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teleport.c
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teleport.c
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/* NetHack 3.6 teleport.c $NHDT-Date: 1570227405 2019/10/04 22:16:45 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.93 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
STATIC_DCL boolean FDECL(tele_jump_ok, (int, int, int, int));
STATIC_DCL boolean FDECL(teleok, (int, int, BOOLEAN_P));
STATIC_DCL void NDECL(vault_tele);
STATIC_DCL boolean FDECL(rloc_pos_ok, (int, int, struct monst *));
STATIC_DCL void FDECL(mvault_tele, (struct monst *));
/* non-null when teleporting via having read this scroll */
STATIC_VAR struct obj *telescroll = 0;
/*
* Is (x,y) a good position of mtmp? If mtmp is NULL, then is (x,y) good
* for an object?
*
* This function will only look at mtmp->mdat, so makemon, mplayer, etc can
* call it to generate new monster positions with fake monster structures.
*/
boolean
goodpos(x, y, mtmp, gpflags)
int x, y;
struct monst *mtmp;
unsigned gpflags;
{
struct permonst *mdat = (struct permonst *) 0;
boolean ignorewater = ((gpflags & MM_IGNOREWATER) != 0);
if (!isok(x, y))
return FALSE;
/* in many cases, we're trying to create a new monster, which
* can't go on top of the player or any existing monster.
* however, occasionally we are relocating engravings or objects,
* which could be co-located and thus get restricted a bit too much.
* oh well.
*/
if (x == u.ux && y == u.uy
&& mtmp != &youmonst && (mtmp != u.ustuck || !u.uswallow)
&& (!u.usteed || mtmp != u.usteed))
return FALSE;
if (mtmp) {
struct monst *mtmp2 = m_at(x, y);
/* Be careful with long worms. A monster may be placed back in
* its own location. Normally, if m_at() returns the same monster
* that we're trying to place, the monster is being placed in its
* own location. However, that is not correct for worm segments,
* because all the segments of the worm return the same m_at().
* Actually we overdo the check a little bit--a worm can't be placed
* in its own location, period. If we just checked for mtmp->mx
* != x || mtmp->my != y, we'd miss the case where we're called
* to place the worm segment and the worm's head is at x,y.
*/
if (mtmp2 && (mtmp2 != mtmp || mtmp->wormno))
return FALSE;
mdat = mtmp->data;
if (is_pool(x, y) && !ignorewater) {
/* [what about Breathless?] */
if (mtmp == &youmonst)
return (Swimming || Amphibious
|| (!Is_waterlevel(&u.uz)
/* water on the Plane of Water has no surface
so there's no way to be on or above that */
&& (Levitation || Flying || Wwalking)));
else
return (is_swimmer(mdat)
|| (!Is_waterlevel(&u.uz)
&& (is_floater(mdat) || is_flyer(mdat)
|| is_clinger(mdat))));
} else if (mdat->mlet == S_EEL && rn2(13) && !ignorewater) {
return FALSE;
} else if (is_lava(x, y)) {
/* 3.6.3: floating eye can levitate over lava but it avoids
that due the effect of the heat causing it to dry out */
if (mdat == &mons[PM_FLOATING_EYE])
return FALSE;
else if (mtmp == &youmonst)
return (Levitation || Flying
|| (Fire_resistance && Wwalking && uarmf
&& uarmf->oerodeproof)
|| (Upolyd && likes_lava(youmonst.data)));
else
return (is_floater(mdat) || is_flyer(mdat)
|| likes_lava(mdat));
}
if (passes_walls(mdat) && may_passwall(x, y))
return TRUE;
if (amorphous(mdat) && closed_door(x, y))
return TRUE;
}
if (!accessible(x, y)) {
if (!(is_pool(x, y) && ignorewater))
return FALSE;
}
if (sobj_at(BOULDER, x, y) && (!mdat || !throws_rocks(mdat)))
return FALSE;
return TRUE;
}
/*
* "entity next to"
*
* Attempt to find a good place for the given monster type in the closest
* position to (xx,yy). Do so in successive square rings around (xx,yy).
* If there is more than one valid position in the ring, choose one randomly.
* Return TRUE and the position chosen when successful, FALSE otherwise.
