[comp.sources.games] v02i003: nethack - display oriented dungeons & dragons, Part03/16

games-request@tekred.TEK.COM (07/28/87)

Submitted by: mike@genat.UUCP (Mike Stephenson)
Comp.sources.games: Volume 2, Issue 3
Archive-name: nethack/Part03


#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 3 (of 16)."
# Contents:  hack.c wield.c zap.c
# Wrapped by billr@tekred on Tue Jul 28 09:49:22 1987
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f hack.c -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"hack.c\"
else
echo shar: Extracting \"hack.c\" \(24139 characters\)
sed "s/^X//" >hack.c <<'END_OF_hack.c'
X/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
X/* hack.c - version 1.0.3 */
X
X#include <stdio.h>
X#include "hack.h"
X#ifdef UNIX
Xstatic	char	SCCS_Id[] = "@(#)hack.c	1.3\t87/07/14";
X#endif
Xextern char news0();
Xextern char *nomovemsg;
Xextern char *exclam();
Xextern struct obj *addinv();
Xextern boolean hmon();
X
X/* called on movement:
X	1. when throwing ball+chain far away
X	2. when teleporting
X	3. when walking out of a lit room
X */
Xunsee() {
X	register x,y;
X	register struct rm *lev;
X
X/*
X	if(u.udispl){
X		u.udispl = 0;
X		newsym(u.udisx, u.udisy);
X	}
X*/
X#ifndef QUEST
X	if(seehx){
X		seehx = 0;
X	} else
X#endif
X	for(x = u.ux-1; x < u.ux+2; x++)
X	  for(y = u.uy-1; y < u.uy+2; y++) {
X		if(!isok(x, y)) continue;
X		lev = &levl[x][y];
X#ifdef DGK
X		if(!lev->lit && lev->scrsym == symbol.room) {
X#else
X		if(!lev->lit && lev->scrsym == '.') {
X#endif
X			lev->scrsym =' ';
X			lev->new = 1;
X			on_scr(x,y);
X		}
X	}
X}
X
X/* called:
X	in apply.c:  seeoff(0) - when taking a picture of yourself
X	in do.c:     seeoff(0) - blind after drinking potion
X	in do.c:     seeoff(1) - go up or down the stairs
X	in eat.c:    seeoff(0) - blind after eating rotten food
X	in mhitu.c:  seeoff(0) - blinded by a yellow light
X	in mon.c:    seeoff(1) - swallowed
X	in potion.c: seeoff(0) - quaffing or sniffing a potion of blindness
X	in spell.c:  seeoff(0) - due to a cursed spellbook
X	in trap.c:   seeoff(1) - fall through trapdoor
X	in wizard.c: seeoff(0) - hit by a cream pie.
X */
Xseeoff(mode)	/* 1 to redo @, 0 to leave them */
X{	/* 1 means misc movement, 0 means blindness */
X	register x,y;
X	register struct rm *lev;
X
X	if(u.udispl && mode){
X		u.udispl = 0;
X		levl[u.udisx][u.udisy].scrsym = news0(u.udisx,u.udisy);
X	}
X#ifndef QUEST
X	if(seehx) {
X		seehx = 0;
X	} else
X#endif
X	if(!mode) {
X		for(x = u.ux-1; x < u.ux+2; x++)
X			for(y = u.uy-1; y < u.uy+2; y++) {
X				if(!isok(x, y)) continue;
X				lev = &levl[x][y];
X#ifdef DGK
X				if(!lev->lit && lev->scrsym == symbol.room)
X#else
X				if(!lev->lit && lev->scrsym == '.')
X#endif
X					lev->seen = 0;
X			}
X	}
X}
X
Xstatic
Xmoverock() {
X	register xchar rx, ry;
X	register struct obj *otmp;
X	register struct trap *ttmp;
X
X	while(otmp = sobj_at(ENORMOUS_ROCK, u.ux+u.dx, u.uy+u.dy)) {
X		rx = u.ux+2*u.dx;
X		ry = u.uy+2*u.dy;
X		nomul(0);
X		if(isok(rx,ry) && !IS_ROCK(levl[rx][ry].typ) &&
X		    (levl[rx][ry].typ != DOOR || !(u.dx && u.dy)) &&
X		    !sobj_at(ENORMOUS_ROCK, rx, ry)) {
X			if(m_at(rx,ry)) {
X			    pline("You hear a monster behind the rock.");
X			    pline("Perhaps that's why you cannot move it.");
X			    goto cannot_push;
X			}
X			if(ttmp = t_at(rx,ry))
X			    switch(ttmp->ttyp) {
X			    case PIT:
X				pline("You push the rock into a pit!");
X				deltrap(ttmp);
X				delobj(otmp);
X				pline("It completely fills the pit!");
X				continue;
X			    case TELEP_TRAP:
X				pline("You push the rock and suddenly it disappears!");
X				delobj(otmp);
X				continue;
X			    }
X			if(levl[rx][ry].typ == POOL) {
X				levl[rx][ry].typ = ROOM;
X				mnewsym(rx,ry);
X				prl(rx,ry);
X				pline("You push the rock into the water.");
X				pline("Now you can cross the water!");
X				delobj(otmp);
X				continue;
X			}
X			otmp->ox = rx;
X			otmp->oy = ry;
X			/* pobj(otmp); */
X			if(cansee(rx,ry)) atl(rx,ry,otmp->olet);
X			if(Invisible) newsym(u.ux+u.dx, u.uy+u.dy);
X
X			{ static long lastmovetime;
X			/* note: this var contains garbage initially and
X			   after a restore */
X			if(moves > lastmovetime+2 || moves < lastmovetime)
X			pline("With great effort you move the enormous rock.");
X			lastmovetime = moves;
X			}
X		} else {
X		    pline("You try to move the enormous rock, but in vain.");
X	    cannot_push:
X#ifdef KAA
X		    if (u.usym=='9') {
X# ifdef DGKMOD
X			if(!flags.pickup)
X				pline("You easily can push it aside.");
X			else
X# endif
X				pline("However, you easily can pick it up.");
X			break;
X		    }
X#endif
X		    if((!invent || inv_weight()+90 <= 0) &&
X			(!u.dx || !u.dy || (IS_ROCK(levl[u.ux][u.uy+u.dy].typ)
X					&& IS_ROCK(levl[u.ux+u.dx][u.uy].typ)))){
X			pline("However, you can squeeze yourself into a small opening.");
X			break;
X		    } else
X			return (-1);
X		}
X	}
X	return (0);
X}
X
Xdomove()
X{
X	register struct monst *mtmp;
X	register struct rm *tmpr,*ust;
X	struct trap *trap;
X	register struct obj *otmp;
X
X	u_wipe_engr(rnd(5));
X
X	if(inv_weight() > 0){
X		pline("You collapse under your load.");
X		nomul(0);
X		return;
X	}
X	if(u.uswallow) {
X		u.dx = u.dy = 0;
X		u.ux = u.ustuck->mx;
X		u.uy = u.ustuck->my;
X	} else {
X		if(Confusion) {
X			do {
X				confdir();
X			} while(!isok(u.ux+u.dx, u.uy+u.dy) ||
X			    IS_ROCK(levl[u.ux+u.dx][u.uy+u.dy].typ));
X		}
X		if(!isok(u.ux+u.dx, u.uy+u.dy)){
X			nomul(0);
X			return;
X		}
X	}
X
X	ust = &levl[u.ux][u.uy];
X	u.ux0 = u.ux;
X	u.uy0 = u.uy;
X	if(!u.uswallow && (trap = t_at(u.ux+u.dx, u.uy+u.dy)) && trap->tseen)
X		nomul(0);
X	if(u.ustuck && !u.uswallow && (u.ux+u.dx != u.ustuck->mx ||
X		u.uy+u.dy != u.ustuck->my)) {
X		if(dist(u.ustuck->mx, u.ustuck->my) > 2){
X			/* perhaps it fled (or was teleported or ... ) */
X			u.ustuck = 0;
X		} else {
X			if(Blind) pline("You cannot escape from it!");
X			else pline("You cannot escape from %s!",
X				monnam(u.ustuck));
X			nomul(0);
X			return;
X		}
X	}
X	if(u.uswallow || (mtmp = m_at(u.ux+u.dx,u.uy+u.dy))) {
X	/* attack monster */
X
X#ifdef SAFE_ATTACK
X		/* Don't attack if you're running */
X		if (flags.run && !mtmp->mimic
X		&& (Blind ? Telepat : (!mtmp->minvis || See_invisible))) {
X			nomul(0);
X			flags.move = 0;
X			return;
X		}
X#endif
X		nomul(0);
X		gethungry();
X		if(multi < 0) return;	/* we just fainted */
X
X		/* try to attack; note that it might evade */
X		if(attack(u.uswallow ? u.ustuck : mtmp))
X			return;
X	}
X	/* not attacking an animal, so we try to move */
X	if(u.utrap) {
X		if(u.utraptype == TT_PIT) {
X			pline("You are still in a pit.");
X			u.utrap--;
X		} else {
X			pline("You are caught in a beartrap.");
X			if((u.dx && u.dy) || !rn2(5)) u.utrap--;
X		}
X		return;
X	}
X	tmpr = &levl[u.ux+u.dx][u.uy+u.dy];
X	if(IS_ROCK(tmpr->typ) ||
X	   (u.dx && u.dy && (tmpr->typ == DOOR || ust->typ == DOOR))){
X		flags.move = 0;
X		nomul(0);
X		return;
X	}
X	if(moverock() < 0) return;
