/*      SCCS Id: @(#)mthrowu.c  3.2     96/06/26        */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"

STATIC_DCL int FDECL(drop_throw,(struct obj *,BOOLEAN_P,int,int));

#define URETREATING(x,y) (distmin(u.ux,u.uy,x,y) > distmin(u.ux0,u.uy0,x,y))

#ifndef OVLB

STATIC_DCL const char *breathwep[];

#else /* OVLB */

/*
 * Keep consistent with breath weapons in zap.c, and AD_* in monattk.h.
 */
STATIC_OVL NEARDATA const char *breathwep[] = {
				"fragments",
				"fire",
				"frost",
				"sleep gas",
				"a disintegration blast",
				"lightning",
				"poison gas",
				"acid",
				"strange breath #8",
				"strange breath #9"
};

#define POLE_LIM 5


int
thitu(tlev, dam, obj, name)	/* u is hit by sth, but not a monster */
	register int tlev, dam;
	struct obj *obj;
	register const char *name;
{
	const char *onm = (obj && obj_is_pname(obj)) ? the(name) :
                (obj && obj->quan > 1) ? name : an(name);
	boolean is_acid = (obj && obj->otyp == ACID_VENOM);

	if(u.uac + tlev <= rnd(20)) {
		if(Blind || !flags.verbose) pline("It misses.");
		else You("are almost hit by %s!", onm);
		return(0);
	} else {
		if(Blind || !flags.verbose) You("are hit!");
		else You("are hit by %s!", onm);

		if (obj && objects[obj->otyp].oc_material == SILVER
				&& hates_silver(uasmon)) {
			dam += rnd(20);
			pline_The("silver sears your flesh!");
			exercise(A_CON, FALSE);
		}
		/* KMH, balance patch -- new intrinsic */
		if (is_acid && Acid_resistance)
			pline("It doesn't seem to hurt you.");
		else {
			if (is_acid) pline("It burns!");
			if (Half_physical_damage) dam = (dam+1) / 2;
			losehp(dam, name, (obj && obj_is_pname(obj)) ?
			       KILLED_BY : KILLED_BY_AN);
			exercise(A_STR, FALSE);
		}
		return(1);
	}
}

/* Be sure this corresponds with what happens to player-thrown objects in
 * dothrow.c (for consistency). --KAA
 * Returns 0 if object still exists (not destroyed).
 */

STATIC_OVL int
drop_throw(obj, ohit, x, y)
register struct obj *obj;
boolean ohit;
int x,y;
{
	int retvalu = 1;
	int create;
	struct monst *mtmp;
	struct trap *t;

	if (obj->otyp == CREAM_PIE || obj->oclass == VENOM_CLASS ||
/* WAC added Spoon throw code */
# ifdef P_SPOON
                    (obj->oartifact == ART_HOUCHOU) ||
# endif
#ifdef FIREARMS
		    /* WAC -- assume monsters don't throw without 
		    	using the right propellor */
                    (is_bullet(obj)) ||
#endif
		    (ohit && obj->otyp == EGG))
		create = 0;
	/* KMH, balance patch -- new macro */
	else if (ohit && (is_multigen(obj) || obj->otyp == ROCK))
		create = !rn2(3);
	else create = 1;

	if (create && !((mtmp = m_at(x, y)) && (mtmp->mtrapped) &&
			(t = t_at(x, y)) && ((t->ttyp == PIT) ||
			(t->ttyp == SPIKED_PIT)))) {
		int objgone = 0;

		if (down_gate(x, y) != -1)
			objgone = ship_object(obj, x, y, FALSE);
		if (!objgone) {
			if (!flooreffects(obj,x,y,"fall")) { /* don't double-dip on damage */
			    place_object(obj, x, y);
			    stackobj(obj);
			    retvalu = 0;
			}
		}
	} else obfree(obj, (struct obj*) 0);
	return retvalu;
}