*/
boolean
enexto(cc, xx, yy, mdat)
coord *cc;
register xchar xx, yy;
struct permonst *mdat;
{
return enexto_core(cc, xx, yy, mdat, NO_MM_FLAGS);
}
boolean
enexto_core(cc, xx, yy, mdat, entflags)
coord *cc;
xchar xx, yy;
struct permonst *mdat;
unsigned entflags;
{
#define MAX_GOOD 15
coord good[MAX_GOOD], *good_ptr;
int x, y, range, i;
int xmin, xmax, ymin, ymax, rangemax;
struct monst fakemon; /* dummy monster */
boolean allow_xx_yy = (boolean) ((entflags & GP_ALLOW_XY) != 0);
entflags &= ~GP_ALLOW_XY;
if (!mdat) {
debugpline0("enexto() called with null mdat");
/* default to player's original monster type */
mdat = &mons[u.umonster];
}
fakemon = zeromonst;
set_mon_data(&fakemon, mdat); /* set up for goodpos */
/* used to use 'if (range > ROWNO && range > COLNO) return FALSE' below,
so effectively 'max(ROWNO, COLNO)' which performs useless iterations
(possibly many iterations if <xx,yy> is in the center of the map) */
xmax = max(xx - 1, (COLNO - 1) - xx);
ymax = max(yy - 0, (ROWNO - 1) - yy);
rangemax = max(xmax, ymax);
/* setup: no suitable spots yet, first iteration checks adjacent spots */
good_ptr = good;
range = 1;
/*
* Walk around the border of the square with center (xx,yy) and
* radius range. Stop when we find at least one valid position.
*/
do {
xmin = max(1, xx - range);
xmax = min(COLNO - 1, xx + range);
ymin = max(0, yy - range);
ymax = min(ROWNO - 1, yy + range);
for (x = xmin; x <= xmax; x++) {
if (goodpos(x, ymin, &fakemon, entflags)) {
good_ptr->x = x;
good_ptr->y = ymin;
/* beware of accessing beyond segment boundaries.. */
if (good_ptr++ == &good[MAX_GOOD - 1])
goto full;
}
if (goodpos(x, ymax, &fakemon, entflags)) {
good_ptr->x = x;
good_ptr->y = ymax;
if (good_ptr++ == &good[MAX_GOOD - 1])
goto full;
}
}
/* 3.6.3: this used to use 'ymin+1' which left top row unchecked */
for (y = ymin; y < ymax; y++) {
if (goodpos(xmin, y, &fakemon, entflags)) {
good_ptr->x = xmin;
good_ptr->y = y;
if (good_ptr++ == &good[MAX_GOOD - 1])
goto full;
}
if (goodpos(xmax, y, &fakemon, entflags)) {
good_ptr->x = xmax;
good_ptr->y = y;
if (good_ptr++ == &good[MAX_GOOD - 1])
goto full;
}
}
} while (++range <= rangemax && good_ptr == good);
/* return False if we exhausted 'range' without finding anything */
if (good_ptr == good) {
/* 3.6.3: earlier versions didn't have the option to try <xx,yy>,
and left 'cc' uninitialized when returning False */
cc->x = xx, cc->y = yy;
/* if every spot other than <xx,yy> has failed, try <xx,yy> itself */
if (allow_xx_yy && goodpos(xx, yy, &fakemon, entflags)) {
return TRUE; /* 'cc' is set */
} else {
debugpline3("enexto(\"%s\",%d,%d) failed", mdat->mname, xx, yy);
return FALSE;
}
}
full:
/* we've got between 1 and SIZE(good) candidates; choose one */
i = rn2((int) (good_ptr - good));
cc->x = good[i].x;
cc->y = good[i].y;
return TRUE;
}
/*
* Check for restricted areas present in some special levels. (This might
* need to be augmented to allow deliberate passage in wizard mode, but
* only for explicitly chosen destinations.)