X	if(u.dx && u.dy && IS_ROCK(levl[u.ux][u.uy+u.dy].typ) &&
X		IS_ROCK(levl[u.ux+u.dx][u.uy].typ) &&
X		invent && inv_weight()+40 > 0) {
X		pline("You are carrying too much to get through.");
X		nomul(0);
X		return;
X	}
X	if(Punished &&
X	   DIST(u.ux+u.dx, u.uy+u.dy, uchain->ox, uchain->oy) > 2){
X		if(carried(uball)) {
X			movobj(uchain, u.ux, u.uy);
X			goto nodrag;
X		}
X
X		if(DIST(u.ux+u.dx, u.uy+u.dy, uball->ox, uball->oy) < 3){
X			/* leave ball, move chain under/over ball */
X			movobj(uchain, uball->ox, uball->oy);
X			goto nodrag;
X		}
X
X		if(inv_weight() + (int) uball->owt/2 > 0) {
X			pline("You cannot %sdrag the heavy iron ball.",
X			invent ? "carry all that and also " : "");
X			nomul(0);
X			return;
X		}
X
X		movobj(uball, uchain->ox, uchain->oy);
X		unpobj(uball);		/* BAH %% */
X		uchain->ox = u.ux;
X		uchain->oy = u.uy;
X		nomul(-2);
X		nomovemsg = "";
X	nodrag:	;
X	}
X	u.ux += u.dx;
X	u.uy += u.dy;
X	if(flags.run) {
X		if(tmpr->typ == DOOR ||
X		(xupstair == u.ux && yupstair == u.uy) ||
X		(xdnstair == u.ux && ydnstair == u.uy)
X#ifdef FOUNTAINS
X		|| IS_FOUNTAIN(levl[u.ux][u.uy].typ)
X#endif
X#ifdef NEWCLASS
X		|| IS_THRONE(levl[u.ux][u.uy].typ)
X#endif
X		)
X			nomul(0);
X	}
X
X	if(tmpr->typ == POOL && !Levitation)
X		drown();	/* not necessarily fatal */
X
X/*
X	if(u.udispl) {
X		u.udispl = 0;
X		newsym(u.ux0,u.uy0);
X	}
X*/
X	if(!Blind) {
X#ifdef QUEST
X		setsee();
X#else
X		if(ust->lit) {
X			if(tmpr->lit) {
X				if(tmpr->typ == DOOR)
X					prl1(u.ux+u.dx,u.uy+u.dy);
X				else if(ust->typ == DOOR)
X					nose1(u.ux0-u.dx,u.uy0-u.dy);
X			} else {
X				unsee();
X				prl1(u.ux+u.dx,u.uy+u.dy);
X			}
X		} else {
X			if(tmpr->lit) setsee();
X			else {
X				prl1(u.ux+u.dx,u.uy+u.dy);
X				if(tmpr->typ == DOOR) {
X					if(u.dy) {
X						prl(u.ux-1,u.uy);
X						prl(u.ux+1,u.uy);
X					} else {
X						prl(u.ux,u.uy-1);
X						prl(u.ux,u.uy+1);
X					}
X				}
X			}
X			nose1(u.ux0-u.dx,u.uy0-u.dy);
X		}
X#endif /* QUEST /**/
X	} else {
X		pru();
X	}
X	if(!flags.nopick) pickup(1);
X	if(trap) dotrap(trap);		/* fall into pit, arrow trap, etc. */
X	(void) inshop();
X	if(!Blind) read_engr_at(u.ux,u.uy);
X}
X
Xmovobj(obj, ox, oy)
Xregister struct obj *obj;
Xregister int ox, oy;
X{
X	/* Some dirty programming to get display right */
X	freeobj(obj);
X	unpobj(obj);
X	obj->nobj = fobj;
X	fobj = obj;
X	obj->ox = ox;
X	obj->oy = oy;
X}
X
Xdopickup(){
X	/* uswallow case added by GAN 01/29/87 */
X	if(u.uswallow)  {
X		pline("You pick up %s's tongue.",monnam(u.ustuck));
X		pline("But it's kind of slimy, so you drop it.");
X		return(1);
X	}
X	if(!g_at(u.ux,u.uy) && !o_at(u.ux,u.uy)) {
X		pline("There is nothing here to pick up.");
X		return(0);
X	}
X	if(Levitation) {
X		pline("You cannot reach the floor.");
X		return(1);
X	}
X	pickup(0);
X	return(1);
X}
X
Xpickup(all)
X{
X	register struct gold *gold;
X	register struct obj *obj, *obj2;
X	register int wt;
X	char buf[BUFSZ];
X	register char *ip;
X	register char sym;
X	register int oletct = 0, iletct = 0;
X	char olets[20], ilets[20];
X
X	if(Levitation) return;
X#ifdef DGKMOD
X	if (all && !flags.pickup) {
X		int ct = 0;
X
X		for (obj = fobj; obj; obj = obj->nobj)
X			if (obj->ox == u.ux && obj->oy == u.uy)
X				if (!Punished || obj != uchain)
X					ct++;
X		/* If gold is the only thing here, pick it up.
X		 */
X		if (!ct && g_at(u.ux, u.uy)) {
X			if (flags.run) nomul(0);
X			while (gold = g_at(u.ux,u.uy)) {
X				pline("%ld gold piece%s.", gold->amount,
X					plur(gold->amount));
X				u.ugold += gold->amount;
X				flags.botl = 1;
X				freegold(gold);
X			}
X			if (Invisible) newsym(u.ux,u.uy);
X		}
X
X		/* If there are objects here, take a look.
X		 */
X		if (ct) {
X			if (flags.run)
X				nomul(0);
X			nscr();
X			if (ct < 5)
X				dolook();
X			else
X				pline("There are several objects here.");
X		}
X		return;
X	}
X#endif
X	while(gold = g_at(u.ux,u.uy)) {
X		pline("%ld gold piece%s.", gold->amount, plur(gold->amount));
X		u.ugold += gold->amount;
X		flags.botl = 1;
X		freegold(gold);
X		if(flags.run) nomul(0);
X		if(Invisible) newsym(u.ux,u.uy);
X	}
X	/* check for more than one object */
X	if(!all) {
X		register int ct = 0;
X
X		for(obj = fobj; obj; obj = obj->nobj)
X			if(obj->ox == u.ux && obj->oy == u.uy) ct++;
X		if(g_at(u.ux,u.uy))
X			ct++;
X		if(ct < 2)
X			all++;
X		else
X			pline("There are several objects here.");
X	}
X
X	/* added by GAN 10/24/86 to allow selective picking up */
X	if(!all)  {
X		register struct obj *otmp = fobj;
X
X		if(g_at(u.ux,u.uy)) ilets[iletct++] = '$';
X		ilets[iletct] = 0;
X		while(otmp) {
X			if(!index(ilets, otmp->olet) &&
X			   otmp->ox == u.ux && otmp->oy == u.uy)  {
X				ilets[iletct++] = otmp->olet;
X				ilets[iletct] = 0;
X			}
X			otmp = otmp->nobj;
X		}        
X		if(iletct == 1)
X			strcpy(buf,ilets);
X		else  {
X			ilets[iletct++] = ' ';
X			ilets[iletct++] = 'a';
X			ilets[iletct++] = 'A';
X			ilets[iletct] = 0;
X
X			if(iletct = 3)    
X			pline("What kinds of thing do you want to pick up? [%s]", ilets);
X			getlin(buf);
X			if(buf[0] == '\033') {
X				clrlin();
X				return(0);
X			}
X		}
X		ip = buf;
X		olets[0] = 0;
X		while(sym = *ip++){
X			/* new A function (selective all) added by
X			 * GAN 01/09/87
X			 */
X			if(sym == 'A')  {
X				for(oletct = 0; ilets[oletct] != ' '; oletct++)
X					olets[oletct] = ilets[oletct];
X				olets[oletct] = 0;
X				break;
X			}
X			if(sym == ' ') continue;
X			if(sym == 'a') all++; else
X			if(index(ilets, sym)){
X				if(!index(olets, sym)){
X					olets[oletct++] = sym;
X					olets[oletct] = 0;
X				}
X			}
X			else pline("There are no %c's here.", sym);
X		}        
X	}
X
X	if(all || index(olets,'$'))
X		while(gold = g_at(u.ux,u.uy)) {
X			pline("%ld gold piece%s.", gold->amount,
X			   plur(gold->amount));
X			u.ugold += gold->amount;
X			flags.botl = 1;
X			freegold(gold);
X			if(flags.run) nomul(0);
X			if(Invis) newsym(u.ux,u.uy);
X	}
X
X
X	for(obj = fobj; obj; obj = obj2) {
X	    obj2 = obj->nobj;   /* perhaps obj will be picked up */
X	    if(obj->ox == u.ux && obj->oy == u.uy) {
X		if(flags.run) nomul(0);
X
X		if(!all)  {
X			char c;
X		       
X			if(!index(olets,obj->olet)) continue;
X 
X			pline("Pick up %s ? [ynaq]", doname(obj));
X			while(!index("ynaq ", (c = readchar())))
X				bell();
X			if(c == 'q') return;
X			if(c == 'n') continue;
X			if(c == 'a') all = 1;
X		}
X 
X		if(obj->otyp == DEAD_COCKATRICE && !uarmg && u.usym != 'c') {
X		    pline("Touching the dead cockatrice is a fatal mistake.");
X		    pline("You turn to stone.");
X		    pline("You die...");
X		    killer = "cockatrice cadaver";
X		    done("died");
X		}        
X 
X		if(obj->otyp == SCR_SCARE_MONSTER){
X		  if(!obj->spe) obj->spe = 1;
X		  else {
X		    /* Note: perhaps the 1st pickup failed: you cannot
X			carry anymore, and so we never dropped it -
X			lets assume that treading on it twice also
X			destroys the scroll */
X		    pline("The scroll turns to dust as you pick it up.");
X#ifdef KAA
