#! /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 13)."
# Contents:  Newstuff/Spoil_ms.diff hack.c make.exe.uu spell.h
# Wrapped by billr@tekred on Mon Jun 20 11:38:21 1988
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f Newstuff/Spoil_ms.diff -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"Newstuff/Spoil_ms.diff\"
else
echo shar: Extracting \"Newstuff/Spoil_ms.diff\" \(38667 characters\)
sed "s/^X//" >Newstuff/Spoil_ms.diff <<'END_OF_Newstuff/Spoil_ms.diff'
X
XThe Spoilers.mm distributed from the Nethack 2.3 upgrade kit is written
Xwith the -mm macros, which I don't have access to.  I've modified the
Xdocument for the -ms package.  It's not perfect, but it's good enough
Xfor me.  To apply the patch, do:
X
X	1. Save everything below the cutoff line into Spoilers.diff
X	   and move it to the directory containing Spoilers.mm
X	2. Copy Spoilers.mm to Spoilers.ms: cp Spoilers.mm Spoilers.ms
X	3. Use the patch program: patch Spoilers.ms < Spoilers.diff
X	4. Format it using nroff, troff, psroff, ptroff, etc.:
X		ex: tbl Spoilers.ms | nroff -ms > Spoilers.txt
X
X	
X					Joe S Chen
X
XARPA:	joec%alheka@oberon.usc.edu, joec@ecla.usc.edu
XUUCP:	{sdcrdcf,cit-vax,uscvax}!oberon!alheka!joec
XBITNET:	joec@kylara
X
X-----CUT HERE----------CUT HERE----------CUT HERE----------CUT HERE-----
X1,2c1,3
X< 
X< .ND "December 10, 1987"
X---
X> .nr PO 0.34i
X> .nr LL 7.2i
X> .RP
X5,7c6,13
X< .AF "{amd, ihnp4, microsoft, ucscc}!sco!stevem"
X< .AU "Edited by Stephen Marino*"
X< .AS x .5i
X---
X> .sp 2
X> {amd, ihnp4, microsoft, ucscc}!sco!stevem
X> .br
X> .AU
X> Edited by Stephen Marino*
X> 
X> .ND "December 10, 1987"
X> .AB
X24c30
X< .SP 2
X---
X> .sp 2
X51c57,59
X< .H 1 "INTRODUCTION"
X---
X> .NH
X> INTRODUCTION
X> .PP
X55c63
X< .P
X---
X> .PP
X63,65c71,73
X< '
X< .H 2 "How to Use this Guide"
X< '
X---
X> .NH 2
X> How to Use this Guide
X> .PP
X67,68c75,79
X< .BL
X< .LI
X---
X> .RS
X> .RS
X> .IP 1.
X> Introduction
X> .IP 2.
X70c81
X< .LI
X---
X> .IP 3.
X72c83
X< .LI
X---
X> .IP 4.
X74c85
X< .LI
X---
X> .IP 5.
X76c87
X< .LI
X---
X> .IP 6.
X78c89
X< .LI
X---
X> .IP 7.
X80c91
X< .LI
X---
X> .IP 8.
X82c93
X< .LI
X---
X> .IP 9.
X84c95
X< .LI
X---
X> .IP 10.
X86c97
X< .LI
X---
X> .IP 11.
X88,89c99,102
X< .LE
X< .P
X---
X> .RE
X> .RE
X> .LP
X> .PP
X93,96c106,110
X< .H 1 "BASIC INSTRUCTIONS"
X< '
X< .H 2 "Getting Started"
X< '
X---
X> .NH 1
X> BASIC INSTRUCTIONS
X> .NH 2
X> Getting Started
X> .PP
X105,107c119,121
X< '
X< .H 2 "Character Classes"
X< '
X---
X> .NH 2
X> Character Classes
X> .PP
X129,131c143,144
X< .BL
X< .LI "\(de"
X< Denotes standard Hack character classes.  All others exclusive to
X---
X> .PP
X> \(de Denotes standard Hack character classes.  All others exclusive to
X135c148
X< .P
X---
X> .PP
X146,148c159,161
X< '
X< .H 2 "Words to the Wise"
X< '
X---
X> .NH 2
X> Words to the Wise
X> .PP
X151c164,166
X< .H 3 "Choose an appropriate character."
X---
X> .NH 3
X> Choose an appropriate character.
X> .PP
X155,156c170,172
X< .P
X< .H 3 "Your best friend is your dog."
X---
X> .NH 3
X> Your best friend is your dog.
X> .PP
X171,172c187,189
X< .P
X< .H 3 "Don't let the monster get the upper hand."
X---
X> .NH 3
X> Don't let the monster get the upper hand.
X> .PP
X180c197,199
X< .H 3 "Beware Swarms of Orcs."
X---
X> .NH 3
X> Beware Swarms of Orcs.
X> .PP
X185c204,206
X< .H 3 "Where possible, eat what you kill."
X---
X> .NH 3
X> Where possible, eat what you kill.
X> .PP
X193,194c214,216
X< .P
X< .H 3 "In Hack, relief is spelled E-l-b-e-r-e-t-h."
X---
X> .NH 3
X> In Hack, relief is spelled E-l-b-e-r-e-t-h.
X> .PP
X204c226,228
X< .H 2 "Learning the Ways of Magic"
X---
X> .NH 2
X> Learning the Ways of Magic
X> .PP
X211,212c235,237
X< .P
X< .H 3 "Test potions and scrolls carefully."
X---
X> .NH 3
X> Test potions and scrolls carefully.
X> .PP
X220c245
X< .P
X---
X> .PP
X228c253
X< .P
X---
X> .PP
X238,239c263,265
X< .P
X< .H 3 "Zap wands immediately."
X---
X> .NH 3
X> Zap wands immediately.
X> .PP
X250,251c276,278
X< .P
X< .H 3 "Never experiment with rings."
X---
X> .NH 3
X> Never experiment with rings.
X> .PP
X259,261c286,292
X< .H 1 "STRATEGY"
X< .H 2 "Upper Levels"
X< .H 3 "Let the dog fight for you when you are badly hurt or outclassed."
X---
X> .NH 1
X> STRATEGY
X> .NH 2
X> Upper Levels
X> .NH 3
X> Let the dog fight for you when you are badly hurt or outclassed.
X> .PP
X266c297
X< .P
X---
X> .PP
X279c310
X< .P
X---
X> .PP
X287c318
X< .P
X---
X> .PP
X299,300c330,332
X< .P
X< .H 3 "Don't get careless."
X---
X> .NH 3
X> Don't get careless.
X> .PP
X314,315c346,348
X< .P
X< .H 3 "You may want to eat a leprechaun and a floating eye."
X---
X> .NH 3
X> You may want to eat a leprechaun and a floating eye.
X> .PP
X339,340c372,374
X< .P
X< .H 3 "Try to conserve your missiles and magic."
X---
X> .NH 3
X> Try to conserve your missiles and magic.
X> .PP
X356c390
X< .P
X---
X> .PP
X359,360c393,395
X< .P
X< .H 3 "Do anything to survive."
X---
X> .NH 3
X> Do anything to survive.
X> .PP
X367,370c402,406
X< '
X< .H 2 "Lower Levels"
X< '
X< .H 3 "Be prepared for crowded rooms."
X---
X> .NH 2
X> Lower Levels
X> .NH 3
X> Be prepared for crowded rooms.
X> .PP
X385c421,423
X< .H 3 "Rob stores; the risk is worth it."
X---
X> .NH 3
X> Rob stores; the risk is worth it.
X> .PP
X389c427,429
X< .H 3 "Don't throw away bad potions."
X---
X> .NH 3
X> Don't throw away bad potions.
X> .PP
X393c433,435
X< .H 3 "Genocide with consideration."
X---
X> .NH 3
X> Genocide with consideration.
X> .PP
X397c439,441
X< .H 3 "There are eight truly awful monsters in the dungeon; know them."
