  		    exercise(A_STR, FALSE);
573.  		}
574.  		break;
575.  
576.  	    case SQKY_BOARD:	    /* stepped on a squeaky board */
577.  		if (Levitation || Flying) {
578.  		    if (!Blind) {
579.  			seetrap(trap);
580.  			if (Hallucination)
581.  				You("notice a crease in the linoleum.");
582.  			else
583.  				You("notice a loose board below you.");
584.  		    }
585.  		} else {
586.  		    seetrap(trap);
587.  		    pline("A board beneath you squeaks loudly.");
588.  		    wake_nearby();
589.  		}
590.  		break;
591.  
592.  	    case BEAR_TRAP:
593.  		if(Levitation || Flying) break;
594.  		seetrap(trap);
595.  		if(amorphous(youmonst.data) || is_whirly(youmonst.data) ||
596.  						    unsolid(youmonst.data)) {
597.  		    pline("%s bear trap closes harmlessly through you.",
598.  			    A_Your[trap->madeby_u]);
599.  		    break;
600.  		}
601.  		if(youmonst.data->msize <= MZ_SMALL) {
602.  		    pline("%s bear trap closes harmlessly over you.",
603.  			    A_Your[trap->madeby_u]);
604.  		    break;
605.  		}
606.  		u.utrap = rn1(4, 4);
607.  		u.utraptype = TT_BEARTRAP;
608.  #ifdef STEED
609.  		if (u.usteed) {
610.  		    pline("%s bear trap closes on %s %s!",
611.  			A_Your[trap->madeby_u], s_suffix(mon_nam(u.usteed)),
612.  			body_part(FOOT));
613.  		} else
614.  #endif
615.  		{
616.  		    pline("%s bear trap closes on your %s!",
617.  			    A_Your[trap->madeby_u], body_part(FOOT));
618.  		    if(u.umonnum == PM_OWLBEAR || u.umonnum == PM_BUGBEAR)
619.  			You("howl in anger!");
620.  		}
621.  		exercise(A_DEX, FALSE);
622.  		break;
623.  
624.  	    case SLP_GAS_TRAP:
625.  		seetrap(trap);
626.  		if(Sleep_resistance) {
627.  		    You("are enveloped in a cloud of gas!");
628.  		    break;
629.  		}
630.  		pline("A cloud of gas puts you to sleep!");
631.  		flags.soundok = 0;
632.  		fall_asleep(-rnd(25), TRUE);
633.  		afternmv = Hear_again;
634.  		break;
635.  
636.  	    case RUST_TRAP:
637.  		seetrap(trap);
638.  		if (u.umonnum == PM_IRON_GOLEM) {
639.  		    pline("%s you!", A_gush_of_water_hits);
640.  		    You("are covered with rust!");
641.  		    rehumanize();
642.  		    break;
643.  		} else if (u.umonnum == PM_GREMLIN && rn2(3)) {
644.  		    pline("%s you!", A_gush_of_water_hits);
645.  		    (void)split_mon(&youmonst, (struct monst *)0);
646.  		    break;
647.  		}
648.  
649.  	    /* Unlike monsters, traps cannot aim their rust attacks at
650.  	     * you, so instead of looping through and taking either the
651.  	     * first rustable one or the body, we take whatever we get,
652.  	     * even if it is not rustable.
653.  	     */
654.  		switch (rn2(5)) {
655.  		    case 0:
656.  			pline("%s you on the %s!", A_gush_of_water_hits,
657.  				    body_part(HEAD));
658.  			(void) rust_dmg(uarmh, "helmet", 1, TRUE, &youmonst);
659.  			break;
660.  		    case 1:
661.  			pline("%s your left %s!", A_gush_of_water_hits,
662.  				    body_part(ARM));
663.  			if (rust_dmg(uarms, "shield", 1, TRUE, &youmonst))
664.  			    break;
665.  			if (uwep && bimanual(uwep))
666.  			    goto two_hand;
667.  			/* Two goto statements in a row--aaarrrgggh! */
668.  glovecheck:		(void) rust_dmg(uarmg, "gauntlets", 1, TRUE, &youmonst);
669.  			/* Not "metal gauntlets" since it gets called
670.  			 * even if it's leather for the message
671.  			 */
672.  			break;
673.  		    case 2:
674.  			pline("%s your right %s!", A_gush_of_water_hits,
675.  				    body_part(ARM));
676.  two_hand:		erode_weapon(&youmonst, FALSE);
677.  			goto glovecheck;
678.  		    default:
679.  			pline("%s you!", A_gush_of_water_hits);
680.  			for (otmp=invent; otmp; otmp = otmp->nobj)
681.  				    (void) snuff_lit(otmp);
682.  			if (uarmc)
683.  			    (void) rust_dmg(uarmc, "cloak", 1, TRUE, &youmonst);
684.  			else if (uarm)
685.  			    (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
686.  #ifdef TOURIST
687.  			else if (uarmu)
688.  			    (void) rust_dmg(uarmu, "shirt", 1, TRUE, &youmonst);
689.  #endif
690.  		}
691.  		break;
692.  
693.  	    case FIRE_TRAP:
694.  		seetrap(trap);
695.  		dofiretrap((struct obj *)0);
696.  		break;
697.  
698.  	    case PIT:
699.  	    case SPIKED_PIT:
700.  		/* KMH -- You can't escape the Sokoban level traps */
701.  		if (!In_sokoban(&u.uz) && (Levitation || Flying)) break;
702.  		seetrap(trap);
703.  		if (is_clinger(youmonst.data)) {
704.  		    if(trap->tseen) {
705.  			You("see %s %spit below you.", a_your[trap->madeby_u],
706.  			    ttype == SPIKED_PIT ? "spiked " : "");
707.  		    } else {
708.  			pline("%s pit %sopens up under you!",
709.  			    A_Your[trap->madeby_u],
710.  			    ttype == SPIKED_PIT ? "full of spikes " : "");
711.  			You("don't fall in!");
712.  		    }
713.  		    break;
714.  		}
715.  		You("fall into %s pit!", a_your[trap->madeby_u]);
716.  		if (ttype == SPIKED_PIT)
717.  		    You("land on a set of sharp iron spikes!");
718.  		if (!Passes_walls)
719.  		    u.utrap = rn1(6,2);
720.  		u.utraptype = TT_PIT;
721.  		if (ttype == SPIKED_PIT) {
722.  		    losehp(rnd(10),"fell into a pit of iron spikes",
723.  			NO_KILLER_PREFIX);
724.  		    if (!rn2(6))
725.  			poisoned("spikes", A_STR, "fall onto poison spikes", 8);
726.  		} else
727.  		    losehp(rnd(6),"fell into a pit", NO_KILLER_PREFIX);
728.  		if (Punished && !carried(uball)) {
729.  		    unplacebc();
730.  		    ballfall();
731.  		    placebc();
732.  		}
733.  		selftouch("Falling, you");
734.  		vision_full_recalc = 1;	/* vision limits change */
735.  		exercise(A_STR, FALSE);
736.  		exercise(A_DEX, FALSE);
737.  		break;
738.  	    case HOLE:
739.  	    case TRAPDOOR:
740.  		seetrap(trap);
741.  		if (!Can_fall_thru(&u.uz)) {
742.  		    impossible("dotrap: %ss cannot exist on this level.",
743.  			       defsyms[trap_to_defsym(ttype)].explanation);
744.  		    break;		/* don't activate it after all */
745.  		}
746.  		fall_through(TRUE);
747.  		break;
748.  
749.  	    case TELEP_TRAP:
750.  		seetrap(trap);
751.  		tele_trap(trap);
752.  		break;
753.  	    case LEVEL_TELEP:
754.  		seetrap(trap);
755.  		level_tele_trap(trap);
756.  		break;
757.  
758.  	    case WEB: /* Our luckless player has stumbled into a web. */
759.  		seetrap(trap);
760.  		if (amorphous(youmonst.data) || is_whirly(youmonst.data) ||
761.  						    unsolid(youmonst.data)) {
762.  		    if (acidic(youmonst.data) || u.umonnum == PM_GELATINOUS_CUBE ||
763.  			u.umonnum == PM_FIRE_ELEMENTAL) {
764.  			You("%s %s spider web!",
765.  			    (u.umonnum == PM_FIRE_ELEMENTAL) ? "burn" : "dissolve",
766.  			    a_your[trap->madeby_u]);
767.  			deltrap(trap);
768.  			newsym(u.ux,u.uy);
769.  			break;
770.  		    }
771.  		    You("flow through %s spider web.",
772.  			    a_your[trap->madeby_u]);
773.  		    break;
774.  		}
775.  		if (youmonst.data->mlet == S_SPIDER) {
776.  		    pline(trap->madeby_u ? "You take a walk on your web."
777.  					 : "There is a spider web here.");
778.  		    break;
779.  		}
780.  		You("%s into %s spider web!",
781.  		      Levitation ? (const char *)"float" :
782.  		      locomotion(youmonst.data, "stumble"),
783.  		      a_your[trap->madeby_u]);
784.  		u.utraptype = TT_WEB;
785.  
786.  		/* Time stuck in the web depends on your strength. */
787.  		{
788.  		    register int str = ACURR(A_STR);
789.  
790.  		    if (str == 3) u.utrap = rn1(6,6);
791.  		    else if (str < 6) u.utrap = rn1(6,4);
792.  		    else if (str < 9) u.utrap = rn1(4,4);
793.  		    else if (str < 12) u.utrap = rn1(4,2);
794.  		    else if (str < 15) u.utrap = rn1(2,2);
795.  		    else if (str < 18) u.utrap = rnd(2);
796.  		    else if (str < 69) u.utrap = 1;
797.  		    else {
798.  			u.utrap = 0;
799.  			You("tear through %s web!", a_your[trap->madeby_u]);
800.  			deltrap(trap);
801.  			newsym(u.ux,u.uy);	/* get rid of trap symbol */
802.  		    }
803.  		}
804.  		break;
805.  
806.  	    case STATUE_TRAP:
807.  		(void) activate_statue_trap(trap, u.ux, u.uy, FALSE);
808.  		break;
809.  
810.  	    case MAGIC_TRAP:	    /* A magic trap. */
811.  		seetrap(trap);
812.  		if (!rn2(30)) {
813.  		    deltrap(trap);
814.  		    newsym(u.ux,u.uy);	/* update position */
815.  		    You("are caught in a magical explosion!");
816.  		    losehp(rnd(10), "magical explosion", KILLED_BY_AN);
817.  		    Your("body absorbs some of the magical energy!");
818.  		    u.uen = (u.uenmax += 2);
819.  		} else domagictrap();
820.  		break;
821.  
822.  	    case ANTI_MAGIC:
823.  		seetrap(trap);
824.  		if(Antimagic) {
825.  		    shieldeff(u.ux, u.uy);
826.  		    You_feel("momentarily lethargic.");
827.  		} else drain_en(rnd(u.ulevel) + 1);
828.  		break;
829.  
830.  	    case POLY_TRAP:
831.  		seetrap(trap);
832.  		You("%s onto a polymorph trap!",
833.  		    Levitation ? (const char *)"float" :
834.  		    locomotion(youmonst.data, "step"));
835.  		if(Antimagic || Unchanging) {
836.  		    shieldeff(u.ux, u.uy);
837.  		    You_feel("momentarily different.");
838.  		    /* Trap did nothing; don't remove it --KAA */
839.  		} else {
840.  		    deltrap(trap);	/* delete trap before polymorph */
841.  		    newsym(u.ux,u.uy);	/* get rid of trap symbol */
842.  		    You_feel("a change coming over you.");
843.  		    polyself();
844.  		}
845.  		break;
846.  
847.  	    case LANDMINE:
848.  		if (Levitation || Flying) {
849.  		    if (!already_seen && rn2(3)) break;
850.  		    seetrap(trap);
851.  		    pline("%s %s in a pile of soil below you.",
852.  			    already_seen ? "There is" : "You discover",
853.  			    trap->madeby_u ? "the trigger of your mine" :
854.  					     "a trigger");
855.  		    if (already_seen && rn2(3)) break;
856.  		    pline("KAABLAMM!!!  The air currents set %s%s off!",
857.  			    already_seen ? a_your[trap->madeby_u] : "",
858.  			    already_seen ? " land mine" : "it");
859.  		} else {
860.  		    seetrap(trap);
861.  		    pline("KAABLAMM!!!  You triggered %s land mine!",
862.  					    a_your[trap->madeby_u]);
863.  		    set_wounded_legs(LEFT_SIDE, rn1(35, 41));
864.  		    set_wounded_legs(RIGHT_SIDE, rn1(35, 41));
865.  		    exercise(A_DEX, FALSE);
866.  		}
867.  		blow_up_landmine(trap);
868.  		newsym(u.ux,u.uy);		/* update trap symbol */
869.  		losehp(rnd(16), "land mine", KILLED_BY_AN);
870.  		/* fall recursively into the pit... */
871.  		if ((trap = t_at(u.ux, u.uy)) != 0) dotrap(trap);
872.  		break;
873.  
874.  	    case ROLLING_BOULDER_TRAP:
875.  		seetrap(trap);
876.  		pline("Click! You trigger a rolling boulder trap!");
877.  		if(!launch_obj(BOULDER, trap->launch.x, trap->launch.y,
878.  		      trap->launch2.x,trap->launch2.y, ROLL)) {
879.  		    deltrap(trap);
880.  		    newsym(u.ux,u.uy);	/* get rid of trap symbol */
881.  		    pline("Fortunately for you, no boulder was released.");
882.  		}
883.  		break;
884.  