X			if(!(objects[SCR_SCARE_MONSTER].oc_name_known) &&
X			   !(objects[SCR_SCARE_MONSTER].oc_uname))
X				docall(obj);
X#endif
X		    delobj(obj);
X		    continue;
X		  }
X		}
X		   
X		/* do not pick up uchain */
X		if(Punished && obj == uchain)
X			continue;
X
X				  
X		wt = inv_weight() + obj->owt;
X		if(wt > 0) {
X			if(obj->quan > 1) {
X				/* see how many we can lift */
X				extern struct obj *splitobj();
X				int savequan = obj->quan;
X				int iw = inv_weight();
X				int qq;
X				for(qq = 1; qq < savequan; qq++){
X					obj->quan = qq;
X					if(iw + weight(obj) > 0)
X						break;
X				}
X				obj->quan = savequan;
X				qq--;
X				/* we can carry qq of them */
X				if(!qq) goto too_heavy;
X			pline("You can only carry %s of the %s lying here.",
X					(qq == 1) ? "one" : "some",
X					doname(obj));
X				(void) splitobj(obj, qq);
X				/* note: obj2 is set already, so well never
X				 * encounter the other half; if it should be
X				 * otherwise then write
X				 *      obj2 = splitobj(obj,qq);
X				 */
X				goto lift_some;
X			}          
X		too_heavy:
X			pline("There %s %s here, but %s.",
X				(obj->quan == 1) ? "is" : "are",
X				doname(obj),
X				!invent ? "it is too heavy for you to lift"
X				/* There is no such word as "anymore". KAA */
X					: "you cannot carry any more");
X			break;
X		}
X	lift_some:
X		if(inv_cnt() >= 52) {
X		    pline("Your knapsack cannot accomodate any more items.");
X		    break;
X		}
X		if(wt > -5) pline("You have a little trouble lifting");
X		freeobj(obj);
X		if(Invisible) newsym(u.ux,u.uy);
X		addtobill(obj);       /* sets obj->unpaid if necessary */
X		{ int pickquan = obj->quan;
X		  int mergquan;
X#ifdef KAA
X		if(!Blind) if(obj->olet != WEAPON_SYM) obj->dknown = 1;
X#else
X		if(!Blind) obj->dknown = 1;     /* this is done by prinv(),
X				 but addinv() needs it already for merging */
X#endif
X		obj = addinv(obj);    /* might merge it with other objects */
X		  mergquan = obj->quan;
X		  obj->quan = pickquan; /* to fool prinv() */
X		prinv(obj);
X		  obj->quan = mergquan;
X		}
X	    }
X	}
X}
X
X/* stop running if we see something interesting */
X/* turn around a corner if that is the only way we can proceed */
X/* do not turn left or right twice */
Xlookaround(){
Xregister x,y,i,x0,y0,m0,i0 = 9;
Xregister int corrct = 0, noturn = 0;
Xregister struct monst *mtmp;
X#ifdef lint
X	/* suppress "used before set" message */
X	x0 = y0 = 0;
X#endif
X	if(Blind || flags.run == 0) return;
X	if(flags.run == 1 && levl[u.ux][u.uy].typ == ROOM) return;
X#ifdef QUEST
X	if(u.ux0 == u.ux+u.dx && u.uy0 == u.uy+u.dy) goto stop;
X#endif
X	for(x = u.ux-1; x <= u.ux+1; x++) for(y = u.uy-1; y <= u.uy+1; y++){
X		if(x == u.ux && y == u.uy) continue;
X		if(!levl[x][y].typ) continue;
X		if((mtmp = m_at(x,y)) && !mtmp->mimic &&
X		    (!mtmp->minvis || See_invisible)){
X			if(!mtmp->mtame || (x == u.ux+u.dx && y == u.uy+u.dy))
X				goto stop;
X		} else mtmp = 0; /* invisible M cannot influence us */
X		if(x == u.ux-u.dx && y == u.uy-u.dy) continue;
X#ifdef DGK
X		{
X		register uchar sym = levl[x][y].scrsym;
X
X		if (sym == symbol.vwall || sym == symbol.hwall
X			|| sym == symbol.room || sym == ' ' || IS_CORNER(sym))
X			continue;
X		else if (sym == symbol.door) {
X			if(x != u.ux && y != u.uy) continue;
X			if(flags.run != 1) goto stop;
X			goto corr;
X		} else if (sym == symbol.corr) {
X		corr:
X			if(flags.run == 1 || flags.run == 3) {
X				i = DIST(x,y,u.ux+u.dx,u.uy+u.dy);
X				if(i > 2) continue;
X				if(corrct == 1 && DIST(x,y,x0,y0) != 1)
X					noturn = 1;
X				if(i < i0) {
X					i0 = i;
X					x0 = x;
X					y0 = y;
X					m0 = mtmp ? 1 : 0;
X				}
X			}
X			corrct++;
X			continue;
X		} else if (sym == '^') {
X			if(flags.run == 1) goto corr;	/* if you must */
X			if(x == u.ux+u.dx && y == u.uy+u.dy) goto stop;
X			continue;
X		} else {		/* e.g. objects or trap or stairs */
X			if(flags.run == 1) goto corr;
X			if(mtmp) continue;		/* d */
X		}
X		stop:
X			nomul(0);
X			return;
X		}
X#else
X		switch(levl[x][y].scrsym){
X		case '|':
X		case '-':
X		case '.':
X		case ' ':
X			break;
X		case '+':
X			if(x != u.ux && y != u.uy) break;
X			if(flags.run != 1) goto stop;
X			/* fall into next case */
X		case CORR_SYM:
X		corr:
X			if(flags.run == 1 || flags.run == 3) {
X				i = DIST(x,y,u.ux+u.dx,u.uy+u.dy);
X				if(i > 2) break;
X				if(corrct == 1 && DIST(x,y,x0,y0) != 1)
X					noturn = 1;
X				if(i < i0) {
X					i0 = i;
X					x0 = x;
X					y0 = y;
X					m0 = mtmp ? 1 : 0;
X				}
X			}
X			corrct++;
X			break;
X		case '^':
X			if(flags.run == 1) goto corr;	/* if you must */
X			if(x == u.ux+u.dx && y == u.uy+u.dy) goto stop;
X			break;
X		default:	/* e.g. objects or trap or stairs */
X			if(flags.run == 1) goto corr;
X			if(mtmp) break;		/* d */
X		stop:
X			nomul(0);
X			return;
X		}
X#endif
X	}
X#ifdef QUEST
X	if(corrct > 0 && (flags.run == 4 || flags.run == 5)) goto stop;
X#endif
X	if(corrct > 1 && flags.run == 2) goto stop;
X	if((flags.run == 1 || flags.run == 3) && !noturn && !m0 && i0 &&
X		(corrct == 1 || (corrct == 2 && i0 == 1))) {
X		/* make sure that we do not turn too far */
X		if(i0 == 2) {
X		    if(u.dx == y0-u.uy && u.dy == u.ux-x0)
X			i = 2;		/* straight turn right */
X		    else
X			i = -2;		/* straight turn left */
X		} else if(u.dx && u.dy) {
X		    if((u.dx == u.dy && y0 == u.uy) ||
X			(u.dx != u.dy && y0 != u.uy))
X			i = -1;		/* half turn left */
X		    else
X			i = 1;		/* half turn right */
X		} else {
X		    if((x0-u.ux == y0-u.uy && !u.dy) ||
X			(x0-u.ux != y0-u.uy && u.dy))
X			i = 1;		/* half turn right */
X		    else
X			i = -1;		/* half turn left */
X		}
X		i += u.last_str_turn;
X		if(i <= 2 && i >= -2) {
X			u.last_str_turn = i;
X			u.dx = x0-u.ux, u.dy = y0-u.uy;
X		}
X	}
X}
X
X/* something like lookaround, but we are not running */
X/* react only to monsters that might hit us */
Xmonster_nearby() {
Xregister int x,y;
Xregister struct monst *mtmp;
X	if(!Blind)
X	for(x = u.ux-1; x <= u.ux+1; x++) for(y = u.uy-1; y <= u.uy+1; y++){
X		if(x == u.ux && y == u.uy) continue;
X		if((mtmp = m_at(x,y)) && !mtmp->mimic && !mtmp->mtame &&
X			!mtmp->mpeaceful && !index("Ea", mtmp->data->mlet) &&
X			!mtmp->mfroz && !mtmp->msleep &&  /* aplvax!jcn */
X			(!mtmp->minvis || See_invisible))
X			return(1);
X	}
X	return(0);
X}
X
X#ifdef QUEST
Xcansee(x,y) xchar x,y; {
Xregister int dx,dy,adx,ady,sdx,sdy,dmax,d;
X	if(Blind) return(0);
X	if(!isok(x,y)) return(0);
X	d = dist(x,y);
X	if(d < 3) return(1);
X	if(d > u.uhorizon*u.uhorizon) return(0);
X	if(!levl[x][y].lit)
X		return(0);
X	dx = x - u.ux;	adx = abs(dx);	sdx = sgn(dx);
X	dy = y - u.uy;  ady = abs(dy);	sdy = sgn(dy);
X	if(dx == 0 || dy == 0 || adx == ady){
X		dmax = (dx == 0) ? ady : adx;
X		for(d = 1; d <= dmax; d++)
X			if(!rroom(sdx*d,sdy*d))
X				return(0);
X		return(1);
X	} else if(ady > adx){
X		for(d = 1; d <= ady; d++){
X			if(!rroom(sdx*( (d*adx)/ady ), sdy*d) ||
X			   !rroom(sdx*( (d*adx-1)/ady+1 ), sdy*d))
X				return(0);
X		}
X		return(1);