X---
X> .NH 3
X> There are eight truly awful monsters in the dungeon; know them.
X> .PP
X400,401c444,446
X< .VL 12
X< .LI Humans
X---
X> .sp
X> .RS
X> .IP "Humans" 20
X403c448
X< .LI Dragons
X---
X> .IP "Dragons"
X408c453
X< .LI Demons
X---
X> .IP "Demons"
X413c458
X< .LI Ettins
X---
X> .IP "Ettins"
X415c460
X< .LI Eels
X---
X> .IP "Eels"
X420,421c465
X< .LI
X< Cockatrices
X---
X> .IP "Cockatrices"
X427c471
X< .LI Xans
X---
X> .IP "Xans"
X432c476
X< .LI Nymphs
X---
X> .IP "Nymphs"
X438,439c482,486
X< .LE
X< .H 3 "To win the game, you must go to hell and back."
X---
X> .RE
X> .LP
X> .NH 3
X> To win the game, you must go to hell and back.
X> .PP
X449c496,498
X< .H 1 "ROOMS AND OTHER BAD PLACES"
X---
X> .NH 1
X> ROOMS AND OTHER BAD PLACES
X> .PP
X454,456c503,505
X< '
X< .H 2 "Assorted Shops"
X< '
X---
X> .NH 2
X> Assorted Shops
X> .PP
X462c511
X< .P
X---
X> .PP
X466c515
X< .P
X---
X> .PP
X471c520
X< .P
X---
X> .PP
X479,482c528,531
X< .P
X< .H 3 "Strategies for dealing with shopkeepers" 
X< .BL
X< .LI
X---
X> .NH 3
X> Strategies for dealing with shopkeepers"
X> .RS
X> .IP o
X487c536
X< .LI
X---
X> .IP o
X489c538
X< .LI
X---
X> .IP o
X492c541
X< .LI
X---
X> .IP o
X496c545
X< .LI
X---
X> .IP o
X503c552
X< .LI
X---
X> .IP o
X512c561
X< .LI
X---
X> .IP o
X519,520c568
X< .LE
X< .P
X---
X> .IP o
X534,535c582,586
X< .P
X< .H 2 "The Magical Memory Vault"
X---
X> .RE
X> .LP
X> .NH 2
X> The Magical Memory Vault
X> .PP
X543c594
X< .P
X---
X> .PP
X549c600
X< .P
X---
X> .PP
X556c607
X< .P
X---
X> .PP
X559,560c610,612
X< .AL
X< .LI
X---
X> .RS
X> .RS
X> .IP o
X563c615
X< .LI
X---
X> .IP o
X565c617
X< .LI
X---
X> .IP o
X568c620
X< .LI
X---
X> .IP o
X570,573c622,627
X< .LE
X< '
X< .H 2 "David's Treasure Zoo"
X< '
X---
X> .RE
X> .RE
X> .LP
X> .NH 2
X> David's Treasure Zoo
X> .PP
X588,590c642,644
X< '
X< .H 2 "Hives"
X< '
X---
X> .NH 2
X> Hives
X> .PP
X595,597c649,651
X< '
X< .H 2 "The Morgue"
X< '
X---
X> .NH 2
X> The Morgue
X> .PP
X601,603c655,657
X< '
X< .H 2 "Throne Rooms"
X< '
X---
X> .NH 2
X> Throne Rooms
X> .PP
X612c666
X< .P
X---
X> .PP
X640,642c694,696
X< '
X< .H 2 "Mazes"
X< '
X---
X> .NH 2
X> Mazes
X> .PP
X656,658c710,712
X< '
X< .H 2 "Traps"
X< '
X---
X> .NH 2
X> Traps
X> .PP
X661,662c715,717
X< .VL 22
X< .LI "dart trap"
X---
X> .RS
X> .RS
X> .IP "dart trap" 22
X664c719
X< .LI "arrow trap"
X---
X> .IP "arrow trap"
X666c721
X< .LI "pit trap"
X---
X> .IP "pit trap"
X669c724
X< .LI "bear trap"
X---
X> .IP "bear trap"
X671c726
X< .LI "sleeping gas trap"
X---
X> .IP "sleeping gas trap"
X674c729
X< .LI "teleport trap"
X---
X> .IP "teleport trap"
X676c731
X< .LI "level teleport trap"
X---
X> .IP "level teleport trap"
X683c738
X< .LI trapdoor
X---
X> .IP "trapdoor"
X685c740
X< .LI "squeaky board"
X---
X> .IP "squeaky board"
X687c742
X< .LI "anti-magic field"
X---
X> .IP "anti-magic field"
X689c744
X< .LI "water trap"
X---
X> .IP "water trap"
X691c746
X< .LI "magic trap"
X---
X> .IP "magic trap"
X696c751,753
X< .LE
X---
X> .RE
X> .RE
X> .LP
X715c772
X< .P
X---
X> .PP
X719,721c776,778
X< '
X< .H 2 "Fountains"
X< '
X---
X> .NH 2
X> Fountains
X> .PP
X736,741c793,855
X< .P
X< .so fount.tbl
X< .H 1 "FOOD"
X< '
X< .H 2 "Hunger, Weakness and Death"
X< '
X---
X> .PP
X> .S 9 10
X> .TS H
X> tab (#), center, expand, box;
X> c c
X> l | l.
X> Message#Effect
X> _
X> .TH
X> ``Good Lord!  An endless stream of snakes pours forth!''#3-4 snakes appear
X> ``The fountain bubbles furiously for a moment, then calms.''#makemon failed
X> _
X> ``You have unleashed a water demon!''#Infrequent, but dangerous
X> ``Grateful for his release, he grants you a wish!''#Very unlikely (3%)
X> _
X> ``You have attracted a water nymph!''#Nymph appears, will steal
X> ``A large bubble rises to the surface and pops.''#makemon failed
X> _
X> ``Water gushes forth from the overflowing fountain!''#Drowning pools
X> _
X> ``You spot a gem in the sparkling waters!''#Real gem appears
X> _
X> ``The fountain dries up!''#Usually happens after 2-5 dips
X> _
X> ``The cool draught refreshes you.''#Decreases hunger
X> _
X> ``The water is foul!  You gag and vomit.''#Hunger
X> ``What a relief!''#Cures if already sick
X> _
X> ``The water is contaminated!''#Poison damage, - strength
X> ``Perhaps it is run off from the nearby orange farm.''#If poison resistant
X> _
X> ``This water's no good!''#Curses an object, hunger
X> _
X> ``You see an image of someone stalking you. But it disappears.''#Permanent see invisible
X> _
X> ``You sense the presence of monsters.''#Detect monster
X> ``You feel oddly disturbed.''#If no monsters
X> _
X> ``This water gives you bad breath!''#Cause fear
X> _
X> ``Your weapon rusts somewhat.''#-1 damage (swords only)
X> ``Your weapon looks quite rusted.''#If < -6 already
X> _
X> ``A murky hand from the depths reaches up to bless the sword.''#+5 Excalibur
X> ``As the hand retreats, the fountain disappears!''
X> _
X> ``Well, it looks wet now.''#Sword may be stickeycursed
X> ``The water glows for a moment.''#Lift curse from weapon
X> ``A feeling of loss comes over you.''#Missed lift curse
X> _
X> ``Your thirst is quenched.''#No effect
X> ``A strange tingling runs up your arm.''#No effect
X> ``You feel a sudden chill.''#No effect
X> ``An urge to take a bath nearly overwhelms you.''#No effect
X> ``Far below you, you see coins glistening in the water.''#No effect
X> .TE
X> .S
X> .NH 1
X> FOOD
X> .NH 2
X> Hunger, Weakness and Death
X> .PP
X749,751c863,865
X< '
X< .H 2 "Monsters"
X< '
X---
X> .NH 2
X> Monsters
X> .PP
X760,762c874,876
X< '
X< .H 2 "Food Items"
X< '
X---
X> .NH 2
X> Food Items
X> .PP
X776,778c890,892
X< '
X< .H 2 "Tins"
X< '
X---
X> .NH 2
X> Tins
X> .PP
X790,792c904,906
X< '
X< .H 2 "Food Attribute Index"
X< '
X---
X> .NH 2
X> Food Attribute Index
X> .PP
X816,818c930,1026
X< .P
X< .so food.tbl
X< .P
X---
X> .PP
X> .TS
X> tab (#),center,expand,box;
X> l c c c c
X> l | n n n | l.