#endif /* OVLB */
#ifdef OVL1

/* an object launched by someone/thing other than player attacks a monster;
   return 1 if the object has stopped moving (hit or its range used up) */
int
ohitmon(mtmp, otmp, range, verbose)
struct monst *mtmp;	/* accidental target */
struct obj *otmp;	/* missile; might be destroyed by drop_throw */
int range;		/* how much farther will object travel if it misses */
			/* Use -1 to signify to keep going even after hit, */
			/* unless its gone (used for rolling_boulder_traps) */
boolean verbose;  /* give message(s) even when you can't see what happened */
{
	int damage, tmp;
	boolean vis, ismimic;
	int objgone = 1;

	ismimic = mtmp->m_ap_type && mtmp->m_ap_type != M_AP_MONSTER;
	vis = cansee(bhitpos.x, bhitpos.y);

	tmp = 5 + find_mac(mtmp) + omon_adj(mtmp, otmp, FALSE);
	if (tmp < rnd(20)) {
	    if (!ismimic) {
		if (vis) miss(distant_name(otmp, xname), mtmp);
		else if (verbose) pline("It is missed.");
	    }
	    if (!range) { /* Last position; object drops */
		(void) drop_throw(otmp, 0, mtmp->mx, mtmp->my);
		return 1;
	    }
	} else if (otmp->oclass == POTION_CLASS) {
	    if (ismimic) seemimic(mtmp);
	    mtmp->msleep = 0;
	    if (vis) otmp->dknown = 1;
	    potionhit(mtmp, FALSE, otmp);
	    return 1;
	} else {
	    damage = dmgval(otmp, mtmp);
# ifdef P_SPOON
            if (otmp->otyp == SPOON) {
            pline("The spoon flashes brightly as it hits %s.",
                   the(mon_nam(mtmp)));
            }
# endif /* P_SPOON */

	    if (otmp->otyp == ACID_VENOM && resists_acid(mtmp))
		damage = 0;
	    if (ismimic) seemimic(mtmp);
	    mtmp->msleep = 0;
	    if (vis) hit(distant_name(otmp,xname), mtmp, exclam(damage));
	    else if (verbose) pline("It is hit%s", exclam(damage));

	    if (otmp->opoisoned) {
		if (resists_poison(mtmp)) {
		    if (vis) pline_The("poison doesn't seem to affect %s.",
				   mon_nam(mtmp));
		} else {
		    if (rn2(30)) {
			damage += rnd(6);
		    } else {
			if (vis) pline_The("poison was deadly...");
			damage = mtmp->mhp;
		    }
		}
	    }
	    if (objects[otmp->otyp].oc_material == SILVER &&
		    hates_silver(mtmp->data)) {
		if (vis) pline_The("silver sears %s flesh!",
				s_suffix(mon_nam(mtmp)));
		else if (verbose) pline("Its flesh is seared!");
	    }
	    if (otmp->otyp == ACID_VENOM && cansee(mtmp->mx,mtmp->my)) {
		if (resists_acid(mtmp)) {
		    if (vis || verbose)
			pline("%s is unaffected.", Monnam(mtmp));
		    damage = 0;
		} else {
		    if (vis) pline_The("acid burns %s!", mon_nam(mtmp));
		    else if (verbose) pline("It is burned!");
		}
	    }
	    mtmp->mhp -= damage;
	    if (mtmp->mhp < 1) {
		if (vis || verbose)
		    pline("%s is %s!", Monnam(mtmp),
			(nonliving(mtmp->data) || !vis)
			? "destroyed" : "killed");
		mondied(mtmp);
	    }

	    if ((otmp->otyp == CREAM_PIE || otmp->otyp == BLINDING_VENOM) &&
		   haseyes(mtmp->data)) {
		/* note: resists_blnd() doesn't apply here */
		if (vis) pline("%s is blinded by %s.",
				Monnam(mtmp), the(xname(otmp)));
		mtmp->mcansee = 0;
		tmp = (int)mtmp->mblinded + rnd(25) + 20;
		if (tmp > 127) tmp = 127;
		mtmp->mblinded = tmp;
	    }

	    objgone = drop_throw(otmp, 1, bhitpos.x, bhitpos.y);
	    if (!objgone && range == -1) {  /* special case */
		    obj_extract_self(otmp); /* free it for motion again */
		    return 0;
	    }
	    return 1;
	}
	return 0;
}