X	} else {
X		for(d = 1; d <= adx; d++){
X			if(!rroom(sdx*d, sdy*( (d*ady)/adx )) ||
X			   !rroom(sdx*d, sdy*( (d*ady-1)/adx+1 )))
X				return(0);
X		}
X		return(1);
X	}
X}
X
Xrroom(x,y) register int x,y; {
X	return(IS_ROOM(levl[u.ux+x][u.uy+y].typ));
X}
X
X#else
X
Xcansee(x,y) xchar x,y; {
X	if(Blind || u.uswallow) return(0);
X	if(dist(x,y) < 3) return(1);
X	if(levl[x][y].lit && seelx <= x && x <= seehx && seely <= y &&
X		y <= seehy) return(1);
X	return(0);
X}
X#endif /* QUEST /**/
X
Xsgn(a) register int a; {
X	return((a > 0) ? 1 : (a == 0) ? 0 : -1);
X}
X
X#ifdef QUEST
Xsetsee()
X{
X	register x,y;
X
X	if(Blind) {
X		pru();
X		return;
X	}
X	for(y = u.uy-u.uhorizon; y <= u.uy+u.uhorizon; y++)
X		for(x = u.ux-u.uhorizon; x <= u.ux+u.uhorizon; x++) {
X			if(cansee(x,y))
X				prl(x,y);
X	}
X}
X
X#else
X
Xsetsee()
X{
X	register x,y;
X
X	if(Blind) {
X		pru();
X		return;
X	}
X	if(!levl[u.ux][u.uy].lit) {
X		seelx = u.ux-1;
X		seehx = u.ux+1;
X		seely = u.uy-1;
X		seehy = u.uy+1;
X	} else {
X		for(seelx = u.ux; levl[seelx-1][u.uy].lit; seelx--);
X		for(seehx = u.ux; levl[seehx+1][u.uy].lit; seehx++);
X		for(seely = u.uy; levl[u.ux][seely-1].lit; seely--);
X		for(seehy = u.uy; levl[u.ux][seehy+1].lit; seehy++);
X	}
X	for(y = seely; y <= seehy; y++)
X		for(x = seelx; x <= seehx; x++) {
X			prl(x,y);
X	}
X	if(!levl[u.ux][u.uy].lit) seehx = 0; /* seems necessary elsewhere */
X	else {
X	    if(seely == u.uy) for(x = u.ux-1; x <= u.ux+1; x++) prl(x,seely-1);
X	    if(seehy == u.uy) for(x = u.ux-1; x <= u.ux+1; x++) prl(x,seehy+1);
X	    if(seelx == u.ux) for(y = u.uy-1; y <= u.uy+1; y++) prl(seelx-1,y);
X	    if(seehx == u.ux) for(y = u.uy-1; y <= u.uy+1; y++) prl(seehx+1,y);
X	}
X}
X#endif /* QUEST /**/
X
Xnomul(nval)
Xregister nval;
X{
X#ifdef DGKMOD
X	if(multi < nval) return;	/* This is a bug fix by ab@unido */
X#else
X	if(multi < 0) return;
X#endif
X	multi = nval;
X	flags.mv = flags.run = 0;
X}
X
Xabon()
X{
X#ifdef KAA
X	if (u.usym != '@') return(mons[u.umonnum].mlevel-3);
X#endif
X	if(u.ustr == 3) return(-3);
X	else if(u.ustr < 6) return(-2);
X	else if(u.ustr < 8) return(-1);
X	else if(u.ustr < 17) return(0);
X	else if(u.ustr < 69) return(1);	/* up to 18/50 */
X	else if(u.ustr < 118) return(2);
X	else return(3);
X}
X
Xdbon()
X{
X	if (u.usym != '@') return(0);
X
X	if(u.ustr < 6) return(-1);
X	else if(u.ustr < 16) return(0);
X	else if(u.ustr < 18) return(1);
X	else if(u.ustr == 18) return(2);	/* up to 18 */
X	else if(u.ustr < 94) return(3);		/* up to 18/75 */
X	else if(u.ustr < 109) return(4);	/* up to 18/90 */
X	else if(u.ustr < 118) return(5);	/* up to 18/99 */
X	else return(6);
X}
X
Xlosestr(num)	/* may kill you; cause may be poison or monster like 'A' */
Xregister num;
X{
X	u.ustr -= num;
X	while(u.ustr < 3) {
X		u.ustr++;
X		u.uhp -= 6;
X		u.uhpmax -= 6;
X	}
X	flags.botl = 1;
X}
X
Xlosehp(n,knam)
Xregister n;
Xregister char *knam;
X{
X#ifdef KAA
X	if (u.mtimedone) {
X		u.mh -= n;
X		if (u.mhmax < u.mh) u.mhmax = u.mh;
X		flags.botl = 1;
X		if (u.mh < 1) rehumanize();
X		return(0);
X	}
X#endif
X	u.uhp -= n;
X	if(u.uhp > u.uhpmax)
X		u.uhpmax = u.uhp;	/* perhaps n was negative */
X	flags.botl = 1;
X	if(u.uhp < 1) {
X		killer = knam;	/* the thing that killed you */
X		pline("you died");
X		done("died");
X	}
X}
X
Xlosehp_m(n,mtmp)
Xregister n;
Xregister struct monst *mtmp;
X{
X#ifdef KAA
X	if (u.mtimedone) {
X		u.mh -= n;
X		flags.botl = 1;
X		if (u.mh < 1) rehumanize();
X		return;
X	}
X#endif
X	u.uhp -= n;
X	flags.botl = 1;
X	if(u.uhp < 1)
X		done_in_by(mtmp);
X}
X
Xlosexp()	/* hit by V or W */
X{
X	register num;
X	extern long newuexp();
X
X	if (u.usym == 'V' || u.usym=='W') return;
X
X	if(u.ulevel > 1)
X		pline("Goodbye level %u.", u.ulevel--);
X	else
X		u.uhp = -1;
X	num = rnd(10);
X	u.uhp -= num;
X	u.uhpmax -= num;
X#ifdef SPELLS
X	num = rnd(u.ulevel/2+1) + 1;		/* M. Stephenson */
X	u.uen -= num;
X	if (u.uen < 0)		u.uen = 0;
X	u.uenmax -= num;
X	if (u.uenmax < 0)	u.uenmax = 0;
X#endif
X	u.uexp = newuexp();
X	flags.botl = 1;
X}
X
Xinv_weight(){
Xregister struct obj *otmp = invent;
Xregister int wt = (u.ugold + 500)/1000;
Xregister int carrcap;
X#ifdef KAA
X	if (u.mtimedone) {
X		if (u.usym == '9') carrcap = MAX_CARR_CAP * 4;
X		else if (u.usym == 'N') carrcap = MAX_CARR_CAP;
X		else if (mons[u.umonnum].mlevel <= 3)
X			carrcap = 5*mons[u.umonnum].mlevel + 30;
X		else carrcap = 5*mons[u.umonnum].mlevel + 100;
X	}
X#endif
X	if(Levitation)			/* pugh@cornell */
X		carrcap = MAX_CARR_CAP;
X	else {
X		carrcap = 5*(((u.ustr > 18) ? 20 : u.ustr) + u.ulevel);
X		if(carrcap > MAX_CARR_CAP) carrcap = MAX_CARR_CAP;
X		if(Wounded_legs & LEFT_SIDE) carrcap -= 10;
X		if(Wounded_legs & RIGHT_SIDE) carrcap -= 10;
X	}
X	while(otmp){
X		wt += otmp->owt;
X		otmp = otmp->nobj;
X	}
X	return(wt - carrcap);
X}
X
Xinv_cnt(){
Xregister struct obj *otmp = invent;
Xregister int ct = 0;
X	while(otmp){
X		ct++;
X		otmp = otmp->nobj;
X	}
X	return(ct);
X}
X
Xlong
Xnewuexp()
X{
X	return(10*(1L << (u.ulevel-1)));
X}
END_OF_hack.c
if test 24139 -ne `wc -c <hack.c`; then
    echo shar: \"hack.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f wield.c -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"wield.c\"
else
echo shar: Extracting \"wield.c\" \(3307 characters\)
sed "s/^X//" >wield.c <<'END_OF_wield.c'
X/*	SCCS Id: @(#)wield.c	1.3	87/07/14
X/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
X/* wield.c - version 1.0.3 */
X
X#include	"hack.h"
Xextern struct obj zeroobj;
Xextern char *hcolor();
X#ifdef KAA
Xextern boolean unweapon;
X#endif
X
Xsetuwep(obj) register struct obj *obj; {
X	setworn(obj, W_WEP);
X}
X
Xdowield()
X{
X	register struct obj *wep;
X	register int res = 0;
X
X	multi = 0;
X#ifdef KAA
X	if (cantwield(u.usym)) {
X		pline("Don't be ridiculous!");
X		return(0);
X	}
X#endif
X	if(!(wep = getobj("#-)", "wield"))) /* nothing */;
X	else if(uwep == wep)
X		pline("You are already wielding that!");
X	else if(welded(uwep))
X		pline("The %s welded to your hand!",
X			aobjnam(uwep, "are"));
X	else if(wep == &zeroobj) {
X		if(uwep == 0){
X			pline("You are already empty handed.");
X		} else {
X			setuwep((struct obj *) 0);
X			res++;
X			pline("You are empty handed.");
X		}
X	/* Prevent wielding a cockatrice in pack when not wearing gloves KAA*/
X	} else if (!uarmg && wep->otyp == DEAD_COCKATRICE) {
X		pline("You wield the dead cockatrice in your bare hands.");
X		pline("You turn to stone ...");
X		killer="dead cockatrice";
X		done("died");
X	} else if(uarms && wep->otyp == TWO_HANDED_SWORD)
X	pline("You cannot wield a two-handed sword and wear a shield.");
X	else if(wep->owornmask & (W_ARMOR | W_RING))
X		pline("You cannot wield that!");
X	else {
X		setuwep(wep);
X		res++;
X		if(welded(uwep))
X		    pline("The %s %s to your hand!",
X			aobjnam(uwep, "weld"),
X			(uwep->quan == 1) ? "itself" : "themselves"); /* a3 */
X		else prinv(uwep);
X	}
X#ifdef KAA
X	if(res && uwep)
X		unweapon = (uwep->otyp >= BOW || uwep->otyp <= BOOMERANG) ? 