X> Name#Chance#Weight#Energy#Remarks
X> _
X> food ration #46#4#800
X> tripe ration#16#2#200#50% chance of vomiting.
X> pancake#3#1#200
X> dead lizard#3#1#40#Eat to avoid turning to stone.
X> fortune cookie#7#1#40
X> carrot#2#1#50
X> slice of pizza#5#1#250
X> cream pie#3#1#100
X> tins:#7#1#0
X> - spinach#50#7#600#Adds strength
X> - peaches#8#8#40
X> - salmon#8#7#60#Slippery hands for 1-15 turns
X> - apple juice#8#7#20
X> - substance#8#7#500#Tastes awful, adds experience.
X> - rotten meat#8#7#-50#Causes vomiting.
X> - empty can#8#7#0
X> orange#1#1#80
X> apple#1#1#50
X> pear#1#1#50
X> melon#1#1#100
X> banana#1#1#80
X> candy bar#1#1#100
X> egg#1#1#80
X> clove of garlic#1#1#40#Wield against vampires.
X> lump of royal jelly #0#1#200#Cures xans, strength +
X> .TE
X> .TS H
X> tab (#),center,expand,box;
X> l c c c 
X> l | n n | l.
X> Name#Weight#Energy#Remarks
X> _
X> .TH
X> dead human#40#400#Permanent aggravate monster.
X> dead giant ant#3#30#Poisonous.
X> dead giant bat#3#30#Confusion.
X> dead centaur#50#500
X> dead dragon#150#1500#Fire resistance.
X> dead floating eye#1#10#Telepathy, damage
X> dead freezing sphere#1#10#Cold resistance.
X> dead gnome#10#100
X> dead hobgoblin#20#200
X> dead stalker#40#400#See invisible.
X> dead jackal#10#100
X> dead kobold#10#100#Poisonous.
X> dead leprechaun#40#400#Teleport ability, damage. 
X> dead mimic#40#400#Mimic a treasure chest.
X> dead nymph#40#400#Teleport ability, damage. 
X> dead orc#20#200#Damage.
X> dead purple worm#70#700#Damage.
X> dead quantum mechanic#20#200#Teleport ability, damage.
X> dead rust monster#50#500#Damage.
X> dead snake#10#100#Poisonous.
X> dead troll#40#400
X> dead umber hulk#50#500#Damage.
X> dead vampire#40#400Poisonous.
X> dead wraith#1#10#Gain level.
X> dead xorn#70#700
X> dead yeti#70#700#Cold resistance.
X> dead zombie#3#30
X> dead acid blob#3#30#Poisonous.
X> dead giant beetle#1#10#Poisonous.
X> dead cockatrice#3#30#Instant death.
X> dead dog#20#200#Aggravate monsters.
X> dead ettin#3#30
X> dead fog cloud#1#10
X> dead gelatinous cube#10#100
X> dead homunculus#20#200#Poisonous.
X> dead imp#1#10
X> dead jaguar#30#300#Gain level?
X> dead killer bee#1#10#Poison resistance.
X> dead leocrotta#50#500
X> dead minotaur#70#700# 
X> dead nurse#40#400#Heal, aggravate monsters.
X> dead owlbear#70#700
X> dead piercer#20#200
X> dead quivering blob#10#100
X> dead giant rat#3#30
X> dead giant scorpion#10#100#Poisonous.
X> dead tengu#30#300#Teleport ability.
X> dead unicorn#30#300#Damage.
X> dead violet fungus#10#100#Hallucinogenic.
X> dead long worm#50#500
X> dead xan#30#300#Damage.
X> dead yellow light#1#10#Confusion, vision++
X> dead zruty#60#600#Damage.
X> dead giant#70#700#Strength++.
X> dead daemon#80#800
X> .TE
X> .PP
X825,831c1033,1135
X< .H 1 "MONSTERS"
X< '
X< .H 2 "Monster Data Index"
X< '
X< .so monster.tbl
X< .P
X< .H 2 "Descriptions"
X---
X> .NH 1
X> MONSTERS
X> .NH 2
X> Monster Data Index
X> .PP
X> The descriptions are as follows:
X> .RS
X> .RS
X> .IP \fImlev\fR 12
X> Monster's level.
X> .IP \fImmove\fR
X> Non-Spelunkers have a \fImmove\fR of 12.
X> .IP \fIac\fR
X> Monster's armor class.
X> .IP Damage
X> Monster's basic attack on you.  Note that quasits, jaguars, dragons,
X> etc. have extra attacks.
X> .IP *
X> Whether monster is large.  Determines weapon damage.
X> .IP \(dg
X> Monsters specific to NetHack.
X> .RE
X> .RE
X> .LP
X> .TS H
X> tab (#),center,expand,box;
X> c c c c c c c
X> c l | n n n | l n.
X> Symbol#Monster#\fImlev\fR#\fImmove\fR#\fIac\fR#Damage#XP
X> _
X> .TH
X> A#giant ant*#3#18#3#1d6#16
X> B#bat#1#22#8#1d4#2
X> C#centaur*#4#18#4#1d6#17
X> D#dragon*#10#9#-1#3d10+2(1d8)#257
X> E#floating eye#2#1#9#0d0#5
X> F#freezing sphere#2#13#4#6d6#5
X> G#gnome#1#6#5#1d6#2
X> H#hobgoblin#1#9#5#1d8#2
X> I#invisible stalker*#8#12#3#4d4#131
X> J#jackal#0#12#7#1d2#1
X> K#keystone kop\(dg#1#6#7#1d4#
X> K#kobold#1#6#7#1d4#2
X> L#leprechaun#5#15#8#1d2#26
X> M#mimic#7#3#7#3d4#100
X> N#nymph#6#12#9#1d2#37
X> O#orc#2#9#6#1d8#5
X> P#purple worm*#15#9#6#2d8#411
X> Q#quantum mechanic\(dg#6#12#3#1d4#
X> Q#quasit#3#15#3#1d4+2(1d2)#10
X> R#rust monster#10#18#3#0d0#171
X> S#snake*#4#15#3#1d6#25
X> T#troll*#7#12#4#2d6+2(1d6)#114
X> U#umber hulk*#9#6#2#2d10+2(3d4)#169
X> V#vampire*#8#12#1#1d6#199
X> W#wraith#5#12#5#1d6#36
X> X#xorn#8#9#-2#4d6+3(1d6)#149
X> Y#yeti*#5#15#6#2(1d6)#26
X> Z#zombie#2#6#8#1d8#5
X> a#acid blob#2#3#8#0d0#9
X> b#giant beetle*#4#6#4#3d4#17
X> c#cockatrice#4#6#6#1d3#25
X> d#dog#4#16#5#1d6#17
X> d#large dog*#6#15#4#2d4#37
X> d#little dog#2#18#6#1d6#17
X> e#ettin*#10#12#3#2d8+3d#241
X> f#fog cloud#3#1#0#1d6#24
X> g#gelatinous cube*#4#6#8#2d4#17
X> h#homunculus#2#6#6#1d3#5
X> i#imp#2#6#2#1d4#15
X> j#jaguar#4#15#6#1d8+2(1d3)+2(1d4)#17
X> k#killer bee#4#14#4#2d4#17
X> l#leocrotta*#6#18#4#3d6#37
X> m#minotaur*#15#15#6#4d8#276
X> n#nurse*#11#6#0#1d3#208
X> o#owlbear*#5#12#5#2d6+2(1d6)+2d8#26
X> p#piercer#3#1#3#2d6#10
X> q#quivering blob#3#1#8#1d8#10
X> r#giant rat#0#12#7#1d3#1
X> r#rockmole\(dg#3#3#0#1d6#
X> s#giant spider\(dg*#5#15#3#1d4#
X> s#giant scorpion*#5#15#3#1d4+2(1d8)#36
X> t#tengu#5#13#5#1d7#26
X> u#unicorn#8#24#5#1d10#115
X> v#violet fungi#3#1#7#1d4#10
X> w#long worm*#8#3#5#1d4#115
X> w#wumpus*#8#3#2#3d6#
X> x#xan#7#18#-2#2d4#118
X> y#yellow light#3#15#0#0d0#24
X> z#zruty#9#8#3#3d6#132
X>  #ghost*#10#3#-5#?#265
X> &#demon*#10#9#-4#1d4#263
X> ,#trapper*#12#3#3#0d0#303
X> 1#wizard of yendor*#15#12#-2#1d12#
X> 2#mail daemon#\-#\-#\-#n/a#
X> 9#giant\(dg*#9#18#5#2d12#
X> :#chameleon#6#5#6#4d2#49
X> ;#giant eel\(dg*#15#6#-3#3d6#
X> @#shopkeeper#10#18#0#4d8#40#165
X> ~#lurker above*#10#3#3#0d0#151
X> .TE
X> .NH 2
X> Descriptions
X833,834c1137,1139
X< .LI
X< Acid Blob:  Not edible.  Does not attack unless confused, but when you hit 
X---
X> .RS
X> .IP "Acid Blob" 20
X> Not edible.  Does not attack unless confused, but when you hit 
X841,844c1146,1149
X< .LI
X< Giant Beetle: Edible.  Nothing else special.