void
m_throw(mon, x, y, dx, dy, range, obj)
	register struct monst *mon;
	register int x,y,dx,dy,range;		/* direction and range */
	register struct obj *obj;
{
	register struct monst *mtmp;
	struct obj *singleobj;
	char sym = obj->oclass;
	int hitu, blindinc = 0;

	bhitpos.x = x;
	bhitpos.y = y;

	if (obj->quan == 1L) {
	    /*
	     * Remove object from minvent.  This cannot be done later on;
	     * what if the player dies before then, leaving the monster
	     * with 0 daggers?  (This caused the infamous 2^32-1 orcish
	     * dagger bug).
	     *
	     * VENOM is not in minvent - it should already be OBJ_FREE.
	     * The extract below does nothing.
	     */

	    /* not possibly_unwield, which checks the object's */
	    /* location, not its existence */
	    if (MON_WEP(mon) == obj) {
		    obj->owornmask &= ~W_WEP;
		    MON_NOWEP(mon);
	    }
	    obj_extract_self(obj);
	    singleobj = obj;
	    obj = (struct obj *) 0;
	} else {
	    singleobj = splitobj(obj, obj->quan - 1L);
	    obj_extract_self(singleobj);
	}

	singleobj->owornmask = 0; /* threw one of multiple weapons in hand? */

	if (singleobj->cursed && (dx || dy) && !rn2(7)) {
	    if(canseemon(mon) && flags.verbose) {
	    /* KMH, balance patch -- new macro */
		if(is_ammo(singleobj))
		    pline("%s misfires!", Monnam(mon));
		else
		    pline("%s slips as %s throws it!",
			  The(xname(singleobj)), mon_nam(mon));
	    }
	    dx = rn2(3)-1;
	    dy = rn2(3)-1;
	    /* pre-check validity of new direction */
	    if((!dx && !dy)
	       || !isok(bhitpos.x+dx,bhitpos.y+dy)
	       /* missile hits the wall */
	       || IS_ROCK(levl[bhitpos.x+dx][bhitpos.y+dy].typ)) {
		(void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
		return;
	    }
	}

	/* Note: drop_throw may destroy singleobj.  Since obj must be destroyed
	 * early to avoid the dagger bug, anyone who modifies this code should
	 * be careful not to use either one after it's been freed.
	 */
	if (sym) tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
	while(range-- > 0) { /* Actually the loop is always exited by break */
		bhitpos.x += dx;
		bhitpos.y += dy;
		if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
		    if (ohitmon(mtmp, singleobj, range, TRUE))
			break;
		} else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
			if (multi) nomul(0);

                    if (singleobj->oclass == GEM_CLASS &&
                            singleobj->otyp <= LAST_GEM+9 /* 9 glass colors */
                            && is_unicorn(uasmon) /*u.usym == S_UNICORN*/) {
                        if (singleobj->otyp > LAST_GEM) {
                            You("catch the %s.", xname(singleobj));
                            You("are not interested in %s junk.",
                                s_suffix(mon_nam(mon)));
                            makeknown(singleobj->otyp);
                            dropy(singleobj);
                        } else {
                            You("accept %s gift in the spirit in which it was intended.",
                                s_suffix(mon_nam(mon)));
                            (void)hold_another_object(singleobj,
                                "You catch, but drop, %s.", xname(singleobj),
                                "You catch:");
  			}
                        break;
                    }
                    if (singleobj->oclass == POTION_CLASS) {
                        if (!Blind) singleobj->dknown = 1;
                        potionhit(&youmonst, FALSE, singleobj);
                        break;
                    }
                    switch(singleobj->otyp) {
                        int dam, hitv;
                        case CREAM_PIE:
                        case BLINDING_VENOM:
                            hitu = thitu(8, 0, singleobj, xname(singleobj));
                            break;
                        default:
                            dam = dmgval(singleobj, &youmonst);
                            hitv = 3 - distmin(u.ux,u.uy, mon->mx,mon->my);
                            if (hitv < -4) hitv = -4;
                            if (is_elf(mon->data) &&
                            	/* KMH, balance patch -- now using skills */
                                objects[singleobj->otyp].oc_skill
                                                            == P_BOW) {
                                hitv++;
                                if (MON_WEP(mon) &&
                                    MON_WEP(mon)->otyp == ELVEN_BOW)
  				    hitv++;
                                if(singleobj->otyp == ELVEN_ARROW) dam++;
  			    }
                            if (bigmonst(uasmon)) hitv++;
                            hitv += 8+singleobj->spe;
  