X		TRUE : FALSE;
X#endif
X	return(res);
X}
X
Xcorrode_weapon(){
X	if(!uwep || uwep->olet != WEAPON_SYM) return;	/* %% */
X	if(uwep->rustfree)
X		pline("Your %s not affected.", aobjnam(uwep, "are"));
X	else {
X		pline("Your %s!", aobjnam(uwep, "corrode"));
X		uwep->spe--;
X	}
X}
X
Xchwepon(otmp,amount)
Xregister struct obj *otmp;
Xregister amount;
X{
Xregister char *color = (amount < 0) ? "black" : "green";
Xregister char *time;
X
X	if(Hallucination) color=hcolor();
X	if(!uwep || uwep->olet != WEAPON_SYM) {
X		strange_feeling(otmp,
X			(amount > 0) ? "Your hands twitch."
X				     : "Your hands itch.");
X		return(0);
X	}
X
X	if(uwep->otyp == WORM_TOOTH && amount > 0) {
X		uwep->otyp = CRYSKNIFE;
X		pline("Your weapon seems sharper now.");
X		uwep->cursed = 0;
X		return(1);
X	}
X
X	if(uwep->otyp == CRYSKNIFE && amount < 0) {
X		uwep->otyp = WORM_TOOTH;
X		pline("Your weapon looks duller now.");
X		return(1);
X	}
X
X	/* there is a (soft) upper limit to uwep->spe */
X	if(amount > 0 && uwep->spe > 5 && rn2(3)) {
X	    pline("Your %s violently %s for a while and then evaporate%s.",
X		aobjnam(uwep,"glow"),Hallucination ? hcolor() : "green",
X		plur(uwep->quan));
X
X	    while(uwep)		/* let all of them disappear */
X				/* note: uwep->quan = 1 is nogood if unpaid */
X		useup(uwep);
X	    return(1);
X	}
X	if(!rn2(6)) amount *= 2;
X	time = (amount*amount == 1) ? "moment" : "while";
X	pline("Your %s %s for a %s.",
X		aobjnam(uwep, "glow"), color, time);
X	uwep->spe += amount;
X	if(amount > 0) uwep->cursed = 0;
X	return(1);
X}
X
Xint
Xwelded(obj) register struct obj *obj;  {
X	return(obj == uwep && obj->cursed &&
X	       (obj->olet == WEAPON_SYM || obj->otyp == HEAVY_IRON_BALL ||
X		obj->otyp == CAN_OPENER || obj->otyp == PICK_AXE));
X}
END_OF_wield.c
if test 3307 -ne `wc -c <wield.c`; then
    echo shar: \"wield.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f zap.c -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"zap.c\"
else
echo shar: Extracting \"zap.c\" \(23766 characters\)
sed "s/^X//" >zap.c <<'END_OF_zap.c'
X/*	SCCS Id: @(#)zap.c	1.3	87/07/14
X/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
X/* zap.c - version 1.0.3 */
X
X#include "hack.h"
X
Xextern struct obj *mkobj_at();
Xextern struct monst *makemon(), *mkmon_at(), youmonst;
Xstruct monst *bhit();
Xchar *exclam();
X#ifdef KAA
Xextern char *xname();
X#endif
X
Xchar *fl[]= {
X	"magic missile",
X	"bolt of fire",
X	"sleep ray",
X	"bolt of cold",
X	"death ray",
X	"magic missle",		/* Spell equivalents of above wands */
X	"fireball",
X	"sleep ray",
X	"cone of cold",
X	"finger of death"
X};
X
X/* Routines for IMMEDIATE wands and spells. */
X/* bhitm: monster mtmp was hit by the effect of wand or spell otmp */
Xbhitm(mtmp, otmp)
Xregister struct monst *mtmp;
Xregister struct obj *otmp;
X{
X	wakeup(mtmp);
X	switch(otmp->otyp) {
X	case WAN_STRIKING:
X#ifdef SPELLS
X	case SPE_FORCE_BOLT:
X#endif
X		if(u.uswallow || rnd(20) < 10+mtmp->data->ac) {
X			register int tmp = d(2,12);
X			hit((otmp->otyp == WAN_STRIKING) ? "wand" : "spell", mtmp, exclam(tmp));
X			resist(mtmp, otmp->olet, tmp, TELL);
X		} else miss((otmp->otyp == WAN_STRIKING) ? "wand" : "spell", mtmp);
X		break;
X	case WAN_SLOW_MONSTER:
X#ifdef SPELLS
X	case SPE_SLOW_MONSTER:
X#endif
X		if(! resist(mtmp, otmp->olet, 0, NOTELL))
X			mtmp->mspeed = MSLOW;
X		break;
X	case WAN_SPEED_MONSTER:
X		if (!resist(mtmp, otmp->olet, 0, NOTELL))
X			mtmp->mspeed = MFAST;
X		break;
X	case WAN_UNDEAD_TURNING:
X#ifdef SPELLS
X	case SPE_TURN_UNDEAD:
X#endif
X		if(index(UNDEAD,mtmp->data->mlet)) {
X
X			if(!resist(mtmp, otmp->olet, rnd(8), NOTELL))
X				mtmp->mflee = 1;
X		}
X		break;
X	case WAN_POLYMORPH:
X#ifdef SPELLS
X	case SPE_POLYMORPH:
X#endif
X		if(!resist(mtmp, otmp->olet, 0, NOTELL))
X		    if( newcham(mtmp,&mons[rn2(CMNUM)]) )
X			if (!Hallucination)
X			    objects[otmp->otyp].oc_name_known = 1;
X		break;
X	case WAN_CANCELLATION:
X#ifdef SPELLS
X	case SPE_CANCELLATION:
X#endif
X		if(!resist(mtmp, otmp->olet, 0, NOTELL))
X			mtmp->mcan = 1;
X		break;
X	case WAN_TELEPORTATION:
X#ifdef SPELLS
X	case SPE_TELEPORT_AWAY:
X#endif
X		rloc(mtmp);
X		break;
X	case WAN_MAKE_INVISIBLE:
X		mtmp->minvis = 1;
X		break;
X	case WAN_NOTHING:
X		break;
X	case WAN_PROBING:
X#ifdef PROBING
X		mstatusline(mtmp);
X#else
X		pline("Nothing Happens.");
X#endif
X		break;
X	default:
X		impossible("What an interesting effect (%u)", otmp->otyp);
X	}
X}
X
Xbhito(obj, otmp)	/* object obj was hit by the effect of wand otmp */
Xregister struct obj *obj, *otmp;	/* returns TRUE if sth was done */
X{
X	register int res = TRUE;
X#ifdef DGKMOD
X	struct obj *otmp2;
X#endif
X
X	if(obj == uball || obj == uchain)
X		res = FALSE;
X	else
X	switch(otmp->otyp) {
X	case WAN_POLYMORPH:
X#ifdef SPELLS
X	case SPE_POLYMORPH:
X#endif
X		/* preserve symbol and quantity, but turn rocks into gems */
X#ifdef DGKMOD
X		otmp2 = mkobj_at((obj->otyp == ROCK
X			|| obj->otyp == ENORMOUS_ROCK) ? GEM_SYM : obj->olet,
X			obj->ox, obj->oy);
X		otmp2->quan = obj->quan;
X		/* keep special fields (including charges on wands) */
X		/* The DGK modification doesn't allow polymorphing a weapon
X		   with enchantments into another one, and doesn't allow 
X		   polymorphed rings to have plusses.  KAA*/
X		if (index("/)[", otmp2->olet)) otmp2->spe = obj->spe;
X		otmp2->cursed = otmp->cursed;
X		/* update the weight */
X		otmp2->owt = weight(otmp2);
X#else
X		mkobj_at((obj->otyp == ROCK || obj->otyp == ENORMOUS_ROCK)
X			? GEM_SYM : obj->olet,
X			obj->ox, obj->oy) -> quan = obj->quan;
X#endif
X		delobj(obj);
X		break;
X	case WAN_STRIKING:
X#ifdef SPELLS
X	case SPE_FORCE_BOLT:
X#endif
X		if(obj->otyp == ENORMOUS_ROCK)
X			fracture_rock(obj);
X		else
X			res = FALSE;
X		break;
X	case WAN_CANCELLATION:
X#ifdef SPELLS
X	case SPE_CANCELLATION:
X#endif
X		if(obj->spe && obj->olet != AMULET_SYM) {
X			obj->known = 0;
X			obj->spe = 0;
X		}
X		break;
X	case WAN_TELEPORTATION:
X#ifdef SPELLS
X	case SPE_TELEPORT_AWAY:
X#endif
X		rloco(obj);
X		break;
X	case WAN_MAKE_INVISIBLE:
X		obj->oinvis = 1;
X		break;
X	case WAN_UNDEAD_TURNING:
X#ifdef SPELLS
X	case SPE_TURN_UNDEAD:
X#endif
X		res = revive(obj);
X		break;
X	case WAN_SLOW_MONSTER:		/* no effect on objects */
X#ifdef SPELLS
X	case SPE_SLOW_MONSTER:
X#endif
X	case WAN_SPEED_MONSTER:
X	case WAN_NOTHING:
X	case WAN_PROBING:
X		res = FALSE;
X		break;
X	default:
X		impossible("What an interesting effect (%u)", otmp->otyp);
X	}
X	return(res);
X}
X
X/*
X * zappable - returns 1 if zap is available, 0 otherwise.
