view arogue7/move.c @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents f9ef86cf22b2
children e52a8a7ad4c5
line wrap: on
line source

/*
 * move.c  -  Hero movement commands
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

/*
 * Hero movement commands
 *
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
#endif

/*
 * Used to hold the new hero position
 */

static coord nh;

static char Moves[3][3] = {
    { 'y', 'k', 'u' },
    { 'h', '.', 'l' },
    { 'b', 'j', 'n' }
};

/*
 * be_trapped:
 *	The guy stepped on a trap.... Make him pay.
 */

char
be_trapped(struct thing *th, coord *tc)
{
    register struct trap *tp;
    register char ch, *mname = "";
    register bool is_player = (th == &player),
	          can_see;
    register struct linked_list *mitem = NULL;
    register struct thing *mp;


    /* Can the player see the creature? */
    can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));

    tp = trap_at(tc->y, tc->x);
    /*
     * if he's wearing boots of elvenkind, he won't set off the trap
     * unless its a magic pool (they're not really traps)
     */
    if (is_player					&&
	cur_misc[WEAR_BOOTS] != NULL			&&
	cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS	&&
	tp->tr_type != POOL)
	    return '\0';

    /*
     * if the creature is flying then it won't set off the trap
     */
     if (on(*th, ISFLY))
	return '\0';

    tp->tr_flags |= ISFOUND;

    if (!is_player) {
	mitem = find_mons(th->t_pos.y, th->t_pos.x);
	mname = monster_name(th);
    }
    else {
	count = running = FALSE;
	mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
    }
    switch (ch = tp->tr_type) {
	case TRAPDOOR:
	    if (is_player) {
		level++;
		pstats.s_hpt -= roll(1, 10);
		if (pstats.s_hpt <= 0) death(D_FALL);
		new_level(NORMLEV);
		msg("You fell into a trap!");
	    }
	    else {
		if (can_see) msg("%s fell into a trap!", prname(mname, TRUE));

		/* 
		 * See if the fall killed the monster 
		 * don't let a UNIQUE die since it might have an artifact
		 * that we need
		 */
		if (off(*th,ISUNIQUE) && (th->t_stats.s_hpt-=roll(1,10)) <= 0){
		    killed(mitem, FALSE, FALSE, FALSE);
		}
		else {	/* Just move monster to next level */
		    check_residue(th);

		    /* Erase the monster from the old position */
		    if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
			mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
		    mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');

		    /* let him summon on next lvl */
		    if (on (*th, HASSUMMONED)) {
			    turn_off(*th, HASSUMMONED); 
			    turn_on(*th, CANSUMMON);
		    }
		    turn_on(*th,ISELSEWHERE);
		    detach(mlist, mitem);
		    attach(tlist, mitem);	/* remember him next level */

		    /* Make sure that no one is still chasing us */
		    for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
			mp = THINGPTR(mitem);
			if (mp->t_dest == &th->t_pos) {
			    mp->t_dest = &hero;
			    mp->t_wasshot = FALSE;
			    turn_off(*mp, ISFLEE);	/* Don't run away! */
			}
		    }

		    /* Make sure we were not chasing a monster here */
		    th->t_dest = &hero;
		    if (on(*th, ISFRIENDLY), turn_off(*th, ISFLEE));
		}
	    }
	when BEARTRAP:
	    if (is_stealth(th)) {
		if (is_player) msg("You pass a bear trap.");
		else if (can_see) msg("%s passes a bear trap.", 
				      prname(mname, TRUE));
	    }
	    else {
		th->t_no_move += movement(&player) * BEARTIME;
		th->t_action = A_FREEZE;
		if (is_player) msg("You are caught in a bear trap.");
		else if (can_see) msg("%s is caught in a bear trap.",
					prname(mname, TRUE));
	    }
	when SLEEPTRAP:
	    if (is_player) {
		msg("A strange white mist envelops you.");
		if (!ISWEARING(R_ALERT)) {
		    msg("You fall asleep.");
		    player.t_no_move += movement(&player) * SLEEPTIME;
		    player.t_action = A_FREEZE;
		}
	    }
	    else {
		if (can_see) 
		    msg("A strange white mist envelops %s.",
			prname(mname, FALSE));
		if (on(*th, ISUNDEAD)) {
		    if (can_see) 
			msg("The mist doesn't seem to affect %s.",
			   prname(mname, FALSE));
		}
		else {
		    th->t_no_move += movement(th) * SLEEPTIME;
		    th->t_action = A_FREEZE;
		}
	    }
	when ARROWTRAP:
	    if (swing(th->t_ctype, th->t_stats.s_lvl-1, th->t_stats.s_arm, 1))
	    {
		if (is_player) {
		    msg("Oh no! An arrow shot you.");
		    if ((pstats.s_hpt -= roll(1, 6)) <= 0) {
			msg("The arrow killed you.");
			death(D_ARROW);
		    }
		}
		else {
		    if (can_see) 
			msg("An arrow shot %s.", prname(mname, FALSE));
		    if ((th->t_stats.s_hpt -= roll(1, 6)) <= 0) {
			if (can_see) 
			    msg("The arrow killed %s.", prname(mname, FALSE));
			killed(mitem, FALSE, FALSE, TRUE);
		    }
		}
	    }
	    else
	    {
		register struct linked_list *item;
		register struct object *arrow;