*/
STATIC_OVL boolean
tele_jump_ok(x1, y1, x2, y2)
int x1, y1, x2, y2;
{
if (!isok(x2, y2))
return FALSE;
if (dndest.nlx > 0) {
/* if inside a restricted region, can't teleport outside */
if (within_bounded_area(x1, y1, dndest.nlx, dndest.nly, dndest.nhx,
dndest.nhy)
&& !within_bounded_area(x2, y2, dndest.nlx, dndest.nly,
dndest.nhx, dndest.nhy))
return FALSE;
/* and if outside, can't teleport inside */
if (!within_bounded_area(x1, y1, dndest.nlx, dndest.nly, dndest.nhx,
dndest.nhy)
&& within_bounded_area(x2, y2, dndest.nlx, dndest.nly, dndest.nhx,
dndest.nhy))
return FALSE;
}
if (updest.nlx > 0) { /* ditto */
if (within_bounded_area(x1, y1, updest.nlx, updest.nly, updest.nhx,
updest.nhy)
&& !within_bounded_area(x2, y2, updest.nlx, updest.nly,
updest.nhx, updest.nhy))
return FALSE;
if (!within_bounded_area(x1, y1, updest.nlx, updest.nly, updest.nhx,
updest.nhy)
&& within_bounded_area(x2, y2, updest.nlx, updest.nly, updest.nhx,
updest.nhy))
return FALSE;
}
return TRUE;
}
STATIC_OVL boolean
teleok(x, y, trapok)
register int x, y;
boolean trapok;
{
if (!trapok && t_at(x, y))
return FALSE;
if (!goodpos(x, y, &youmonst, 0))
return FALSE;
if (!tele_jump_ok(u.ux, u.uy, x, y))
return FALSE;
if (!in_out_region(x, y))
return FALSE;
return TRUE;
}
void
teleds(nux, nuy, allow_drag)
register int nux, nuy;
boolean allow_drag;
{
boolean ball_active, ball_still_in_range;
struct monst *vault_guard = vault_occupied(u.urooms) ? findgd() : 0;
if (u.utraptype == TT_BURIEDBALL) {
/* unearth it */
buried_ball_to_punishment();
}
ball_active = (Punished && uball->where != OBJ_FREE);
ball_still_in_range = FALSE;
/* If they have to move the ball, then drag if allow_drag is true;
* otherwise they are teleporting, so unplacebc().
* If they don't have to move the ball, then always "drag" whether or
* not allow_drag is true, because we are calling that function, not
* to drag, but to move the chain. *However* there are some dumb
* special cases:
* 0 0
* _X move east -----> X_
* @ @
* These are permissible if teleporting, but not if dragging. As a
* result, drag_ball() needs to know about allow_drag and might end
* up dragging the ball anyway. Also, drag_ball() might find that
* dragging the ball is completely impossible (ball in range but there's
* rock in the way), in which case it teleports the ball on its own.
*/
if (ball_active) {
if (!carried(uball) && distmin(nux, nuy, uball->ox, uball->oy) <= 2) {
ball_still_in_range = TRUE; /* don't have to move the ball */
} else {
/* have to move the ball */
if (!allow_drag || distmin(u.ux, u.uy, nux, nuy) > 1) {
/* we should not have dist > 1 and allow_drag at the same
* time, but just in case, we must then revert to teleport.
*/
allow_drag = FALSE;
unplacebc();
}
}
}
if (u.ustuck && is_pool(u.ustuck->mx, u.ustuck->my))
tnnt_achieve(A_SURVIVED_DROWNING);
reset_utrap(FALSE);
u.ustuck = 0;
u.ux0 = u.ux;
u.uy0 = u.uy;
if (!hideunder(&youmonst) && youmonst.data->mlet == S_MIMIC) {
/* mimics stop being unnoticed */
youmonst.m_ap_type = M_AP_NOTHING;
}
if (u.uswallow) {
u.uswldtim = u.uswallow = 0;
if (Punished && !ball_active) {
/* ensure ball placement, like unstuck */
ball_active = TRUE;
allow_drag = FALSE;
}
docrt();
}
if (ball_active) {
if (ball_still_in_range || allow_drag) {
int bc_control;
xchar ballx, bally, chainx, chainy;
boolean cause_delay;
if (drag_ball(nux, nuy, &bc_control, &ballx, &bally, &chainx,
&chainy, &cause_delay, allow_drag)) {
move_bc(0, bc_control, ballx, bally, chainx, chainy);
} else {
/* dragging fails if hero is encumbered beyond 'burdened' */
allow_drag = FALSE; /* teleport b&c to hero's new spot */
unplacebc(); /* to match placebc() below */
}
}
}
/* must set u.ux, u.uy after drag_ball(), which may need to know
the old position if allow_drag is true... */
u_on_newpos(nux, nuy); /* set u.<x,y>, usteed-><mx,my>; cliparound() */
fill_pit(u.ux0, u.uy0);
if (ball_active) {
if (!ball_still_in_range && !allow_drag)
placebc();
}
initrack(); /* teleports mess up tracking monsters without this */
update_player_regions();
/*
* Make sure the hero disappears from the old location. This will
* not happen if she is teleported within sight of her previous
* location. Force a full vision recalculation because the hero
* is now in a new location.