X< .LI
X< Cockatrice: Very dangerous!  Any hit will turn you to stone.  Even if it
X---
X> .IP "Giant Beetle"
X> Edible.  Nothing else special.
X> .IP "Cockatrice"
X> Very dangerous!  Any hit will turn you to stone.  Even if it
X858,859c1163,1164
X< .LI
X< Dog: your dog, or that of a previous adventurer.  If you throw tripe or
X---
X> .IP "Dog"
X> your dog, or that of a previous adventurer.  If you throw tripe or
X879,888c1184,1193
X< .LI
X< Ettin: in D&D, hard to surprise.  In hack, hard to kill (meaner than a troll).
X< .LI
X< Fog Cloud: edible, weak, but difficult to kill. 24XP. A real bargain.
X< .LI
X< Gelatinous cube: Occasionally paralyzes. 23XP.
X< .LI
X< Homunculus: bite can put you to sleep. (Rare for wizards) Not edible.
X< .LI
X< Imp:  Poor attack, but hard to hit.  You might starve to death trying 
X---
X> .IP "Ettin"
X> in D&D, hard to surprise.  In hack, hard to kill (meaner than a troll).
X> .IP "Fog Cloud"
X> edible, weak, but difficult to kill. 24XP. A real bargain.
X> .IP "Gelatinous cube"
X> Occasionally paralyzes. 23XP.
X> .IP "Homunculus"
X> bite can put you to sleep. (Rare for wizards) Not edible.
X> .IP "Imp"
X>  Poor attack, but hard to hit.  You might starve to death trying 
X890,893c1195,1198
X< .LI
X< Jaguar: has multiple attacks, but does not inflict much damage. 
X< .LI
X< Killer Bee:  Like orcs, this denizen of the dungeon appears in swarms.
X---
X> .IP "Jaguar"
X> has multiple attacks, but does not inflict much damage. 
X> .IP "Killer Bee"
X>  Like orcs, this denizen of the dungeon appears in swarms.
X900,901c1205,1206
X< .LI
X< Leocrotta: The leocrotta is a master of hit and run tactics.  He tends to 
X---
X> .IP "Leocrotta"
X> The leocrotta is a master of hit and run tactics.  He tends to 
X904,905c1209,1210
X< .LI
X< Minotaur: The minotaur is the king of the mazes that exist on the lowest
X---
X> .IP "Minotaur"
X> The minotaur is the king of the mazes that exist on the lowest
X909,910c1214,1215
X< .LI
X< Nurse: tends to a wear a ring, but not always.
X---
X> .IP "Nurse"
X> tends to a wear a ring, but not always.
X916,917c1221,1222
X< .LI
X< Owlbear: If the owlbear gets a good hit on you, he will embrace you in a
X---
X> .IP "Owlbear"
X> If the owlbear gets a good hit on you, he will embrace you in a
X920,921c1225,1226
X< .LI
X< Piercer: can drop from ceiling by surprise.
X---
X> .IP "Piercer"
X> can drop from ceiling by surprise.
X926,929c1231,1234
X< .LI
X< Quivering Blob: Edible.  Weak and slow.
X< .LI
X< Giant Rat or Rockmole\(dg: Both are edible.  Rockmoles bore into walls
X---
X> .IP "Quivering Blob"
X> Edible.  Weak and slow.
X> .IP "Giant Rat or Rockmole\(dg"
X> Both are edible.  Rockmoles bore into walls
X931,932c1236,1237
X< .LI
X< Giant Scorpion or Spider\(dg: poisonous sting. Edible
X---
X> .IP "Giant Scorpion or Spider\(dg"
X> poisonous sting. Edible
X939,940c1244,1245
X< .LI
X< Tengu: The tengu tends to engage in guerilla tactics (like the leocrotta).
X---
X> .IP "Tengu"
X> The tengu tends to engage in guerilla tactics (like the leocrotta).
X943,944c1248,1249
X< .LI
X< Unicorn: DON'T fight! this is a good guy.  Throw gems at it.  If the gems
X---
X> .IP "Unicorn"
X> DON'T fight! this is a good guy.  Throw gems at it.  If the gems
X950,953c1255,1258
X< .LI
X< Violet Fungi: slow, edible.  Sticks to you.
X< .LI
X< Long Worm or Wumpus: Has a long body (~) behind a head (w).
X---
X> .IP "Violet Fungi"
X> slow, edible.  Sticks to you.
X> .IP "Long Worm or Wumpus"
X> Has a long body (~) behind a head (w).
X970c1275
X< .P
X---
X> .sp
X973,974c1278,1279
X< .LI
X< Xan: pricks your leg. More than one prick ruins your load-carrying
X---
X> .IP "Xan"
X> pricks your leg. More than one prick ruins your load-carrying
X979,980c1284,1285
X< .LI
X< Yellow light: if it hits, it will blind you and disappear.  Blindness is
X---
X> .IP "Yellow light"
X> if it hits, it will blind you and disappear.  Blindness is
X983,985c1288,1290
X< .LI
X< Zruty: nothing special.  Hits a lot. 
X< .LE
X---
X> .IP "Zruty"
X> nothing special.  Hits a lot. 
X> .LP
X987,988c1292,1293
X< .LI
X< Giant Ant: poisonous sting can lower your strength.  Moves several times
X---
X> .IP "Giant Ant"
X> poisonous sting can lower your strength.  Moves several times
X990,991c1295,1296
X< .LI
X< Giant Bat: jumps around.  Not powerful, but so fast that it can hit you and
X---
X> .IP "Giant Bat"
X> jumps around.  Not powerful, but so fast that it can hit you and
X994,997c1299,1302
X< .LI
X< Centaur: Fast and powerful.  Edible, but corpse is heavy.
X< .LI
X< Dragon: A mega-monster.  Nasty attack or breathes fire. The second best reason
X---
X> .IP "Centaur"
X> Fast and powerful.  Edible, but corpse is heavy.