		if (is_player) msg("An arrow shoots past you.");
		else if (can_see) 
			  msg("An arrow shoots by %s.", prname(mname, FALSE));
		item = new_item(sizeof *arrow);
		arrow = OBJPTR(item);
		arrow->o_type = WEAPON;
		arrow->contents = NULL;
		arrow->o_which = ARROW;
		arrow->o_hplus = rnd(3) - 1;
		arrow->o_dplus = rnd(3) - 1;
		init_weapon(arrow, ARROW);
		arrow->o_count = 1;
		arrow->o_pos = *tc;
		arrow->o_mark[0] = '\0';
		fall(item, FALSE);
	    }
	when TELTRAP:
	    if (is_player) teleport();
	    else {
		register int rm;
	        struct room *old_room;	/* old room of monster */

		/* 
		 * Erase the monster from the old position 
		 */
		if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
		    mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
		mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
		/*
		 * check to see if room should go dark
		 */
		if (on(*th, HASFIRE)) {
		    old_room=roomin(&th->t_pos);
		    if (old_room != NULL) {
			register struct linked_list *fire_item;

			for (fire_item = old_room->r_fires; fire_item != NULL;
			     fire_item = next(fire_item)) {
			    if (THINGPTR(fire_item) == th) {
				detach(old_room->r_fires, fire_item);
				destroy_item(fire_item);

				if (old_room->r_fires == NULL) {
				    old_room->r_flags &= ~HASFIRE;
				    if (can_see) light(&hero);
				}
			    }
			}
		    }
		}

		/* Get a new position */
		do {
		    rm = rnd_room();
		    rnd_pos(&rooms[rm], &th->t_pos);
		} until(winat(th->t_pos.y, th->t_pos.x) == FLOOR);

		/* Put it there */
		mvwaddch(mw, th->t_pos.y, th->t_pos.x, th->t_type);
		th->t_oldch = CCHAR( mvwinch(cw, th->t_pos.y, th->t_pos.x) );
		/*
		 * check to see if room that creature appears in should
		 * light up
		 */
	        if (on(*th, HASFIRE)) {
		    register struct linked_list *fire_item;

		    fire_item = creat_item();
		    ldata(fire_item) = (char *) th;
		    attach(rooms[rm].r_fires, fire_item);

		    rooms[rm].r_flags |= HASFIRE;
		    if(cansee(th->t_pos.y, th->t_pos.x) && 
		       next(rooms[rm].r_fires) == NULL)
			light(&hero);
		}
		if (can_see) 
		    msg("%s seems to have disappeared!", prname(mname, TRUE));
	    }
	when DARTTRAP:
	    if (swing(th->t_ctype, th->t_stats.s_lvl+1, th->t_stats.s_arm, 1)) {
		if (is_player) {
		    msg("A small dart just hit you in the shoulder.");
		    if ((pstats.s_hpt -= roll(1, 4)) <= 0) {
			msg("The dart killed you.");
			death(D_DART);
		    }