*/
newsym(u.ux0, u.uy0);
see_monsters();
vision_full_recalc = 1;
nomul(0);
vision_recalc(0); /* vision before effects */
/* if terrain type changes, levitation or flying might become blocked
or unblocked; might issue message, so do this after map+vision has
been updated for new location instead of right after u_on_newpos() */
if (levl[u.ux][u.uy].typ != levl[u.ux0][u.uy0].typ)
switch_terrain();
if (telescroll) {
/* when teleporting by scroll, we need to handle discovery
now before getting feedback about any objects at our
destination since we might land on another such scroll */
if (distu(u.ux0, u.uy0) >= 16 || !couldsee(u.ux0, u.uy0))
learnscroll(telescroll);
else
telescroll = 0; /* no discovery by scrolltele()'s caller */
}
/* sequencing issue: we want guard's alarm, if any, to occur before
room entry message, if any, so need to check for vault exit prior
to spoteffects; but spoteffects() sets up new value for u.urooms
and vault code depends upon that value, so we need to fake it */
if (vault_guard) {
char save_urooms[5]; /* [sizeof u.urooms] */
Strcpy(save_urooms, u.urooms);
Strcpy(u.urooms, in_rooms(u.ux, u.uy, VAULT));
/* if hero has left vault, make guard notice */
if (!vault_occupied(u.urooms))
uleftvault(vault_guard);
Strcpy(u.urooms, save_urooms); /* reset prior to spoteffects() */
}
/* possible shop entry message comes after guard's shrill whistle */
spoteffects(TRUE);
invocation_message();
}
boolean
safe_teleds(allow_drag)
boolean allow_drag;
{
register int nux, nuy, tcnt = 0;
do {
nux = rnd(COLNO - 1);
nuy = rn2(ROWNO);
} while (!teleok(nux, nuy, (boolean) (tcnt > 200)) && ++tcnt <= 400);
if (tcnt <= 400) {
teleds(nux, nuy, allow_drag);
return TRUE;
} else
return FALSE;
}
STATIC_OVL void
vault_tele()
{
register struct mkroom *croom = search_special(VAULT);
coord c;
if (croom && somexy(croom, &c) && teleok(c.x, c.y, FALSE)) {
teleds(c.x, c.y, FALSE);
return;
}
tele();
}
boolean
teleport_pet(mtmp, force_it)
register struct monst *mtmp;
boolean force_it;
{
register struct obj *otmp;
if (mtmp == u.usteed)
return FALSE;
if (mtmp->mleashed) {
otmp = get_mleash(mtmp);
if (!otmp) {
impossible("%s is leashed, without a leash.", Monnam(mtmp));
goto release_it;
}
if (otmp->cursed && !force_it) {
yelp(mtmp);
return FALSE;
} else {
Your("leash goes slack.");
release_it:
m_unleash(mtmp, FALSE);
return TRUE;
}
}
return TRUE;
}
/* teleport the hero via some method other than scroll of teleport */
void
tele()
{
(void) scrolltele((struct obj *) 0);
}
/* teleport the hero; return true if scroll of teleportation should become
discovered; teleds() will usually do the actual discovery, since the
outcome sometimes depends upon destination and discovery needs to be
performed before arrival, in case we land on another teleport scroll */
boolean
scrolltele(scroll)
struct obj *scroll;
{
coord cc;