X> .IP "Dragon"
X> A mega-monster.  Nasty attack or breathes fire. The second best reason
X1008,1009c1313,1314
X< .LI
X< Floating Eye: Gaze can paralyze you, leaving you game for monsters.  It 
X---
X> .IP "Floating Eye"
X> Gaze can paralyze you, leaving you game for monsters.  It 
X1020,1021c1325,1326
X< .LI
X< Freezing Sphere: eating corpse gives protection from cold as ring, but
X---
X> .IP "Freezing Sphere"
X> eating corpse gives protection from cold as ring, but
X1028,1031c1333,1336
X< .LI
X< Gnome: edible.
X< .LI
X< Hobgoblin: edible \- good food source.  Attack can do up to 8 points 
X---
X> .IP "Gnome"
X> edible.
X> .IP "Hobgoblin"
X> edible \- good food source.  Attack can do up to 8 points 
X1033,1034c1338,1339
X< .LI
X< Invisible Stalker: this monster is invisible; the letter is what you
X---
X> .IP "Invisible Stalker"
X> this monster is invisible; the letter is what you
X1038,1039c1343,1344
X< .LI
X< Jackal: usually edible, but seems to rot fast, or perhaps sometimes start
X---
X> .IP "Jackal"
X> usually edible, but seems to rot fast, or perhaps sometimes start
X1041,1042c1346,1347
X< .LI
X< Keystone Kop: The guys that come to get you when you rob a store.  Do not
X---
X> .IP "Keystone Kop"
X> The guys that come to get you when you rob a store.  Do not
X1047,1048c1352,1353
X< .LI
X< Leprechaun: if it hits while you are carying gold, will do no damage but 
X---
X> .IP "Leprechaun"
X> if it hits while you are carying gold, will do no damage but 
X1055,1056c1360,1361
X< .LI
X< Mimic: Poses as object in shop or elsewhere.  Step outside shop, the items
X---
X> .IP "Mimic"
X> Poses as object in shop or elsewhere.  Step outside shop, the items
X1065,1066c1370,1371
X< .LI
X< Nymph: Seduces you and swipes many possessions, including at least one armor
X---
X> .IP "Nymph"
X> Seduces you and swipes many possessions, including at least one armor
X1073,1074c1378,1379
X< .LI
X< Orc: Always appear in swarms.  If you see one, there are others.
X---
X> .IP "Orc"
X> Always appear in swarms.  If you see one, there are others.
X1079,1080c1384,1385
X< .LI
X< Purple Worm: Not that hard to deal with, by the time you get to that
X---
X> .IP "Purple Worm"
X> Not that hard to deal with, by the time you get to that
X1084,1085c1389,1390
X< .LI
X< Quasit or Quantum Mechanic\(dg: Fast (3 spaces and/or attacks per move),
X---
X> .IP "Quasit or Quantum Mechanic\(dg"
X> Fast (3 spaces and/or attacks per move),
X1088,1089c1393,1394
X< .LI
X< Rust Monster:  Rusts armor when it hits.  Items that will rust: all armor
X---
X> .IP "Rust Monster"
X>  Rusts armor when it hits.  Items that will rust: all armor
X1096,1099c1401,1404
X< .LI
X< Snake: can hide under items on floor.  Can appear in numbers from fountains.
X< .LI
X< Troll: in D&D and rogue, regenerates its wounds. Hack Trolls do not seem
X---
X> .IP "Snake"
X> can hide under items on floor.  Can appear in numbers from fountains.
X> .IP "Troll"
X> in D&D and rogue, regenerates its wounds. Hack Trolls do not seem
X1101,1102c1406,1407
X< .LI
X< Umber Hulk: chance of confusing you (as potion) if you catch sight of it. 
X---
X> .IP "Umber Hulk"
X> chance of confusing you (as potion) if you catch sight of it. 
X1106,1107c1411,1412
X< .LI
X< Vampire: Hits from the vampire reduce your maximum hit points,
X---
X> .IP "Vampire"
X> Hits from the vampire reduce your maximum hit points,
X1111,1112c1416,1417
X< .LI
X< Wraith: in D&D, drains one level/hit. Drops you an experience level if it
X---
X> .IP "Wraith"
X> in D&D, drains one level/hit. Drops you an experience level if it
X1119,1120c1424,1425
X< .LI
X< Xorn: In Hack, a xorn is a tough monster, about the same as 
X---
X> .IP "Xorn"
X> In Hack, a xorn is a tough monster, about the same as 
X1122,1126c1427,1431
X< .LI
X< Yeti: gives cold resistance when eaten.
X< .LI
X< Zombie: edible.
X< .LI @)
X---
X> .IP "Yeti"
X> gives cold resistance when eaten.
X> .IP "Zombie"
X> edible.
X> .IP @ 10
X1142c1447
X< .LI ,)
X---
X> .IP ,
X1158c1463
X< .P
X---
X> .sp
X1162c1467
X< .LI &)
X---
X> .IP &
X1174c1479
X< .LI ~)
X---
X> .IP ~
X1176c1481
X< .LI :)
X---
X> .IP :
X1184c1489
X< .LI "`` '')"
X---
X> .IP "`` ''"
X1203c1508
X< .LI ;)
X---
X> .IP ;
X1207c1512
X< .LI 1)
X---
X> .IP 1
X1210c1515
X< .LI 2)
X---
X> .IP 2
X1213c1518
X< .LI 9)
X---
X> .IP 9
X1216,1223c1521,1585
X< .LE
X< .H 1 "WEAPONS AND ARMOR"
X< .H 2 "Weapons"
X< .P
X< .so weapon.tbl
X< '
X< .H 2 "Armor Items"
X< '
X---
X> .RE
X> .LP
X> .NH 1
X> WEAPONS AND ARMOR
X> .NH 2
X> Weapons
X> .sp
X> .IP Key:
X> C=Chance, W=Weight, SD=Small damage, LD=Large damage
X> *=pole arm, \(dg=NetHack only
X> .IP Notes:
X> Pole arms consist of a 5-9 foot pole capped with the implement described.
X> .LP
X> .TS H
X> tab (#),center,box;
X> c c c c c c
X> l | n n n n | l.
X> Name#C#W#SD#LD#Description
X> _
X> .TH
X> arrow#6#0#6#6
X> sling bullet#6#0#4#6#see sling
X> crossbow bolt#6#0#4#6
X> dart#6#0#3#2
X> shuriken#3#0#8#6#throwing star
X> rock#4#1#3#3
X> boomerang#1#3#9#9
X> mace#6#3#6#7#
X> axe#5#3#6#4
X> flail#5#3#6#5#stick w/spiked ball & chain
X> long sword#5#3#8#12#3-4' sword
X> two handed sword#4#4#12#12#5-6' sword (no shield)
X> dagger#4#3#4#3
X> worm tooth#0#4#2#2#see crysknife
X> crysknife#0#3#10#10#enchanted worm tooth
X> aklys#1#3#6#3#spear-thrower
X> bardiche*#1#3#4#4#5' shaft with wide axe
X> bec de corbin*#1#3#8#6#axe head/spike
X> bill-guisarme*#1#3#4#10#spearhead/hook
X> club#1#3#6#3
X> fauchard*#1#3#6#8#sickle blade
X> glaive*#1#3#6#10#straight blade
X> guisarme*#1#3#4#8#sharp pruning hook
X> halberd*#1#3#10#6#spearhead with axe
X> lucern hammer*#1#3#4#6#forward & down-curving spikes
X> javelin#1#3#6#6
X> katana#1#3#12#12#japanese sword
X> lance*#1#3#6#8
X> morning star#1#3#4#6#spiked ball on stick
X> partisan*#1#3#6#6#spearhead w/double axe
X> ranseur*#1#3#4#4#broad spearhead w/hilt
X> scimitar#1#3#8#8#large knife
X> spetum*#1#3#6#6#spearhead w/catching blades
X> broad sword#1#3#4#6#3-4' chopping sword
X> short sword#1#3#6#8#2-3' sword
X> trident#1#3#6#4#three-pronged fork
X> voulge*#1#3#4#4#single-edge blade
X> spear#4#3#6#8
X> bow#4#3#4#6
X> sling#4#3#6#6#uses bullets or rocks
X> crossbow#5#3#4#6
X> .TE
X> .NH 2
X> Armor Items
X> .PP
X1238c1600
X< .sp
X---
X> .PP
X1255c1617
X< .P
X---
X> .PP
X1257,1258c1619,1621
X< .P
X< .H 3 "Elven Cloaks"
X---
X> .NH 3
X> Elven Cloaks
X> .PP
X1263c1626,1628
X< .H 3 "Helmets"
X---
X> .NH 3
X> Helmets
X> .PP
X1267c1632,1634
X< .H 3 "Gloves"
X---
X> .NH 3
X> Gloves
X> .PP
X1285c1652,1654
X< .H 3 "Armor"
X---
X> .NH 3
X> Armor
X> .PP
X1291,1294c1660,1664
X< .H 1 "SCROLLS, POTIONS, RINGS AND WANDS"
X< '
X< .H 2 " Scrolls"
X< '
X---
X> .NH 1
X> SCROLLS, POTIONS, RINGS AND WANDS
X> .NH 2
X> Scrolls
X> .PP
X1299c1669
X< .P
X---
X> .PP
X1301c1671
X< .P
X---
X> .PP
X1319c1689
X< .P
X---
X> .PP
X1321,1322c1691,1693
X< .LI
X< genocide: everyone's favorite scroll.