		    /* Now the poison */
		    if (!save(VS_POISON, &player, 0)) {
			/* 75% chance it will do point damage - else strength */
			if (rnd(100) < 75) {
			    pstats.s_hpt /= 2;
			    if (pstats.s_hpt == 0) death(D_POISON);
			}
			else if (!ISWEARING(R_SUSABILITY))
				chg_str(-1);
		    }
		}
		else {
		    if (can_see)
			msg("A small dart just hit %s in the shoulder.",
				prname(mname, FALSE));
		    if ((th->t_stats.s_hpt -= roll(1,4)) <= 0) {
			if (can_see) 
			    msg("The dart killed %s.", prname(mname, FALSE));
			killed(mitem, FALSE, FALSE, TRUE);
		    }
		    if (!save(VS_POISON, th, 0)) {
			th->t_stats.s_hpt /= 2;
			if (th->t_stats.s_hpt <= 0) {
			    if (can_see) 
				msg("The dart killed %s.", prname(mname,FALSE));
			    killed(mitem, FALSE, FALSE, TRUE);
			}
		    }
		}
	    }
	    else {
		if (is_player)
		    msg("A small dart whizzes by your ear and vanishes.");
		else if (can_see)
		    msg("A small dart whizzes by %s's ear and vanishes.",
			prname(mname, FALSE));
	    }
        when POOL: {
	    register int i;

	    i = rnd(100);
	    if (is_player) {
		if ((tp->tr_flags & ISGONE)) {
		    if (i < 30) {
			teleport();	   /* teleport away */
			pool_teleport = TRUE;
		    }
		    else if((i < 45) && level > 2) {
			level -= rnd(2) + 1;
			cur_max = level;
			new_level(NORMLEV);
			pool_teleport = TRUE;
			msg("You here a faint groan from below.");
		    }
		    else if(i < 70) {
			level += rnd(4) + 1;
			new_level(NORMLEV);
			pool_teleport = TRUE;
			msg("You find yourself in strange surroundings.");
		    }
		    else if(i > 95) {
			msg("Oh no!!! You drown in the pool!!! --More--");
			wait_for(' ');
			death(D_DROWN);
		    }
		}
	    }
	    else {
		if (i < 60) {
		    if (can_see) {
			/* Drowns */
			if (i < 30) 
			    msg("%s drowned in the pool!", prname(mname, TRUE));

			/* Teleported to another level */
			else msg("%s disappeared!", prname(mname, TRUE));
		    }
		    killed(mitem, FALSE, FALSE, TRUE);
		}
	    }
	}
    when MAZETRAP:
	if (is_player) {
	    pstats.s_hpt -= roll(1, 10);
	    level++;
	    msg("You fell through a trap door!");
	    if (pstats.s_hpt <= 0) death(D_FALL);
	    new_level(MAZELEV);
	    msg("You are surrounded by twisty passages!");
	}
	else {
	    if (can_see) msg("%s fell into a trap!", prname(mname, TRUE));

	    if (on(*th, ISUNIQUE)) {
		    check_residue(th);

		    /* Erase the monster from the old position */
		    if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
			mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
		    mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');

		    /* let him summon on next lvl */
		    if (on (*th, HASSUMMONED)) {
			    turn_off(*th, HASSUMMONED); 
			    turn_on(*th, CANSUMMON);
		    }
		    turn_on(*th,ISELSEWHERE);
		    detach(mlist, mitem);
		    attach(tlist, mitem);	/* remember him next level */

		    /* Make sure that no one is still chasing us */
		    for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
			mp = THINGPTR(mitem);
			if (mp->t_dest == &th->t_pos) {
			    mp->t_dest = &hero;
			    mp->t_wasshot = FALSE;
			    turn_off(*mp, ISFLEE);	/* Don't run away! */
			}
		    }

		    /* Make sure we were not chasing a monster here */
		    th->t_dest = &hero;
		    if (on(*th, ISFRIENDLY), turn_off(*th, ISFLEE));
	    }
	    else
		    killed(mitem, FALSE, FALSE, FALSE);
	}
    }

    /* Move the cursor back onto the hero */
    wmove(cw, hero.y, hero.x);

    md_flushinp();
    return(ch);
}

/*
 * blue_light:
 *	magically light up a room (or level or make it dark)
 */

bool
blue_light(bool blessed, bool cursed)
{
    register struct room *rp;
    bool ret_val=FALSE;	/* Whether or not affect is known */