boolean result = FALSE; /* don't learn scroll */
/* Disable teleportation in stronghold && Vlad's Tower */
if (level.flags.noteleport) {
if (!wizard) {
pline("A mysterious force prevents you from teleporting!");
return TRUE;
}
}
/* don't show trap if "Sorry..." */
if (!Blinded)
make_blinded(0L, FALSE);
if ((u.uhave.amulet || On_W_tower_level(&u.uz)) && !rn2(3)) {
You_feel("disoriented for a moment.");
if (!wizard || yn("Override?") != 'y')
return FALSE;
}
if ((Teleport_control && !Stunned) || wizard) {
if (unconscious()) {
pline("Being unconscious, you cannot control your teleport.");
} else {
char whobuf[BUFSZ];
Strcpy(whobuf, "you");
if (u.usteed)
Sprintf(eos(whobuf), " and %s", mon_nam(u.usteed));
pline("Where do %s want to be teleported?", whobuf);
cc.x = u.ux;
cc.y = u.uy;
if (getpos(&cc, TRUE, "the desired position") < 0)
return TRUE; /* abort */
/* possible extensions: introduce a small error if
magic power is low; allow transfer to solid rock */
if (teleok(cc.x, cc.y, FALSE)) {
/* for scroll, discover it regardless of destination */
if (scroll)
learnscroll(scroll);
teleds(cc.x, cc.y, FALSE);
return TRUE;
}
pline("Sorry...");
result = TRUE;
}
} else if (scroll && scroll->blessed) {
/* (this used to be handled in seffects()) */
if (yn("Do you wish to teleport?") == 'n')
return TRUE;
result = TRUE;
}
telescroll = scroll;
(void) safe_teleds(FALSE);
/* teleds() will leave telescroll intact iff random destination
is far enough away for scroll discovery to be warranted */
if (telescroll)
result = TRUE;
telescroll = 0; /* reset */
return result;
}
/* ^T command; 'm ^T' == choose among several teleport modes */
int
dotelecmd()
{
long save_HTele, save_ETele;
int res, added, hidden;
boolean ignore_restrictions = FALSE;
/* also defined in spell.c */
#define NOOP_SPELL 0
#define HIDE_SPELL 1
#define ADD_SPELL 2
#define UNHIDESPELL 3
#define REMOVESPELL 4
/* normal mode; ignore 'm' prefix if it was given */
if (!wizard)
return dotele(FALSE);
added = hidden = NOOP_SPELL;
save_HTele = HTeleportation, save_ETele = ETeleportation;
if (!iflags.menu_requested) {
ignore_restrictions = TRUE;
} else {
static const struct tporttypes {
char menulet;
const char *menudesc;
} tports[] = {
/*
* Potential combinations:
* 1) attempt ^T without intrinsic, not know spell;
* 2) via intrinsic, not know spell, obey restrictions;
* 3) via intrinsic, not know spell, ignore restrictions;
* 4) via intrinsic, know spell, obey restrictions;
* 5) via intrinsic, know spell, ignore restrictions;
* 6) via spell, not have intrinsic, obey restrictions;
* 7) via spell, not have intrinsic, ignore restrictions;
* 8) force, obey other restrictions;
* 9) force, ignore restrictions.
* We only support the 1st (t), 2nd (n), 6th (s), and 9th (w).
*
* This ignores the fact that there is an experience level
* (or poly-form) requirement which might make normal ^T fail.