X---
X> .RS
X> .IP "genocide" 20
X> everyone's favorite scroll.
X1331,1332c1702,1703
X< .LI
X< destroy armor: Destroys outermost layer of armor.  If you are wearing
X---
X> .IP "destroy armor"
X> Destroys outermost layer of armor.  If you are wearing
X1335,1336c1706,1707
X< .LI
X< enchant armor: As destroy armor, but +1 added to enchantment.
X---
X> .IP "enchant armor"
X> As destroy armor, but +1 added to enchantment.
X1339,1340c1710,1711
X< .LI
X< enchant weapon: weapon in hand or random if barehanded. Otherwise as 
X---
X> .IP "enchant weapon"
X> weapon in hand or random if barehanded. Otherwise as 
X1342c1713
X< .P
X---
X> .sp
X1351,1352c1722,1723
X< .LI
X< damage weapon:  -1 added to weapon. No effect on or of stickeycurse.
X---
X> .IP "damage weapon"
X>  -1 added to weapon. No effect on or of stickeycurse.
X1356,1359c1727,1730
X< .LI
X< food/gold/object/monster detection: briefly see all on level.
X< .LI
X< magic mapping: all rooms, corridors, secret doors and stairs on level 
X---
X> .IP "food/gold/object/monster detection"
X> briefly see all on level.
X> .IP "magic mapping"
X> all rooms, corridors, secret doors and stairs on level 
X1361,1362c1732,1733
X< .LI
X< amnesia: accumulated map of level lost, except for where you're standing.
X---
X> .IP "amnesia"
X> accumulated map of level lost, except for where you're standing.
X1366,1367c1737,1738
X< .LI
X< teleportation: random spot on level.  See ring of teleport control.
X---
X> .IP "teleportation"
X> random spot on level.  See ring of teleport control.
X1369,1372c1740,1743
X< .LI
X< fire: reduces your maximum hit points permanently.
X< .LI
X< taming: difficult to identify.  If a monster is in sight, it becomes tame,
X---
X> .IP "fire"
X> reduces your maximum hit points permanently.
X> .IP "taming"
X> difficult to identify.  If a monster is in sight, it becomes tame,
X1381,1382c1752,1753
X< .LI
X< identify: identify one item.  A few (perhaps 1 in 10) of these will ID 
X---
X> .IP "identify"
X> identify one item.  A few (perhaps 1 in 10) of these will ID 
X1387,1388c1758,1759
X< .LI
X< remove curse: gets rid of all stickeycurses on worn items.
X---
X> .IP "remove curse"
X> gets rid of all stickeycurses on worn items.
X1393,1394c1764,1765
X< .LI
X< create monster: one monster in adjacent square, appropriate to level.
X---
X> .IP "create monster"
X> one monster in adjacent square, appropriate to level.
X1397,1398c1768,1769
X< .LI
X< monster confusion: your hands begin to glow blue.  The next monster you
X---
X> .IP "monster confusion"
X> your hands begin to glow blue.  The next monster you
X1404,1405c1775,1776
X< .LI
X< punishment: this cursed scroll outfits you with a ball and chain, 
X---
X> .IP "punishment"
X> this cursed scroll outfits you with a ball and chain, 
X1416,1417c1787,1788
X< .LI
X< scare monster: Similar to rogue in use. If you pick up a scroll that
X---
X> .IP "scare monster"
X> Similar to rogue in use. If you pick up a scroll that
X1426,1427c1797,1798
X< .LI
X< blank: this scroll "appears to be blank."  This scroll may be utilized
X---
X> .IP "blank"
X> this scroll "appears to be blank."  This scroll may be utilized
X1430,1434c1801,1805
X< .LE
X< .P
X< '
X< .H 2 "Potions"
X< '
X---
X> .RE
X> .LP
X> .NH 2
X> Potions
X> .PP
X1511,1513c1882,1884
X< '
X< .H 2 "Rings"
X< '
X---
X> .NH 2
X> Rings
X> .PP
X1531,1534c1902,1903
X< .P
X< .VL 10
X< .LI
X< NOTE:
X---
X> .sp
X> .UL NOTE:
X1536,1537d1904
X< .LE
X< .P
X1539,1540c1906,1909
X< .LI
X< cold resistance: You are invulnerable to cold, including backblasts from
X---
X> .RS
X> .RS
X> .IP "cold resistance" 25
X> You are invulnerable to cold, including backblasts from
X1542,1543c1911,1912
X< .LI
X< fire resistance: You are invulnerable to fire, including backblasts from
X---
X> .IP "fire resistance"
X> You are invulnerable to fire, including backblasts from
X1545,1546c1914,1915
X< .LI
X< teleport control: gives you control of teleport destination, no matter what 
X---
X> .IP "teleport control"
X> gives you control of teleport destination, no matter what 
X1549,1550c1918,1919
X< .LI
X< regeneration: Regain extra one hit point per round (but increases food
X---
X> .IP "regeneration"
X> Regain extra one hit point per round (but increases food
X1552,1553c1921,1922
X< .LI
X< conflict: causes monsters to attack each other instead of you, if they are 
X---
X> .IP "conflict"
X> causes monsters to attack each other instead of you, if they are 
X1555,1560c1924,1929
X< .LI
X< hunger: Increases hunger.
X< .LI
X< stealth: Monsters don't wake up when you enter a room.
X< .LI
X< searching: finds secret doors/traps more easily, and occasionally without 
X---
X> .IP "hunger"
X> Increases hunger.
X> .IP "stealth"
X> Monsters don't wake up when you enter a room.
X> .IP "searching"
X> finds secret doors/traps more easily, and occasionally without 
X1563,1566c1932,1935
X< .LI
X< increase damage: Increases the damage you do to monsters when hitting them.
X< .LI
X< protection: Increases your armor class and probably your (internal) saving
X---
X> .IP "increase damage"
X> Increases the damage you do to monsters when hitting them.
X> .IP "protection"
X> Increases your armor class and probably your (internal) saving
X1568,1569c1937,1938
X< .LI
X< teleportation: teleports you randomly about every once in a while.  No way 
X---
X> .IP "teleportation"
X> teleports you randomly about every once in a while.  No way 
X1574,1575c1943,1944
X< .LI
X< adornment: useless in rogue, but in Hack it protects against nymphs
X---
X> .IP "adornment"
X> useless in rogue, but in Hack it protects against nymphs
X1577,1578c1946,1947
X< .LI
X< resistance to poison: You are invulnerable to poison (including poison 
X---
X> .IP "resistance to poison"
X> You are invulnerable to poison (including poison 
X1581,1584c1950,1953
X< .LI
X< gain strength: Just what it says.  Increments as with ring of protection.