    rp = roomin(&hero);	/* What room is hero in? */

    /* Darken the room if the magic is cursed */
    if (cursed) {
	if ((rp == NULL) || !lit_room(rp)) msg(nothing);
	else {
	    rp->r_flags |= ISDARK;
	    if (!lit_room(rp) && (levtype != OUTSIDE || !daytime))
		msg("The %s suddenly goes dark.",
			levtype == OUTSIDE ? "area" : "room");
	    else msg(nothing);
	    ret_val = TRUE;
	}
    }
    else {
	ret_val = TRUE;
	if (rp && !lit_room(rp) &&
	    (levtype != OUTSIDE || !daytime)) {
	    addmsg("The %s is lit", levtype == OUTSIDE ? "area" : "room");
	    if (!terse)
		addmsg(" by a %s blue light.",
		    blessed ? "bright" : "shimmering");
	    endmsg();
	}
	else if (winat(hero.y, hero.x) == PASSAGE)
	    msg("The corridor glows %sand then fades",
		    blessed ? "brightly " : "");
	else {
	    ret_val = FALSE;
	    msg(nothing);
	}
	if (blessed) {
	    register int i;	/* Index through rooms */

	    for (i=0; i<MAXROOMS; i++)
		rooms[i].r_flags &= ~ISDARK;
	}
	else if (rp) rp->r_flags &= ~ISDARK;
    }

    /*
     * Light the room and put the player back up
     */
    light(&hero);
    mvwaddch(cw, hero.y, hero.x, PLAYER);
    return(ret_val);
}

/*
 * corr_move:
 *	Check to see that a move is legal.  If so, return correct character.
 * 	If not, if player came from a legal place, then try to turn him.
 */

void
corr_move(int dy, int dx)
{
    int legal=0;		/* Number of legal alternatives */
    register int y, x,		/* Indexes though possible positions */
		 locy, locx;	/* Hold delta of chosen location */

    /* New position */
    nh.y = hero.y + dy;
    nh.x = hero.x + dx;

    /* If it is a legal move, just return */
    if (nh.x >= 0 && nh.x < cols && nh.y > 0 && nh.y < lines - 2) {
        
	switch (winat(nh.y, nh.x)) {
	    case WALL:
	    case '|':
	    case '-':
		break;
	    default:
		if (diag_ok(&hero, &nh, &player))
			return;
	}
    }

    /* Check legal places surrounding the player -- ignore previous position */
    for (y = hero.y - 1; y <= hero.y + 1; y++) {
	if (y < 1 || y > lines - 3)
	    continue;
	for (x = hero.x - 1; x <= hero.x + 1; x++) {
	    /* Ignore borders of the screen */
	    if (x < 0 || x > cols - 1)
		continue;
	    
	    /* 
	     * Ignore where we came from, where we are, and where we couldn't go
	     */
	    if ((x == hero.x - dx && y == hero.y - dy) ||
		(x == hero.x + dx && y == hero.y + dy) ||
		(x == hero.x && y == hero.y))
		continue;

	    switch (winat(y, x)) {
		case WALL:
		case '|':
		case '-':
		    break;
		default:
		    nh.y = y;
		    nh.x = x;
		    if (diag_ok(&hero, &nh, &player)) {
			legal++;
			locy = y - (hero.y - 1);
			locx = x - (hero.x - 1);
		    }
	    }
	}
    }

    /* If we have 2 or more legal moves, make no change */
    if (legal != 1) {
	return;
    }

    runch = Moves[locy][locx];

    /*
     * For mazes, pretend like it is the beginning of a new run at each turn
     * in order to get the lighting correct.
     */
    if (levtype == MAZELEV) firstmove = TRUE;
    return;
}

/*
 * dip_it:
 *	Dip an object into a magic pool
 */
void
dip_it(void)
{
	reg struct linked_list *what;
	reg struct object *ob;
	reg struct trap *tp;
	reg int wh, i;

	tp = trap_at(hero.y,hero.x);
	if (tp == NULL || tp->tr_type != POOL) {
	    msg("I see no shimmering pool here");
	    return;
	}
	if (tp->tr_flags & ISGONE) {
	    msg("This shimmering pool appears to have been used once already.");
	    return;
	}

	/* It takes 3 movement periods to dip something */
	if (player.t_action != C_DIP) {
	    if ((what = get_item(pack, "dip", ALL, FALSE, FALSE)) == NULL) {
		msg("");
		after = FALSE;
		return;
	    }

	    ob = OBJPTR(what);
	    if (ob == cur_armor		 || 
		ob == cur_misc[WEAR_BOOTS]	 || ob == cur_misc[WEAR_JEWEL]	 ||
		ob == cur_misc[WEAR_GAUNTLET] ||
		ob == cur_misc[WEAR_CLOAK]	 ||
		ob == cur_misc[WEAR_BRACERS] ||
		ob == cur_misc[WEAR_NECKLACE]||
		ob == cur_ring[LEFT_1]	 || ob == cur_ring[LEFT_2]	 ||
		ob == cur_ring[LEFT_3]	 || ob == cur_ring[LEFT_4]	 ||
		ob == cur_ring[RIGHT_1]	 || ob == cur_ring[RIGHT_2]	 ||
		ob == cur_ring[RIGHT_3]	 || ob == cur_ring[RIGHT_4]) {
		mpos = 0;
		msg("You'll have to take it off first.");
		return;
	    }

	    player.t_using = what;	/* Remember what it is */
	    player.t_action = C_DIP;	/* We are dipping */
	    player.t_no_move = 3 * movement(&player);
	    return;
	}