                            if (dam < 1) dam = 1;
                            hitu = thitu(hitv, dam,
                                    singleobj, xname(singleobj));
                    }
                    if (hitu && singleobj->opoisoned) {
                        char *singlename = xname(singleobj);
                        poisoned(singlename, A_STR, singlename, 10);
                    }
                    if(hitu && (singleobj->otyp == CREAM_PIE ||
                                 singleobj->otyp == BLINDING_VENOM)) {
                        blindinc = rnd(25);
                        if(singleobj->otyp == CREAM_PIE) {
                            if(!Blind) pline("Yecch!  You've been creamed.");
                            else        pline("There's %s sticky all over your %s.",
                                            something,
                                            body_part(FACE));
                        } else {        /* venom in the eyes */
                            if(Blindfolded) /* nothing */ ;
                            else if(!Blind) pline_The("venom blinds you.");
                            else        Your("%s sting.",
                                    makeplural(body_part(EYE)));
  			}
                    }
                    stop_occupation();
                    if (hitu || !range) {
                        (void) drop_throw(singleobj, hitu, u.ux, u.uy);
                        break;
                    }
		} else if (!range	/* reached end of path */
			/* missile hits edge of screen */
			|| !isok(bhitpos.x+dx,bhitpos.y+dy)
			/* missile hits the wall */
			|| IS_ROCK(levl[bhitpos.x+dx][bhitpos.y+dy].typ)
#ifdef SINKS
			/* Thrown objects "sink" */
			|| IS_SINK(levl[bhitpos.x][bhitpos.y].typ)
#endif
								) {
		    (void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
		    break;
		}
		tmp_at(bhitpos.x, bhitpos.y);
		delay_output();
	}
	tmp_at(bhitpos.x, bhitpos.y);
	delay_output();
	tmp_at(DISP_END, 0);
	/* blindfold keeps substances out of your eyes */
	if (blindinc && !Blindfolded) {
		u.ucreamed += blindinc;
		make_blinded(Blinded + blindinc,FALSE);
	}
}

#endif /* OVL1 */
#ifdef OVLB

/* Remove an item from the monster's inventory and destroy it. */
void
m_useup(mon, obj)
struct monst *mon;
struct obj *obj;
{
	if (obj->quan > 1L) {
		obj->quan--;
	} else {
		obj_extract_self(obj);
		possibly_unwield(mon);
		if (obj->owornmask) {
		    mon->misc_worn_check &= ~(obj->owornmask);
		    update_mon_intrinsics(mon, obj, FALSE);
		}
		dealloc_obj(obj);
	}
}

#endif /* OVLB */
#ifdef OVL1

void
thrwmu(mtmp)	/* monster throws item at you */
register struct monst *mtmp;
{
	struct obj *otmp;
	register xchar x, y;
	long multishot = 1L;  /* for elves, samurais shooting multiple times*/


	/* WAC rearranged beginning so monsters can use polearms not in a line */
	if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) {
		mtmp->weapon_check = NEED_RANGED_WEAPON;
		/* mon_wield_item resets weapon_check as appropriate */
		if(mon_wield_item(mtmp) != 0) return;
	}

	/* Pick a weapon */
	otmp = select_rwep(mtmp);
	if (!otmp) return;

	if(lined_up(mtmp) || is_pole(otmp)) {
		/* If you are coming toward the monster, the monster
		 * should try to soften you up with missiles.  If you are
		 * going away, you are probably hurt or running.  Give
		 * chase, but if you are getting too far away, throw.
		 */
		 /* WAC Catch this since rn2(0) is illegal */
		int chance = (BOLT_LIM-distmin(x,y,mtmp->mux,mtmp->muy) > 0) ?
			BOLT_LIM-distmin(x,y,mtmp->mux,mtmp->muy) : 1;
		
		x = mtmp->mx;
		y = mtmp->my;
		if(!URETREATING(x,y) || !rn2(chance)) {
			const char *verb = "throws";