X< .LI
X< protection from shape changers: Forces chameleons to take on their
X---
X> .IP "gain strength"
X> Just what it says.  Increments as with ring of protection.
X> .IP "protection from shape changers"
X> Forces chameleons to take on their
X1586,1587c1955,1956
X< .LI
X< warning: glows in various colors, which may be indications of approaching
X---
X> .IP "warning"
X> glows in various colors, which may be indications of approaching
X1589,1590c1958,1959
X< .LI
X< levitation: equivalent to a potion of levitation when worn.  Has minor
X---
X> .IP "levitation"
X> equivalent to a potion of levitation when worn.  Has minor
X1594,1596c1963,1967
X< .LI
X< see invisible: same as potion.
X< .P
X---
X> .IP "see invisible"
X> same as potion.
X> .RE
X> .RE
X> .PP
X1601,1604c1972,1975
X< .LE
X< '
X< .H 2 "Wands"
X< '
X---
X> .LP
X> .NH 2
X> Wands
X> .PP
X1622c1993
X< .P
X---
X> .PP
X1624d1994
X< .P
X1626,1627c1996,1999
X< .LI
X< Wishing: you usually get 3 wishes, and wishing for wands of wishing
X---
X> .RS
X> .RS
X> .IP "Wishing" 20
X> you usually get 3 wishes, and wishing for wands of wishing
X1637,1638c2009,2012
X< .BL
X< .LI
X---
X> .sp
X> .RS
X> .RS
X> .IP o
X1640c2014
X< .LI
X---
X> .IP o
X1642c2016
X< .LI
X---
X> .IP o
X1644c2018
X< .LI
X---
X> .IP o
X1646,1647c2020,2022
X< .LE
X< .P
X---
X> .RE
X> .RE
X> .sp
X1653,1654c2028,2030
X< .LI
X< Drain Life: usually kills target creature, taking
X---
X> .LP
X> .IP "Drain Life"
X> usually kills target creature, taking
X1656,1657c2032,2033
X< .LI
X< Sleep: of variable duration, and doesn't seem to work on bats.  Some 
X---
X> .IP "Sleep"
X> of variable duration, and doesn't seem to work on bats.  Some 
X1660,1661c2036,2037
X< .LI
X< Fire, Cold, Lightning, Magic Missile: all fire rays/bolts/zaps which do
X---
X> .IP "Fire, Cold, Lightning, Magic Missile"
X> all fire rays/bolts/zaps which do
X1664,1665c2040,2041
X< .LI
X< Striking: wand hits the first monster in the direction you point it, even 
X---
X> .IP "Striking"
X> wand hits the first monster in the direction you point it, even 
X1667,1668c2043,2044
X< .LI
X< Polymorph: turns one monster or thing into a random other.
X---
X> .IP "Polymorph"
X> turns one monster or thing into a random other.
X1682,1683c2058,2059
X< .LI
X< Make invisible: makes monster invisible, permanently.
X---
X> .IP "Make invisible"
X> makes monster invisible, permanently.
X1687,1688c2063,2064
X< .LI
X< Teleport monster: monster teleported to random spot on level.
X---
X> .IP "Teleport monster"
X> monster teleported to random spot on level.
X1692,1693c2068,2069
X< .LI
X< Haste monster: monster moves twice as fast. Use on dog, but watch you
X---
X> .IP "Haste monster"
X> monster moves twice as fast. Use on dog, but watch you
X1695,1696c2071,2072
X< .LI
X< Slow monster: monster moves at half speed. Some monsters get multiple 
X---
X> .IP "Slow monster"
X> monster moves at half speed. Some monsters get multiple 
X1699,1700c2075,2076
X< .LI
X< Digging: This produces new corridor sections, and doors where the ray 
X---
X> .IP "Digging"
X> This produces new corridor sections, and doors where the ray 
X1702,1703c2078,2079
X< .LI
X< Undead turning: somewhat like fear, but no effect on most monsters.  
X---
X> .IP "Undead turning"
X> somewhat like fear, but no effect on most monsters.  
X1707,1708c2083,2084
X< .LI
X< Create monster: Creates a monster next to you, just like the scroll.  
X---
X> .IP "Create monster"
X> Creates a monster next to you, just like the scroll.  
X1711,1712c2087,2088
X< .LI
X< Cancellation: Should knock out any magical abilities of the monster. 
X---
X> .IP "Cancellation"
X> Should knock out any magical abilities of the monster. 
X1728,1729c2104,2105
X< .LI
X< Secret door detection: discovers all secret doors in room or in sight in
X---
X> .IP "Secret door detection"
X> discovers all secret doors in room or in sight in
X1733,1736c2109,2112
X< .LI
X< Light: lights up dark rooms. Usually comes in 10+ charges.
X< .LI
X< Probing: Gives stats on a creature in the direction you indicate. Tells
X---
X> .IP "Light"
X> lights up dark rooms. Usually comes in 10+ charges.
X> .IP "Probing"
X> Gives stats on a creature in the direction you indicate. Tells
X1738,1739c2114,2119
X< .LE
X< .H 3 "Don't shoot your own foot off."
X---
X> .RE
X> .RE
X> .LP
X> .NH 3
X> Don't shoot your own foot off.
X> .PP
X1749c2129,2131
X< .H 3 "Test them first."
X---
X> .NH 3
X> Test them first.
X> .PP
X1756c2138,2140
X< .H 1 "EXTENDED COMMAND SET"
X---
X> .NH 1
X> EXTENDED COMMAND SET
X> .PP
X1760,1761c2144,2146
X< .VL 10
X< .LI #dip
X---
X> .RS
X> .RS
X> .IP #dip 10
X1769c2154
X< .LI #pray
X---
X> .IP #pray
X1774c2159
X< .LI #sit
X---
X> .IP #sit
X1778c2163
X< .LI #wipe
X---
X> .IP #wipe
X1780c2165
X< .LI #breathe 
X---
X> .IP #breathe 
X1782c2167
X< .LI #remove
X---
X> .IP #remove
X1784c2169
X< .LI #cast
X---
X> .IP #cast
X1786,1788c2171,2176
X< '
X< .H 2 "Spells and Spellbooks"
X< '
X---
X> .RE
X> .RE
X> .LP
X> .NH 2
X> Spells and Spellbooks
X> .PP
X1794c2182
X< .P
X---
X> .PP
X1820c2208
X< .P
X---
X> .PP
X1824c2212
X< .P
X---
X> .PP
X1835c2223
X< .P
X---
X> .PP
X1838,1839c2226,2230
X< .H 1 "ITEMS (Tools, Gems, etc.)"
X< .H 2 "Tools"
X---
X> .NH 1
X> ITEMS (Tools, Gems, etc.)