	/* We have waited our time, let's dip it */
	what = player.t_using;
	player.t_using = NULL;
	player.t_action = A_NIL;

	ob = OBJPTR(what);

	tp->tr_flags |= ISGONE;
	if (ob != NULL) {
	    wh = ob->o_which;
	    ob->o_flags |= ISKNOW;
	    i = rnd(100);
	    switch(ob->o_type) {
		case WEAPON:
		    if(i < 50) {		/* enchant weapon here */
			if ((ob->o_flags & ISCURSED) == 0) {
				ob->o_hplus += 1;
				ob->o_dplus += 1;
			}
			else {		/* weapon was prev cursed here */
				ob->o_hplus = rnd(2);
				ob->o_dplus = rnd(2);
			}
			ob->o_flags &= ~ISCURSED;
		        msg("The %s glows blue for a moment.",weaps[wh].w_name);
		    }
		    else if(i < 70) {	/* curse weapon here */
			if ((ob->o_flags & ISCURSED) == 0) {
				ob->o_hplus = -(rnd(2)+1);
				ob->o_dplus = -(rnd(2)+1);
			}
			else {			/* if already cursed */
				ob->o_hplus--;
				ob->o_dplus--;
			}
			ob->o_flags |= ISCURSED;
		        msg("The %s glows red for a moment.",weaps[wh].w_name);
		    }			
		    else
			msg(nothing);
		when ARMOR:
		    if (i < 50) {	/* enchant armor */
			if((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac -= rnd(2) + 1;
			else
			    ob->o_ac = -rnd(3)+ armors[wh].a_class;
			ob->o_flags &= ~ISCURSED;
		        msg("The %s glows blue for a moment",armors[wh].a_name);
		    }
		    else if(i < 75){	/* curse armor */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac = rnd(3)+ armors[wh].a_class;
			else
			    ob->o_ac += rnd(2) + 1;
			ob->o_flags |= ISCURSED;
		        msg("The %s glows red for a moment.",armors[wh].a_name);
		    }
		    else
			msg(nothing);
		when STICK: {
		    int j;
		    j = rnd(8) + 1;
		    if(i < 50) {		/* add charges */
			ob->o_charges += j;
		        ws_know[wh] = TRUE;
			if (ob->o_flags & ISCURSED)
			    ob->o_flags &= ~ISCURSED;
		        msg("The %s %s glows blue for a moment.",
			    ws_made[wh],ws_type[wh]);
		    }
		    else if(i < 65) {	/* remove charges */
			if ((ob->o_charges -= i) < 0)
			    ob->o_charges = 0;
		        ws_know[wh] = TRUE;
			if (ob->o_flags & ISBLESSED)
			    ob->o_flags &= ~ISBLESSED;
			else
			    ob->o_flags |= ISCURSED;
		        msg("The %s %s glows red for a moment.",
			    ws_made[wh],ws_type[wh]);
		    }
		    else 
			msg(nothing);
		}
		when SCROLL:
		    s_know[wh] = TRUE;
		    msg("The '%s' scroll unfurls.",s_names[wh]);
		when POTION:
		    p_know[wh] = TRUE;
		    msg("The %s potion bubbles for a moment.",p_colors[wh]);
		when RING:
		    if(i < 50) {	 /* enchant ring */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac += rnd(2) + 1;
			else
			    ob->o_ac = rnd(2) + 1;
			ob->o_flags &= ~ISCURSED;
		    }
		    else if(i < 80) { /* curse ring */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac = -(rnd(2) + 1);
			else
			    ob->o_ac -= (rnd(2) + 1);
			ob->o_flags |= ISCURSED;
		    }
		    r_know[wh] = TRUE;
		    msg("The %s ring vibrates for a moment.",r_stones[wh]);
		when MM:
		    m_know[wh] = TRUE;
		    switch (ob->o_which) {
		    case MM_BRACERS:
		    case MM_PROTECT:
			if(i < 50) {	 /* enchant item */
			    if ((ob->o_flags & ISCURSED) == 0)
				ob->o_ac += rnd(2) + 1;
			    else
				ob->o_ac = rnd(2) + 1;
			    ob->o_flags &= ~ISCURSED;
			}
			else if(i < 80) { /* curse item */
			    if ((ob->o_flags & ISCURSED) == 0)
				ob->o_ac = -(rnd(2) + 1);
			    else
				ob->o_ac -= (rnd(2) + 1);
			    ob->o_flags |= ISCURSED;
			}
			msg("The item vibrates for a moment.");
		    when MM_CHOKE:
		    case MM_DISAPPEAR:
			ob->o_ac = 0;
			msg ("The dust dissolves in the pool!");
		    }
		otherwise:
		msg("The pool bubbles for a moment.");
	    }
	    updpack(FALSE, &player);
	}
	else
	    msg(nothing);
}