			if (otmp->otyp == ARROW
					|| otmp->otyp == DARK_ELVEN_ARROW
					|| otmp->otyp == ELVEN_ARROW
					|| otmp->otyp == ORCISH_ARROW
					|| otmp->otyp == YA
					|| otmp->otyp == CROSSBOW_BOLT) verb = "shoots";
#ifdef FIREARMS
			if (is_bullet(otmp)) verb = "fires";
#endif
			if (is_pole(otmp)) {
				if (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= POLE_LIM &&
						couldsee(mtmp->mx, mtmp->my))
					verb = "thrusts";
				else return; /* WAC Out of range */
			}
			if (canseemon(mtmp)) {
				pline("%s %s %s!", Monnam(mtmp), verb,
						obj_is_pname(otmp) ?
						the(singular(otmp, xname)) :
						an(singular(otmp, xname)));
			}
			/* WAC use the pole */
			if (is_pole(otmp)) {
				int dam = dmgval(otmp, &youmonst);
				int hitv = 3 - distmin(u.ux,u.uy, mtmp->mx,mtmp->my);

				if (hitv < -4) hitv = -4;
				if (bigmonst(uasmon)) hitv++;
				hitv += 8 + otmp->spe;
				if (dam < 1) dam = 1;
				thitu(hitv, dam, otmp, xname(otmp));

				return;
			}
			/* Added code to allow monsters to get extra shots
			 * elves using elven stuff, samurais using Japanese
			 * Assume Lords are skilled, prince expert
			 * Should be using proppellor,  but check anyways
			 */
			/* KMH, balance patch -- new macros */
			if(ammo_and_launcher(otmp, MON_WEP(mtmp))) {
				if (is_lord(mtmp->data)) multishot++;
				if (is_prince(mtmp->data)) multishot += 2;

				/*  Elven Craftsmanship makes for light,  quick bows */
				if (otmp->otyp == ELVEN_ARROW && !otmp->cursed)
				    multishot++;
				if (MON_WEP(mtmp)->otyp == ELVEN_BOW &&
					!MON_WEP(mtmp)->cursed) multishot++;
				/* 1/3 of object enchantment */
				if (MON_WEP(mtmp)->spe > 1)
				    multishot += (long) rounddiv(uwep->spe,3);
				/* Some randomness */
				if (multishot > 1L)
				    multishot = (long) rnd((int) multishot);

#ifdef FIREARMS
				if (MON_WEP(mtmp)->otyp == SUBMACHINE_GUN) multishot += 3;
#endif

				if ((is_elf(mtmp->data) || mtmp->data == &mons[PM_ELF])
					&& otmp->otyp == ELVEN_ARROW
					&& MON_WEP(mtmp)->otyp == ELVEN_BOW) {
				    multishot++;
				}
				if (mtmp->data == &mons[PM_SAMURAI] &&
					otmp->otyp == YA && MON_WEP(mtmp) &&
					MON_WEP(mtmp)->otyp == YUMI) {
				    multishot++;
				}
			}
			if (multishot > otmp->quan) multishot = otmp->quan;

			for (;multishot > 0; multishot--) {
				m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
				distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy), otmp);
			}
			nomul(0);
			return;
		}
	}
}

#endif /* OVL1 */
#ifdef OVLB

int
spitmu(mtmp, mattk)		/* monster spits substance at you */
register struct monst *mtmp;
register struct attack *mattk;
{
	register struct obj *otmp;

	if(mtmp->mcan) {

	    if(flags.soundok)
		pline("A dry rattle comes from %s throat",
		                      s_suffix(mon_nam(mtmp)));
	    return 0;
	}
	if(lined_up(mtmp)) {
		switch (mattk->adtyp) {
		    case AD_BLND:
		    case AD_DRST:
			otmp = mksobj(BLINDING_VENOM, TRUE, FALSE);
			break;
		    default:
			impossible("bad attack type in spitmu");
				/* fall through */
		    case AD_ACID:
			otmp = mksobj(ACID_VENOM, TRUE, FALSE);
			break;
		}
		if(!rn2(BOLT_LIM-distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy))) {
		    if (canseemon(mtmp))
			pline("%s spits venom!", Monnam(mtmp));
		    m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
			distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy), otmp);
		    nomul(0);
		    return 0;
		}
	}
	return 0;
}

#endif /* OVLB */
#ifdef OVL1

int
breamu(mtmp, mattk)			/* monster breathes at you (ranged) */
	register struct monst *mtmp;
	register struct attack  *mattk;
{
	/* if new breath types are added, change AD_ACID to max type */
	int typ = (mattk->adtyp == AD_RBRE) ? rnd(AD_ACID) : mattk->adtyp ;

	if(lined_up(mtmp)) {

	    if(mtmp->mcan) {
		if(flags.soundok) {
		    if(canseemon(mtmp))
			pline("%s coughs.", Monnam(mtmp));
		    else
			You_hear("a cough.");
		}
		return(0);
	    }
	    if(!mtmp->mspec_used && rn2(3)) {

		if((typ >= AD_MAGM) && (typ <= AD_ACID)) {

		    if(canseemon(mtmp))
			pline("%s breathes %s!", Monnam(mtmp),
			      breathwep[typ-1]);
		    buzz((int) (-20 - (typ-1)), (int)mattk->damn,
			 mtmp->mx, mtmp->my, sgn(tbx), sgn(tby));
		    nomul(0);
		    /* breath runs out sometimes. Also, give monster some
		     * cunning; don't breath if the player fell asleep.
		     */
		    if(!rn2(3))
			mtmp->mspec_used = 10+rn2(20);
		    if(typ == AD_SLEE && !Sleep_resistance)
			mtmp->mspec_used += rnd(20);
		} else impossible("Breath weapon %d used", typ-1);
	    }
	}
	return(1);
}


/* WAC for doorbusting ONLY (at this point in time) No checks */
boolean
breamspot(mtmp, mattk, ax, ay)
register struct monst *mtmp;
register struct attack  *mattk;
xchar ax, ay;
{
	/* if new breath types are added, change AD_ACID to max type */
	int typ = (mattk->adtyp == AD_RBRE) ? rnd(AD_ACID) : mattk->adtyp ;


	if((typ >= AD_MAGM) && (typ <= AD_ACID)) {
		if(canseemon(mtmp))
			pline("%s breathes %s!", Monnam(mtmp),
				breathwep[typ-1]);
		/* Do the door first - monster is ON TOP so call direct */
		zap_over_floor(mtmp->mx, mtmp->my, (int) (-20 - (typ-1)), NULL);
		buzz((int) (-20 - (typ-1)), (int)mattk->damn, 
				mtmp->mx, mtmp->my, ax, ay);
		nomul(0);
		/* breath runs out sometimes. */
		if(!rn2(3))
			mtmp->mspec_used = 10+rn2(20);
	} else impossible("Breath weapon %d used", typ-1);
	return(TRUE);
}


boolean
linedup(ax, ay, bx, by)
register xchar ax, ay, bx, by;
{
	tbx = ax - bx;	/* These two values are set for use */
	tby = ay - by;	/* after successful return.	    */

	/* sometimes displacement makes a monster think that you're at its
	   own location; prevent it from throwing and zapping in that case */
	if (!tbx && !tby) return FALSE;

	if((!tbx || !tby || abs(tbx) == abs(tby)) /* straight line or diagonal */
	   && distmin(tbx, tby, 0, 0) < BOLT_LIM) {
	    if(ax == u.ux && ay == u.uy) return((boolean)(couldsee(bx,by)));
	    else if(clear_path(ax,ay,bx,by)) return TRUE;
	}
	return FALSE;
}

boolean
lined_up(mtmp)		/* is mtmp in position to use ranged attack? */
	register struct monst *mtmp;
{
	return(linedup(mtmp->mux,mtmp->muy,mtmp->mx,mtmp->my));
}

#endif /* OVL1 */
#ifdef OVL0

/* Check if a monster is carrying a particular item.
 */
struct obj *
m_carrying(mtmp, type)
struct monst *mtmp;
int type;
{
	register struct obj *otmp;

	for(otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
		if(otmp->otyp == type)
			return(otmp);
	return((struct obj *) 0);
}

#endif /* OVL0 */

/*mthrowu.c*/