X> .NH 2
X> Tools
X> .PP
X1841,1842c2232,2234
X< '
X< .H 3 "Whistles"
X---
X> .NH 3
X> Whistles
X> .PP
X1849,1850c2241,2243
X< .P
X< .H 3 "Icebox"
X---
X> .NH 3
X> Icebox
X> .PP
X1855,1856c2248,2250
X< .P
X< .H 3 "Camera"
X---
X> .NH 3
X> Camera
X> .PP
X1859,1860c2253,2255
X< .P
X< .H 3 "Pickaxe"
X---
X> .NH 3
X> Pickaxe
X> .PP
X1864,1865c2259,2261
X< .P
X< .H 3 "Leash"
X---
X> .NH 3
X> Leash
X> .PP
X1868c2264,2266
X< .H 3 "Can Opener"
X---
X> .NH 3
X> Can Opener
X> .PP
X1870,1872c2268,2270
X< '
X< .H 2 "Amulet" 
X< '
X---
X> .NH 2
X> Amulet
X> .PP
X1879,1881c2277,2279
X< '
X< .H 2 "Gems"
X< '
X---
X> .NH 2
X> Gems
X> .PP
X1905,1906c2303,2307
X< .H 1 "TRICKS AND OTHER NON-INTUITIVE ACTIONS"
X< .H 2 "Elbereth"
X---
X> .NH 1
X> TRICKS AND OTHER NON-INTUITIVE ACTIONS
X> .NH 2
X> Elbereth
X> .PP
X1927c2328
X< .P
X---
X> .PP
X1934c2335,2337
X< .H 2 "Orcrist"
X---
X> .NH 2
X> Orcrist
X> .PP
X1937c2340,2342
X< .H 2 "Excalibur"
X---
X> .NH 2
X> Excalibur
X> .PP
X1941c2346,2348
X< .H 2 "Hit Points and Nurses"
X---
X> .NH 2
X> Hit Points and Nurses
X> .PP
X1947c2354,2356
X< .H 2 "Your Score"
X---
X> .NH 2
X> Your Score
X> .PP
X1958c2367,2369
X< .H 2 "Luck"
X---
X> .NH 2
X> Luck
X> .PP
X2006c2417
X< .P
X---
X> .PP
X2037c2448
X< .P
X---
X> .PP
X
X
END_OF_Newstuff/Spoil_ms.diff
if test 38667 -ne `wc -c <Newstuff/Spoil_ms.diff`; then
    echo shar: \"Newstuff/Spoil_ms.diff\" unpacked with wrong size!
fi
# end of overwriting check
fi
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\" \(25101 characters\)
sed "s/^X//" >hack.c <<'END_OF_hack.c'
X/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
X
X#include <stdio.h>
X#include "hack.h"
X#ifdef UNIX
Xstatic	char	SCCS_Id[] = "@(#)hack.c	2.3\t88/02/18";
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		if(!lev->lit && lev->scrsym == ROOM_SYM) {
X			lev->scrsym = STONE_SYM;
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				- when donning a blindfold
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				if(!lev->lit && lev->scrsym == ROOM_SYM)
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	register struct	monst *mtmp;
X	struct monst *m_at();
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((mtmp = m_at(rx,ry))) {
X			    if(canseemon(mtmp))
X				pline("There's %s on the other side.", monnam(mtmp));
X			    else
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
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#ifdef SPIDERS
X		} else if (u.utraptype == TT_WEB) {
X		    	pline("You are stuck to the web.");
X			u.utrap--;
X#endif
X		} else {
X			pline("You are caught in a bear trap.");
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#ifdef SINKS
X		|| IS_SINK(levl[u.ux][u.uy].typ)
X#endif
X		)
X			nomul(0);
X	}
X
X#ifdef SINKS
X	if(IS_SINK(levl[u.ux][u.uy].typ) && Levitation)
X		dosinkfall();
X#endif
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++] = GOLD_SYM;
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;
X			}
X#ifdef KJSMODS
X			else if(!buf[0]) strcpy(buf,"A");
X#endif
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, GOLD_SYM))
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				{
X				register struct obj *obj3;
X
X				obj3 = splitobj(obj, qq);
X				if(obj3->otyp == SCR_SCARE_MONSTER)
X					if(obj3->spe) obj->spe = 0;
X				}
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				if(obj->otyp == SCR_SCARE_MONSTER)
X					if(obj->spe) obj->spe = 0;
X			break;
X		}
X	lift_some:
X		if(inv_cnt() >= 52) {
X		    pline("Your knapsack cannot accommodate any more items.");
X				if(obj->otyp == SCR_SCARE_MONSTER)
X					if(obj->spe) obj->spe = 0;
X		    break;
X		}
X		freeobj(obj);
X		if(Invisible) newsym(u.ux,u.uy);
X		addtobill(obj);       /* sets obj->unpaid if necessary */
X		if(wt > -5) pline("You have a little trouble lifting");
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		{
X		register uchar sym = levl[x][y].scrsym;
X
X		if (sym == VWALL_SYM || sym == HWALL_SYM
X		    || sym == ROOM_SYM || sym == STONE_SYM
X		    || IS_CORNER(sym))
X			continue;
X		else if (sym == DOOR_SYM) {
X			if(x != u.ux && y != u.uy) continue;
X			if(flags.run != 1) goto stop;
X			goto corr;
X		} else if (sym == 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) 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 == TRAP_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	}
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;
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 die...");
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#ifdef HARD
X		carrcap = 5*(((u.ustr > 18) ? 20 : u.ustr) + u.ulevel);
X#else
X	        carrcap = 5*u.ulevel;      /* New strength stewr 870807 */
X		if (u.ustr < 19) carrcap += 5*u.ustr;
X		if (u.ustr > 18) carrcap += u.ustr - 18 + 90;
X		if (u.ustr > 68) carrcap += u.ustr - 68;
X		if (u.ustr > 93) carrcap += u.ustr - 93;
X		if (u.ustr > 108) carrcap += 2*(u.ustr - 108);
X		if (u.ustr > 113) carrcap += 5*(u.ustr - 113);
X		if (u.ustr == 118) carrcap += 100;
X#endif
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}
X
Xchange_luck(n)
X	register schar n;
X{
X	u.uluck += n;
X	if (u.uluck < 0 && u.uluck < LUCKMIN)	u.uluck = LUCKMIN;
X	if (u.uluck > 0 && u.uluck > LUCKMAX)	u.uluck = LUCKMAX;
X}
X
X#ifdef SINKS
Xdosinkfall() {
Xregister struct obj *obj;
X	pline("You crash to the floor!");
X	losehp(rn2(15) + 3*u.ulevel,"fall onto a sink");
X	for(obj=fobj; obj; obj=obj->nobj)
X	    if(obj->ox == u.ux && obj->oy == u.uy && obj->olet == WEAPON_SYM) {
X		pline("You fell on %s.",doname(obj));
X		losehp(rn2(3),"fall onto a sink");
X	    }
X
X	Levitation += 1;
X	if(uleft && uleft->otyp == RIN_LEVITATION) {
X	    obj = uleft;
X	    ringoff(obj);
X	    off_msg(obj);
X	}
X	if(uright && uright->otyp == RIN_LEVITATION) {
X	    obj = uright;
X	    ringoff(obj);
X	    off_msg(obj);
X	}
X	Levitation = 0;
X}
X#endif
END_OF_hack.c
if test 25101 -ne `wc -c <hack.c`; then
    echo shar: \"hack.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f make.exe.uu -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"make.exe.uu\"
else
echo shar: Extracting \"make.exe.uu\" \(38369 characters\)
sed "s/^X//" >make.exe.uu <<'END_OF_make.exe.uu'
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Xend
END_OF_make.exe.uu
if test 38369 -ne `wc -c <make.exe.uu`; then
    echo shar: \"make.exe.uu\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f spell.h -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"spell.h\"
else
echo shar: Extracting \"spell.h\" \(285 characters\)
sed "s/^X//" >spell.h <<'END_OF_spell.h'
X/*	SCCS Id: @(#)spell.h	2.1	87/10/18
X/* M. Stephenson  07-07-86 */
X
X#ifndef SPELL_H
X#define SPELL_H
X
Xstruct	spell  {
X
X	int	sp_id;			/* spell id */
X	int	sp_lev;			/* power level */
X	int	sp_flags;		/* spfx flags */
X#ifdef HARD
X	int 	sp_uses;		/* uses left to spell */
X#endif
X};
X
X
X#endif
END_OF_spell.h
if test 285 -ne `wc -c <spell.h`; then
    echo shar: \"spell.h\" unpacked with wrong size!
fi
# end of overwriting check
fi
echo shar: End of archive 3 \(of 13\).
cp /dev/null ark3isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 13 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 0