/*
 * do_move:
 *	Check to see that a move is legal.  If it is handle the
 * consequences (fighting, picking up, etc.)
 */

void
do_move(int dy, int dx)
{
    register struct room *rp, *orp;
    register char ch;
    struct linked_list *item;
    register struct thing *tp = NULL;
    coord old_hero;
    register int wasfirstmove, moved, num_hits;
    bool changed=FALSE;	/* Did we switch places with a friendly monster? */

    wasfirstmove = firstmove;
    firstmove = FALSE;
    curprice = -1;		/* if in trading post, we've moved off obj */

    /*
     * Do a confused move (maybe)
     */
    if (player.t_action == A_NIL &&
	((on(player, ISHUH) && rnd(100) < 80) || 
	 (on(player, ISDANCE) && rnd(100) < 80) || 
	 (ISWEARING(R_DELUSION) && rnd(100) < 25)))
	/* Get a random move */
	nh = *rndmove(&player);
    else {
	nh.y = hero.y + dy;
	nh.x = hero.x + dx;
    }

    /*
     * Check if he tried to move off the screen or make an illegal
     * diagonal move, and stop him if he did.
     */
    if (nh.x < 0 || nh.x > cols-1 || nh.y < 1 || nh.y >= lines - 2
	|| !diag_ok(&hero, &nh, &player))
    {
	after = running = FALSE;
	player.t_action = A_NIL;
	return;
    }
    if (running && ce(hero, nh))
	after = running = FALSE;
    ch = CCHAR( winat(nh.y, nh.x) );

    /* Take care of hero trying to move close to something frightening */
    if (on(player, ISFLEE)) {
	if (rnd(100) < 10) {
	    turn_off(player, ISFLEE);
	    msg("You regain your composure.");
	}
	else if (DISTANCE(nh.y, nh.x, player.t_dest->y, player.t_dest->x) <
		 DISTANCE(hero.y, hero.x, player.t_dest->y, player.t_dest->x)) {
			running = FALSE;
			msg("You are too terrified to move that way");
			player.t_action = A_NIL;
			player.t_no_move = movement(&player);
			return;
	}
    }

    /* If we want to move to a monster, see what it is */
    if (isalpha(ch)) {
	item = find_mons(nh.y, nh.x);
	if (item == NULL) {
	    debug("Cannot find monster in move.");
	    player.t_action = A_NIL;
	    return;
	}
	tp = THINGPTR(item);
    }

    /*
     * Take care of hero being held.  If the player is being held, he
     * can't move unless he is either attacking a non-friendly monster
     * or attacking a friendly monster that can't move.
     */
    if (on(player, ISHELD) &&
	(!isalpha(ch) || (on(*tp, ISFRIENDLY) && off(*tp, ISHELD)))) {
	msg("You are being held.");
	player.t_action = A_NIL;
	return;
    }

    /* See if we have to wait for our movement rate */
    if (player.t_action == A_NIL) {
	after = FALSE;
	firstmove = wasfirstmove;	/* Remember if this is first move */
	player.t_no_move = movement(&player);
	if (player.t_ctype == C_MONK)
	    player.t_no_move -= pstats.s_lvl/6;
	if (on(player, ISFLY)) 
	    player.t_no_move /= 2; /* If flying, speed him up */

	if (player.t_no_move < 1) player.t_no_move = 1;

	/* Remember our action */
	player.t_action = Moves[dy+1][dx+1];
	return;
    }

    /* Now let's forget the old move and just do it */