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do.c
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do.c
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/* SCCS Id: @(#)do.c 3.4 2003/12/02 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */
#include "hack.h"
#include "lev.h"
#ifdef SINKS
# ifdef OVLB
STATIC_DCL void FDECL(trycall, (struct obj *));
# endif /* OVLB */
STATIC_DCL void FDECL(dosinkring, (struct obj *));
#endif /* SINKS */
STATIC_PTR int FDECL(drop, (struct obj *));
STATIC_PTR int NDECL(wipeoff);
#ifdef OVL0
STATIC_DCL int FDECL(menu_drop, (int));
#endif
#ifdef OVL2
STATIC_DCL int NDECL(currentlevel_rewrite);
STATIC_DCL void NDECL(final_level);
/* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */
#endif
#ifdef OVLB
static NEARDATA const char drop_types[] =
{ ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, 0 };
/* 'd' command: drop one inventory item */
int
dodrop()
{
#ifndef GOLDOBJ
int result, i = (invent || u.ugold) ? 0 : (SIZE(drop_types) - 1);
#else
int result, i = (invent) ? 0 : (SIZE(drop_types) - 1);
#endif
if (*u.ushops) sellobj_state(SELL_DELIBERATE);
result = drop(getobj(&drop_types[i], "drop"));
if (*u.ushops) sellobj_state(SELL_NORMAL);
reset_occupations();
return result;
}
#endif /* OVLB */
#ifdef OVL0
/* Called when a boulder is dropped, thrown, or pushed. If it ends up
* in a pool, it either fills the pool up or sinks away. In either case,
* it's gone for good... If the destination is not a pool, returns FALSE.
*/
boolean
boulder_hits_pool(otmp, rx, ry, pushing)
struct obj *otmp;
register int rx, ry;
boolean pushing;
{
if (!otmp || otmp->otyp != BOULDER)
impossible("Not a boulder?");
else if (!Is_waterlevel(&u.uz) && (is_pool(rx,ry) || is_lava(rx,ry))) {
boolean lava = is_lava(rx,ry), fills_up;
const char *what = waterbody_name(rx,ry);
schar ltyp = levl[rx][ry].typ;
int chance = rn2(10); /* water: 90%; lava: 10% */
fills_up = lava ? chance == 0 : chance != 0;
if (fills_up) {
struct trap *ttmp = t_at(rx, ry);
if (ltyp == DRAWBRIDGE_UP) {
levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */
levl[rx][ry].drawbridgemask |= DB_FLOOR;
} else
levl[rx][ry].typ = ROOM;
if (ttmp) (void) delfloortrap(ttmp);
bury_objs(rx, ry);
newsym(rx,ry);
if (pushing) {
You("push %s into the %s.", the(xname(otmp)), what);
if (flags.verbose && !Blind)
pline("Now you can cross it!");
/* no splashing in this case */
}
}
if (!fills_up || !pushing) { /* splashing occurs */
if (!u.uinwater) {
if (pushing ? !Blind : cansee(rx,ry)) {
There("is a large splash as %s %s the %s.",
the(xname(otmp)), fills_up? "fills":"falls into",
what);
} else if (flags.soundok)
You_hear("a%s splash.", lava ? " sizzling" : "");
wake_nearto(rx, ry, 40);
}
if (fills_up && u.uinwater && distu(rx,ry) == 0) {
u.uinwater = 0;
docrt();
vision_full_recalc = 1;
You("find yourself on dry land again!");
} else if (lava && distu(rx,ry) <= 2) {
You("are hit by molten lava%c", (how_resistant(FIRE_RES) > 50) ? '.' : '!');
burn_away_slime();
losehp(resist_reduce(d(3,6),FIRE_RES), "molten lava", KILLED_BY);
} else if (!fills_up && flags.verbose &&
(pushing ? !Blind : cansee(rx,ry)))
pline("It sinks without a trace!");
}
/* boulder is now gone */
if (pushing) delobj(otmp);
else obfree(otmp, (struct obj *)0);
return TRUE;
}
return FALSE;
}
/* Used for objects which sometimes do special things when dropped; must be
* called with the object not in any chain. Returns TRUE if the object goes
* away.
*/
boolean
flooreffects(obj,x,y,verb)
struct obj *obj;
int x,y;
const char *verb;
{
struct trap *t;
struct monst *mtmp;
if (obj->where != OBJ_FREE)
panic("flooreffects: obj not free");
/* make sure things like water_damage() have no pointers to follow */
obj->nobj = obj->nexthere = (struct obj *)0;
if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE))
return TRUE;
else if (obj->otyp == BOULDER && (t = t_at(x,y)) != 0 &&
(t->ttyp==PIT || t->ttyp==SPIKED_PIT
|| t->ttyp==TRAPDOOR || t->ttyp==HOLE)) {
if (((mtmp = m_at(x, y)) && mtmp->mtrapped) ||
(u.utrap && u.ux == x && u.uy == y)) {
if (*verb)
pline_The("boulder %s into the pit%s.",
vtense((const char *)0, verb),
(mtmp) ? "" : " with you");
if (mtmp) {
if (!passes_walls(mtmp->data) &&
!throws_rocks(mtmp->data)) {
if (hmon(mtmp, obj, TRUE) && !is_whirly(mtmp->data))
return FALSE; /* still alive */
}
mtmp->mtrapped = 0;
} else {
if (!Passes_walls && !throws_rocks(youmonst.data)) {
losehp(rnd(15), "squished under a boulder",
NO_KILLER_PREFIX);
return FALSE; /* player remains trapped */
} else u.utrap = 0;
}
}
if (*verb) {
if (Blind) {
if ((x == u.ux) && (y == u.uy))
You_hear("a CRASH! beneath you.");
else
You_hear("the boulder %s.", verb);
} else if (cansee(x, y)) {
pline_The("boulder %s%s.",
t->tseen ? "" : "triggers and ",
t->ttyp == TRAPDOOR ? "plugs a trap door" :
t->ttyp == HOLE ? "plugs a hole" :
"fills a pit");
}
}
deltrap(t);
obfree(obj, (struct obj *)0);
bury_objs(x, y);
newsym(x,y);
return TRUE;
} else if (is_lava(x, y)) {
return fire_damage(obj, FALSE, FALSE, x, y);
} else if (is_pool(x, y)) {
/* Reasonably bulky objects (arbitrary) splash when dropped.
* If you're floating above the water even small things make noise.
* Stuff dropped near fountains always misses */
if ((Blind || (Levitation || Flying)) && flags.soundok &&
((x == u.ux) && (y == u.uy))) {
if (!Underwater) {
if (weight(obj) > 9) {
pline("Splash!");
} else if (Levitation || Flying) {
pline("Plop!");
}
}
map_background(x, y, 0);
newsym(x, y);
}
water_damage(obj, FALSE, FALSE);
} else if (u.ux == x && u.uy == y &&
(!u.utrap || u.utraptype != TT_PIT) &&
(t = t_at(x,y)) != 0 && t->tseen &&
(t->ttyp==PIT || t->ttyp==SPIKED_PIT)) {
/* you escaped a pit and are standing on the precipice */
if (Blind && flags.soundok)
You_hear("%s %s downwards.",
The(xname(obj)), otense(obj, "tumble"));
else
pline("%s %s into %s pit.",
The(xname(obj)), otense(obj, "tumble"),
the_your[t->madeby_u]);
}
return FALSE;
}
#endif /* OVL0 */
#ifdef OVLB
void
doaltarobj(obj) /* obj is an object dropped on an altar */
register struct obj *obj;
{
if (Blind)
return;
/* KMH, conduct */
u.uconduct.gnostic++;
if ((obj->blessed || obj->cursed) && obj->oclass != COIN_CLASS) {
There("is %s flash as %s %s the altar.",
an(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)),
doname(obj), otense(obj, "hit"));
if (!Hallucination) obj->bknown = 1;
} else {
pline("%s %s on the altar.", Doname2(obj),
otense(obj, "land"));
obj->bknown = 1;
}
}
#ifdef SINKS
STATIC_OVL
void
trycall(obj)
register struct obj *obj;
{
if(!objects[obj->otyp].oc_name_known &&
!objects[obj->otyp].oc_uname)
docall(obj);
}
STATIC_OVL
void
dosinkring(obj) /* obj is a ring being dropped over a kitchen sink */
register struct obj *obj;
{
register struct obj *otmp,*otmp2;
register boolean ideed = TRUE;
You("drop %s down the drain.", doname(obj));
obj->in_use = TRUE; /* block free identification via interrupt */
switch(obj->otyp) { /* effects that can be noticed without eyes */
case RIN_SEARCHING:
You("thought your %s got lost in the sink, but there it is!",
xname(obj));
goto giveback;
case RIN_SLOW_DIGESTION:
pline_The("ring is regurgitated!");
giveback:
obj->in_use = FALSE;
dropx(obj);
trycall(obj);
return;
case RIN_LEVITATION:
pline_The("sink quivers upward for a moment.");
break;
case RIN_POISON_RESISTANCE:
You("smell rotten %s.", makeplural(fruitname(FALSE)));
break;
case RIN_AGGRAVATE_MONSTER:
pline("Several flies buzz angrily around the sink.");
break;
case RIN_SHOCK_RESISTANCE:
pline("Static electricity surrounds the sink.");
break;
case RIN_CONFLICT:
You_hear("loud noises coming from the drain.");
break;
case RIN_SUSTAIN_ABILITY: /* KMH */
pline_The("water flow seems fixed.");
break;
case RIN_GAIN_STRENGTH:
pline_The("water flow seems %ser now.",
(obj->spe<0) ? "weak" : "strong");
break;
case RIN_GAIN_CONSTITUTION:
pline_The("water flow seems %ser now.",
(obj->spe<0) ? "less" : "great");
break;
case RIN_INCREASE_ACCURACY: /* KMH */
pline_The("water flow %s the drain.",
(obj->spe<0) ? "misses" : "hits");
break;
case RIN_INCREASE_DAMAGE:
pline_The("water's force seems %ser now.",
(obj->spe<0) ? "small" : "great");
break;
case RIN_HUNGER:
ideed = FALSE;
for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) {
otmp2 = otmp->nexthere;
if (otmp != uball && otmp != uchain &&
!obj_resists(otmp, 1, 99)) {
if (!Blind) {
pline("Suddenly, %s %s from the sink!",
doname(otmp), otense(otmp, "vanish"));
ideed = TRUE;
}
delobj(otmp);
}
}
break;
case MEAT_RING:
/* Not the same as aggravate monster; besides, it's obvious. */
pline("Several flies buzz around the sink.");
break;
default:
ideed = FALSE;
break;
}
if(!Blind && !ideed && obj->otyp != RIN_HUNGER) {
ideed = TRUE;
switch(obj->otyp) { /* effects that need eyes */
case RIN_ADORNMENT:
pline_The("faucets flash brightly for a moment.");
break;
case RIN_REGENERATION:
pline_The("sink looks as good as new.");
break;
case RIN_INVISIBILITY:
You("don't see anything happen to the sink.");
break;
case RIN_FREE_ACTION:
You("see the ring slide right down the drain!");
break;
case RIN_SEE_INVISIBLE:
You("see some air in the sink.");
break;
case RIN_STEALTH:
pline_The("sink seems to blend into the floor for a moment.");
break;
case RIN_FIRE_RESISTANCE:
pline_The("hot water faucet flashes brightly for a moment.");
break;
case RIN_COLD_RESISTANCE:
pline_The("cold water faucet flashes brightly for a moment.");
break;
case RIN_PROTECTION_FROM_SHAPE_CHAN:
pline_The("sink looks nothing like a fountain.");
break;
case RIN_PROTECTION:
pline_The("sink glows %s for a moment.",
hcolor((obj->spe<0) ? NH_BLACK : NH_SILVER));
break;
case RIN_WARNING:
pline_The("sink glows %s for a moment.", hcolor(NH_WHITE));
break;
case RIN_TELEPORTATION:
pline_The("sink momentarily vanishes.");
break;
case RIN_TELEPORT_CONTROL:
pline_The("sink looks like it is being beamed aboard somewhere.");
break;
case RIN_POLYMORPH:
pline_The("sink momentarily looks like a fountain.");
break;
case RIN_POLYMORPH_CONTROL:
pline_The("sink momentarily looks like a regularly erupting geyser.");
break;
}
}
if(ideed)
trycall(obj);
else
You_hear("the ring bouncing down the drainpipe.");
if (!rn2(20)) {
pline_The("sink backs up, leaving %s.", doname(obj));
obj->in_use = FALSE;
dropx(obj);
} else
useup(obj);
}
#endif
#endif /* OVLB */
#ifdef OVL0
/* some common tests when trying to drop or throw items */
boolean
canletgo(obj,word)
register struct obj *obj;
register const char *word;
{
if(obj->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)){
if (*word)
Norep("You cannot %s %s you are wearing.",word,
something);
return(FALSE);
}
if (obj->otyp == LOADSTONE && obj->cursed) {
/* getobj() kludge sets corpsenm to user's specified count
when refusing to split a stack of cursed loadstones */
if (*word) {
/* getobj() ignores a count for throwing since that is
implicitly forced to be 1; replicate its kludge... */
if (!strcmp(word, "throw") && obj->quan > 1L)
obj->corpsenm = 1;
pline("For some reason, you cannot %s%s the stone%s!",
word, obj->corpsenm ? " any of" : "",
plur(obj->quan));
}
obj->corpsenm = 0; /* reset */
obj->bknown = 1;
return(FALSE);
}
if (obj->otyp == LEASH && obj->leashmon != 0) {
if (*word)
pline_The("leash is tied around your %s.",
body_part(HAND));
return(FALSE);
}
#ifdef STEED
if (obj->owornmask & W_SADDLE) {
if (*word)
You("cannot %s %s you are sitting on.", word,
something);
return (FALSE);
}
#endif
return(TRUE);
}
STATIC_PTR
int
drop(obj)
register struct obj *obj;
{
if(!obj) return(0);
if(!canletgo(obj,"drop"))
return(0);
if(obj == uwep) {
if(welded(uwep)) {
weldmsg(obj);
return(0);
}
setuwep((struct obj *)0);
}
if(obj == uquiver) {
setuqwep((struct obj *)0);
}
if (obj == uswapwep) {
setuswapwep((struct obj *)0);
}
if (obj == ulauncher) {
setulauncher((struct obj*)0);
}
if (u.uswallow) {
/* barrier between you and the floor */
if(flags.verbose)
{
char buf[BUFSZ];
/* doname can call s_suffix, reusing its buffer */
Strcpy(buf, s_suffix(mon_nam(u.ustuck)));
You("drop %s into %s %s.", doname(obj), buf,
mbodypart(u.ustuck, STOMACH));
}
} else {
#ifdef SINKS
if((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING) &&
IS_SINK(levl[u.ux][u.uy].typ)) {
dosinkring(obj);
return(1);
}
#endif
if (!can_reach_floor()) {
if(flags.verbose) You("drop %s.", doname(obj));
#ifndef GOLDOBJ
if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj);
#else
/* Ensure update when we drop gold objects */
if (obj->oclass == COIN_CLASS) flags.botl = 1;
freeinv(obj);
#endif
hitfloor(obj);
return(1);
}
if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose)
You("drop %s.", doname(obj));
}
dropx(obj);
return(1);
}
/* Called in several places - may produce output */
/* eg ship_object() and dropy() -> sellobj() both produce output */
void
dropx(obj)
register struct obj *obj;
{
#ifndef GOLDOBJ
if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj);
#else
/* Ensure update when we drop gold objects */
if (obj->oclass == COIN_CLASS) flags.botl = 1;
freeinv(obj);
#endif
if (!u.uswallow) {
if (ship_object(obj, u.ux, u.uy, FALSE)) return;
if (IS_ALTAR(levl[u.ux][u.uy].typ))
doaltarobj(obj); /* set bknown */
}
dropy(obj);
}
void
dropy(obj)
register struct obj *obj;
{
if (obj == uwep) setuwep((struct obj *)0);
if (obj == uquiver) setuqwep((struct obj *)0);
if (obj == ulauncher) setulauncher((struct obj *)0);
if (obj == uswapwep) setuswapwep((struct obj *)0);
if (!u.uswallow && flooreffects(obj,u.ux,u.uy,"drop")) return;
/* uswallow check done by GAN 01/29/87 */
if(u.uswallow) {
boolean could_petrify = FALSE;
boolean could_poly = FALSE;
boolean could_slime = FALSE;
boolean could_grow = FALSE;
boolean could_heal = FALSE;
if (obj != uball) { /* mon doesn't pick up ball */
if (obj->otyp == CORPSE) {
could_petrify = touch_petrifies(&mons[obj->corpsenm]);
could_poly = polyfodder(obj);
could_slime = (obj->corpsenm == PM_GREEN_SLIME);
could_grow = (obj->corpsenm == PM_WRAITH);
could_heal = (obj->corpsenm == PM_NURSE);
}
(void) mpickobj(u.ustuck,obj);
if (is_animal(u.ustuck->data)) {
if (could_poly || could_slime) {
(void) newcham(u.ustuck,
could_poly ? (struct permonst *)0 :
&mons[PM_GREEN_SLIME],
FALSE, could_slime);
delobj(obj); /* corpse is digested */
} else if (could_petrify) {
minstapetrify(u.ustuck, TRUE);
/* Don't leave a cockatrice corpse in a statue */
if (!u.uswallow) delobj(obj);
} else if (could_grow) {
(void) grow_up(u.ustuck, (struct monst *)0);
delobj(obj); /* corpse is digested */
} else if (could_heal) {
u.ustuck->mhp = u.ustuck->mhpmax;
delobj(obj); /* corpse is digested */
}
}
}
} else {
place_object(obj, u.ux, u.uy);
if (obj == uball)
drop_ball(u.ux,u.uy);
else
sellobj(obj, u.ux, u.uy);
stackobj(obj);
if(Blind && Levitation)
map_object(obj, 0);
newsym(u.ux,u.uy); /* remap location under self */
}
}
/* things that must change when not held; recurse into containers.
Called for both player and monsters */
void
obj_no_longer_held(obj)
struct obj *obj;
{
if (!obj) {
return;
} else if ((Is_container(obj) || obj->otyp == STATUE) && obj->cobj) {
struct obj *contents;
for(contents=obj->cobj; contents; contents=contents->nobj)
obj_no_longer_held(contents);
}
switch(obj->otyp) {
case CRYSKNIFE:
/* KMH -- Fixed crysknives have only 10% chance of reverting */
/* only changes when not held by player or monster */
if (!obj->oerodeproof || !rn2(10)) {
obj->otyp = WORM_TOOTH;
obj->oerodeproof = 0;
}
break;
}
}
/* 'D' command: drop several things */
int
doddrop()
{
int result = 0;
add_valid_menu_class(0); /* clear any classes already there */
if (*u.ushops) sellobj_state(SELL_DELIBERATE);
if (flags.menu_style != MENU_TRADITIONAL ||
(result = ggetobj("drop", drop, 0, FALSE, (unsigned *)0)) < -1)
result = menu_drop(result);
if (*u.ushops) sellobj_state(SELL_NORMAL);
reset_occupations();
return result;
}
/* Drop things from the hero's inventory, using a menu. */
STATIC_OVL int
menu_drop(retry)
int retry;
{
int n, i, n_dropped = 0;
long cnt;
struct obj *otmp, *otmp2;
#ifndef GOLDOBJ
struct obj *u_gold = 0;
#endif
menu_item *pick_list;
boolean all_categories = TRUE;
boolean drop_everything = FALSE;
#ifndef GOLDOBJ
if (u.ugold) {
/* Hack: gold is not in the inventory, so make a gold object
and put it at the head of the inventory list. */
u_gold = mkgoldobj(u.ugold); /* removes from u.ugold */
u_gold->in_use = TRUE;
u.ugold = u_gold->quan; /* put the gold back */
assigninvlet(u_gold); /* might end up as NOINVSYM */
u_gold->nobj = invent;
invent = u_gold;
}
#endif
if (retry) {
all_categories = (retry == -2);
} else if (flags.menu_style == MENU_FULL) {
all_categories = FALSE;
n = query_category("Drop what type of items?",
invent,
UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL |
BUC_BLESSED | BUC_CURSED | BUC_UNCURSED | BUC_UNKNOWN,
&pick_list, PICK_ANY);
if (!n) goto drop_done;
for (i = 0; i < n; i++) {
if (pick_list[i].item.a_int == ALL_TYPES_SELECTED)
all_categories = TRUE;
else if (pick_list[i].item.a_int == 'A')
drop_everything = TRUE;
else
add_valid_menu_class(pick_list[i].item.a_int);
}
free((genericptr_t) pick_list);
} else if (flags.menu_style == MENU_COMBINATION) {
unsigned ggoresults = 0;
all_categories = FALSE;
/* Gather valid classes via traditional NetHack method */
i = ggetobj("drop", drop, 0, TRUE, &ggoresults);
if (i == -2) all_categories = TRUE;
if (ggoresults & ALL_FINISHED) {
n_dropped = i;
goto drop_done;
}
}
if (drop_everything) {
for(otmp = invent; otmp; otmp = otmp2) {
otmp2 = otmp->nobj;
n_dropped += drop(otmp);
}
} else {
/* should coordinate with perm invent, maybe not show worn items */
n = query_objlist("What would you like to drop?", invent,
USE_INVLET|INVORDER_SORT, &pick_list,
PICK_ANY, all_categories ? allow_all : allow_category);
if (n > 0) {
for (i = 0; i < n; i++) {
otmp = pick_list[i].item.a_obj;
cnt = pick_list[i].count;
if (cnt < otmp->quan) {
if (welded(otmp)) {
; /* don't split */
} else if (otmp->otyp == LOADSTONE && otmp->cursed) {
/* same kludge as getobj(), for canletgo()'s use */
otmp->corpsenm = (int) cnt; /* don't split */
} else {
#ifndef GOLDOBJ
if (otmp->oclass == COIN_CLASS)
(void) splitobj(otmp, otmp->quan - cnt);
else
#endif
otmp = splitobj(otmp, cnt);
}
}
n_dropped += drop(otmp);
}
free((genericptr_t) pick_list);
}
}
drop_done:
#ifndef GOLDOBJ
if (u_gold && invent && invent->oclass == COIN_CLASS) {
/* didn't drop [all of] it */
u_gold = invent;
invent = u_gold->nobj;
u_gold->in_use = FALSE;
dealloc_obj(u_gold);
update_inventory();
}
#endif
return n_dropped;
}
#endif /* OVL0 */
#ifdef OVL2
/* on a ladder, used in goto_level */
static NEARDATA boolean at_ladder = FALSE;
int
dodown()
{
struct trap *trap = 0;
boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair) ||
(u.ux == sstairs.sx && u.uy == sstairs.sy && !sstairs.up)),
ladder_down = (u.ux == xdnladder && u.uy == ydnladder);
#ifdef STEED
if (u.usteed && !u.usteed->mcanmove) {
pline("%s won't move!", Monnam(u.usteed));
return(0);
} else if (u.usteed && u.usteed->meating) {
pline("%s is still eating.", Monnam(u.usteed));
return(0);
} else
#endif
if (Levitation) {
if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
/* end controlled levitation */
if (ELevitation & W_ARTI) {
struct obj *obj;
for(obj = invent; obj; obj = obj->nobj) {
if (obj->oartifact &&
artifact_has_invprop(obj,LEVITATION)) {
if (obj->age < monstermoves)
obj->age = monstermoves + rnz(100);
else
obj->age += rnz(100);
}
}
}
if (float_down(I_SPECIAL|TIMEOUT, W_ARTI))
return (1); /* came down, so moved */
}
floating_above(stairs_down ? "stairs" : ladder_down ?
"ladder" : surface(u.ux, u.uy));
return (0); /* didn't move */
}
if (!stairs_down && !ladder_down) {
if (!(trap = t_at(u.ux,u.uy)) ||
(trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)
|| !Can_fall_thru(&u.uz) || !trap->tseen) {
if (flags.autodig && !flags.nopick &&
uwep && is_pick(uwep)) {
return use_pick_axe2(uwep);
} else {
You_cant("go down here.");
return(0);
}
}
}
if(u.ustuck) {
You("are %s, and cannot go down.",
!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?
"swallowed" : "engulfed");
return(1);
}
if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) {
You("are standing at the gate to Gehennom.");
pline("Unspeakable cruelty and harm lurk down there.");
if (yn("Are you sure you want to enter?") != 'y')
return(0);
else pline("So be it.");
u.uevent.gehennom_entered = 1; /* don't ask again */
}
if(!next_to_u()) {
You("are held back by your pet!");
return(0);
}
if (trap)
You("%s %s.", locomotion(youmonst.data, "jump"),
trap->ttyp == HOLE ? "down the hole" : "through the trap door");
if (trap && Is_stronghold(&u.uz)) {
goto_hell(FALSE, TRUE);
} else {
at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
next_level(!trap);
at_ladder = FALSE;
}
return(1);
}
int
doup()
{
if( (u.ux != xupstair || u.uy != yupstair)
&& (!xupladder || u.ux != xupladder || u.uy != yupladder)
&& (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
|| !sstairs.up)
) {
You_cant("go up here.");
return(0);
}
#ifdef STEED
if (u.usteed && !u.usteed->mcanmove) {
pline("%s won't move!", Monnam(u.usteed));
return(0);
} else if (u.usteed && u.usteed->meating) {
pline("%s is still eating.", Monnam(u.usteed));
return(0);
} else
#endif
if(u.ustuck) {
You("are %s, and cannot go up.",
!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?
"swallowed" : "engulfed");
return(1);
}
if(near_capacity() > SLT_ENCUMBER) {
/* No levitation check; inv_weight() already allows for it */
Your("load is too heavy to climb the %s.",
levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder");
return(1);
}
if(ledger_no(&u.uz) == 1) {
if (yn("Beware, there will be no return! Still climb?") != 'y')
return(0);
}
if(!next_to_u()) {
You("are held back by your pet!");
return(0);
}
at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
prev_level(TRUE);
at_ladder = FALSE;
return(1);
}
d_level save_dlevel = {0, 0};
/* check that we can write out the current level */
STATIC_OVL int
currentlevel_rewrite()
{
register int fd;
char whynot[BUFSZ];
/* since level change might be a bit slow, flush any buffered screen
* output (like "you fall through a trap door") */
mark_synch();
fd = create_levelfile(ledger_no(&u.uz), whynot);
if (fd < 0) {
/*
* This is not quite impossible: e.g., we may have
* exceeded our quota. If that is the case then we
* cannot leave this level, and cannot save either.
* Another possibility is that the directory was not
* writable.
*/
pline("%s", whynot);
return -1;
}
#ifdef MFLOPPY
if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) {
(void) close(fd);
delete_levelfile(ledger_no(&u.uz));
pline("NetHack is out of disk space for making levels!");
You("can save, quit, or continue playing.");
return -1;
}
#endif
return fd;
}
#ifdef INSURANCE
void
save_currentstate()
{
int fd;
if (flags.ins_chkpt) {
/* write out just-attained level, with pets and everything */
fd = currentlevel_rewrite();
if(fd < 0) return;
bufon(fd);
savelev(fd,ledger_no(&u.uz), WRITE_SAVE);
bclose(fd);
}
/* write out non-level state */
savestateinlock();
}
#endif
/*
static boolean
badspot(x, y)
register xchar x, y;
{
return((levl[x][y].typ != ROOM && levl[x][y].typ != AIR &&
levl[x][y].typ != CORR) || MON_AT(x, y));
}
*/
void
goto_level(newlevel, at_stairs, falling, portal)
d_level *newlevel;
boolean at_stairs, falling, portal;
{
int fd, l_idx;
xchar new_ledger;
boolean cant_go_back,
up = (depth(newlevel) < depth(&u.uz)),
newdungeon = (u.uz.dnum != newlevel->dnum),
was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
familiar = FALSE;
boolean new = FALSE; /* made a new level? */
struct monst *mtmp;
char whynot[BUFSZ];
if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
newlevel->dlevel = dunlevs_in_dungeon(newlevel);
if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */
if (u.uhave.amulet)
assign_level(newlevel, &earth_level);
else return;
}
new_ledger = ledger_no(newlevel);
if (new_ledger <= 0)
done(ESCAPED); /* in fact < 0 is impossible */
/* If you have the amulet and are trying to get out of Gehennom, going
* up a set of stairs sometimes does some very strange things!
*
* No longer biased, because it's bad enough to get zotzed without getting
* absolutely bludgeoned to death by being dropped too many levels. This
* was really just annoying players to no good effect; Rodney's appearance
* rate is tuned up for Lawful and Nootral players to help counter this change.
*
* Odds: older old Newest
* "up" L N C "up" L N C L/N/C
* +1 75.0 75.0 75.0 +1 75.0 75.0 75.0 75.0
* 0 0.0 12.5 25.0 0 6.25 8.33 12.5 12.5
* -1 8.33 4.17 0.0 -1 6.25 8.33 12.5 12.5
* -2 8.33 4.17 0.0 -2 6.25 8.33 0.0 0.0
* -3 8.33 4.17 0.0 -3 6.25 0.0 0.0 0.0
*/
if (Inhell && up && u.uhave.amulet && !newdungeon && !portal &&
(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)-3)) {
if (!rn2(4)) {
int diff = rn2(2);