*/
{ 'n', "normal ^T on demand; no spell, obey restrictions" },
{ 's', "via spellcast; no intrinsic teleport" },
{ 't', "try ^T without having it; no spell" },
{ 'w', "debug mode; ignore restrictions" }, /* trad wizard mode */
};
menu_item *picks = (menu_item *) 0;
anything any;
winid win;
int i, tmode;
win = create_nhwindow(NHW_MENU);
start_menu(win);
any = zeroany;
for (i = 0; i < SIZE(tports); ++i) {
any.a_int = (int) tports[i].menulet;
add_menu(win, NO_GLYPH, &any, (char) any.a_int, 0, ATR_NONE,
tports[i].menudesc,
(tports[i].menulet == 'w') ? MENU_SELECTED
: MENU_UNSELECTED);
}
end_menu(win, "Which way do you want to teleport?");
i = select_menu(win, PICK_ONE, &picks);
destroy_nhwindow(win);
if (i > 0) {
tmode = picks[0].item.a_int;
/* if we got 2, use the one which wasn't preselected */
if (i > 1 && tmode == 'w')
tmode = picks[1].item.a_int;
free((genericptr_t) picks);
} else if (i == 0) {
/* preselected one was explicitly chosen and got toggled off */
tmode = 'w';
} else { /* ESC */
return 0;
}
switch (tmode) {
case 'n':
HTeleportation |= I_SPECIAL; /* confer intrinsic teleportation */
hidden = tport_spell(HIDE_SPELL); /* hide teleport-away */
break;
case 's':
HTeleportation = ETeleportation = 0L; /* suppress intrinsic */
added = tport_spell(ADD_SPELL); /* add teleport-away */
break;
case 't':
HTeleportation = ETeleportation = 0L; /* suppress intrinsic */
hidden = tport_spell(HIDE_SPELL); /* hide teleport-away */
break;
case 'w':
ignore_restrictions = TRUE;
break;
}
}
/* if dotele() can be fatal, final disclosure might lie about
intrinsic teleportation; we should be able to live with that
since the menu finagling is only applicable in wizard mode */
res = dotele(ignore_restrictions);
HTeleportation = save_HTele;
ETeleportation = save_ETele;
if (added != NOOP_SPELL || hidden != NOOP_SPELL)
/* can't both be non-NOOP so addition will yield the non-NOOP one */
(void) tport_spell(added + hidden - NOOP_SPELL);
return res;
}
int
dotele(break_the_rules)
boolean break_the_rules; /* True: wizard mode ^T */
{
struct trap *trap;
const char *cantdoit;
boolean trap_once = FALSE;
trap = t_at(u.ux, u.uy);
if (trap && (!trap->tseen || trap->ttyp != TELEP_TRAP))
trap = 0;
if (trap) {
trap_once = trap->once; /* trap may get deleted, save this */
if (trap->once) {
pline("This is a vault teleport, usable once only.");
if (yn("Jump in?") == 'n') {
trap = 0;
} else {
deltrap(trap);
newsym(u.ux, u.uy);
}
}
if (trap)
You("%s onto the teleportation trap.",
locomotion(youmonst.data, "jump"));
}
if (!trap) {
boolean castit = FALSE;
register int sp_no = 0, energy = 0;
if (!Teleportation || (u.ulevel < (Role_if(PM_WIZARD) ? 8 : 12)
&& !can_teleport(youmonst.data))) {
/* Try to use teleport away spell.
3.6.2: this used to require that you know the spellbook
(probably just intended as an optimization to skip the
lookup loop) but it is possible to know and cast a spell
after forgetting its book due to amnesia. */
for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
if (spl_book[sp_no].sp_id == SPE_TELEPORT_AWAY)
break;
/* casting isn't inhibited by being Stunned (...it ought to be) */
castit = (sp_no < MAXSPELL && !Confusion);
if (!castit && !break_the_rules) {
You("%s.",
!Teleportation ? ((sp_no < MAXSPELL)
? "can't cast that spell"
: "don't know that spell")
: "are not able to teleport at will");
return 0;
}
}
cantdoit = 0;
/* 3.6.2: the magic numbers for hunger, strength, and energy
have been changed to match the ones used in spelleffects().
Also, failing these tests used to return 1 and use a move
even though casting failure due to these reasons doesn't.
[Note: this spellev() is different from the one in spell.c
but they both yield the same result.] */
#define spellev(spell_otyp) ((int) objects[spell_otyp].oc_level)
energy = 5 * spellev(SPE_TELEPORT_AWAY);
if (break_the_rules) {
if (!castit)
energy = 0;
/* spell will cost more if carrying the Amulet, but the
amount is rnd(2 * energy) so we can't know by how much;
average is twice the normal cost, but could be triple;
the extra energy is spent even if that results in not
having enough to cast (which also uses the move) */
else if (u.uen < energy)
u.uen = energy;
} else if (u.uhunger <= 10) {
cantdoit = "are too weak from hunger";
} else if (ACURR(A_STR) < 4) {
cantdoit = "lack the strength";
} else if (energy > u.uen) {
cantdoit = "lack the energy";
}
if (cantdoit) {
You("%s %s.", cantdoit,
castit ? "for a teleport spell" : "to teleport");
return 0;
} else if (check_capacity(
"Your concentration falters from carrying so much.")) {
return 1; /* this failure in spelleffects() also uses the move */
}
if (castit) {
/* energy cost is deducted in spelleffects() */
exercise(A_WIS, TRUE);
if (spelleffects(sp_no, TRUE))
return 1;
else if (!break_the_rules)
return 0;
} else {
/* bypassing spelleffects(); apply energy cost directly */
u.uen -= energy;
context.botl = 1;
}
}
if (next_to_u()) {
if (trap && trap_once)
vault_tele();
else
tele();
(void) next_to_u();
} else {
You("%s", shudder_for_moment);
return 0;
}
if (!trap)
morehungry(100);
return 1;
}
void
level_tele()
{
register int newlev;
d_level newlevel;
const char *escape_by_flying = 0; /* when surviving dest of -N */
char buf[BUFSZ];
boolean force_dest = FALSE;
if (iflags.debug_fuzzer)
goto random_levtport;
if ((u.uhave.amulet || In_endgame(&u.uz) || In_sokoban(&u.uz))
&& !wizard) {
You_feel("very disoriented for a moment.");
return;
}
if ((Teleport_control && !Stunned) || wizard) {
char qbuf[BUFSZ];
int trycnt = 0;
Strcpy(qbuf, "To what level do you want to teleport?");
do {
if (iflags.menu_requested) {
/* wizard mode 'm ^V' skips prompting on first pass
(note: level Tport via menu won't have any second pass) */
iflags.menu_requested = FALSE;
if (wizard)
goto levTport_menu;
}
if (++trycnt == 2) {
if (wizard)
Strcat(qbuf, " [type a number, name, or ? for a menu]");
else
Strcat(qbuf, " [type a number or name]");
}
*buf = '\0'; /* EDIT_GETLIN: if we're on second or later pass,
the previous input was invalid so don't use it
as getlin()'s preloaded default answer */
getlin(qbuf, buf);
if (!strcmp(buf, "\033")) { /* cancelled */
if (Confusion && rnl(5)) {
pline("Oops...");
goto random_levtport;
}
return;
} else if (!strcmp(buf, "*")) {
goto random_levtport;
} else if (Confusion && rnl(5)) {
pline("Oops...");
goto random_levtport;
}
if (wizard && !strcmp(buf, "?")) {
schar destlev;
xchar destdnum;
levTport_menu:
destlev = 0;
destdnum = 0;
newlev = (int) print_dungeon(TRUE, &destlev, &destdnum);
if (!newlev)
return;
newlevel.dnum = destdnum;
newlevel.dlevel = destlev;
if (In_endgame(&newlevel) && !In_endgame(&u.uz)) {
struct obj *amu;
if (!u.uhave.amulet
&& (amu = mksobj(AMULET_OF_YENDOR, TRUE, FALSE))
!= 0) {
/* ordinarily we'd use hold_another_object()
for something like this, but we don't want
fumbling or already full pack to interfere */
amu = addinv(amu);
prinv("Endgame prerequisite:", amu, 0L);
}
}
force_dest = TRUE;
} else if ((newlev = lev_by_name(buf)) == 0)
newlev = atoi(buf);
} while (!newlev && !digit(buf[0])
&& (buf[0] != '-' || !digit(buf[1])) && trycnt < 10);
/* no dungeon escape via this route */
if (newlev == 0) {
if (trycnt >= 10)
goto random_levtport;
if (ynq("Go to Nowhere. Are you sure?") != 'y')
return;
You("%s in agony as your body begins to warp...",
is_silent(youmonst.data) ? "writhe" : "scream");
display_nhwindow(WIN_MESSAGE, FALSE);
You("cease to exist.");
if (invent)
Your("possessions land on the %s with a thud.",
surface(u.ux, u.uy));
killer.format = NO_KILLER_PREFIX;
Strcpy(killer.name, "committed suicide");
done(DIED);
pline("An energized cloud of dust begins to coalesce.");
Your("body rematerializes%s.",
invent ? ", and you gather up all your possessions" : "");
return;
}
/* if in Knox and the requested level > 0, stay put.
* we let negative values requests fall into the "heaven" loop.
*/
if (Is_knox(&u.uz) && newlev > 0 && !force_dest) {
You1(shudder_for_moment);
return;
}
/* if in Quest, the player sees "Home 1", etc., on the status
* line, instead of the logical depth of the level. controlled
* level teleport request is likely to be relativized to the
* status line, and consequently it should be incremented to
* the value of the logical depth of the target level.
*
* we let negative values requests fall into the "heaven" loop.
*/
if (In_quest(&u.uz) && newlev > 0)
newlev = newlev + dungeons[u.uz.dnum].depth_start - 1;
} else { /* involuntary level tele */
random_levtport:
newlev = random_teleport_level();
if (newlev == depth(&u.uz)) {
You1(shudder_for_moment);
return;
}
}
if (u.utrap && u.utraptype == TT_BURIEDBALL)
buried_ball_to_punishment();
if (!next_to_u() && !force_dest) {
You1(shudder_for_moment);
return;
}
if (In_endgame(&u.uz)) { /* must already be wizard */
int llimit = dunlevs_in_dungeon(&u.uz);
if (newlev >= 0 || newlev <= -llimit) {
You_cant("get there from here.");
return;
}
newlevel.dnum = u.uz.dnum;
newlevel.dlevel = llimit + newlev;
schedule_goto(&newlevel, FALSE, FALSE, 0, (char *) 0, (char *) 0);
return;
}
killer.name[0] = 0; /* still alive, so far... */
if (iflags.debug_fuzzer && newlev < 0)
goto random_levtport;
if (newlev < 0 && !force_dest) {
if (*u.ushops0) {
/* take unpaid inventory items off of shop bills */
in_mklev = TRUE; /* suppress map update */
u_left_shop(u.ushops0, TRUE);
/* you're now effectively out of the shop */
*u.ushops0 = *u.ushops = '\0';
in_mklev = FALSE;
}
if (newlev <= -10) {
You("arrive in heaven.");
verbalize("Thou art early, but we'll admit thee.");
killer.format = NO_KILLER_PREFIX;
Strcpy(killer.name, "went to heaven prematurely");
} else if (newlev == -9) {
You_feel("deliriously happy.");
pline("(In fact, you're on Cloud 9!)");
display_nhwindow(WIN_MESSAGE, FALSE);
} else
You("are now high above the clouds...");
if (killer.name[0]) {
; /* arrival in heaven is pending */
} else if (Levitation) {
escape_by_flying = "float gently down to earth";
} else if (Flying) {
escape_by_flying = "fly down to the ground";
} else {
pline("Unfortunately, you don't know how to fly.");
You("plummet a few thousand feet to your death.");
Sprintf(killer.name,
"teleported out of the dungeon and fell to %s death",
uhis());
killer.format = NO_KILLER_PREFIX;
}
}
if (killer.name[0]) { /* the chosen destination was not survivable */
d_level lsav;
/* set specific death location; this also suppresses bones */
lsav = u.uz; /* save current level, see below */
u.uz.dnum = 0; /* main dungeon */
u.uz.dlevel = (newlev <= -10) ? -10 : 0; /* heaven or surface */
done(DIED);
/* can only get here via life-saving (or declining to die in
explore|debug mode); the hero has now left the dungeon... */
escape_by_flying = "find yourself back on the surface";
u.uz = lsav; /* restore u.uz so escape code works */
}
/* calls done(ESCAPED) if newlevel==0 */
if (escape_by_flying) {
You("%s.", escape_by_flying);
newlevel.dnum = 0; /* specify main dungeon */
newlevel.dlevel = 0; /* escape the dungeon */
/* [dlevel used to be set to 1, but it doesn't make sense to
teleport out of the dungeon and float or fly down to the
surface but then actually arrive back inside the dungeon] */
} else if (u.uz.dnum == medusa_level.dnum
&& newlev >= dungeons[u.uz.dnum].depth_start
+ dunlevs_in_dungeon(&u.uz)) {
if (!(wizard && force_dest))
find_hell(&newlevel);
} else {
/* if invocation did not yet occur, teleporting into
* the last level of Gehennom is forbidden.
*/