885.  	    case MAGIC_PORTAL:
886.  		seetrap(trap);
887.  		domagicportal(trap);
888.  		break;
889.  
890.  	    default:
891.  		seetrap(trap);
892.  		impossible("You hit a trap of type %u", trap->ttyp);
893.  	}
894.  }
895.  
896.  /* some actions common to both player and monsters for triggered landmine */
897.  STATIC_OVL void
898.  blow_up_landmine(trap)
899.  struct trap *trap;
900.  {
901.  	scatter(trap->tx, trap->ty, 4,
902.  		MAY_DESTROY | MAY_HIT | MAY_FRACTURE | VIS_EFFECTS,
903.  		(struct obj *)0);
904.  	del_engr_at(trap->tx, trap->ty);
905.  	wake_nearto(trap->tx, trap->ty, 400);
906.  	if (IS_DOOR(levl[trap->tx][trap->ty].typ))
907.  	    levl[trap->tx][trap->ty].doormask = D_BROKEN;
908.  	/* TODO: destroy drawbridge if present;
909.  		 sometimes delete trap instead of always leaving a pit */
910.  	trap->ttyp = PIT;		/* explosion creates a pit */
911.  	trap->madeby_u = FALSE;		/* resulting pit isn't yours */
912.  }
913.  
914.  #endif /* OVLB */
915.  #ifdef OVL3
916.  
917.  /*
918.   * Move obj from (x1,y1) to (x2,y2)
919.   *
920.   * Return 0 if no object was launched.
921.   *        1 if an object was launched and placed somewhere.
922.   *        2 if an object was launched, but used up.
923.   */
924.  int
925.  launch_obj(otyp, x1, y1, x2, y2, style)
926.  short otyp;
927.  register int x1,y1,x2,y2;
928.  int style;
929.  {
930.  	register struct monst *mtmp;
931.  	register struct obj *otmp;
932.  	register int dx,dy;
933.  	struct obj *singleobj;
934.  	boolean used_up = FALSE;
935.  	boolean otherside = FALSE;
936.  	int dist;
937.  	int tmp;
938.  	int delaycnt = 0;
939.  
940.  	otmp = sobj_at(otyp, x1, y1);
941.  	/* Try the other side too, for rolling boulder traps */
942.  	if (!otmp && otyp == BOULDER) {
943.  		otherside = TRUE;
944.  		otmp = sobj_at(otyp, x2, y2);
945.  	}
946.  	if (!otmp) return 0;
947.  	if (otherside) {	/* swap 'em */
948.  		int tx, ty;
949.  
950.  		tx = x1; ty = y1;
951.  		x1 = x2; y1 = y2;
952.  		x2 = tx; y2 = ty;
953.  	}
954.  
955.  	if (otmp->quan == 1L) {
956.  	    obj_extract_self(otmp);
957.  	    singleobj = otmp;
958.  	    otmp = (struct obj *) 0;
959.  	} else {
960.  	    singleobj = splitobj(otmp, otmp->quan - 1L);
961.  	    obj_extract_self(singleobj);
962.  	}
963.  	newsym(x1,y1);
964.  	/* in case you're using a pick-axe to chop the boulder that's being
965.  	   launched (perhaps a monster triggered it), destroy context so that
966.  	   next dig attempt never thinks you're resuming previous effort */
967.  	if ((otyp == BOULDER || otyp == STATUE) &&
968.  	    singleobj->ox == digging.pos.x && singleobj->oy == digging.pos.y)
969.  	    (void) memset((genericptr_t)&digging, 0, sizeof digging);
970.  
971.  	dist = distmin(x1,y1,x2,y2);
972.  	bhitpos.x = x1;
973.  	bhitpos.y = y1;
974.  	dx = sgn(x2 - x1);
975.  	dy = sgn(y2 - y1);
976.  	switch (style) {
977.  	    case ROLL:
978.  			delaycnt = 2;
979.  			/* fall through */
980.  	    default:
981.  			if (!delaycnt) delaycnt = 1;
982.  			if (!cansee(bhitpos.x,bhitpos.y)) curs_on_u();
983.  			tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
984.  			tmp_at(bhitpos.x, bhitpos.y);
985.  	}
986.  
987.  	/* Set the object in motion */
988.  	while(dist-- > 0 && !used_up) {
989.  		tmp_at(bhitpos.x, bhitpos.y);
990.  		tmp = delaycnt;
991.  
992.  		/* dstage@u.washington.edu -- Delay only if hero sees it */
993.  		if (cansee(bhitpos.x, bhitpos.y))
994.  			while (tmp-- > 0) delay_output();
995.  
996.  		bhitpos.x += dx;
997.  		bhitpos.y += dy;
998.  
999.  		if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
1000. 			if (otyp == BOULDER && throws_rocks(mtmp->data)) {
1001. 			    if (rn2(3)) {
1002. 				pline("%s snatches the boulder.",
1003. 					Monnam(mtmp));
1004. 				mpickobj(mtmp, singleobj);
1005. 				used_up = TRUE;
1006. 				break;
1007. 			    }
1008. 			}
1009. 			if (ohitmon(mtmp,singleobj,
1010. 					(style==ROLL) ? -1 : dist, FALSE)) {
1011. 				used_up = TRUE;
1012. 				break;
1013. 			}
1014. 		} else if (bhitpos.x==u.ux && bhitpos.y==u.uy) {
1015. 			int hitvalu, hitu;
1016. 			if (multi) nomul(0);
1017. 			hitvalu = 9 + singleobj->spe;
1018. 			hitu = thitu(hitvalu,
1019. 				dmgval(singleobj, &youmonst),
1020. 				singleobj,
1021. 				xname(singleobj));
1022. 			if (hitu) stop_occupation();
1023. 		}
1024. 		if (style == ROLL) {
1025. 		    if (down_gate(bhitpos.x, bhitpos.y) != -1) {
1026. 		       if (ship_object(singleobj, bhitpos.x, bhitpos.y, FALSE)){
1027. 				used_up = TRUE;
1028. 				break;
1029. 			}
1030. 		    }
1031. 		    if (flooreffects(singleobj, bhitpos.x, bhitpos.y, "fall")) {
1032. 			used_up = TRUE;
1033. 			break;
1034. 		    }
1035. 		}
1036. 		if (otyp == BOULDER && closed_door(bhitpos.x,bhitpos.y)) {
1037. 			if (cansee(bhitpos.x, bhitpos.y))
1038. 				pline_The("boulder crashes through a door.");
1039. 			levl[bhitpos.x][bhitpos.y].doormask = D_BROKEN;
1040. 		}
1041. 	}
1042. 	tmp_at(DISP_END, 0);
1043. 	if (!used_up) {
1044. 		place_object(singleobj, x2,y2);
1045. 		newsym(x2,y2);
1046. 		return 1;
1047. 	} else
1048. 		return 2;
1049. }
1050. #endif /* OVL3 */
1051. #ifdef OVLB
1052. 
1053. void
1054. seetrap(trap)
1055. 	register struct trap *trap;
1056. {
1057. 	if(!trap->tseen) {
1058. 	    trap->tseen = 1;
1059. 	    newsym(trap->tx, trap->ty);
1060. 	}
1061. }
1062. 
1063. #endif /* OVLB */
1064. #ifdef OVL3
1065. 
1066. STATIC_OVL int
1067. mkroll_launch(ttmp, x, y, otyp, ocount)
1068. struct trap *ttmp;
1069. xchar x,y;
1070. short otyp;
1071. long ocount;
1072. {
1073. 	struct obj *otmp;
1074. 	register int tmp;
1075. 	schar dx,dy;
1076. 	int distance;
1077. 	coord cc;
1078. 	coord bcc;
1079. 	int trycount = 0;
1080. 	boolean success = FALSE;
1081. 	int mindist = 4;
1082. 
1083. 	if (ttmp->ttyp == ROLLING_BOULDER_TRAP) mindist = 2;
1084. 	distance = rn1(5,4);    /* 4..8 away */
1085. 	tmp = rn2(8);		/* randomly pick a direction to try first */
1086. 	while (distance >= mindist) {
1087. 		dx = xdir[tmp];
1088. 		dy = ydir[tmp];
1089. 		cc.x = x; cc.y = y;
1090. 		/* Prevent boulder from being placed on water */
1091. 		if (ttmp->ttyp == ROLLING_BOULDER_TRAP
1092. 				&& is_pool(x+distance*dx,y+distance*dy))
1093. 			success = FALSE;
1094. 		else success = isclearpath(&cc, distance, dx, dy);
1095. 		if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
1096. 			boolean success_otherway;
1097. 			bcc.x = x; bcc.y = y;
1098. 			success_otherway = isclearpath(&bcc, distance,
1099. 						-(dx), -(dy));
1100. 			if (!success_otherway) success = FALSE;
1101. 		}
1102. 		if (success) break;
1103. 		if (++tmp > 7) tmp = 0;
1104. 		if ((++trycount % 8) == 0) --distance;
1105. 	}
1106. 	if (!success) {
1107. 	    /* create the trap without any ammo, launch pt at trap location */
1108. 		cc.x = bcc.x = x;
1109. 		cc.y = bcc.y = y;
1110. 	} else {
1111. 		otmp = mksobj(otyp, TRUE, FALSE);
1112. 		otmp->quan = ocount;
1113. 		otmp->owt = weight(otmp);
1114. 		place_object(otmp, cc.x, cc.y);
1115. 		stackobj(otmp);
1116. 	}
1117. 	ttmp->launch.x = cc.x;
1118. 	ttmp->launch.y = cc.y;
1119. 	if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
1120. 		ttmp->launch2.x = bcc.x;
1121. 		ttmp->launch2.y = bcc.y;
1122. 	} else
1123. 		ttmp->launch_otyp = otyp;
1124. 	newsym(ttmp->launch.x, ttmp->launch.y);
1125. 	return 1;
1126. }
1127. 
1128. STATIC_OVL boolean
1129. isclearpath(cc,distance,dx,dy)
1130. coord *cc;
1131. int distance;
1132. schar dx,dy;
1133. {
1134. 	uchar typ;
1135. 	xchar x, y;
1136. 
1137. 	x = cc->x;
1138. 	y = cc->y;
1139. 	while (distance-- > 0) {
1140. 		x += dx;
1141. 		y += dy;
1142. 		typ = levl[x][y].typ;
1143. 		if (!isok(x,y) || !ZAP_POS(typ) || closed_door(x,y))
1144. 			return FALSE;
1145. 	}
1146. 	cc->x = x;
1147. 	cc->y = y;
1148. 	return TRUE;
1149. }
1150. #endif /* OVL3 */
1151. #ifdef OVL1
1152. 
1153. int
1154. mintrap(mtmp)
1155. register struct monst *mtmp;
1156. {
1157. 	register struct trap *trap = t_at(mtmp->mx, mtmp->my);
1158. 	boolean trapkilled = FALSE;
1159. 	struct permonst *mptr = mtmp->data;
1160. 	struct obj *otmp;
1161. 
1162. 	if (!trap) {
1163. 	    mtmp->mtrapped = 0;	/* perhaps teleported? */
1164. 	} else if (mtmp->mtrapped) {	/* is currently in the trap */
1165. 	    if (!rn2(40)) {
1166. 		if (sobj_at(BOULDER, mtmp->mx, mtmp->my) &&
1167. 			(trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
1168. 		    if (!rn2(2)) {
1169. 			mtmp->mtrapped = 0;
1170. 			if (canseemon(mtmp))
1171. 			    pline("%s pulls free...", Monnam(mtmp));
1172. 			fill_pit(mtmp->mx, mtmp->my);
1173. 		    }
1174. 		} else {
1175. 		    mtmp->mtrapped = 0;
1176. 		}
1177. 	    } else if (trap->ttyp == BEAR_TRAP && metallivorous(mptr)) {
1178. 		if (canseemon(mtmp))
1179. 		    pline("%s eats a bear trap!", Monnam(mtmp));
1180. 		deltrap(trap);
1181. 		mtmp->meating = 5;
1182. 		mtmp->mtrapped = 0;
1183. 	    }
1184. 	} else {
1185. 	    register int tt = trap->ttyp;
1186. 	    boolean in_sight, tear_web, see_it,
1187. 		    inescapable = ((tt == HOLE || tt == PIT) &&
1188. 				   In_sokoban(&u.uz) && !trap->madeby_u);
1189. 	    const char *fallverb;
1190. 
1191. 	    if (!inescapable &&
1192. 		    ((mtmp->mtrapseen & (1 << (tt-1))) != 0 ||
1193. 			(tt == HOLE && !mindless(mtmp->data)))) {
1194. 		/* it has been in such a trap - perhaps it escapes */
1195. 		if(rn2(4)) return(0);
1196. 	    } else {
1197. 		mtmp->mtrapseen |= (1 << (tt-1));
1198. 	    }
1199. 	    /* Monster is aggravated by being trapped by you.
1200. 	       Recognizing who made the trap isn't completely
1201. 	       unreasonable; everybody has their own style. */
1202. 	    if (trap->madeby_u && rnl(5)) setmangry(mtmp);
1203. 