X *	      it removes a charge from the wand if zappable.
X * added by GAN 11/03/86
X */
Xint
Xzappable(wand)
Xregister struct obj *wand;
X{
X	if(wand->spe < 0 || (wand->spe ==0 && rn2(121)))
X		return(0);
X	else  {
X		if(wand->spe == 0)
X			pline("You wrest one more spell from the worn-out wand.");
X		wand->spe--;
X		return(1);
X	}
X}
X
X/*
X * zapnodir - zaps an NODIR wand.
X * added by GAN 11/03/86
X */
Xzapnodir(wand)
Xregister struct obj *wand;
X{
X	switch(wand->otyp){
X		case WAN_LIGHT:
X			litroom(TRUE);
X			break;
X		case WAN_SECRET_DOOR_DETECTION:
X			if(!findit()) return(1);
X			break;
X		case WAN_CREATE_MONSTER:
X			{ register int cnt = 1;
X			if(!rn2(23)) cnt += rn2(7) + 1;
X			while(cnt--)
X			    (void) makemon((struct permonst *) 0, u.ux, u.uy);
X			}
X			break;
X		case WAN_WISHING:
X			  
X			if(u.uluck + rn2(5) < 0) {
X				pline("Unfortunately, nothing happens.");
X				break;
X			}
X			makewish();
X			break;
X	}
X	if(!objects[wand->otyp].oc_name_known) {
X			objects[wand->otyp].oc_name_known = 1;
X			more_experienced(0,10);
X	}
X}
X
Xdozap()
X{
X	register struct obj *obj;
X	int	damage;
X
X	obj = getobj("/", "zap");
X	if(!obj) return(0);
X	
X	/* zappable addition done by GAN 11/03/86 */
X	if(!zappable(obj))  {
X		pline("Nothing Happens.");
X		return(1);
X	}
X	if(!(objects[obj->otyp].bits & NODIR) && !getdir(1)) {
X		pline("The %s glows and fades.",xname(obj));
X		return(1);	/* make him pay for knowing !NODIR */
X	}
X#ifdef KAA
X     if(!u.dx && !u.dy && !u.dz && !(objects[obj->otyp].bits & NODIR)) {
X
X		if((damage = zapyourself(obj)))
X			losehp(damage,"self-inflicted injury");
X		return(1);
X     }
X#endif
X	weffects(obj);
X	return(1);
X}
X
X#ifdef KAA
X#define	makeknown(x)	objects[x].oc_name_known = 1
X
Xzapyourself(obj)
X	register struct obj	*obj;
X{
Xstruct obj	*otmp;
Xint	damage = 0;
X
X	  switch(obj->otyp) {
X	       case WAN_STRIKING:
X		    damage=d(8,6);
X		    pline("The wand hits you!");
X		    break;
X	       case WAN_FIRE:
X		    if (!Fire_resistance) damage=d(12,6);
X		    pline("The wand sprays you with flames!");
X		    makeknown(WAN_FIRE);
X		    burn_scrolls();
X		    boil_potions();
X		    break;
X	       case WAN_COLD:
X		    if (!Cold_resistance) damage=d(12,6);
X		    pline("You are blasted with liquid nitrogen!");
X		    makeknown(WAN_COLD);
X		    break;
X	       case WAN_MAGIC_MISSILE:
X		    damage = d(4,6);
X		    pline("You are shot at point blank range!");
X		    makeknown(WAN_MAGIC_MISSILE);
X		    break;
X	       case WAN_POLYMORPH:
X		    makeknown(WAN_POLYMORPH);
X		    polyself();
X		    break;
X	       case WAN_CANCELLATION:
X		    for(otmp = invent; otmp; otmp = otmp->nobj)
X		       if(otmp != uball && otmp->otyp != AMULET_OF_YENDOR)
X			      otmp->spe = 0;
X		    if(u.mtimedone) rehumanize();
X		    flags.botl = 1;  /* because of potential AC change */
X		    find_ac();
X		    break;
X	       case WAN_MAKE_INVISIBLE:
X		    HInvis |= INTRINSIC;
X		    /* Tough luck if you cannot see invisible! */
X		    if (!See_invisible) newsym(u.ux, u.uy);
X		    break;
X	       case WAN_SPEED_MONSTER:
X		    Fast |= INTRINSIC;
X		    break;
X	       case WAN_SLEEP:
X		    makeknown(WAN_SLEEP);
X		    pline("The sleep ray hits you!");
X		    nomul(-rn2(50));
X		    break;
X	       case WAN_SLOW_MONSTER:
X		    Fast = 0;
X		    break;
X	       case WAN_TELEPORTATION:
X		    tele();
X		    break;
X	       case WAN_DEATH:
X		    pline("You irradiate yourself with pure energy!");
X		    pline("You die.");
X		    killer = "wand of death";
X		    done("died");
X		    break;
X	       case WAN_DIGGING:
X	       case WAN_UNDEAD_TURNING:
X	       case WAN_NOTHING:
X		    break;
X	       default: impossible("object %d zap?",obj->otyp);
X	  }
X	return(damage);
X}
X#endif /* KAA /**/
X
X/* called for various wand and spell effects - M. Stephenson */
Xweffects(obj)
X	register struct	obj	*obj;
X{
X	xchar zx,zy;
X
X	if(objects[obj->otyp].bits & IMMEDIATE) {
X		if(u.uswallow)
X			bhitm(u.ustuck, obj);
X		else if(u.dz) {
X			if(u.dz > 0 && o_at(u.ux,u.uy)) {
X				register struct obj *otmp;
X				
X				/* changed by GAN to hit all objects there */
X				for(otmp = fobj; otmp ; otmp = otmp->nobj)
X					if(otmp->ox == u.ux &&
X					   otmp->oy == u.uy)
X						(void) bhito(otmp, obj);
X			}
X		} else
X			(void) bhit(u.dx,u.dy,rn1(8,6),0,bhitm,bhito,obj);
X	} else {
X	    switch(obj->otyp){
X		case WAN_LIGHT:
X#ifdef SPELLS
X		case SPE_LIGHT:
X#endif
X			litroom(TRUE);
X			break;
X		case WAN_SECRET_DOOR_DETECTION:
X#ifdef SPELLS
X		case SPE_DETECT_UNSEEN:
X#endif
X			if(!findit()) return(1);
X			break;
X		case WAN_CREATE_MONSTER:
X			{ register int cnt = 1;
X			if(!rn2(23)) cnt += rn2(7) + 1;
X			while(cnt--)
X			    (void) makemon((struct permonst *) 0, u.ux, u.uy);
X			}
X			break;
X		case WAN_WISHING:
X			if(u.uluck + rn2(5) < 0) {
X			    pline("Unfortunately, nothing happens.");
X			    break;
X			}
X			makewish();
X			break;
X		case WAN_DIGGING:
X#ifdef SPELLS
X		case SPE_DIG:
X#endif
X			/* Original effect (approximately):
X			 * from CORR: dig until we pierce a wall
X			 * from ROOM: piece wall and dig until we reach
X			 * an ACCESSIBLE place.
X			 * Currently: dig for digdepth positions;
X			 * also down on request of Lennart Augustsson.
X			 */
X			{ register struct rm *room;
X			  register int digdepth;
X			if(u.uswallow) {
X				register struct monst *mtmp = u.ustuck;
X
X				pline("You pierce %s's stomach wall!",
X					monnam(mtmp));
X				mtmp->mhp = 1;	/* almost dead */
X				unstuck(mtmp);
X				mnexto(mtmp);
X				break;
X			}
X			if(u.dz) {
X			    if(u.dz < 0) {
X				pline("You loosen a rock from the ceiling.");
X				pline("It falls on your head!");
X				losehp(1, "falling rock");
X				mksobj_at(ROCK, u.ux, u.uy);
X				fobj->quan = 1;
X				stackobj(fobj);
X				if(Invisible) newsym(u.ux, u.uy);
X			    } else {
X				dighole();
X			    }
X			    break;
X			}
X			zx = u.ux+u.dx;
X			zy = u.uy+u.dy;
X			digdepth = 8 + rn2(18);
X			Tmp_at(-1, '*');	/* open call */
X			while(--digdepth >= 0) {
X				if(!isok(zx,zy)) break;
X				room = &levl[zx][zy];
X				Tmp_at(zx,zy);
X				if(!xdnstair){
X					if(zx < 3 || zx > COLNO-3 ||
X					    zy < 3 || zy > ROWNO-3)
X						break;
X					if(room->typ == HWALL ||
X					    room->typ == VWALL){
X						room->typ = ROOM;
X						break;
X					}
X				} else
X				if(room->typ == HWALL || room->typ == VWALL ||
X				   room->typ == SDOOR || room->typ == LDOOR){
X					room->typ = DOOR;
X					digdepth -= 2;
X				} else
X				if(room->typ == SCORR || !room->typ) {
X					room->typ = CORR;
X					digdepth--;
X				}
X				mnewsym(zx,zy);
X				zx += u.dx;
X				zy += u.dy;
X			}
X			mnewsym(zx,zy);	/* not always necessary */
X			Tmp_at(-1,-1);	/* closing call */
X			break;
X			}
X		default:
X#ifdef SPELLS
X			if((int) obj->otyp >= SPE_MAGIC_MISSILE) {
X
X				buzz((int) obj->otyp - SPE_MAGIC_MISSILE + 5,
X					u.ux, u.uy, u.dx, u.dy);
X			} else
X#endif
X
X				buzz((int) obj->otyp - WAN_MAGIC_MISSILE,
X					u.ux, u.uy, u.dx, u.dy);
X			break;
X		}
X		if(!objects[obj->otyp].oc_name_known) {
X			objects[obj->otyp].oc_name_known = 1;
X			more_experienced(0,10);
X		}
X	}
X	return;
X}
X
Xchar *
Xexclam(force)
Xregister int force;
X{
X	/* force == 0 occurs e.g. with sleep ray */
X	/* note that large force is usual with wands so that !! would
X		require information about hand/weapon/wand */
X	return( (force < 0) ? "?" : (force <= 4) ? "." : "!" );
X}
X
Xhit(str,mtmp,force)
Xregister char *str;
Xregister struct monst *mtmp;
Xregister char *force;		/* usually either "." or "!" */
X{
X	if(!cansee(mtmp->mx,mtmp->my)) pline("The %s hits it.", str);
X	else pline("The %s hits %s%s", str, monnam(mtmp), force);
X}
X
Xmiss(str,mtmp)
Xregister char *str;
Xregister struct monst *mtmp;
X{
X	if(!cansee(mtmp->mx,mtmp->my)) pline("The %s misses it.",str);
X	else pline("The %s misses %s.",str,monnam(mtmp));
X}
X
X/* bhit: called when a weapon is thrown (sym = obj->olet) or when an
X   IMMEDIATE wand is zapped (sym = 0); the weapon falls down at end of
X   range or when a monster is hit; the monster is returned, and bhitpos
X   is set to the final position of the weapon thrown; the ray of a wand
X   may affect several objects and monsters on its path - for each of
X   these an argument function is called. */
X/* check !u.uswallow before calling bhit() */
X
Xstruct monst *
Xbhit(ddx,ddy,range,sym,fhitm,fhito,obj)
Xregister int ddx,ddy,range;		/* direction and range */
Xchar sym;				/* symbol displayed on path */
Xint (*fhitm)(), (*fhito)();		/* fns called when mon/obj hit */
Xstruct obj *obj;			/* 2nd arg to fhitm/fhito */
X{
X	register struct monst *mtmp;
X	register struct obj *otmp;
X	register int typ;
X
X	bhitpos.x = u.ux;
X	bhitpos.y = u.uy;
X
X	if(sym) tmp_at(-1, sym);	/* open call */
X	while(range-- > 0) {
X		bhitpos.x += ddx;
X		bhitpos.y += ddy;
X		typ = levl[bhitpos.x][bhitpos.y].typ;
X		if(mtmp = m_at(bhitpos.x,bhitpos.y)){
X			if(sym) {
X				tmp_at(-1, -1);	/* close call */
X				return(mtmp);
X			}
X			(*fhitm)(mtmp, obj);
X			range -= 3;
X		}
X		/* modified by GAN to hit all objects */
X		if(fhito && o_at(bhitpos.x,bhitpos.y)){
X			int hitanything = 0;
X			for(otmp = fobj; otmp; otmp = otmp->nobj)
X				if(otmp->ox == bhitpos.x &&
X				   otmp->oy == bhitpos.y)
X					hitanything += (*fhito)(otmp, obj);
X			if(hitanything)	range--;
X		}
X		if(!ZAP_POS(typ)) {
X			bhitpos.x -= ddx;
X			bhitpos.y -= ddy;
X			break;
X		}
X		if(sym) tmp_at(bhitpos.x, bhitpos.y);
X	}
X
X	/* leave last symbol unless in a pool */
X	if(sym)
X	   tmp_at(-1, (levl[bhitpos.x][bhitpos.y].typ == POOL) ? -1 : 0);
X	return(0);
X}
X
Xstruct monst *
Xboomhit(dx,dy) {
X	register int i, ct;
X	register struct monst *mtmp;
X	char sym = ')';
X	extern schar xdir[], ydir[];
X
X	bhitpos.x = u.ux;
X	bhitpos.y = u.uy;
X
X	for(i=0; i<8; i++) if(xdir[i] == dx && ydir[i] == dy) break;
X	tmp_at(-1, sym);	/* open call */
X	for(ct=0; ct<10; ct++) {
X		if(i == 8) i = 0;
X		sym = ')' + '(' - sym;
X		tmp_at(-2, sym);	/* change let call */
X		dx = xdir[i];
X		dy = ydir[i];
X		bhitpos.x += dx;
X		bhitpos.y += dy;
X		if(mtmp = m_at(bhitpos.x, bhitpos.y)){
X			tmp_at(-1,-1);
X			return(mtmp);
X		}
X		if(!ZAP_POS(levl[bhitpos.x][bhitpos.y].typ)) {
X			bhitpos.x -= dx;
X			bhitpos.y -= dy;
X			break;
X		}
X		if(bhitpos.x == u.ux && bhitpos.y == u.uy) { /* ct == 9 */
X			if(rn2(20) >= 10+u.ulevel){	/* we hit ourselves */
X				(void) thitu(10, rnd(10), "boomerang");
X				break;
X			} else {	/* we catch it */
X				tmp_at(-1,-1);
X				pline("Skillfully, you catch the boomerang.");
X				return(&youmonst);
X			}
X		}
X		tmp_at(bhitpos.x, bhitpos.y);
X		if(ct % 5 != 0) i++;
X	}
X	tmp_at(-1, -1);	/* do not leave last symbol */
X	return(0);
X}
X
Xchar
Xdirlet(dx,dy) register dx,dy; {
X	return
X		(dx == dy) ? '\\' : (dx && dy) ? '/' : dx ? '-' : '|';
X}
X
X/* type == -1: monster spitting fire at you */
X/* type == -1,-2,-3: bolts sent out by wizard */
X/* called with dx = dy = 0 with vertical bolts */
Xbuzz(type,sx,sy,dx,dy)
Xregister int type;
Xregister xchar sx,sy;
Xregister int dx,dy;
X{
X	int abstype = (type == 10) ? 1 : abs(type);
X	register char *fltxt = (type == -1 || type == 10) ? "blaze of fire" : fl[abstype];
X	struct rm *lev;
X	xchar range;
X	struct monst *mon;
X
X	if(u.uswallow) {
X		register int tmp;
X
X		if(type < 0) return;
X		tmp = zhit(u.ustuck, type);
X		pline("The %s rips into %s%s",
X			fltxt, monnam(u.ustuck), exclam(tmp));
X		return;
X	}
X	if(type < 0) pru();
X	range = rn1(7,7);
X	Tmp_at(-1, dirlet(dx,dy));	/* open call */
X	while(range-- > 0) {
X		sx += dx;
X		sy += dy;
X		if((lev = &levl[sx][sy])->typ) Tmp_at(sx,sy);
X		else {
X			int bounce = 0;
X			if(cansee(sx-dx,sy-dy))
X				pline("The %s bounces!", fltxt);
X			if(ZAP_POS(levl[sx][sy-dy].typ))
X				bounce = 1;
X			if(ZAP_POS(levl[sx-dx][sy].typ)) {
X				if(!bounce || rn2(2)) bounce = 2;
X			}
X			switch(bounce){
X			case 0:
X				dx = -dx;
X				dy = -dy;
X				continue;
X			case 1:
X				dy = -dy;
X				sx -= dx;
X				break;
X			case 2:
X				dx = -dx;
X				sy -= dy;
X				break;
X			}
X			Tmp_at(-2,dirlet(dx,dy));
X			continue;
X		}
X		if(lev->typ == POOL && abstype == 1 /* fire */) {
X			range -= 3;
X			lev->typ = ROOM;
X			if(cansee(sx,sy)) {
X				mnewsym(sx,sy);
X				pline("The water evaporates.");
X			} else
X				pline("You hear a hissing sound.");
X		}
X		if(o_at(sx,sy) && abstype == 1)
X			if(burn_floor_scrolls(sx,sy) && cansee(sx,sy))  {
X				mnewsym(sx,sy);
X				pline("You see a puff of smoke.");
X			}
X		if((mon = m_at(sx,sy)) &&
X		   (type != -1 || mon->data->mlet != 'D')) {
X			wakeup(mon);
X			if(rnd(20) < 18 + mon->data->ac) {
X				register int tmp = zhit(mon,abstype);
X				if(mon->mhp < 1) {
X					if(type < 0) {
X					    if(cansee(mon->mx,mon->my))
X					      pline("%s is killed by the %s!",
X						Monnam(mon), fltxt);
X					    mondied(mon);
X					} else
X					    killed(mon);
X				} else
X					hit(fltxt, mon, exclam(tmp));
X				range -= 2;
X			} else