1204. 	    /* bug?  `in_sight' ought to be split to distinguish between
1205. 	       trap_in_sight and can_see_victim to handle invisible monsters */
1206. 	    in_sight = canseemon(mtmp);
1207. 	    switch (tt) {
1208. 		case ARROW_TRAP:
1209. 			otmp = mksobj(ARROW, TRUE, FALSE);
1210. 			otmp->quan = 1L;
1211. 			otmp->owt = weight(otmp);
1212. 			if (in_sight) seetrap(trap);
1213. 			if(thitm(8, mtmp, otmp, 0)) trapkilled = TRUE;
1214. 			break;
1215. 		case DART_TRAP:
1216. 			otmp = mksobj(DART, TRUE, FALSE);
1217. 			otmp->quan = 1L;
1218. 			otmp->owt = weight(otmp);
1219. 			if (!rn2(6)) otmp->opoisoned = 1;
1220. 			if (in_sight) seetrap(trap);
1221. 			if(thitm(7, mtmp, otmp, 0)) trapkilled = TRUE;
1222. 			break;
1223. 		case ROCKTRAP:
1224. 			otmp = mksobj(ROCK, TRUE, FALSE);
1225. 			otmp->quan = 1L;
1226. 			otmp->owt = weight(otmp);
1227. 			if (in_sight) seetrap(trap);
1228. 			if (thitm(0, mtmp, otmp, d(2, 6)))
1229. 			    trapkilled = TRUE;
1230. 			break;
1231. 
1232. 		case SQKY_BOARD:
1233. 			if(is_flyer(mptr)) break;
1234. 			/* stepped on a squeaky board */
1235. 			if (in_sight) {
1236. 			    pline("A board beneath %s squeaks loudly.", mon_nam(mtmp));
1237. 			    seetrap(trap);
1238. 			} else
1239. 			   You_hear("a distant squeak.");
1240. 			/* wake up nearby monsters */
1241. 			wake_nearto(mtmp->mx, mtmp->my, 40);
1242. 			break;
1243. 
1244. 		case BEAR_TRAP:
1245. 			if(mptr->msize > MZ_SMALL &&
1246. 				!amorphous(mptr) && !is_flyer(mptr) &&
1247. 				!is_whirly(mptr) && !unsolid(mptr)) {
1248. 			    mtmp->mtrapped = 1;
1249. 			    if(in_sight) {
1250. 				pline("%s is caught in %s bear trap!",
1251. 				      Monnam(mtmp), a_your[trap->madeby_u]);
1252. 				seetrap(trap);
1253. 			    } else {
1254. 				if((mptr == &mons[PM_OWLBEAR]
1255. 				    || mptr == &mons[PM_BUGBEAR])
1256. 				   && flags.soundok)
1257. 				    You_hear("the roaring of an angry bear!");
1258. 			    }
1259. 			}
1260. 			break;
1261. 
1262. 		case SLP_GAS_TRAP:
1263. 			if (!resists_sleep(mtmp) &&
1264. 				!mtmp->msleeping && mtmp->mcanmove) {
1265. 			    mtmp->mcanmove = 0;
1266. 			    mtmp->mfrozen = rnd(25);
1267. 			    if (in_sight) {
1268. 				pline("%s suddenly falls asleep!",
1269. 				      Monnam(mtmp));
1270. 				seetrap(trap);
1271. 			    }
1272. 			}
1273. 			break;
1274. 
1275. 		case RUST_TRAP:
1276. 		    {
1277. 			struct obj *target;
1278. 
1279. 			if (in_sight)
1280. 			    seetrap(trap);
1281. 			switch (rn2(5)) {
1282. 			case 0:
1283. 			    if (in_sight)
1284. 				pline("%s %s on the %s!", A_gush_of_water_hits,
1285. 				    mon_nam(mtmp), mbodypart(mtmp, HEAD));
1286. 			    target = which_armor(mtmp, W_ARMH);
1287. 			    (void) rust_dmg(target, "helmet", 1, TRUE, mtmp);
1288. 			    break;
1289. 			case 1:
1290. 			    if (in_sight)
1291. 				pline("%s %s's left %s!", A_gush_of_water_hits,
1292. 				    mon_nam(mtmp), mbodypart(mtmp, ARM));
1293. 			    target = which_armor(mtmp, W_ARMS);
1294. 			    if (rust_dmg(target, "shield", 1, TRUE, mtmp))
1295. 				break;
1296. 			    target = MON_WEP(mtmp);
1297. 			    if (target && bimanual(target))
1298. 				goto two_hand;
1299. glovecheck:		    target = which_armor(mtmp, W_ARMG);
1300. 			    (void) rust_dmg(target, "gauntlets", 1, TRUE, mtmp);
1301. 			    break;
1302. 			case 2:
1303. 			    if (in_sight)
1304. 				pline("%s %s's right %s!", A_gush_of_water_hits,
1305. 				    mon_nam(mtmp), mbodypart(mtmp, ARM));
1306. two_hand:		    erode_weapon(mtmp, FALSE);
1307. 			    goto glovecheck;
1308. 			default:
1309. 			    if (in_sight)
1310. 				pline("%s %s!", A_gush_of_water_hits,
1311. 				    mon_nam(mtmp));
1312. 			    for (otmp=mtmp->minvent; otmp; otmp = otmp->nobj)
1313. 				(void) snuff_lit(otmp);
1314. 			    target = which_armor(mtmp, W_ARMC);
1315. 			    if (target)
1316. 				(void) rust_dmg(target, "cloak", 1, TRUE, mtmp);
1317. 			    else {
1318. 				target = which_armor(mtmp, W_ARM);
1319. 				if (target)
1320. 				    (void) rust_dmg(target, "armor", 1, TRUE, mtmp);
1321. #ifdef TOURIST
1322. 				else {
1323. 				    target = which_armor(mtmp, W_ARMU);
1324. 				    (void) rust_dmg(target, "shirt", 1, TRUE, mtmp);
1325. 				}
1326. #endif
1327. 			    }
1328. 			}
1329. 			if (mptr == &mons[PM_IRON_GOLEM]) {
1330. 				if (in_sight)
1331. 				    pline("%s falls to pieces!", Monnam(mtmp));
1332. 				else if(mtmp->mtame)
1333. 				    pline("May %s rust in peace.",
1334. 								mon_nam(mtmp));
1335. 				mondied(mtmp);
1336. 				if (mtmp->mhp <= 0)
1337. 					trapkilled = TRUE;
1338. 			} else if (mptr == &mons[PM_GREMLIN] && rn2(3)) {
1339. 				(void)split_mon(mtmp, (struct monst *)0);
1340. 			}
1341. 			break;
1342. 		    }
1343. 		case FIRE_TRAP:
1344.  mfiretrap:
1345. 			see_it = cansee(mtmp->mx, mtmp->my);
1346. 			if (in_sight)
1347. 			    pline("A %s erupts from the %s under %s!",
1348. 				  tower_of_flame,
1349. 				  surface(mtmp->mx,mtmp->my), mon_nam(mtmp));
1350. 			else if (see_it)  /* evidently `mtmp' is invisible */
1351. 			    You("see a %s erupt from the %s!",
1352. 				tower_of_flame, surface(mtmp->mx,mtmp->my));
1353. 
1354. 			if (resists_fire(mtmp)) {
1355. 			    if (in_sight) {
1356. 				shieldeff(mtmp->mx,mtmp->my);
1357. 				pline("%s is uninjured.", Monnam(mtmp));
1358. 			    }
1359. 			} else {
1360. 			    int num = d(2,4);
1361. 
1362. 			    if (thitm(0, mtmp, (struct obj *)0, num))
1363. 				trapkilled = TRUE;
1364. 			    else
1365. 				/* we know mhp is at least `num' below mhpmax,
1366. 				   so no (mhp > mhpmax) check is needed here */
1367. 				mtmp->mhpmax -= rn2(num + 1);
1368. 			}
1369. 			if (burnarmor(mtmp) || rn2(3)) {
1370. 			    (void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
1371. 			    (void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
1372. 			    (void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
1373. 			}
1374. 			if (burn_floor_paper(mtmp->mx, mtmp->my, see_it) &&
1375. 				!see_it && distu(mtmp->mx, mtmp->my) <= 3*3)
1376. 			    You("smell smoke.");
1377. 			if (is_ice(mtmp->mx,mtmp->my))
1378. 			    melt_ice(mtmp->mx,mtmp->my);
1379. 			if (see_it) seetrap(trap);
1380. 			break;
1381. 
1382. 		case PIT:
1383. 		case SPIKED_PIT:
1384. 			fallverb = "falls";
1385. 			if (is_flyer(mptr) || is_floater(mptr) ||
1386. 				(mtmp->wormno && count_wsegs(mtmp) > 5) ||
1387. 				is_clinger(mptr)) {
1388. 			    if (!inescapable) break;	/* avoids trap */
1389. 			    fallverb = "is dragged";	/* sokoban pit */
1390. 			}
1391. 			if (!passes_walls(mptr))
1392. 			    mtmp->mtrapped = 1;
1393. 			if (in_sight) {
1394. 			    pline("%s %s into %s pit!",
1395. 				  Monnam(mtmp), fallverb,
1396. 				  a_your[trap->madeby_u]);
1397. 			    seetrap(trap);
1398. 			}
1399. 			mselftouch(mtmp, "Falling, ", FALSE);
1400. 			if (mtmp->mhp <= 0 ||
1401. 				thitm(0, mtmp, (struct obj *)0,
1402. 				      rnd((tt == PIT) ? 6 : 10)))
1403. 			    trapkilled = TRUE;
1404. 			break;
1405. 		case HOLE:
1406. 		case TRAPDOOR:
1407. 			if (!Can_fall_thru(&u.uz)) {
1408. 			 impossible("mintrap: %ss cannot exist on this level.",
1409. 				    defsyms[trap_to_defsym(tt)].explanation);
1410. 			    break;	/* don't activate it after all */
1411. 			}
1412. 			if (is_flyer(mptr) || is_floater(mptr) ||
1413. 				mptr == &mons[PM_WUMPUS] ||
1414. 				(mtmp->wormno && count_wsegs(mtmp) > 5) ||
1415. 				mptr->msize >= MZ_HUGE) {
1416. 			    if (inescapable) {	/* sokoban hole */
1417. 				if (in_sight) {
1418. 				    pline("%s seems to be yanked down!",
1419. 					  Monnam(mtmp));
1420. 				    /* suppress message in mlevel_tele_trap() */
1421. 				    in_sight = FALSE;
1422. 				    seetrap(trap);
1423. 				}
1424. 			    } else
1425. 				break;
1426. 			}
1427. 			/* Fall through */
1428. 		case LEVEL_TELEP:
1429. 		case MAGIC_PORTAL:
1430. 			{
1431. 			    int mlev_res;
1432. 			    mlev_res = mlevel_tele_trap(mtmp, trap,
1433. 							inescapable, in_sight);
1434. 			    if (mlev_res) return(mlev_res);
1435. 			}
1436. 			break;
1437. 
1438. 		case TELEP_TRAP:
1439. 			mtele_trap(mtmp, trap, in_sight);
1440. 			break;
1441. 
1442. 		case WEB:
1443. 			/* Monster in a web. */
1444. 			if (mptr->mlet == S_SPIDER) break;
1445. 			if (amorphous(mptr) || is_whirly(mptr) || unsolid(mptr)){
1446. 			    if(acidic(mptr) ||
1447. 			       mptr == &mons[PM_GELATINOUS_CUBE] ||
1448. 			       mptr == &mons[PM_FIRE_ELEMENTAL]) {
1449. 				if (in_sight)
1450. 				    pline("%s %s %s spider web!",
1451. 					  Monnam(mtmp),
1452. 					  (mptr == &mons[PM_FIRE_ELEMENTAL]) ?
1453. 					    "burns" : "dissolves",
1454. 					  a_your[trap->madeby_u]);
1455. 				deltrap(trap);
1456. 				newsym(mtmp->mx, mtmp->my);
1457. 				break;
1458. 			    }
1459. 			    if (in_sight) {
1460. 				pline("%s flows through %s spider web.",
1461. 				      Monnam(mtmp),
1462. 				      a_your[trap->madeby_u]);
1463. 				seetrap(trap);
1464. 			    }
1465. 			    break;
1466. 			}
1467. 			tear_web = FALSE;
1468. 			switch (monsndx(mptr)) {
1469. 			    case PM_OWLBEAR: /* Eric Backus */
1470. 			    case PM_BUGBEAR:
1471. 				if (!in_sight) {
1472. 				    You_hear("the roaring of a confused bear!");
1473. 				    mtmp->mtrapped = 1;
1474. 				    break;
1475. 				}
1476. 				/* fall though */
1477. 			    default:
1478. 				if (mptr->mlet == S_GIANT ||
1479. 				    (mptr->mlet == S_DRAGON &&
1480. 					extra_nasty(mptr)) || /* excl. babies */
1481. 				    (mtmp->wormno && count_wsegs(mtmp) > 5)) {
1482. 				    tear_web = TRUE;
1483. 				} else if (in_sight) {
1484. 				    pline("%s is caught in %s spider web.",
1485. 					  Monnam(mtmp),
1486. 					  a_your[trap->madeby_u]);
1487. 				    seetrap(trap);
1488. 				}
1489. 				mtmp->mtrapped = tear_web ? 0 : 1;
1490. 				break;
1491. 			    /* this list is fairly arbitrary; it deliberately
1492. 			       excludes wumpus & giant/ettin zombies/mummies */
1493. 			    case PM_TITANOTHERE:
1494. 			    case PM_BALUCHITHERIUM:
1495. 			    case PM_PURPLE_WORM:
1496. 			    case PM_JABBERWOCK:
1497. 			    case PM_IRON_GOLEM:
1498. 			    case PM_BALROG:
1499. 			    case PM_KRAKEN:
1500. 				tear_web = TRUE;
1501. 				break;
1502. 			}
1503. 			if (tear_web) {
1504. 			    if (in_sight)
1505. 				pline("%s tears through %s spider web!",
1506. 				      Monnam(mtmp), a_your[trap->madeby_u]);
1507. 			    deltrap(trap);
1508. 			    newsym(mtmp->mx, mtmp->my);
1509. 			}
1510. 			break;
1511. 
1512. 		case STATUE_TRAP:
1513. 			break;
1514. 
1515. 		case MAGIC_TRAP:
1516. 			/* A magic trap.  Monsters usually immune. */
1517. 			if (!rn2(21)) goto mfiretrap;
1518. 			break;
1519. 		case ANTI_MAGIC:
1520. 			break;
1521. 
1522. 		case LANDMINE:
1523. 			if(rn2(3))
1524. 				break; /* monsters usually don't set it off */
1525. 			if(is_flyer(mptr)) {
1526. 				boolean already_seen = trap->tseen;
1527. 				if (in_sight && !already_seen) {
1528. 	pline("A trigger appears in a pile of soil below %s.", mon_nam(mtmp));
1529. 					seetrap(trap);
1530. 				}
1531. 				if (rn2(3)) break;
1532. 				if (in_sight) {
1533. 					newsym(mtmp->mx, mtmp->my);
1534. 					pline_The("air currents set %s off!",
1535. 					  already_seen ? "a land mine" : "it");
1536. 				}
1537. 			} else if(in_sight) {
1538. 			    newsym(mtmp->mx, mtmp->my);
1539. 			    pline("KAABLAMM!!!  %s triggers %s land mine!",
1540. 				Monnam(mtmp), a_your[trap->madeby_u]);
1541. 			}
1542. 			if (!in_sight)
1543. 				pline("Kaablamm!  You hear an explosion in the distance!");
1544. 			blow_up_landmine(trap);
1545. 			if(thitm(0, mtmp, (struct obj *)0, rnd(16)))
1546. 				trapkilled = TRUE;
1547. 			else {
1548. 				/* monsters recursively fall into new pit */
1549. 				if (mintrap(mtmp) == 2) trapkilled=TRUE;
1550. 			}
1551. 			if (unconscious()) {
1552. 				multi = -1;
1553. 				nomovemsg="The explosion awakens you!";
1554. 			}
1555. 			break;
1556. 
1557. 		case POLY_TRAP:
1558. 		    if (resists_magm(mtmp)) {
1559. 			shieldeff(mtmp->mx, mtmp->my);
1560. 		    } else if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
1561. 			(void) newcham(mtmp, (struct permonst *)0);
1562. 			if (in_sight) seetrap(trap);
1563. 		    }
1564. 		    break;
1565. 
1566. 		case ROLLING_BOULDER_TRAP:
1567. 		    if (!is_flyer(mptr)) {
1568. 		        newsym(mtmp->mx,mtmp->my);
1569. 			if (in_sight)
1570. 			  pline("Click! %s triggers %s.", Monnam(mtmp),
1571. 				  trap->tseen ?
1572. 				  "a rolling boulder trap" :
1573. 				  something);
1574. 			if (launch_obj(BOULDER, trap->launch.x, trap->launch.y,
1575. 				       trap->launch2.x, trap->launch2.y, ROLL)) {
1576. 			  if (in_sight) trap->tseen = TRUE;
1577. 			  else You_hear(Hallucination ?
1578. 					"someone bowling." :
1579. 					"rumbling in the distance.");
1580. 			  if (mtmp->mhp <= 0) trapkilled = TRUE;
1581. 			} else {
1582. 			  deltrap(trap);
1583. 			  newsym(mtmp->mx,mtmp->my);
1584. 			}
1585. 		      }
1586. 		    break;
1587. 
1588. 		default:
1589. 			impossible("Some monster encountered a strange trap of type %d.", tt);
1590. 	    }
1591. 	}
1592. 	if(trapkilled) return 2;
1593. 	return mtmp->mtrapped;
1594. }
1595. 
1596. #endif /* OVL1 */
1597. #ifdef OVLB
1598. 
1599. /* Combine cockatrice checks into single functions to avoid repeating code. */
1600. void
1601. instapetrify(str)
1602. const char *str;
1603. {
1604. 	if (Stone_resistance) return;
1605. 	if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))
1606. 	    return;
1607. 	You("turn to stone...");
1608. 	killer_format = KILLED_BY;
1609. 	killer = str;
1610. 	done(STONING);
1611. }
1612. 
1613. void
1614. minstapetrify(mon,byplayer)
1615. struct monst *mon;
1616. boolean byplayer;
1617. {
1618. 	if (resists_ston(mon)) return;
1619. 	if (cansee(mon->mx, mon->my))
1620. 		pline("%s turns to stone.", Monnam(mon));
1621. 	if (poly_when_stoned(mon->data)) {
1622. 		mon_to_stone(mon);
1623. 		return;
1624. 	}
1625. 	if (byplayer) {
1626. 		stoned = TRUE;
1627. 		xkilled(mon,0);
1628. 	} else monstone(mon);
1629. }
1630. 
1631. void
1632. selftouch(arg)
1633. const char *arg;
1634. {
1635. 	char kbuf[BUFSZ];
1636. 
1637. 	if(uwep && uwep->otyp == CORPSE && touch_petrifies(&mons[uwep->corpsenm])
1638. 			&& !Stone_resistance) {
1639. 		pline("%s touch the %s corpse.", arg,
1640. 		        mons[uwep->corpsenm].mname);
1641. 		Sprintf(kbuf, "%s corpse", an(mons[uwep->corpsenm].mname));
1642. 		instapetrify(kbuf);
1643. 	}
1644. 	/* Or your secondary weapon, if wielded */
1645. 	if(u.twoweap && uswapwep && uswapwep->otyp == CORPSE &&
1646. 			touch_petrifies(&mons[uswapwep->corpsenm]) && !Stone_resistance){
1647. 		pline("%s touch the %s corpse.", arg,
1648. 		        mons[uswapwep->corpsenm].mname);
1649. 		Sprintf(kbuf, "%s corpse", an(mons[uswapwep->corpsenm].mname));
1650. 		instapetrify(kbuf);
1651. 	}
1652. }
1653. 
1654. void
1655. mselftouch(mon,arg,byplayer)
1656. struct monst *mon;
1657. const char *arg;
1658. boolean byplayer;
1659. {
1660. 	struct obj *mwep = MON_WEP(mon);
1661. 
1662. 	if (mwep && mwep->otyp == CORPSE && touch_petrifies(&mons[mwep->corpsenm])) {
1663. 		if (cansee(mon->mx, mon->my)) {
1664. 			pline("%s%s touches the %s corpse.",
1665. 			    arg ? arg : "", arg ? mon_nam(mon) : Monnam(mon),
1666. 			    mons[mwep->corpsenm].mname);
1667. 		}
1668. 		minstapetrify(mon, byplayer);
1669. 	}
1670. }
1671. 
1672. void
1673. float_up()
1674. {
1675. 	if(u.utrap) {
1676. 		if(u.utraptype == TT_PIT) {
1677. 			u.utrap = 0;
1678. 			You("float up, out of the pit!");
1679. 			vision_full_recalc = 1;	/* vision limits change */
1680. 			fill_pit(u.ux, u.uy);
1681. 		} else if (u.utraptype == TT_INFLOOR) {
1682. 			Your("body pulls upward, but your %s are still stuck.",
1683. 			     makeplural(body_part(LEG)));
1684. 		} else {
1685. 			You("float up, only your %s is still stuck.",
1686. 				body_part(LEG));
1687. 		}
1688. 	}
1689. 	else if(Is_waterlevel(&u.uz))
1690. 		pline("It feels as though you've lost some weight.");
1691. 	else if(u.uinwater)
1692. 		spoteffects();
1693. 	else if(u.uswallow)
1694. 		You(is_animal(u.ustuck->data) ?
1695. 			"float away from the %s."  :
1696. 			"spiral up into %s.",
1697. 		    is_animal(u.ustuck->data) ?
1698. 			surface(u.ux, u.uy) :
1699. 			mon_nam(u.ustuck));
1700. 	else if (Hallucination)
1701. 		pline("Up, up, and awaaaay!  You're walking on air!");
1702. 	else if(Is_airlevel(&u.uz))
1703. 		You("gain control over your movements.");
1704. 	else
1705. 		You("start to float in the air!");
1706. #ifdef STEED
1707. 	if (u.usteed && !is_floater(u.usteed->data) && !is_flyer(u.usteed->data))
1708. 	    if (Lev_at_will)
1709. 	    	pline("%s magically floats up!", Monnam(u.usteed));
1710. 	    else {
1711. 	    	You("cannot stay on %s.", mon_nam(u.usteed));
1712. 	    	dismount_steed(DISMOUNT_GENERIC);
1713. 	    }
1714. #endif
1715. 	return;
1716. }
1717. 
1718. void
1719. fill_pit(x, y)
1720. int x, y;
1721. {
1722. 	struct obj *otmp;
1723. 	struct trap *t;
1724. 
1725. 	if ((t = t_at(x, y)) &&
1726. 	    ((t->ttyp == PIT) || (t->ttyp == SPIKED_PIT)) &&
1727. 	    (otmp = sobj_at(BOULDER, x, y))) {
1728. 		obj_extract_self(otmp);
1729. 		(void) flooreffects(otmp, x, y, "settle");
1730. 	}
1731. }
1732. 
1733. int
1734. float_down(hmask, emask)
1735. long hmask, emask;     /* might cancel timeout */
1736. {
1737. 	register struct trap *trap = (struct trap *)0;
1738. 	d_level current_dungeon_level;
1739. 	boolean no_msg = FALSE;
1740. 
1741. 	HLevitation &= ~hmask;
1742. 	ELevitation &= ~emask;
1743. 	if(Levitation) return(0); /* maybe another ring/potion/boots */
1744. 
1745. 	if (Punished && !carried(uball) &&
1746. 	    (is_pool(uball->ox, uball->oy) ||
1747. 	     ((trap = t_at(uball->ox, uball->oy)) &&
1748. 	      ((trap->ttyp == PIT) || (trap->ttyp == SPIKED_PIT) ||
1749. 	       (trap->ttyp == TRAPDOOR) || (trap->ttyp == HOLE))))) {
1750. 			u.ux0 = u.ux;
1751. 			u.uy0 = u.uy;
1752. 			u.ux = uball->ox;
1753. 			u.uy = uball->oy;
1754. 			movobj(uchain, uball->ox, uball->oy);
1755. 			newsym(u.ux0, u.uy0);
1756. 			vision_full_recalc = 1;	/* in case the hero moved. */
1757. 	}
1758. 	/* check for falling into pool - added by GAN 10/20/86 */
1759. 	if(!Flying) {
1760. 		/* kludge alert:
1761. 		 * drown() and lava_effects() print various messages almost
1762. 		 * every time they're called which conflict with the "fall
1763. 		 * into" message below.  Thus, we want to avoid printing
1764. 		 * confusing, duplicate or out-of-order messages.
1765. 		 * Use knowledge of the two routines as a hack -- this
1766. 		 * should really handled differently -dlc
1767. 		 */
1768. 		if(is_pool(u.ux,u.uy) && !Wwalking && !Swimming && !u.uinwater)
1769. 			no_msg = drown();
1770. 
1771. 		if(is_lava(u.ux,u.uy)) {
1772. 			(void) lava_effects();
1773. 			no_msg = TRUE;
1774. 		}
1775. 	}
1776. 	if (!trap) {
1777. 		if(Is_airlevel(&u.uz))
1778. 			You("begin to tumble in place.");
1779. 		else if (Is_waterlevel(&u.uz) && !no_msg)
1780. 			You_feel("heavier.");
1781. 		/* u.uinwater msgs already in spoteffects()/drown() */
1782. 		else if (!u.uinwater && !no_msg) {
1783. 			if (Hallucination)
1784. 				pline("Bummer!  You've %s.",
1785. 				      is_pool(u.ux,u.uy) ?
1786. 					"splashed down" : "hit the ground");
1787. 			else
1788. #ifdef STEED
1789. 			if (!(emask & W_SADDLE))
1790. #endif
1791. 				You("float gently to the %s.",
1792. 				    surface(u.ux, u.uy));
1793. 		}
1794. 		trap = t_at(u.ux,u.uy);
1795. 	}
1796. 
1797. 	/* can't rely on u.uz0 for detecting trap door-induced level change;
1798. 	   it gets changed to reflect the new level before we can check it */
1799. 	assign_level(&current_dungeon_level, &u.uz);
1800. 
1801. 	if(trap)
1802. 		switch(trap->ttyp) {
1803. 		case STATUE_TRAP:
1804. 			break;
1805. 		case HOLE:
1806. 		case TRAPDOOR:
1807. 			if(!Can_fall_thru(&u.uz) || u.ustuck)
1808. 				break;
1809. 			/* fall into next case */
1810. 		default:
1811. 			dotrap(trap);
1812. 	}
1813. 
1814. 	if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !u.uswallow &&
1815. 		/* falling through trap door calls goto_level,
1816. 		   and goto_level does its own pickup() call */
1817. 		on_level(&u.uz, &current_dungeon_level))
1818. 	    pickup(1);
1819. 	return 1;
1820. }
1821. 
1822. STATIC_OVL void
1823. dofiretrap(box)
1824. struct obj *box;	/* null for floor trap */
1825. {
1826. 	boolean see_it = !Blind;
1827. 	int num;
1828. 
1829. /* Bug: for box case, the equivalent of burn_floor_paper() ought
1830.  * to be done upon its contents.
1831.  */
1832. 
1833. 	if ((box && !carried(box)) ? is_pool(box->ox, box->oy) : Underwater) {
1834. 	    pline("A cascade of steamy bubbles erupts from %s!",
1835. 		    the(box ? xname(box) : surface(u.ux,u.uy)));
1836. 	    if (Fire_resistance) You("are uninjured.");
1837. 	    else losehp(rnd(3), "boiling water", KILLED_BY);
1838. 	    return;
1839. 	}
1840. 	pline("A %s %s from %s!", tower_of_flame,
1841. 	      box ? "bursts" : "erupts",
1842. 	      the(box ? xname(box) : surface(u.ux,u.uy)));
1843. 	if (Fire_resistance) {
1844. 	    shieldeff(u.ux, u.uy);
1845. 	    num = rn2(2);
1846. 	} else {
1847. 	    num = d(2,4);
1848. 	    if (u.uhpmax > u.ulevel)
1849. 		u.uhpmax -= rn2(min(u.uhpmax,num + 1)), flags.botl = 1;
1850. 	}
1851. 	if (!num)
1852. 	    You("are uninjured.");
1853. 	else
1854. 	    losehp(num, tower_of_flame, KILLED_BY_AN);
1855. 	burn_away_slime();
1856. 
1857. 	if (burnarmor(&youmonst) || rn2(3)) {
1858. 	    destroy_item(SCROLL_CLASS, AD_FIRE);
1859. 	    destroy_item(SPBOOK_CLASS, AD_FIRE);
1860. 	    destroy_item(POTION_CLASS, AD_FIRE);
1861. 	}
1862. 	if (!box && burn_floor_paper(u.ux, u.uy, see_it) && !see_it)
1863. 	    You("smell paper burning.");
1864. 	if (is_ice(u.ux, u.uy))
1865. 	    melt_ice(u.ux, u.uy);
1866. }
1867. 
1868. STATIC_OVL void
1869. domagictrap()
1870. {
1871. 	register int fate = rnd(20);
1872. 
1873. 	/* What happened to the poor sucker? */
1874. 
1875. 	if (fate < 10) {
1876. 	  /* Most of the time, it creates some monsters. */
1877. 	  register int cnt = rnd(4);
1878. 
1879. 	  if (!resists_blnd(&youmonst)) {
1880. 		You("are momentarily blinded by a flash of light!");
1881. 		make_blinded((long)rn1(5,10),FALSE);
1882. 	  } else if (!Blind) {
1883. 		You("see a flash of light!");
1884. 	  }  else
1885. 		You_hear("a deafening roar!");
1886. 	  while(cnt--)
1887. 		(void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
1888. 	}
1889. 	else
1890. 	  switch (fate) {
1891. 
1892. 	     case 10:
1893. 	     case 11:
1894. 		      /* sometimes nothing happens */
1895. 			break;
1896. 	     case 12: /* a flash of fire */
1897. 			dofiretrap((struct obj *)0);
1898. 			break;
1899. 
1900. 	     /* odd feelings */
1901. 	     case 13:	pline("A shiver runs up and down your %s!",
1902. 			      body_part(SPINE));
1903. 			break;
1904. 	     case 14:	You_hear(Hallucination ?
1905. 				"the moon howling at you." :
1906. 				"distant howling.");
1907. 			break;
1908. 	     case 15:	if (on_level(&u.uz, &qstart_level))
1909. 			    You_feel("%slike the prodigal son.",
1910. 			      (flags.female || (Upolyd && is_neuter(youmonst.data))) ?
1911. 				     "oddly " : "");
1912. 			else
1913. 			    You("suddenly yearn for %s.",
1914. 				Hallucination ? "Cleveland" :
1915. 			    (In_quest(&u.uz) || at_dgn_entrance("The Quest")) ?
1916. 						"your nearby homeland" :
1917. 						"your distant homeland");
1918. 			break;
1919. 	     case 16:   Your("pack shakes violently!");
1920. 			break;
1921. 	     case 17:	You(Hallucination ?
1922. 				"smell hamburgers." :
1923. 				"smell charred flesh.");
1924. 			break;
1925. 	     case 18:	You_feel("tired.");
1926. 			break;
1927. 
1928. 	     /* very occasionally something nice happens. */
1929. 
1930. 	     case 19:
1931. 		    /* tame nearby monsters */
1932. 		   {   register int i,j;
1933. 		       register struct monst *mtmp;
1934. 
1935. 		       (void) adjattrib(A_CHA,1,FALSE);
1936. 		       for(i = -1; i <= 1; i++) for(j = -1; j <= 1; j++) {
1937. 			   if(!isok(u.ux+i, u.uy+j)) continue;
1938. 			   mtmp = m_at(u.ux+i, u.uy+j);
1939. 			   if(mtmp)
1940. 			       (void) tamedog(mtmp, (struct obj *)0);
1941. 		       }
1942. 		       break;
1943. 		   }
1944. 
1945. 	     case 20:
1946. 		    /* uncurse stuff */
1947. 		   {  register struct obj *obj;
1948. 
1949. 			/* below plines added by GAN 10/30/86 */
1950. 			You_feel(Hallucination ?
1951. 				"in touch with the Universal Oneness." :
1952. 				"like someone is helping you.");
1953. 			for(obj = invent; obj ; obj = obj->nobj)
1954. 			       if(obj->owornmask || obj->otyp == LOADSTONE)
1955. 					uncurse(obj);
1956. 		       if(Punished) unpunish();
1957. 		       break;
1958. 		   }
1959. 	     default: break;
1960. 	  }
1961. }
1962. 
1963. void
1964. water_damage(obj, force, here)
1965. register struct obj *obj;
1966. register boolean force, here;
1967. {
1968. 	/* Scrolls, spellbooks, potions, weapons and
1969. 	   pieces of armor may get affected by the water */
1970. 	for (; obj; obj = (here ? obj->nexthere : obj->nobj)) {
1971. 
1972. 		(void) snuff_lit(obj);
1973. 
1974. 		if(obj->greased) {
1975. 			if (force || !rn2(2)) obj->greased = 0;
1976. 		} else if(Is_container(obj) && !Is_box(obj) &&
1977. 			(obj->otyp != OILSKIN_SACK || (obj->cursed && !rn2(3)))) {
1978. 			water_damage(obj->cobj, force, FALSE);
1979. 		} else if (!force && (Luck + 5) > rn2(20)) {
1980. 			/*  chance per item of sustaining damage:
1981. 			 *	max luck (full moon):	 5%
1982. 			 *	max luck (elsewhen):	10%
1983. 			 *	avg luck (Luck==0):	75%
1984. 			 *	awful luck (Luck<-4):  100%
1985. 			 */
1986. 			continue;
1987. 		} else if (obj->oclass == SCROLL_CLASS) {
1988. #ifdef MAIL
1989. 		    if (obj->otyp != SCR_MAIL)
1990. #endif
1991. 			obj->otyp = SCR_BLANK_PAPER;
1992. 			obj->spe = 0;
1993. 		} else if (obj->oclass == SPBOOK_CLASS) {
1994. 			if (obj->otyp == SPE_BOOK_OF_THE_DEAD)
1995. 				pline("Steam rises from %s.", the(xname(obj)));
1996. 			else obj->otyp = SPE_BLANK_PAPER;
1997. 		} else if (obj->oclass == POTION_CLASS) {
1998. 			if (obj->odiluted) {
1999. 				obj->otyp = POT_WATER;
2000. 				obj->blessed = obj->cursed = 0;
2001. 				obj->odiluted = 0;
2002. 			} else if (obj->otyp != POT_WATER)
2003. 				obj->odiluted++;
2004. 		} else if (is_rustprone(obj) && obj->oeroded < MAX_ERODE &&
2005. 			  !(obj->oerodeproof || (obj->blessed && !rnl(4)))) {
2006. 			/* all metal stuff and armor except (body armor
2007. 			   protected by oilskin cloak) */
2008. 			if(obj->oclass != ARMOR_CLASS || obj != uarm ||
2009. 			   !uarmc || uarmc->otyp != OILSKIN_CLOAK ||
2010. 			   (uarmc->cursed && !rn2(3)))
2011. 				obj->oeroded++;
2012. 		}
2013. 	}
2014. }
2015. 
2016. /*
2017.  * This function is potentially expensive - rolling
2018.  * inventory list multiple times.  Luckily it's seldom needed.
2019.  * Returns TRUE if disrobing made player unencumbered enough to
2020.  * crawl out of the current predicament.
2021.  */
2022. STATIC_OVL boolean
2023. emergency_disrobe(lostsome)
2024. boolean *lostsome;
2025. {
2026. 	int invc = inv_cnt();
2027. 
2028. 
2029. 	while (near_capacity() > (Punished ? UNENCUMBERED : SLT_ENCUMBER)) {
2030. 		register struct obj *obj, *otmp = (struct obj *)0;
2031. 		register int i;
2032. 
2033. 		/* Pick a random object */
2034. 		if (invc > 0) {
2035. 			i = rn2(invc);
2036. 		for (obj = invent; obj; obj = obj->nobj) {
2037. 			/*
2038. 			 * Undroppables are: body armor, boots, gloves,
2039. 			 * amulets, and rings because of the time and effort
2040. 			 * in removing them + loadstone and other cursed stuff
2041. 			 * for obvious reasons.
2042. 			 */
2043. 			if (!((obj->otyp == LOADSTONE && obj->cursed) ||
2044. 			      obj == uamul || obj == uleft || obj == uright ||
2045. 			      obj == ublindf || obj == uarm || obj == uarmc ||
2046. 			      obj == uarmg || obj == uarmf ||
2047. #ifdef TOURIST
2048. 			      obj == uarmu ||
2049. #endif
2050. 			      (obj->cursed && (obj == uarmh || obj == uarms)) ||
2051. 			      welded(obj)))
2052. 				otmp = obj;
2053. 			/* reached the mark and found some stuff to drop? */
2054. 			if (--i < 0 && otmp) break;
2055. 
2056. 			/* else continue */
2057. 		}
2058. 		}
2059. 
2060. 		if (!otmp) {
2061. 			/* Nothing available left to drop; try gold */
2062. 			if (u.ugold) {
2063. 				pline("In desperation, you drop your purse.");
2064. 				/* Hack: gold is not in the inventory, so make a gold object
2065. 				 * and put it at the head of the inventory list.
2066. 				 */
2067. 				obj = mkgoldobj(u.ugold);    /* removes from u.ugold */
2068. 				u.ugold = obj->quan;         /* put the gold back */
2069. 				assigninvlet(obj);           /* might end up as NOINVSYM */
2070. 				obj->nobj = invent;
2071. 				invent = obj;
2072. 				dropx(obj);
2073. 				continue;                    /* Try again */
2074. 			}
2075. 			/* We can't even drop gold! */
2076. 			return (FALSE);
2077. 		}
2078. 
2079. 		if (otmp == uarmh) (void) Helmet_off();
2080. 		else if (otmp == uarms) (void) Shield_off();
2081. 		else if (otmp == uwep) setuwep((struct obj *)0);
2082. 		*lostsome = TRUE;
2083. 		dropx(otmp);
2084. 		invc--;
2085. 	}
2086. 	return(TRUE);
2087. }
2088. 
2089. /*
2090.  *  return(TRUE) == player relocated
2091.  */
2092. boolean
2093. drown()
2094. {
2095. 	boolean inpool_ok = FALSE, crawl_ok;
2096. 	int i, x, y;
2097. 
2098. 	/* happily wading in the same contiguous pool */
2099. 	if (u.uinwater && is_pool(u.ux-u.dx,u.uy-u.dy) &&
2100. 	    (Swimming || Amphibious)) {
2101. 		/* water effects on objects every now and then */
2102. 		if (!rn2(5)) inpool_ok = TRUE;
2103. 		else return(FALSE);
2104. 	}
2105. 
2106. 	if (!u.uinwater) {
2107. 	    You("%s into the water%c",
2108. 		Is_waterlevel(&u.uz) ? "plunge" : "fall",
2109. 		Amphibious || Swimming ? '.' : '!');
2110. 	    if (!Swimming && !Is_waterlevel(&u.uz))
2111. 		    You("sink like %s.",
2112. 			Hallucination ? "the Titanic" : "a rock");
2113. 	}
2114. 
2115. 	water_damage(invent, FALSE, FALSE);
2116. 
2117. 	if (u.umonnum == PM_GREMLIN && rn2(3))
2118. 	    (void)split_mon(&youmonst, (struct monst *)0);
2119. 	if (inpool_ok) return(FALSE);
2120. 
2121. 	if ((i = number_leashed()) > 0) {
2122. 		pline_The("leash%s slip%s loose.",
2123. 			(i > 1) ? "es" : "",
2124. 			(i > 1) ? "" : "s");
2125. 		unleash_all();
2126. 	}
2127. 
2128. 	if (Amphibious || Swimming) {
2129. 		if (Amphibious) {
2130. 			if (flags.verbose)
2131. 				pline("But you aren't drowning.");
2132. 			if (!Is_waterlevel(&u.uz))
2133. 				if (Hallucination)
2134. 					Your("keel hits the bottom.");
2135. 				else
2136. 					You("touch bottom.");
2137. 		}
2138. 		if (Punished) {
2139. 			unplacebc();
2140. 			placebc();
2141. 		}
2142. 		vision_recalc(2);	/* unsee old position */
2143. 		u.uinwater = 1;
2144. 		under_water(1);
2145. 		vision_full_recalc = 1;
2146. 		return(FALSE);
2147. 	}
2148. 	if((Teleportation || can_teleport(youmonst.data)) &&
2149. 	   (Teleport_control || rn2(3) < Luck+2)) {
2150. 		You("attempt a teleport spell.");	/* utcsri!carroll */
2151. 		(void) dotele();
2152. 		if(!is_pool(u.ux,u.uy))
2153. 			return(TRUE);
2154. 	}
2155. #ifdef STEED
2156. 	if (u.usteed) {
2157. 		dismount_steed(DISMOUNT_GENERIC);
2158. 		if(!is_pool(u.ux,u.uy))
2159. 			return(TRUE);
2160. 	}
2161. #endif
2162. 	crawl_ok = FALSE;
2163. 	/* look around for a place to crawl to */
2164. 	for (i = 0; i < 100; i++) {
2165. 		x = rn1(3,u.ux - 1);
2166. 		y = rn1(3,u.uy - 1);
2167. 		if (goodpos(x, y, &youmonst)) {
2168. 			crawl_ok = TRUE;
2169. 			goto crawl;
2170. 		}
2171. 	}
2172. 	/* one more scan */
2173. 	for (x = u.ux - 1; x <= u.ux + 1; x++)
2174. 		for (y = u.uy - 1; y <= u.uy + 1; y++)
2175. 			if (goodpos(x, y, &youmonst)) {
2176. 				crawl_ok = TRUE;
2177. 				goto crawl;
2178. 			}
2179. crawl:;
2180. 	if (crawl_ok) {
2181. 		boolean lost = FALSE;
2182. 		/* time to do some strip-tease... */
2183. 		boolean succ = Is_waterlevel(&u.uz) ? TRUE :
2184. 				emergency_disrobe(&lost);
2185. 
2186. 		You("try to crawl out of the water.");
2187. 		if (lost)
2188. 			You("dump some of your gear to lose weight...");
2189. 		if (succ) {
2190. 			pline("Pheew!  That was close.");
2191. 			teleds(x,y);
2192. 			return(TRUE);
2193. 		}
2194. 		/* still too much weight */
2195. 		pline("But in vain.");
2196. 	}
2197. 	u.uinwater = 1;
2198. 	You("drown.");
2199. 	killer_format = KILLED_BY_AN;
2200. 	killer = (levl[u.ux][u.uy].typ == POOL || Is_medusa_level(&u.uz)) ?
2201. 	    "pool of water" : "moat";
2202. 	done(DROWNING);
2203. 	/* oops, we're still alive.  better get out of the water. */
2204. 	while (!safe_teleds()) {
2205. 		pline("You're still drowning.");
2206. 		done(DROWNING);
2207. 	}
2208. 	u.uinwater = 0;
2209. 	You("find yourself back %s.", Is_waterlevel(&u.uz) ?
2210. 		"in an air bubble" : "on land");
2211. 	return(TRUE);
2212. }
2213. 
2214. void
2215. drain_en(n)
2216. register int n;
2217. {
2218. 	if (!u.uenmax) return;
2219. 	You_feel("your magical energy drain away!");
2220. 	u.uen -= n;
2221. 	if(u.uen < 0)  {
2222. 		u.uenmax += u.uen;
2223. 		if(u.uenmax < 0) u.uenmax = 0;
2224. 		u.uen = 0;
2225. 	}
2226. 	flags.botl = 1;
2227. }
2228. 
2229. int
2230. dountrap()	/* disarm a trap */
2231. {
2232. 	if (near_capacity() >= HVY_ENCUMBER) {
2233. 	    pline("You're too strained to do that.");
2234. 	    return 0;
2235. 	}
2236. 	if (nohands(youmonst.data) || !youmonst.data->mmove) {
2237. 	    pline("And just how do you expect to do that?");
2238. 	    return 0;
2239. 	} else if (u.ustuck && sticks(youmonst.data)) {
2240. 	    pline("You'll have to let go of %s first.", mon_nam(u.ustuck));
2241. 	    return 0;
2242. 	}
2243. 	if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
2244. 	    Your("%s seem to be too busy for that.",
2245. 		 makeplural(body_part(HAND)));
2246. 	    return 0;
2247. 	}
2248. 	return untrap(FALSE);
2249. }
2250. #endif /* OVLB */
2251. #ifdef OVL2
2252. 
2253. /* Probability of disabling a trap.  Helge Hafting */
2254. STATIC_OVL int
2255. untrap_prob(ttmp)
2256. struct trap *ttmp;
2257. {
2258. 	int chance = 3;
2259. 
2260. 	if (Confusion || Hallucination) chance++;
2261. 	if (Blind) chance++;
2262. 	if (Stunned) chance += 2;
2263. 	if (Fumbling) chance *= 2;
2264. 	/* Your own traps are better known than others. */
2265. 	if (ttmp && ttmp->madeby_u) chance--;
2266. 	if (Role_if(PM_ROGUE)) {
2267. 	    if (rn2(2 * MAXULEV) < u.ulevel) chance--;
2268. 	    if (u.uhave.questart && chance > 1) chance--;
2269. 	} else if (Role_if(PM_RANGER)) chance--;
2270. 	return rn2(chance);
2271. }
2272. 
2273. /* Replace trap with object(s).  Helge Hafting */
2274. STATIC_OVL void
2275. cnv_trap_obj(otyp, cnt, ttmp)
2276. int otyp;
2277. int cnt;
2278. struct trap *ttmp;
2279. {
2280. 	struct obj *otmp = mksobj(otyp, TRUE, FALSE);
2281. 	otmp->quan=cnt;
2282. 	otmp->owt = weight(otmp);
2283. 	place_object(otmp, ttmp->tx, ttmp->ty);
2284. 	/* Sell your own traps only... */
2285. 	if (ttmp->madeby_u) sellobj(otmp, ttmp->tx, ttmp->ty);
2286. 	stackobj(otmp);
2287. 	newsym(ttmp->tx, ttmp->ty);
2288. 	deltrap(ttmp);
2289. }
2290. 
2291. /* while attempting to disarm an adjacent trap, we've fallen into it */
2292. STATIC_OVL void
2293. move_into_trap(ttmp)
2294. struct trap *ttmp;
2295. {
2296. 	int bc;
2297. 	xchar x = ttmp->tx, y = ttmp->ty, bx, by, cx, cy;
2298. 	boolean unused;
2299. 
2300. 	/* we know there's no monster in the way, and we're not trapped */
2301. 	if (!Punished || drag_ball(x, y, &bc, &bx, &by, &cx, &cy, &unused)) {
2302. 	    u.ux0 = u.ux,  u.uy0 = u.uy;
2303. 	    u.ux = x,  u.uy = y;
2304. 	    u.umoved = TRUE;
2305. 	    newsym(u.ux0, u.uy0);
2306. 	    vision_recalc(1);
2307. 	    check_leash(u.ux0, u.uy0);
2308. 	    if (Punished) move_bc(0, bc, bx, by, cx, cy);
2309. 	    spoteffects();	/* dotrap() */
2310. 	    exercise(A_WIS, FALSE);
2311. 	}
2312. }
2313. 
2314. /* 0: doesn't even try
2315.  * 1: tries and fails
2316.  * 2: succeeds
2317.  */
2318. STATIC_OVL int
2319. try_disarm(ttmp, force_failure)
2320. struct trap *ttmp;
2321. boolean force_failure;
2322. {
2323. 	struct monst *mtmp = m_at(ttmp->tx,ttmp->ty);
2324. 	int ttype = ttmp->ttyp;
2325. 	boolean under_u = (!u.dx && !u.dy);
2326. 
2327. 	/* Test for monster first, monsters are displayed instead of trap. */
2328. 	if (mtmp && (!mtmp->mtrapped || ttype != BEAR_TRAP)) {
2329. 		pline("%s is in the way.", Monnam(mtmp));
2330. 		return 0;
2331. 	}
2332. 	/* We might be forced to move onto the trap's location. */
2333. 	if (sobj_at(BOULDER, ttmp->tx, ttmp->ty)
2334. 				&& !Passes_walls && !under_u) {
2335. 		pline("There is a boulder in your way.");
2336. 		return 0;
2337. 	}
2338. 	/* untrappable traps are located on the ground. */
2339. 	if (!can_reach_floor()) {
2340. #ifdef STEED
2341. 		if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
2342. 			You("aren't skilled enough to reach from %s.",
2343. 				mon_nam(u.usteed));
2344. 		else
2345. #endif
2346. 		You("are unable to reach the %s!",
2347. 			defsyms[trap_to_defsym(ttype)].explanation);
2348. 		return 0;
2349. 	}
2350. 
2351. 	/* Will our hero succeed? */
2352. 	if (force_failure || untrap_prob(ttmp)) {
2353. 		if (rnl(5)) {
2354. 		    pline("Whoops...");
2355. 		    if (mtmp) {		/* must be a bear trap */
2356. 			if (mtmp->mtame) abuse_dog(mtmp);
2357. 			if ((mtmp->mhp -= rnd(4)) <= 0) killed(mtmp);
2358. 		    } else if (under_u) {
2359. 			dotrap(ttmp);
2360. 		    } else {
2361. 			move_into_trap(ttmp);
2362. 		    }
2363. 		} else {
2364. 		    pline("%s %s is difficult to disarm.",
2365. 			  ttmp->madeby_u ? "Your" : under_u ? "This" : "That",
2366. 			  defsyms[trap_to_defsym(ttype)].explanation);
2367. 		}
2368. 		return 1;
2369. 	}
2370. 	return 2;
2371. }
2372. 
2373. STATIC_OVL void
2374. reward_untrap(ttmp, mtmp)
2375. struct trap *ttmp;
2376. struct monst *mtmp;
2377. {
2378. 	if (!ttmp->madeby_u) {
2379. 		if (rnl(10)<8 && !mtmp->mpeaceful &&
2380. 						mtmp->data->mlet != S_HUMAN) {
2381. 			mtmp->mpeaceful = 1;
2382. 			set_malign(mtmp);	/* reset alignment */
2383. 			pline("%s is grateful.", Monnam(mtmp));
2384. 		}
2385. 		/* Helping someone out of a trap is a nice thing to do,
2386. 		 * A lawful may be rewarded, but not too often.  */
2387. 		if (!rn2(3) && !rnl(8) && u.ualign.type == A_LAWFUL) {
2388. 			adjalign(1);
2389. 			You_feel("that you did the right thing.");
2390. 		}
2391. 	}
2392. }
2393. 
2394. STATIC_OVL int
2395. disarm_beartrap(ttmp) /* Helge Hafting */
2396. struct trap *ttmp;
2397. {
2398. 	struct monst *mtmp;
2399. 	int fails = try_disarm(ttmp, FALSE);
2400. 
2401. 	if (fails < 2) return fails;
2402. 
2403. 	/* ok, disarm it. */
2404. 
2405. 	/* untrap the monster, if any.
2406. 	   There's no need for a cockatrice test, only the trap is touched */
2407. 	if ((mtmp = m_at(ttmp->tx,ttmp->ty)) != 0) {
2408. 		mtmp->mtrapped = 0;
2409. 		You("remove %s bear trap from %s.", the_your[ttmp->madeby_u],
2410. 			mon_nam(mtmp));
2411. 		reward_untrap(ttmp, mtmp);
2412. 	} else You("disarm %s bear trap.", the_your[ttmp->madeby_u]);
2413. 	cnv_trap_obj(BEARTRAP, 1, ttmp);
2414. 	return 1;
2415. }
2416. 
2417. STATIC_OVL int
2418. disarm_landmine(ttmp) /* Helge Hafting */
2419. struct trap *ttmp;
2420. {
2421. 	int fails = try_disarm(ttmp, FALSE);
2422. 
2423. 	if (fails < 2) return fails;
2424. 	You("disarm %s land mine.", the_your[ttmp->madeby_u]);
2425. 	cnv_trap_obj(LAND_MINE, 1, ttmp);
2426. 	return 1;
2427. }
2428. 
2429. /* getobj will filter down to cans of grease and known potions of oil */
2430. static NEARDATA const char oil[] = { ALL_CLASSES, TOOL_CLASS, POTION_CLASS, 0 };
2431. 
2432. /* it may not make much sense to use grease on floor boards, but so what? */
2433. STATIC_OVL int
2434. disarm_squeaky_board(ttmp)
2435. struct trap *ttmp;
2436. {
2437. 	struct obj *obj;
2438. 	boolean bad_tool;
2439. 	int fails;
2440. 
2441. 	obj = getobj(oil, "untrap with");
2442. 	if (!obj) return 0;
2443. 
2444. 	bad_tool = (obj->cursed ||
2445. 			((obj->otyp != POT_OIL || obj->lamplit) &&
2446. 			 (obj->otyp != CAN_OF_GREASE || !obj->spe)));
2447. 
2448. 	fails = try_disarm(ttmp, bad_tool);
2449. 	if (fails < 2) return fails;
2450. 
2451. 	/* successfully used oil or grease to fix squeaky board */
2452. 	if (obj->otyp == CAN_OF_GREASE) {
2453. 	    check_unpaid(obj);
2454. 	    obj->spe--;
2455. 	} else {
2456. 	    useup(obj);	/* oil */
2457. 	    makeknown(POT_OIL);
2458. 	}
2459. 	You("repair the squeaky board.");	/* no madeby_u */
2460. 	deltrap(ttmp);
2461. 	newsym(u.ux + u.dx, u.uy + u.dy);
2462. 	more_experienced(1, 5);
2463. 	return 1;
2464. }
2465. 
2466. /* removes traps that shoot arrows, darts, etc. */
2467. STATIC_OVL int
2468. disarm_shooting_trap(ttmp, otyp)
2469. struct trap *ttmp;
2470. int otyp;
2471. {
2472. 	int fails = try_disarm(ttmp, FALSE);
2473. 
2474. 	if (fails < 2) return fails;
2475. 	You("disarm %s trap.", the_your[ttmp->madeby_u]);
2476. 	cnv_trap_obj(otyp, 50-rnl(50), ttmp);
2477. 	return 1;
2478. }
2479. 
2480. /* Is the weight too heavy?
2481.  * Formula as in near_capacity() & check_capacity() */
2482. STATIC_OVL int
2483. try_lift(mtmp, ttmp, wt, stuff)
2484. struct monst *mtmp;
2485. struct trap *ttmp;
2486. int wt;
2487. boolean stuff;
2488. {
2489. 	int wc = weight_cap();
2490. 
2491. 	if ((((wt<<1) / wc)+1) >= EXT_ENCUMBER) {
2492. 		pline("%s is %s for you to lift.", Monnam(mtmp),
2493. 			stuff ? "carrying too much" : "too heavy");
2494. 		if (!ttmp->madeby_u && !mtmp->mpeaceful
2495. 			&& mtmp->data->mlet != S_HUMAN && rnl(10) < 3) {
2496. 		    mtmp->mpeaceful = 1;
2497. 		    set_malign(mtmp);		/* reset alignment */
2498. 		    pline("%s thinks it was nice of you to try.", Monnam(mtmp));
2499. 		}
2500. 		return 0;
2501. 	}
2502. 	return 1;
2503. }
2504. 
2505. /* Help trapped monster (out of a (spiked) pit) */
2506. STATIC_OVL int
2507. help_monster_out(mtmp, ttmp)
2508. struct monst *mtmp;
2509. struct trap *ttmp;
2510. {
2511. 	int wt;
2512. 	struct obj *otmp;
2513. 
2514. 	/*
2515. 	 * This works when levitating too -- consistent with the ability
2516. 	 * to hit monsters while levitating.
2517. 	 *
2518. 	 * Should perhaps check that our hero has arms/hands at the
2519. 	 * moment.  Helping can also be done by engulfing...
2520. 	 *
2521. 	 * Test the monster first - monsters are displayed before traps.
2522. 	 */
2523. 	if (!mtmp->mtrapped) {
2524. 		pline("%s isn't trapped.", Monnam(mtmp));
2525. 		return 0;
2526. 	}
2527. 	/* Do you have the necessary capacity to lift anything? */
2528. 	if (check_capacity((char *)0)) return 1;
2529. 
2530. 	/* Will our hero succeed? */
2531. 	if (untrap_prob(ttmp)) {
2532. 		You("try to reach out your %s, but %s backs away skeptically.",
2533. 			makeplural(body_part(ARM)),
2534. 			mon_nam(mtmp));
2535. 		return 1;
2536. 	}
2537. 
2538. 
2539. 	/* is it a cockatrice?... */
2540. 	if (touch_petrifies(mtmp->data) && !uarmg && !Stone_resistance) {
2541. 		You("grab the trapped %s using your bare %s.",
2542. 				mtmp->data->mname, makeplural(body_part(HAND)));
2543. 
2544. 		if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))
2545. 			display_nhwindow(WIN_MESSAGE, FALSE);
2546. 		else {
2547. 			char kbuf[BUFSZ];
2548. 
2549. 			Sprintf(kbuf, "trying to help %s out of a pit",
2550. 					an(mtmp->data->mname));
2551. 			instapetrify(kbuf);
2552. 			return 1;
2553. 		}
2554. 	}
2555. 	You("reach out your %s and grab %s.",
2556. 	    makeplural(body_part(ARM)), mon_nam(mtmp));
2557. 
2558. 	/* is the monster too heavy? */
2559. 	wt = inv_weight() + mtmp->data->cwt;
2560. 	if (!try_lift(mtmp, ttmp, wt, FALSE)) return 1;
2561. 
2562. 	/* is the monster with inventory too heavy? */
2563. 	for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
2564. 		wt += otmp->owt;
2565. 	if (!try_lift(mtmp, ttmp, wt, TRUE)) return 1;
2566. 
2567. 	You("pull %s out of the pit.", mon_nam(mtmp));
2568. 	mtmp->mtrapped = 0;
2569. 	fill_pit(mtmp->mx, mtmp->my);
2570. 	reward_untrap(ttmp, mtmp);
2571. 	return 1;
2572. }
2573. 
2574. int
2575. untrap(force)
2576. boolean force;
2577. {
2578. 	register struct obj *otmp;
2579. 	register boolean confused = (Confusion > 0 || Hallucination > 0);
2580. 	register int x,y;
2581. 	int ch;
2582. 	struct trap *ttmp;
2583. 	struct monst *mtmp;
2584. 	boolean trap_skipped = FALSE;
2585. 
2586. 	if(!getdir((char *)0)) return(0);
2587. 	x = u.ux + u.dx;
2588. 	y = u.uy + u.dy;
2589. 
2590. 	if ((ttmp = t_at(x,y)) && ttmp->tseen) {
2591. 		if (u.utrap) {
2592. 			You("cannot deal with traps while trapped!");
2593. 			return 1;
2594. 		}
2595. 		switch(ttmp->ttyp) {
2596. 			case BEAR_TRAP:
2597. 				return disarm_beartrap(ttmp);
2598. 			case LANDMINE:
2599. 				return disarm_landmine(ttmp);
2600. 			case SQKY_BOARD:
2601. 				return disarm_squeaky_board(ttmp);
2602. 			case DART_TRAP:
2603. 				return disarm_shooting_trap(ttmp, DART);
2604. 			case ARROW_TRAP:
2605. 				return disarm_shooting_trap(ttmp, ARROW);
2606. 			case PIT:
2607. 			case SPIKED_PIT:
2608. 				if (!u.dx && !u.dy) {
2609. 				    You("are already on the edge of the pit.");
2610. 				    return 0;
2611. 				}
2612. 				if (!(mtmp = m_at(x,y))) {
2613. 				    pline("Try filling the pit instead.");
2614. 				    return 0;
2615. 				}
2616. 				return help_monster_out(mtmp, ttmp);
2617. 			default:
2618. 				You("cannot disable %s trap.", (u.dx || u.dy) ? "that" : "this");
2619. 				return 0;
2620. 		} /* end switch */
2621. 	} /* end if */
2622. 
2623. 	if(!u.dx && !u.dy) {
2624. 	    for(otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
2625. 		if(Is_box(otmp)) {
2626. 		    pline("There is %s here.", doname(otmp));
2627. 
2628. 		    switch (ynq("Check for traps?")) {
2629. 			case 'q': return(0);
2630. 			case 'n': continue;
2631. 		    }
2632. 
2633. 		    if((otmp->otrapped && (force || (!confused
2634. 				&& rn2(MAXULEV + 1 - u.ulevel) < 10)))
2635. 		       || (!force && confused && !rn2(3))) {
2636. 			You("find a trap on %s!", the(xname(otmp)));
2637. 			exercise(A_WIS, TRUE);
2638. 
2639. 			switch (ynq("Disarm it?")) {
2640. 			    case 'q': return(1);
2641. 			    case 'n': trap_skipped = TRUE;  continue;
2642. 			}
2643. 
2644. 			if(otmp->otrapped) {
2645. 			    exercise(A_DEX, TRUE);
2646. 			    ch = ACURR(A_DEX) + u.ulevel;
2647. 			    if (Role_if(PM_ROGUE)) ch *= 2;
2648. 			    if(!force && (confused || Fumbling ||
2649. 				rnd(75+level_difficulty()/2) > ch)) {
2650. 				(void) chest_trap(otmp, FINGER, TRUE);
2651. 			    } else {
2652. 				You("disarm it!");
2653. 				otmp->otrapped = 0;
2654. 			    }
2655. 			} else pline("That %s was not trapped.", xname(otmp));
2656. 			return(1);
2657. 		    } else {
2658. 			You("find no traps on %s.", the(xname(otmp)));
2659. 			return(1);
2660. 		    }
2661. 		}
2662. 
2663. 	    You(trap_skipped ? "find no other traps here."
2664. 			     : "know of no traps here.");
2665. 	    return(0);
2666. 	}
2667. 
2668. 	if ((mtmp = m_at(x,y))				&&
2669. 		mtmp->m_ap_type == M_AP_FURNITURE	&&
2670. 		(mtmp->mappearance == S_hcdoor ||
2671. 			mtmp->mappearance == S_vcdoor)	&&
2672. 		!Protection_from_shape_changers)	 {
2673. 
2674. 	    stumble_onto_mimic(mtmp);
2675. 	    return(1);
2676. 	}
2677. 
2678. 	if (!IS_DOOR(levl[x][y].typ)) {
2679. 	    if ((ttmp = t_at(x,y)) && ttmp->tseen)
2680. 		You("cannot disable that trap.");
2681. 	    else
2682. 		You("know of no traps there.");
2683. 	    return(0);
2684. 	}
2685. 
2686. 	switch (levl[x][y].doormask) {
2687. 	    case D_NODOOR:
2688. 		You("%s no door there.", Blind ? "feel" : "see");
2689. 		return(0);
2690. 	    case D_ISOPEN:
2691. 		pline("This door is safely open.");
2692. 		return(0);
2693. 	    case D_BROKEN:
2694. 		pline("This door is broken.");
2695. 		return(0);
2696. 	}
2697. 
2698. 	if ((levl[x][y].doormask & D_TRAPPED
2699. 	     && (force ||
2700. 		 (!confused && rn2(MAXULEV - u.ulevel + 11) < 10)))
2701. 	    || (!force && confused && !rn2(3))) {
2702. 		You("find a trap on the door!");
2703. 		exercise(A_WIS, TRUE);
2704. 		if (ynq("Disarm it?") != 'y') return(1);
2705. 		if (levl[x][y].doormask & D_TRAPPED) {
2706. 		    ch = 15 + (Role_if(PM_ROGUE) ? u.ulevel*3 : u.ulevel);
2707. 		    exercise(A_DEX, TRUE);
2708. 		    if(!force && (confused || Fumbling ||
2709. 				     rnd(75+level_difficulty()/2) > ch)) {
2710. 			You("set it off!");
2711. 			b_trapped("door", FINGER);
2712. 			levl[x][y].doormask = D_NODOOR;
2713. 			unblock_point(x, y);
2714. 			newsym(x, y);
2715. 			/* (probably ought to charge for this damage...) */
2716. 			if (*in_rooms(x, y, SHOPBASE)) add_damage(x, y, 0L);
2717. 		    } else {
2718. 			You("disarm it!");
2719. 			levl[x][y].doormask &= ~D_TRAPPED;
2720. 		    }
2721. 		} else pline("This door was not trapped.");
2722. 		return(1);
2723. 	} else {
2724. 		You("find no traps on the door.");
2725. 		return(1);
2726. 	}
2727. }
2728. #endif /* OVL2 */
2729. #ifdef OVLB
2730. 
2731. /* only called when the player is doing something to the chest directly */
2732. boolean
2733. chest_trap(obj, bodypart, disarm)
2734. register struct obj *obj;
2735. register int bodypart;
2736. boolean disarm;
2737. {
2738. 	register struct obj *otmp = obj, *otmp2;
2739. 	char	buf[80];
2740. 	const char *msg;
2741. 	coord cc;
2742. 
2743. 	if (get_obj_location(obj, &cc.x, &cc.y, 0))	/* might be carried */
2744. 	    obj->ox = cc.x,  obj->oy = cc.y;
2745. 
2746. 	otmp->otrapped = 0;	/* trap is one-shot; clear flag first in case
2747. 				   chest kills you and ends up in bones file */
2748. 	You(disarm ? "set it off!" : "trigger a trap!");
2749. 	display_nhwindow(WIN_MESSAGE, FALSE);
2750. 	if (Luck > -13 && rn2(13+Luck) > 7) {	/* saved by luck */
2751. 	    /* trap went off, but good luck prevents damage */
2752. 	    switch (rn2(13)) {
2753. 		case 12:
2754. 		case 11:  msg = "explosive charge is a dud";  break;
2755. 		case 10:
2756. 		case  9:  msg = "electric charge is grounded";  break;
2757. 		case  8:
2758. 		case  7:  msg = "flame fizzles out";  break;
2759. 		case  6:
2760. 		case  5:
2761. 		case  4:  msg = "poisoned needle misses";  break;
2762. 		case  3:
2763. 		case  2:
2764. 		case  1:
2765. 		case  0:  msg = "gas cloud blows away";  break;
2766. 		default:  impossible("chest disarm bug");  msg = (char *)0;
2767. 			  break;
2768. 	    }
2769. 	    if (msg) pline("But luckily the %s!", msg);
2770. 	} else {
2771. 	    switch(rn2(20) ? ((Luck >= 13) ? 0 : rn2(13-Luck)) : rn2(26)) {
2772. 		case 25:
2773. 		case 24:
2774. 		case 23:
2775. 		case 22:
2776. 		case 21: {
2777. 			  struct monst *shkp = 0;
2778. 			  long loss = 0L;
2779. 			  boolean costly, insider;
2780. 			  register xchar ox = obj->ox, oy = obj->oy;
2781. 
2782. 			  /* the obj location need not be that of player */
2783. 			  costly = (costly_spot(ox, oy) &&
2784. 				   (shkp = shop_keeper(*in_rooms(ox, oy,
2785. 				    SHOPBASE))) != (struct monst *)0);
2786. 			  insider = (*u.ushops && inside_shop(u.ux, u.uy) &&
2787. 				    *in_rooms(ox, oy, SHOPBASE) == *u.ushops);
2788. 
2789. 			  pline("%s explodes!", The(xname(obj)));
2790. 			  Sprintf(buf, "exploding %s", xname(obj));
2791. 
2792. 			  if(costly)
2793. 			      loss += stolen_value(obj, ox, oy,
2794. 						(boolean)shkp->mpeaceful, TRUE);
2795. 			  delete_contents(obj);
2796. 			  for(otmp = level.objects[u.ux][u.uy];
2797. 							otmp; otmp = otmp2) {
2798. 			      otmp2 = otmp->nexthere;
2799. 			      if(costly)
2800. 				  loss += stolen_value(otmp, otmp->ox,
2801. 					  otmp->oy, (boolean)shkp->mpeaceful,
2802. 					  TRUE);
2803. 			      delobj(otmp);
2804. 			  }
2805. 			  wake_nearby();
2806. 			  losehp(d(6,6), buf, KILLED_BY_AN);
2807. 			  exercise(A_STR, FALSE);
2808. 			  if(costly && loss) {
2809. 			      if(insider)
2810. 			      You("owe %ld zorkmids for objects destroyed.",
2811. 							loss);
2812. 			      else {
2813. 				  You("caused %ld zorkmids worth of damage!",
2814. 							loss);
2815. 				  make_angry_shk(shkp, ox, oy);
2816. 			      }
2817. 			  }
2818. 			  return TRUE;
2819. 			}
2820. 		case 20:
2821. 		case 19:
2822. 		case 18:
2823. 		case 17:
2824. 			pline("A cloud of noxious gas billows from %s.",
2825. 							the(xname(obj)));
2826. 			poisoned("gas cloud", A_STR, "cloud of poison gas",15);
2827. 			exercise(A_CON, FALSE);
2828. 			break;
2829. 		case 16:
2830. 		case 15:
2831. 		case 14:
2832. 		case 13:
2833. 			You_feel("a needle prick your %s.",body_part(bodypart));
2834. 			poisoned("needle", A_CON, "poisoned needle",10);
2835. 			exercise(A_CON, FALSE);
2836. 			break;
2837. 		case 12:
2838. 		case 11:
2839. 		case 10:
2840. 		case 9:
2841. 			dofiretrap(obj);
2842. 			break;
2843. 		case 8:
2844. 		case 7:
2845. 		case 6: {
2846. 			int dmg;
2847. 
2848. 			You("are jolted by a surge of electricity!");
2849. 			if(Shock_resistance)  {
2850. 			    shieldeff(u.ux, u.uy);
2851. 			    You("don't seem to be affected.");
2852. 			    dmg = 0;
2853. 			} else
2854. 			    dmg = d(4, 4);
2855. 			destroy_item(RING_CLASS, AD_ELEC);
2856. 			destroy_item(WAND_CLASS, AD_ELEC);
2857. 			if (dmg) losehp(dmg, "electric shock", KILLED_BY_AN);
2858. 			break;
2859. 		      }
2860. 		case 5:
2861. 		case 4:
2862. 		case 3:
2863. 			if (!Free_action) {                        
2864. 			pline("Suddenly you are frozen in place!");
2865. 			nomul(-d(5, 6));
2866. 			exercise(A_DEX, FALSE);
2867. 			nomovemsg = You_can_move_again;
2868. 			} else You("momentarily stiffen.");
2869. 			break;
2870. 		case 2:
2871. 		case 1:
2872. 		case 0:
2873. 			pline("A cloud of %s gas billows from %s.",
2874. 						hcolor((char *)0),
2875. 						the(xname(obj)));
2876. 			if(!Stunned) {
2877. 			    if (Hallucination)
2878. 				pline("What a groovy feeling!");
2879. 			    else if (Blind)
2880. 				You("stagger and get dizzy...");
2881. 			    else
2882. 				You("stagger and your vision blurs...");
2883. 			}
2884. 			make_stunned(HStun + rn1(7, 16),FALSE);
2885. 			make_hallucinated(HHallucination + rn1(5, 16),FALSE,0L);
2886. 			break;
2887. 		default: impossible("bad chest trap");
2888. 			break;
2889. 	    }
2890. 	    bot();			/* to get immediate botl re-display */
2891. 	}
2892. 
2893. 	return FALSE;
2894. }
2895. 
2896. #endif /* OVLB */
2897. #ifdef OVL0
2898. 
2899. struct trap *
2900. t_at(x,y)
2901. register int x, y;
2902. {
2903. 	register struct trap *trap = ftrap;
2904. 	while(trap) {
2905. 		if(trap->tx == x && trap->ty == y) return(trap);
2906. 		trap = trap->ntrap;
2907. 	}
2908. 	return((struct trap *)0);
2909. }
2910. 
2911. #endif /* OVL0 */
2912. #ifdef OVLB
2913. 
2914. void
2915. deltrap(trap)
2916. register struct trap *trap;
2917. {
2918. 	register struct trap *ttmp;
2919. 
2920. 	if(trap == ftrap)
2921. 		ftrap = ftrap->ntrap;
2922. 	else {
2923. 		for(ttmp = ftrap; ttmp->ntrap != trap; ttmp = ttmp->ntrap) ;
2924. 		ttmp->ntrap = trap->ntrap;
2925. 	}
2926. 	dealloc_trap(trap);
2927. }
2928. 
2929. boolean delfloortrap(ttmp)
2930. register struct trap *ttmp;
2931. {
2932. 	/* Destroy a trap that emanates from the floor. */
2933. 	/* some of these are arbitrary -dlc */
2934. 	if (ttmp && ((ttmp->ttyp == SQKY_BOARD) ||
2935. 		     (ttmp->ttyp == BEAR_TRAP) ||
2936. 		     (ttmp->ttyp == LANDMINE) ||
2937. 		     (ttmp->ttyp == FIRE_TRAP) ||
2938. 		     (ttmp->ttyp == PIT) ||
2939. 		     (ttmp->ttyp == SPIKED_PIT) ||
2940. 		     (ttmp->ttyp == HOLE) ||
2941. 		     (ttmp->ttyp == TRAPDOOR) ||
2942. 		     (ttmp->ttyp == TELEP_TRAP) ||
2943. 		     (ttmp->ttyp == LEVEL_TELEP) ||
2944. 		     (ttmp->ttyp == WEB) ||
2945. 		     (ttmp->ttyp == MAGIC_TRAP) ||
2946. 		     (ttmp->ttyp == ANTI_MAGIC))) {
2947. 	    register struct monst *mtmp;
2948. 
2949. 	    if (ttmp->tx == u.ux && ttmp->ty == u.uy) {
2950. 		u.utrap = 0;
2951. 		u.utraptype = 0;
2952. 	    } else if ((mtmp = m_at(ttmp->tx, ttmp->ty)) != 0) {
2953. 		mtmp->mtrapped = 0;
2954. 	    }
2955. 	    deltrap(ttmp);
2956. 	    return TRUE;
2957. 	} else
2958. 	    return FALSE;
2959. }
2960. 
2961. /* used for doors (also tins).  can be used for anything else that opens. */
2962. void
2963. b_trapped(item, bodypart)
2964. register const char *item;
2965. register int bodypart;
2966. {
2967. 	register int lvl = level_difficulty();
2968. 	int dmg = rnd(5 + (lvl < 5 ? lvl : 2+lvl/2));
2969. 
2970. 	pline("KABOOM!!  %s was booby-trapped!", The(item));
2971. 	wake_nearby();
2972. 	losehp(dmg, "explosion", KILLED_BY_AN);
2973. 	exercise(A_STR, FALSE);
2974. 	if (bodypart) exercise(A_CON, FALSE);
2975. 	make_stunned(HStun + dmg, TRUE);
2976. }
2977. 
2978. /* Monster is hit by trap. */
2979. /* Note: doesn't work if both obj and d_override are null */
2980. STATIC_OVL boolean
2981. thitm(tlev, mon, obj, d_override)
2982. register int tlev;
2983. register struct monst *mon;
2984. register struct obj *obj;
2985. int d_override;
2986. {
2987. 	register int strike;
2988. 	register boolean trapkilled = FALSE;
2989. 
2990. 	if (d_override) strike = 1;
2991. 	else if (obj) strike = (find_mac(mon) + tlev + obj->spe <= rnd(20));
2992. 	else strike = (find_mac(mon) + tlev <= rnd(20));
2993. 
2994. 	/* Actually more accurate than thitu, which doesn't take
2995. 	 * obj->spe into account.
2996. 	 */
2997. 	if(!strike) {
2998. 		if (cansee(mon->mx, mon->my))
2999. 			pline("%s is almost hit by %s!", Monnam(mon),
3000. 								doname(obj));
3001. 	} else {
3002. 		int dam = 1;
3003. 
3004. 		if (obj && cansee(mon->mx, mon->my))
3005. 			pline("%s is hit by %s!", Monnam(mon), doname(obj));
3006. 		if (d_override) dam = d_override;
3007. 		else if (obj) {
3008. 			dam = dmgval(obj, mon);
3009. 			if (dam < 1) dam = 1;
3010. 		}
3011. 		if ((mon->mhp -= dam) <= 0) {
3012. 			int xx = mon->mx;
3013. 			int yy = mon->my;
3014. 
3015. 			monkilled(mon, "", AD_PHYS);
3016. 			if (mon->mhp <= 0) {
3017. 				newsym(xx, yy);
3018. 				trapkilled = TRUE;
3019. 			}
3020. 		}
3021. 	}
3022. 	if (obj && (!strike || d_override)) {
3023. 		place_object(obj, mon->mx, mon->my);
3024. 		stackobj(obj);
3025. 	} else if (obj) dealloc_obj(obj);
3026. 
3027. 	return trapkilled;
3028. }
3029. 
3030. boolean
3031. unconscious()
3032. {
3033. 	return((boolean)(multi < 0 && (!nomovemsg ||
3034. 		u.usleep ||
3035. 		!strncmp(nomovemsg,"You regain con", 15) ||
3036. 		!strncmp(nomovemsg,"You are consci", 15))));
3037. }
3038. 
3039. static char lava_killer[] = "molten lava";
3040. 
3041. boolean
3042. lava_effects()
3043. {
3044.     register struct obj *obj, *obj2;
3045.     int dmg;
3046. 
3047. 
3048. 	burn_away_slime();
3049.     if (likes_lava(youmonst.data)) return FALSE;
3050. 
3051.     if (!Fire_resistance) {
3052. 	if(Wwalking) {
3053. 	    dmg = d(6,6);
3054. 	    pline_The("lava here burns you!");
3055. 	    if(dmg < u.uhp) {
3056. 		losehp(dmg, lava_killer, KILLED_BY);
3057. 		goto burn_stuff;
3058. 	    }
3059. 	} else
3060. 	    You("fall into the lava!");
3061. 
3062. 	for(obj = invent; obj; obj = obj2) {
3063. 	    obj2 = obj->nobj;
3064. 	    if(is_organic(obj) && !obj->oerodeproof) {
3065. 		if(obj->owornmask) {
3066. 		    if(obj == uarm) (void) Armor_gone();
3067. 		    else if(obj == uarmc) (void) Cloak_off();
3068. 		    else if(obj == uarmh) (void) Helmet_off();
3069. 		    else if(obj == uarms) (void) Shield_off();
3070. 		    else if(obj == uarmg) (void) Gloves_off();
3071. 		    else if(obj == uarmf) (void) Boots_off();
3072. #ifdef TOURIST
3073. 		    else if(obj == uarmu) setnotworn(obj);
3074. #endif
3075. 		    else if(obj == uleft) Ring_gone(obj);
3076. 		    else if(obj == uright) Ring_gone(obj);
3077. 		    else if(obj == ublindf) Blindf_off(obj);
3078. 		    else if(obj == uwep) uwepgone();
3079. 			else if (obj == uquiver) uqwepgone();
3080. 			else if (obj == uswapwep) uswapwepgone();
3081. 
3082. 		    if(Lifesaved
3083. #ifdef WIZARD
3084. 		       || wizard
3085. #endif
3086. 		       ) Your("%s into flame!", aobjnam(obj, "burst"));
3087. 		}
3088. 		useup(obj);
3089. 	    }
3090. 	}
3091. 
3092. 	/* s/he died... */
3093. 	u.uhp = -1;
3094. 	killer_format = KILLED_BY;
3095. 	killer = lava_killer;
3096. 	You("burn to a crisp...");
3097. 	done(BURNING);
3098. 	while (!safe_teleds()) {
3099. 		pline("You're still burning.");
3100. 		done(BURNING);
3101. 	}
3102. 	You("find yourself back on solid %s.", surface(u.ux, u.uy));
3103. 	return(TRUE);
3104.     }
3105. 
3106.     if (!Wwalking) {
3107. 	u.utrap = rn1(4, 4) + (rn1(4, 12) << 8);
3108. 	u.utraptype = TT_LAVA;
3109. 	You("sink into the lava, but it only burns slightly!");
3110. 	if (u.uhp > 1)
3111. 	    losehp(1, lava_killer, KILLED_BY);
3112.     }
3113.     /* just want to burn boots, not all armor; destroy_item doesn't work on
3114.        armor anyway */
3115. burn_stuff:
3116.     if(uarmf && !uarmf->oerodeproof && is_organic(uarmf)) {
3117. 	/* save uarmf value because Boots_off() sets uarmf to null */
3118. 	obj = uarmf;
3119. 	Your("%s burst into flame!", xname(obj));
3120. 	(void) Boots_off();
3121. 	useup(obj);
3122.     }
3123.     destroy_item(SCROLL_CLASS, AD_FIRE);
3124.     destroy_item(SPBOOK_CLASS, AD_FIRE);
3125.     destroy_item(POTION_CLASS, AD_FIRE);
3126.     return(FALSE);
3127. }
3128. 
3129. #endif /* OVLB */
3130. 
3131. /*trap.c*/

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