X				miss(fltxt,mon);
X		} else if(sx == u.ux && sy == u.uy) {
X			nomul(0);
X			if(rnd(20) < 18+u.uac) {
X				register int dam = 0;
X				range -= 2;
X				pline("The %s hits you!",fltxt);
X				switch(abstype) {
X				case 0:
X				case 5:	dam = d(2,6);
X					break;
X				case 1:
X				case 6:	if(Fire_resistance)
X						pline("You don't feel hot!");
X					else dam = d(6,6);
X					if(!rn2(3)) {
X						boil_potions();
X						burn_scrolls();
X					}
X					break;
X				case 2:
X				case 7:	nomul(-rnd(25)); /* sleep ray */
X					break;
X				case 3:
X				case 8:	if(Cold_resistance)
X						pline("You don't feel cold!");
X					else dam = d(6,6);
X					break;
X				case 4:
X				case 9:	u.uhp = -1;
X					break;
X				}
X				losehp(dam,fltxt);
X			} else pline("The %s whizzes by you!",fltxt);
X			stop_occupation();
X		}
X		if(!ZAP_POS(lev->typ)) {
X			int bounce = 0, rmn;
X			if(cansee(sx,sy)) pline("The %s bounces!",fltxt);
X			range--;
X			if(!dx || !dy || !rn2(20)){
X				dx = -dx;
X				dy = -dy;
X			} else {
X			  if(ZAP_POS(rmn = levl[sx][sy-dy].typ) &&
X			    (IS_ROOM(rmn) || ZAP_POS(levl[sx+dx][sy-dy].typ)))
X				bounce = 1;
X			  if(ZAP_POS(rmn = levl[sx-dx][sy].typ) &&
X			    (IS_ROOM(rmn) || ZAP_POS(levl[sx-dx][sy+dy].typ)))
X				if(!bounce || rn2(2))
X					bounce = 2;
X
X			  switch(bounce){
X			  case 0:
X				dy = -dy;
X				dx = -dx;
X				break;
X			  case 1:
X				dy = -dy;
X				break;
X			  case 2:
X				dx = -dx;
X				break;
X			  }
X			  Tmp_at(-2, dirlet(dx,dy));
X			}
X		}
X	}
X	Tmp_at(-1,-1);
X}
X
Xzhit(mon,type)			/* returns damage to mon */
Xregister struct monst *mon;
Xregister type;
X{
X	register int tmp = 0;
X
X	switch(type) {
X	case 0:			/* magic missile */
X	case 5: tmp = d(2,6);
X		break;
X	case -1:		/* Dragon blazing fire */
X	case 1:			/* fire wand*/
X	case 6:			/* fire spell */
X	case 10:		/* Polymorphed human blazing fire */
X		if(index("Dg", mon->data->mlet)) break;
X		tmp = d(6,6);
X		if(index("YF", mon->data->mlet)) tmp += 7;
X		break;
X	case 2:			/* sleep*/
X	case 7: tmp = 0;
X		if(!resist(mon, (type == 2) ? '/' : '+', 0, NOTELL))
X			mon->mfroz = 1;
X		break;
X	case 3:			/* cold */
X	case 8:
X		if(index("YFgf", mon->data->mlet)) break;
X		tmp = d(6,6);
X		if(mon->data->mlet == 'D') tmp += 7;
X		break;
X	case 4:			/* death*/
X	case 9:
X		if(index(UNDEAD, mon->data->mlet)) break;
X		tmp = mon->mhp+1;
X		break;
X	}
X	if (resist(mon, (type < 5) ? '/' : '+', 0, NOTELL)) tmp /= 2;
X	mon->mhp -= tmp;
X	return(tmp);
X}
X
X#define	CORPSE_I_TO_C(otyp)	(char) ((otyp >= DEAD_ACID_BLOB)\
X		     ?  'a' + (otyp - DEAD_ACID_BLOB)\
X		     :	'@' + (otyp - DEAD_HUMAN))
Xrevive(obj)
Xregister struct obj *obj;
X{
X	register struct monst *mtmp;
X	register int let;
X
X	if(obj->olet == FOOD_SYM && obj->otyp > CORPSE) {
X#ifdef KAA
X		switch (obj->otyp) {
X			case DEAD_HUMAN: { let = 'Z'; break; }
X			case DEAD_GIANT: { let = '9'; break; }
X			case DEAD_DEMON: { let = '&'; break; }
X			default: let = CORPSE_I_TO_C(obj->otyp);
X		}
X		delobj(obj);
X/* Originally there was a bug which caused the object not to be erased
X   from the screen.  This happened because first the monster got created,
X   then the corpse removed.  Although delobj() called unpobj(), the object
X   didn't get erased from the screen because the monster was sitting on top
X   of it.  Solution: place the delobj() call before the mkmon() call. */
X		mtmp = mkmon_at(let, obj->ox, obj->oy);
X		if (mtmp && obj->otyp == DEAD_HUMAN) {
X			mtmp->mhp = mtmp->mhpmax = 100;
X			mtmp->mspeed = MFAST;
X		}
X#endif
X		/* do not (yet) revive shopkeepers */
X		/* Note: this might conceivably produce two monsters
X			at the same position - strange, but harmless */
X#ifndef KAA
X		delobj(obj);
X		mtmp = mkmon_at(CORPSE_I_TO_C(obj->otyp),obj->ox,obj->oy);
X#endif
X	}
X	return(!!mtmp);		/* TRUE if some monster created */
X}
X
Xrloco(obj)
Xregister struct obj *obj;
X{
X	register tx,ty,otx,oty;
X
X	otx = obj->ox;
X	oty = obj->oy;
X	do {
X		tx = rn1(COLNO-3,2);
X		ty = rn2(ROWNO);
X	} while(!goodpos(tx,ty));
X	obj->ox = tx;
X	obj->oy = ty;
X	if(cansee(otx,oty))
X		newsym(otx,oty);
X}
X
Xfracture_rock(obj)	/* fractured by pick-axe or wand of striking */
Xregister struct obj *obj;			   /* no texts here! */
X{
X	/* unpobj(obj); */
X	obj->otyp = ROCK;
X	obj->quan = 7 + rn2(60);
X	obj->owt = weight(obj);
X	obj->olet = WEAPON_SYM;
X	if(cansee(obj->ox,obj->oy))
X		prl(obj->ox,obj->oy);
X}
X
Xboil_potions()
X{
X	register struct obj *obj, *obj2;
X	register int scrquan, i;
X	
X	for(obj = invent; obj; obj = obj2) {
X		obj2 = obj->nobj;
X		if(obj->olet == POTION_SYM) {
X			scrquan = obj->quan;
X			for(i = 1; i <= scrquan; i++) 
X				if(!rn2(3)) {
X					pline("%s %s boils and explodes!",
X					(obj->quan != 1) ? "One of your" : "Your",
X					xname(obj));
X					potionbreathe(obj);
X					useup(obj);
X					losehp(rn2(4),"boiling potion");
X				}
X		}
X	}
X}
X				
Xburn_scrolls()
X{
X	register struct obj *obj, *obj2;
X	register int cnt = 0;
X	register int scrquan, i;
X
X	for(obj = invent; obj; obj = obj2) {
X		obj2 = obj->nobj;
X		if(obj->olet == SCROLL_SYM) {
X			scrquan = obj->quan;
X			for(i = 1; i <= scrquan ; i++)
X				if(!rn2(3))  {
X					cnt++;
X					useup(obj);
X				}
X		}
X	}
X
X	/* "Killed by a burning scrolls" doesn't make too much sense.  KAA*/
X	if (cnt) {
X		pline("%s of your scrolls catch%s fire!",
X		cnt==1 ? "One" : "Some", cnt==1 ? "es" : "");
X		if(Fire_resistance)
X			pline("You aren't hurt!");
X		else
X			losehp(cnt,"burning scroll");
X	}
X}
X
Xresist(mtmp, olet, damage, tell)
Xregister struct monst	*mtmp;
Xregister char	olet;
Xregister int	damage, tell;
X{
Xregister int	resisted = 0;
X#ifdef HARD
Xregister int	level;
X
X	switch(olet)  {
X
X	    case '/':	level = 8;
X			break;
X
X	    case '?':	level = 6;
X			break;
X
X	    case '!':	level = 5;
X			break;
X
X	    default:	level = u.ulevel;
X			break;
X	}
X
X	resisted = (rn2(100) - mtmp->data->mlevel + level) < mtmp->data->mr;
X	if(resisted) {
X
X		if(tell) pline("The %s resists!", mtmp->data->mname);
X		mtmp->mhp -= damage/2;
X	} else
X#endif
X		mtmp->mhp -= damage;
X
X	if(mtmp->mhp < 1) killed(mtmp);
X	return(resisted);
X}
X
X/*
X * burn scrolls on floor at position x,y
X * return the number of scrolls burned
X */
Xint
Xburn_floor_scrolls(x,y)
X{
X	register struct obj *obj, *obj2;
X	register int scrquan, i;
X	register int cnt = 0;
X
X	for(obj = fobj; obj; obj = obj2) {
X		obj2 = obj->nobj;
X		/* Bug fix - KAA */
X		if(obj->ox == x && obj->oy == y && obj->olet == SCROLL_SYM) {
X			scrquan = obj->quan;
X			for(i = 1; i <= scrquan ; i++)
X				if(!rn2(3))  {
X					cnt++;
X					useupf(obj);
X				}
X		}
X	}
X	return(cnt);
X}
X
Xmakewish()	/* Separated as there are now 3 places you can wish at. */
X{
X	char buf[BUFSZ];
X	register struct obj *otmp;
X	extern struct obj *readobjnam(), *addinv();
X	int wishquan, mergquan;
X
X	pline("You may wish for an object. What do you want? ");
X	getlin(buf);
X	if(buf[0] == '\033') buf[0] = 0;
X	otmp = readobjnam(buf);
X#ifdef KAA
X/* Wishing for gold has been implemented in readobjnam() and returns 0
X   if successful. */
X	if (otmp) { 
X#endif
X		wishquan = otmp->quan;
X		otmp = addinv(otmp);
X		/* indented lines added below so quantity shows
X		 *  right.     GAN - 11/13/86
X		 */
X		  mergquan = otmp->quan;
X		  otmp->quan = wishquan; /* to fool prinv() */
X		prinv(otmp);
X		  otmp->quan = mergquan;
X#ifdef KAA
X	}
X#endif
X}
END_OF_zap.c
if test 23766 -ne `wc -c <zap.c`; then
    echo shar: \"zap.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
echo shar: End of archive 3 \(of 16\).
cp /dev/null ark3isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 16 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit ,