1 /* NetHack 3.6 dokick.c $NHDT-Date: 1446955295 2015/11/08 04:01:35 $ $NHDT-Branch: master $:$NHDT-Revision: 1.104 $ */
2 /* Copyright (c) Izchak Miller, Mike Stephenson, Steve Linhart, 1989. */
3 /* NetHack may be freely redistributed. See license for details. */
7 #define is_bigfoot(x) ((x) == &mons[PM_SASQUATCH])
9 (martial_bonus() || is_bigfoot(youmonst.data) \
10 || (uarmf && uarmf->otyp == KICKING_BOOTS))
12 static NEARDATA
struct rm
*maploc
, nowhere
;
13 static NEARDATA
const char *gate_str
;
15 /* kickedobj (decl.c) tracks a kicked object until placed or destroyed */
17 extern boolean notonhead
; /* for long worms */
19 STATIC_DCL
void FDECL(kickdmg
, (struct monst
*, BOOLEAN_P
));
20 STATIC_DCL boolean
FDECL(maybe_kick_monster
, (struct monst
*,
22 STATIC_DCL
void FDECL(kick_monster
, (struct monst
*, XCHAR_P
, XCHAR_P
));
23 STATIC_DCL
int FDECL(kick_object
, (XCHAR_P
, XCHAR_P
, char *));
24 STATIC_DCL
int FDECL(really_kick_object
, (XCHAR_P
, XCHAR_P
));
25 STATIC_DCL
char *FDECL(kickstr
, (char *, const char *));
26 STATIC_DCL
void FDECL(otransit_msg
, (struct obj
*, BOOLEAN_P
, long));
27 STATIC_DCL
void FDECL(drop_to
, (coord
*, SCHAR_P
));
29 static const char kick_passes_thru
[] = "kick passes harmlessly through";
33 register struct monst
*mon
;
34 register boolean clumsy
;
36 register int mdx
, mdy
;
37 register int dmg
= (ACURRSTR
+ ACURR(A_DEX
) + ACURR(A_CON
)) / 15;
38 int kick_skill
= P_NONE
;
39 int blessed_foot_damage
= 0;
40 boolean trapkilled
= FALSE
;
42 if (uarmf
&& uarmf
->otyp
== KICKING_BOOTS
)
45 /* excessive wt affects dex, so it affects dmg */
49 /* kicking a dragon or an elephant will not harm it */
50 if (thick_skinned(mon
->data
))
53 /* attacking a shade is useless */
54 if (mon
->data
== &mons
[PM_SHADE
])
57 if ((is_undead(mon
->data
) || is_demon(mon
->data
) || is_vampshifter(mon
))
58 && uarmf
&& uarmf
->blessed
)
59 blessed_foot_damage
= 1;
61 if (mon
->data
== &mons
[PM_SHADE
] && !blessed_foot_damage
) {
62 pline_The("%s.", kick_passes_thru
);
63 /* doesn't exercise skill or abuse alignment or frighten pet,
64 and shades have no passive counterattack */
73 /* squeeze some guilt feelings... */
77 monflee(mon
, (dmg
? rnd(dmg
) : 1), FALSE
, FALSE
);
83 /* convert potential damage to actual damage */
87 kick_skill
= P_MARTIAL_ARTS
;
88 dmg
+= rn2(ACURR(A_DEX
) / 2 + 1);
90 /* a good kick exercises your dex */
91 exercise(A_DEX
, TRUE
);
93 if (blessed_foot_damage
)
97 dmg
+= u
.udaminc
; /* add ring(s) of increase damage */
100 if (mon
->mhp
> 0 && martial() && !bigmonst(mon
->data
) && !rn2(3)
101 && mon
->mcanmove
&& mon
!= u
.ustuck
&& !mon
->mtrapped
) {
102 /* see if the monster has a place to move into */
103 mdx
= mon
->mx
+ u
.dx
;
104 mdy
= mon
->my
+ u
.dy
;
105 if (goodpos(mdx
, mdy
, mon
, 0)) {
106 pline("%s reels from the blow.", Monnam(mon
));
107 if (m_in_out_region(mon
, mdx
, mdy
)) {
108 remove_monster(mon
->mx
, mon
->my
);
109 newsym(mon
->mx
, mon
->my
);
110 place_monster(mon
, mdx
, mdy
);
111 newsym(mon
->mx
, mon
->my
);
113 if (mintrap(mon
) == 2)
119 (void) passive(mon
, TRUE
, mon
->mhp
> 0, AT_KICK
, FALSE
);
120 if (mon
->mhp
<= 0 && !trapkilled
)
123 /* may bring up a dialog, so put this after all messages */
124 if (kick_skill
!= P_NONE
) /* exercise proficiency */
125 use_skill(kick_skill
, 1);
129 maybe_kick_monster(mon
, x
, y
)
134 boolean save_forcefight
= context
.forcefight
;
138 if (!mon
->mpeaceful
|| !canspotmon(mon
))
139 context
.forcefight
= TRUE
; /* attack even if invisible */
140 /* kicking might be halted by discovery of hidden monster,
141 by player declining to attack peaceful monster,
142 or by passing out due to encumbrance */
143 if (attack_checks(mon
, (struct obj
*) 0) || overexertion())
144 mon
= 0; /* don't kick after all */
145 context
.forcefight
= save_forcefight
;
147 return (boolean
) (mon
!= 0);
151 kick_monster(mon
, x
, y
)
155 boolean clumsy
= FALSE
;
158 /* anger target even if wild miss will occur */
159 setmangry(mon
, TRUE
);
161 if (Levitation
&& !rn2(3) && verysmall(mon
->data
)
162 && !is_flyer(mon
->data
)) {
163 pline("Floating in the air, you miss wildly!");
164 exercise(A_DEX
, FALSE
);
165 (void) passive(mon
, FALSE
, 1, AT_KICK
, FALSE
);
169 /* reveal hidden target even if kick ends up missing (note: being
170 hidden doesn't affect chance to hit so neither does this reveal) */
172 || (mon
->m_ap_type
&& mon
->m_ap_type
!= M_AP_MONSTER
)) {
175 mon
->mundetected
= 0;
176 if (!canspotmon(mon
))
181 canspotmon(mon
) ? a_monnam(mon
) : "something hidden");
184 /* Kick attacks by kicking monsters are normal attacks, not special.
185 * This is almost always worthless, since you can either take one turn
186 * and do all your kicks, or else take one turn and attack the monster
187 * normally, getting all your attacks _including_ all your kicks.
188 * If you have >1 kick attack, you get all of them.
190 if (Upolyd
&& attacktype(youmonst
.data
, AT_KICK
)) {
191 struct attack
*uattk
;
192 int sum
, kickdieroll
, armorpenalty
,
194 tmp
= find_roll_to_hit(mon
, AT_KICK
, (struct obj
*) 0, &attknum
,
197 for (i
= 0; i
< NATTK
; i
++) {
198 /* first of two kicks might have provoked counterattack
199 that has incapacitated the hero (ie, floating eye) */
203 uattk
= &youmonst
.data
->mattk
[i
];
204 /* we only care about kicking attacks here */
205 if (uattk
->aatyp
!= AT_KICK
)
208 if (mon
->data
== &mons
[PM_SHADE
] && (!uarmf
|| !uarmf
->blessed
)) {
209 /* doesn't matter whether it would have hit or missed,
210 and shades have no passive counterattack */
211 Your("%s %s.", kick_passes_thru
, mon_nam(mon
));
212 break; /* skip any additional kicks */
213 } else if (tmp
> (kickdieroll
= rnd(20))) {
214 You("kick %s.", mon_nam(mon
));
215 sum
= damageum(mon
, uattk
);
216 (void) passive(mon
, (boolean
) (sum
> 0), (sum
!= 2), AT_KICK
,
219 break; /* Defender died */
221 missum(mon
, uattk
, (tmp
+ armorpenalty
> kickdieroll
));
222 (void) passive(mon
, FALSE
, 1, AT_KICK
, FALSE
);
231 if (i
< (j
* 3) / 10) {
232 if (!rn2((i
< j
/ 10) ? 2 : (i
< j
/ 5) ? 3 : 4)) {
233 if (martial() && !rn2(2))
235 Your("clumsy kick does no damage.");
236 (void) passive(mon
, FALSE
, 1, AT_KICK
, FALSE
);
241 else if (!rn2((i
< j
/ 5) ? 2 : 3))
248 else if (uarm
&& objects
[uarm
->otyp
].oc_bulky
&& ACURR(A_DEX
) < rnd(25))
251 You("kick %s.", mon_nam(mon
));
252 if (!rn2(clumsy
? 3 : 4) && (clumsy
|| !bigmonst(mon
->data
))
253 && mon
->mcansee
&& !mon
->mtrapped
&& !thick_skinned(mon
->data
)
254 && mon
->data
->mlet
!= S_EEL
&& haseyes(mon
->data
) && mon
->mcanmove
255 && !mon
->mstun
&& !mon
->mconf
&& !mon
->msleeping
256 && mon
->data
->mmove
>= 12) {
257 if (!nohands(mon
->data
) && !rn2(martial() ? 5 : 3)) {
258 pline("%s blocks your %skick.", Monnam(mon
),
259 clumsy
? "clumsy " : "");
260 (void) passive(mon
, FALSE
, 1, AT_KICK
, FALSE
);
264 if (mon
->mx
!= x
|| mon
->my
!= y
) {
265 if (glyph_is_invisible(levl
[x
][y
].glyph
)) {
269 pline("%s %s, %s evading your %skick.", Monnam(mon
),
270 (!level
.flags
.noteleport
&& can_teleport(mon
->data
))
272 : is_floater(mon
->data
)
274 : is_flyer(mon
->data
) ? "swoops"
275 : (nolimbs(mon
->data
)
276 || slithy(mon
->data
))
279 clumsy
? "easily" : "nimbly", clumsy
? "clumsy " : "");
280 (void) passive(mon
, FALSE
, 1, AT_KICK
, FALSE
);
285 kickdmg(mon
, clumsy
);
289 * Return TRUE if caught (the gold taken care of), FALSE otherwise.
290 * The gold object is *not* attached to the fobj chain!
294 register struct monst
*mtmp
;
295 register struct obj
*gold
;
297 boolean msg_given
= FALSE
;
299 if (!likes_gold(mtmp
->data
) && !mtmp
->isshk
&& !mtmp
->ispriest
300 && !mtmp
->isgd
&& !is_mercenary(mtmp
->data
)) {
302 } else if (!mtmp
->mcanmove
) {
303 /* too light to do real damage */
304 if (canseemon(mtmp
)) {
305 pline_The("%s harmlessly %s %s.", xname(gold
),
306 otense(gold
, "hit"), mon_nam(mtmp
));
310 long umoney
, value
= gold
->quan
* objects
[gold
->otyp
].oc_cost
;
313 finish_meating(mtmp
);
314 if (!mtmp
->isgd
&& !rn2(4)) /* not always pleasing */
315 setmangry(mtmp
, TRUE
);
316 /* greedy monsters catch gold */
317 if (cansee(mtmp
->mx
, mtmp
->my
))
318 pline("%s catches the gold.", Monnam(mtmp
));
319 (void) mpickobj(mtmp
, gold
);
320 gold
= (struct obj
*) 0; /* obj has been freed */
322 long robbed
= ESHK(mtmp
)->robbed
;
328 pline_The("amount %scovers %s recent losses.",
329 !robbed
? "" : "partially ", mhis(mtmp
));
330 ESHK(mtmp
)->robbed
= robbed
;
332 make_happy_shk(mtmp
, FALSE
);
334 if (mtmp
->mpeaceful
) {
335 ESHK(mtmp
)->credit
+= value
;
336 You("have %ld %s in credit.", ESHK(mtmp
)->credit
,
337 currency(ESHK(mtmp
)->credit
));
339 verbalize("Thanks, scum!");
341 } else if (mtmp
->ispriest
) {
343 verbalize("Thank you for your contribution.");
345 verbalize("Thanks, scum!");
346 } else if (mtmp
->isgd
) {
347 umoney
= money_cnt(invent
);
348 /* Some of these are iffy, because a hostile guard
349 won't become peaceful and resume leading hero
350 out of the vault. If he did do that, player
351 could try fighting, then weasle out of being
352 killed by throwing his/her gold when losing. */
355 ? "Drop the rest and follow me."
357 ? "You still have hidden gold. Drop it now."
359 ? "I'll take care of that; please move along."
360 : "I'll take that; now get moving.");
361 } else if (is_mercenary(mtmp
->data
)) {
365 if (mtmp
->data
== &mons
[PM_SOLDIER
])
367 else if (mtmp
->data
== &mons
[PM_SERGEANT
])
369 else if (mtmp
->data
== &mons
[PM_LIEUTENANT
])
371 else if (mtmp
->data
== &mons
[PM_CAPTAIN
])
375 umoney
= money_cnt(invent
);
378 + (umoney
+ u
.ulevel
* rn2(5)) / ACURR(A_CHA
))
379 mtmp
->mpeaceful
= TRUE
;
383 verbalize("That should do. Now beat it!");
385 verbalize("That's not enough, coward!");
391 miss(xname(gold
), mtmp
);
395 /* container is kicked, dropped, thrown or otherwise impacted by player.
396 * Assumes container is on floor. Checks contents for possible damage. */
398 container_impact_dmg(obj
, x
, y
)
400 xchar x
, y
; /* coordinates where object was before the impact, not after */
403 struct obj
*otmp
, *otmp2
;
405 boolean costly
, insider
, frominv
;
407 /* only consider normal containers */
408 if (!Is_container(obj
) || !Has_contents(obj
) || Is_mbag(obj
))
411 costly
= ((shkp
= shop_keeper(*in_rooms(x
, y
, SHOPBASE
)))
412 && costly_spot(x
, y
));
413 insider
= (*u
.ushops
&& inside_shop(u
.ux
, u
.uy
)
414 && *in_rooms(x
, y
, SHOPBASE
) == *u
.ushops
);
415 /* if dropped or thrown, shop ownership flags are set on this obj */
416 frominv
= (obj
!= kickedobj
);
418 for (otmp
= obj
->cobj
; otmp
; otmp
= otmp2
) {
419 const char *result
= (char *) 0;
422 if (objects
[otmp
->otyp
].oc_material
== GLASS
423 && otmp
->oclass
!= GEM_CLASS
&& !obj_resists(otmp
, 33, 100)) {
425 } else if (otmp
->otyp
== EGG
&& !rn2(3)) {
429 if (otmp
->otyp
== MIRROR
)
432 /* eggs laid by you. penalty is -1 per egg, max 5,
433 * but it's always exactly 1 that breaks */
434 if (otmp
->otyp
== EGG
&& otmp
->spe
&& otmp
->corpsenm
>= LOW_PM
)
436 You_hear("a muffled %s.", result
);
438 if (frominv
&& !otmp
->unpaid
)
441 stolen_value(otmp
, x
, y
, (boolean
) shkp
->mpeaceful
, TRUE
);
443 if (otmp
->quan
> 1L) {
446 obj_extract_self(otmp
);
447 obfree(otmp
, (struct obj
*) 0);
449 /* contents of this container are no longer known */
453 if (costly
&& loss
) {
455 You("caused %ld %s worth of damage!", loss
, currency(loss
));
456 make_angry_shk(shkp
, x
, y
);
458 You("owe %s %ld %s for objects destroyed.", mon_nam(shkp
), loss
,
464 /* jacket around really_kick_object */
466 kick_object(x
, y
, kickobjnam
)
473 /* if a pile, the "top" object gets kicked */
474 kickedobj
= level
.objects
[x
][y
];
476 /* kick object; if doing is fatal, done() will clean up kickedobj */
477 Strcpy(kickobjnam
, killer_xname(kickedobj
)); /* matters iff res==0 */
478 res
= really_kick_object(x
, y
);
479 kickedobj
= (struct obj
*) 0;
484 /* guts of kick_object */
486 really_kick_object(x
, y
)
490 struct monst
*mon
, *shkp
= 0;
493 boolean costly
, isgold
, slide
= FALSE
;
495 /* kickedobj should always be set due to conditions of call */
496 if (!kickedobj
|| kickedobj
->otyp
== BOULDER
|| kickedobj
== uball
497 || kickedobj
== uchain
)
500 if ((trap
= t_at(x
, y
)) != 0) {
501 if (((trap
->ttyp
== PIT
|| trap
->ttyp
== SPIKED_PIT
) && !Passes_walls
)
502 || trap
->ttyp
== WEB
) {
505 You_cant("kick %s that's in a %s!", something
,
506 Hallucination
? "tizzy" :
507 (trap
->ttyp
== WEB
) ? "web" : "pit");
510 if (trap
->ttyp
== STATUE_TRAP
) {
511 activate_statue_trap(trap
, x
,y
, FALSE
);
516 if (Fumbling
&& !rn2(3)) {
517 Your("clumsy kick missed.");
521 if (!uarmf
&& kickedobj
->otyp
== CORPSE
522 && touch_petrifies(&mons
[kickedobj
->corpsenm
]) && !Stone_resistance
) {
523 You("kick %s with your bare %s.",
524 corpse_xname(kickedobj
, (const char *) 0, CXN_PFX_THE
),
525 makeplural(body_part(FOOT
)));
526 if (poly_when_stoned(youmonst
.data
) && polymon(PM_STONE_GOLEM
)) {
527 ; /* hero has been transformed but kick continues */
529 /* normalize body shape here; foot, not body_part(FOOT) */
530 Sprintf(killer
.name
, "kicking %s barefoot",
531 killer_xname(kickedobj
));
532 instapetrify(killer
.name
);
536 /* range < 2 means the object will not move. */
537 /* maybe dexterity should also figure here. */
538 range
= (int) ((ACURRSTR
) / 2 - kickedobj
->owt
/ 40);
544 /* you're in the water too; significantly reduce range */
545 range
= range
/ 3 + 1; /* {1,2}=>1, {3,4,5}=>2, {6,7,8}=>3 */
546 } else if (Is_airlevel(&u
.uz
) || Is_waterlevel(&u
.uz
)) {
547 /* you're in air, since is_pool did not match */
551 range
+= rnd(3), slide
= TRUE
;
552 if (kickedobj
->greased
)
553 range
+= rnd(3), slide
= TRUE
;
556 /* Mjollnir is magically too heavy to kick */
557 if (kickedobj
->oartifact
== ART_MJOLLNIR
)
560 /* see if the object has a place to move into */
561 if (!ZAP_POS(levl
[x
+ u
.dx
][y
+ u
.dy
].typ
)
562 || closed_door(x
+ u
.dx
, y
+ u
.dy
))
565 costly
= (!(kickedobj
->no_charge
&& !Has_contents(kickedobj
))
566 && (shkp
= shop_keeper(*in_rooms(x
, y
, SHOPBASE
))) != 0
567 && costly_spot(x
, y
));
568 isgold
= (kickedobj
->oclass
== COIN_CLASS
);
570 if (IS_ROCK(levl
[x
][y
].typ
) || closed_door(x
, y
)) {
571 if ((!martial() && rn2(20) > ACURR(A_DEX
))
572 || IS_ROCK(levl
[u
.ux
][u
.uy
].typ
) || closed_door(u
.ux
, u
.uy
)) {
574 pline("It doesn't come loose.");
576 pline("%s %sn't come loose.",
577 The(distant_name(kickedobj
, xname
)),
578 otense(kickedobj
, "do"));
579 return (!rn2(3) || martial());
582 pline("It comes loose.");
584 pline("%s %s loose.", The(distant_name(kickedobj
, xname
)),
585 otense(kickedobj
, "come"));
586 obj_extract_self(kickedobj
);
588 if (costly
&& (!costly_spot(u
.ux
, u
.uy
)
589 || !index(u
.urooms
, *in_rooms(x
, y
, SHOPBASE
))))
590 addtobill(kickedobj
, FALSE
, FALSE
, FALSE
);
591 if (!flooreffects(kickedobj
, u
.ux
, u
.uy
, "fall")) {
592 place_object(kickedobj
, u
.ux
, u
.uy
);
599 /* a box gets a chance of breaking open here */
600 if (Is_box(kickedobj
)) {
601 boolean otrp
= kickedobj
->otrapped
;
605 container_impact_dmg(kickedobj
, x
, y
);
606 if (kickedobj
->olocked
) {
607 if (!rn2(5) || (martial() && !rn2(2))) {
608 You("break open the lock!");
609 breakchestlock(kickedobj
, FALSE
);
611 (void) chest_trap(kickedobj
, LEG
, FALSE
);
615 if (!rn2(3) || (martial() && !rn2(2))) {
616 pline_The("lid slams open, then falls shut.");
617 kickedobj
->lknown
= 1;
619 (void) chest_trap(kickedobj
, LEG
, FALSE
);
625 /* else let it fall through to the next cases... */
628 /* fragile objects should not be kicked */
629 if (hero_breaks(kickedobj
, kickedobj
->ox
, kickedobj
->oy
, FALSE
))
632 /* too heavy to move. range is calculated as potential distance from
633 * player, so range == 2 means the object may move up to one square
634 * from its current position
637 if (!Is_box(kickedobj
))
639 return (!rn2(3) || martial());
642 if (kickedobj
->quan
> 1L) {
644 kickedobj
= splitobj(kickedobj
, 1L);
647 static NEARDATA
const char *const flyingcoinmsg
[] = {
648 "scatter the coins", "knock coins all over the place",
649 "send coins flying in all directions",
653 You("%s!", flyingcoinmsg
[rn2(SIZE(flyingcoinmsg
))]);
654 (void) scatter(x
, y
, rn2(3) + 1, VIS_EFFECTS
| MAY_HIT
,
659 if (kickedobj
->quan
> 300L) {
661 return (!rn2(3) || martial());
667 pline("Whee! %s %s across the %s.", Doname2(kickedobj
),
668 otense(kickedobj
, "slide"), surface(x
, y
));
670 if (costly
&& !isgold
)
671 addtobill(kickedobj
, FALSE
, FALSE
, TRUE
);
672 obj_extract_self(kickedobj
);
673 (void) snuff_candle(kickedobj
);
675 mon
= bhit(u
.dx
, u
.dy
, range
, KICKED_WEAPON
,
676 (int FDECL((*), (MONST_P
, OBJ_P
))) 0,
677 (int FDECL((*), (OBJ_P
, OBJ_P
))) 0, &kickedobj
);
679 return 1; /* object broken */
682 if (mon
->isshk
&& kickedobj
->where
== OBJ_MINVENT
683 && kickedobj
->ocarry
== mon
)
684 return 1; /* alert shk caught it */
685 notonhead
= (mon
->mx
!= bhitpos
.x
|| mon
->my
!= bhitpos
.y
);
686 if (isgold
? ghitm(mon
, kickedobj
) /* caught? */
687 : thitmonst(mon
, kickedobj
)) /* hit && used up? */
691 /* the object might have fallen down a hole;
692 ship_object() will have taken care of shop billing */
693 if (kickedobj
->where
== OBJ_MIGRATING
)
696 bhitroom
= *in_rooms(bhitpos
.x
, bhitpos
.y
, SHOPBASE
);
697 if (costly
&& (!costly_spot(bhitpos
.x
, bhitpos
.y
)
698 || *in_rooms(x
, y
, SHOPBASE
) != bhitroom
)) {
700 costly_gold(x
, y
, kickedobj
->quan
);
702 (void) stolen_value(kickedobj
, x
, y
, (boolean
) shkp
->mpeaceful
,
706 if (flooreffects(kickedobj
, bhitpos
.x
, bhitpos
.y
, "fall"))
708 if (kickedobj
->unpaid
)
709 subfrombill(kickedobj
, shkp
);
710 place_object(kickedobj
, bhitpos
.x
, bhitpos
.y
);
712 newsym(kickedobj
->ox
, kickedobj
->oy
);
716 /* cause of death if kicking kills kicker */
718 kickstr(buf
, kickobjnam
)
720 const char *kickobjnam
;
726 else if (maploc
== &nowhere
)
728 else if (IS_DOOR(maploc
->typ
))
730 else if (IS_TREE(maploc
->typ
))
732 else if (IS_STWALL(maploc
->typ
))
734 else if (IS_ROCK(maploc
->typ
))
736 else if (IS_THRONE(maploc
->typ
))
738 else if (IS_FOUNTAIN(maploc
->typ
))
740 else if (IS_GRAVE(maploc
->typ
))
741 what
= "a headstone";
742 else if (IS_SINK(maploc
->typ
))
744 else if (IS_ALTAR(maploc
->typ
))
746 else if (IS_DRAWBRIDGE(maploc
->typ
))
747 what
= "a drawbridge";
748 else if (maploc
->typ
== STAIRS
)
750 else if (maploc
->typ
== LADDER
)
752 else if (maploc
->typ
== IRONBARS
)
753 what
= "an iron bar";
755 what
= "something weird";
756 return strcat(strcpy(buf
, "kicking "), what
);
764 int dmg
= 0, glyph
, oldglyph
= -1;
765 register struct monst
*mtmp
;
766 boolean no_kick
= FALSE
;
767 char buf
[BUFSZ
], kickobjnam
[BUFSZ
];
769 kickobjnam
[0] = '\0';
770 if (nolimbs(youmonst
.data
) || slithy(youmonst
.data
)) {
771 You("have no legs to kick with.");
773 } else if (verysmall(youmonst
.data
)) {
774 You("are too small to do any kicking.");
776 } else if (u
.usteed
) {
777 if (yn_function("Kick your steed?", ynchars
, 'y') == 'y') {
778 You("kick %s.", mon_nam(u
.usteed
));
784 } else if (Wounded_legs
) {
785 /* note: jump() has similar code */
786 long wl
= (EWounded_legs
& BOTH_SIDES
);
787 const char *bp
= body_part(LEG
);
789 if (wl
== BOTH_SIDES
)
791 Your("%s%s %s in no shape for kicking.",
792 (wl
== LEFT_SIDE
) ? "left " : (wl
== RIGHT_SIDE
) ? "right " : "",
793 bp
, (wl
== BOTH_SIDES
) ? "are" : "is");
795 } else if (near_capacity() > SLT_ENCUMBER
) {
796 Your("load is too heavy to balance yourself for a kick.");
798 } else if (youmonst
.data
->mlet
== S_LIZARD
) {
799 Your("legs cannot kick effectively.");
801 } else if (u
.uinwater
&& !rn2(2)) {
802 Your("slow motion kick doesn't hit anything.");
804 } else if (u
.utrap
) {
806 switch (u
.utraptype
) {
809 pline("There's not enough room to kick down here.");
815 You_cant("move your %s!", body_part(LEG
));
823 /* ignore direction typed before player notices kick failed */
824 display_nhwindow(WIN_MESSAGE
, TRUE
); /* --More-- */
828 if (!getdir((char *) 0))
836 /* KMH -- Kicking boots always succeed */
837 if (uarmf
&& uarmf
->otyp
== KICKING_BOOTS
)
840 avrg_attrib
= (ACURRSTR
+ ACURR(A_DEX
) + ACURR(A_CON
)) / 3;
845 You_cant("move your %s!", body_part(LEG
));
848 if (is_animal(u
.ustuck
->data
)) {
849 pline("%s burps loudly.", Monnam(u
.ustuck
));
853 Your("feeble kick has no effect.");
857 } else if (u
.utrap
&& u
.utraptype
== TT_PIT
) {
858 /* must be Passes_walls */
859 You("kick at the side of the pit.");
867 /* doors can be opened while levitating, so they must be
868 * reachable for bracing purposes
869 * Possible extension: allow bracing against stuff on the side?
871 if (isok(xx
, yy
) && !IS_ROCK(levl
[xx
][yy
].typ
)
872 && !IS_DOOR(levl
[xx
][yy
].typ
)
873 && (!Is_airlevel(&u
.uz
) || !OBJ_AT(xx
, yy
))) {
874 You("have nothing to brace yourself against.");
879 mtmp
= isok(x
, y
) ? m_at(x
, y
) : 0;
880 /* might not kick monster if it is hidden and becomes revealed,
881 if it is peaceful and player declines to attack, or if the
882 hero passes out due to encumbrance with low hp; context.move
883 will be 1 unless player declines to kick peaceful monster */
885 oldglyph
= glyph_at(x
, y
);
886 if (!maybe_kick_monster(mtmp
, x
, y
))
897 maploc
= &levl
[x
][y
];
900 * The next five tests should stay in their present order:
901 * monsters, pools, objects, non-doors, doors.
903 * [FIXME: Monsters who are hidden underneath objects or
904 * in pools should lead to hero kicking the concealment
905 * rather than the monster, probably exposing the hidden
906 * monster in the process. And monsters who are hidden on
907 * ceiling shouldn't be kickable (unless hero is flying?);
908 * kicking toward them should just target whatever is on
909 * the floor at that spot.]
913 /* save mtmp->data (for recoil) in case mtmp gets killed */
914 struct permonst
*mdat
= mtmp
->data
;
916 kick_monster(mtmp
, x
, y
);
917 glyph
= glyph_at(x
, y
);
918 /* see comment in attack_checks() */
919 if (mtmp
->mhp
<= 0) { /* DEADMONSTER() */
920 /* if we mapped an invisible monster and immediately
921 killed it, we don't want to forget what we thought
922 was there before the kick */
923 if (glyph
!= oldglyph
&& glyph_is_invisible(glyph
))
924 show_glyph(x
, y
, oldglyph
);
925 } else if (!canspotmon(mtmp
)
926 /* check <x,y>; monster that evades kick by jumping
927 to an unseen square doesn't leave an I behind */
928 && mtmp
->mx
== x
&& mtmp
->my
== y
929 && !glyph_is_invisible(glyph
)
930 && !(u
.uswallow
&& mtmp
== u
.ustuck
)) {
933 /* recoil if floating */
934 if ((Is_airlevel(&u
.uz
) || Levitation
) && context
.move
) {
938 ((int) youmonst
.data
->cwt
+ (weight_cap() + inv_weight()));
940 range
= 1; /* divide by zero avoidance */
941 range
= (3 * (int) mdat
->cwt
) / range
;
945 hurtle(-u
.dx
, -u
.dy
, range
, TRUE
);
949 if (glyph_is_invisible(levl
[x
][y
].glyph
)) {
953 if (is_pool(x
, y
) ^ !!u
.uinwater
) {
954 /* objects normally can't be removed from water by kicking */
955 You("splash some %s around.", hliquid("water"));
959 if (OBJ_AT(x
, y
) && (!Levitation
|| Is_airlevel(&u
.uz
)
960 || Is_waterlevel(&u
.uz
) || sobj_at(BOULDER
, x
, y
))) {
961 if (kick_object(x
, y
, kickobjnam
)) {
962 if (Is_airlevel(&u
.uz
))
963 hurtle(-u
.dx
, -u
.dy
, 1, TRUE
); /* assume it's light */
969 if (!IS_DOOR(maploc
->typ
)) {
970 if (maploc
->typ
== SDOOR
) {
971 if (!Levitation
&& rn2(30) < avrg_attrib
) {
972 cvt_sdoor_to_door(maploc
); /* ->typ = DOOR */
973 pline("Crash! %s a secret door!",
974 /* don't "kick open" when it's locked
975 unless it also happens to be trapped */
976 (maploc
->doormask
& (D_LOCKED
| D_TRAPPED
)) == D_LOCKED
977 ? "Your kick uncovers"
979 exercise(A_DEX
, TRUE
);
980 if (maploc
->doormask
& D_TRAPPED
) {
981 maploc
->doormask
= D_NODOOR
;
982 b_trapped("door", FOOT
);
983 } else if (maploc
->doormask
!= D_NODOOR
984 && !(maploc
->doormask
& D_LOCKED
))
985 maploc
->doormask
= D_ISOPEN
;
986 feel_newsym(x
, y
); /* we know it's gone */
987 if (maploc
->doormask
== D_ISOPEN
988 || maploc
->doormask
== D_NODOOR
)
989 unblock_point(x
, y
); /* vision */
994 if (maploc
->typ
== SCORR
) {
995 if (!Levitation
&& rn2(30) < avrg_attrib
) {
996 pline("Crash! You kick open a secret passage!");
997 exercise(A_DEX
, TRUE
);
999 feel_newsym(x
, y
); /* we know it's gone */
1000 unblock_point(x
, y
); /* vision */
1005 if (IS_THRONE(maploc
->typ
)) {
1009 if ((Luck
< 0 || maploc
->doormask
) && !rn2(3)) {
1011 maploc
->doormask
= 0; /* don't leave loose ends.. */
1012 (void) mkgold((long) rnd(200), x
, y
);
1014 pline("CRASH! You destroy it.");
1016 pline("CRASH! You destroy the throne.");
1019 exercise(A_DEX
, TRUE
);
1021 } else if (Luck
> 0 && !rn2(3) && !maploc
->looted
) {
1022 (void) mkgold((long) rn1(201, 300), x
, y
);
1028 rnd_class(DILITHIUM_CRYSTAL
, LUCKSTONE
- 1), x
, y
,
1031 You("kick %s loose!", something
);
1033 You("kick loose some ornamental coins and gems!");
1036 /* prevent endless milking */
1037 maploc
->looted
= T_LOOTED
;
1039 } else if (!rn2(4)) {
1040 if (dunlev(&u
.uz
) < dunlevs_in_dungeon(&u
.uz
)) {
1041 fall_through(FALSE
);
1048 if (IS_ALTAR(maploc
->typ
)) {
1051 You("kick %s.", (Blind
? something
: "the altar"));
1055 exercise(A_DEX
, TRUE
);
1058 if (IS_FOUNTAIN(maploc
->typ
)) {
1061 You("kick %s.", (Blind
? something
: "the fountain"));
1064 /* make metal boots rust */
1065 if (uarmf
&& rn2(3))
1066 if (water_damage(uarmf
, "metal boots", TRUE
) == ER_NOTHING
) {
1067 Your("boots get wet.");
1068 /* could cause short-lived fumbling here */
1070 exercise(A_DEX
, TRUE
);
1073 if (IS_GRAVE(maploc
->typ
)) {
1078 exercise(A_WIS
, FALSE
);
1079 if (Role_if(PM_ARCHEOLOGIST
) || Role_if(PM_SAMURAI
)
1080 || ((u
.ualign
.type
== A_LAWFUL
) && (u
.ualign
.record
> -10))) {
1081 adjalign(-sgn(u
.ualign
.type
));
1084 maploc
->doormask
= 0;
1085 (void) mksobj_at(ROCK
, x
, y
, TRUE
, FALSE
);
1088 pline("Crack! %s broke!", Something
);
1090 pline_The("headstone topples over and breaks!");
1095 if (maploc
->typ
== IRONBARS
)
1097 if (IS_TREE(maploc
->typ
)) {
1098 struct obj
*treefruit
;
1100 /* nothing, fruit or trouble? 75:23.5:1.5% */
1102 if (!rn2(6) && !(mvitals
[PM_KILLER_BEE
].mvflags
& G_GONE
))
1103 You_hear("a low buzzing."); /* a warning */
1106 if (rn2(15) && !(maploc
->looted
& TREE_LOOTED
)
1107 && (treefruit
= rnd_treefruit_at(x
, y
))) {
1108 long nfruit
= 8L - rnl(7), nfall
;
1109 short frtype
= treefruit
->otyp
;
1111 treefruit
->quan
= nfruit
;
1112 treefruit
->owt
= weight(treefruit
);
1113 if (is_plural(treefruit
))
1114 pline("Some %s fall from the tree!", xname(treefruit
));
1116 pline("%s falls from the tree!", An(xname(treefruit
)));
1117 nfall
= scatter(x
, y
, 2, MAY_HIT
, treefruit
);
1118 if (nfall
!= nfruit
) {
1119 /* scatter left some in the tree, but treefruit
1120 * may not refer to the correct object */
1121 treefruit
= mksobj(frtype
, TRUE
, FALSE
);
1122 treefruit
->quan
= nfruit
- nfall
;
1123 pline("%ld %s got caught in the branches.",
1124 nfruit
- nfall
, xname(treefruit
));
1125 dealloc_obj(treefruit
);
1127 exercise(A_DEX
, TRUE
);
1128 exercise(A_WIS
, TRUE
); /* discovered a new food source! */
1130 maploc
->looted
|= TREE_LOOTED
;
1132 } else if (!(maploc
->looted
& TREE_SWARM
)) {
1133 int cnt
= rnl(4) + 2;
1140 if (enexto(&mm
, mm
.x
, mm
.y
, &mons
[PM_KILLER_BEE
])
1141 && makemon(&mons
[PM_KILLER_BEE
], mm
.x
, mm
.y
,
1146 pline("You've attracted the tree's former occupants!");
1148 You("smell stale honey.");
1149 maploc
->looted
|= TREE_SWARM
;
1154 if (IS_SINK(maploc
->typ
)) {
1155 int gend
= poly_gender();
1156 short washerndx
= (gend
== 1 || (gend
== 2 && rn2(2)))
1164 pline("Klunk! The pipes vibrate noisily.");
1167 exercise(A_DEX
, TRUE
);
1169 } else if (!(maploc
->looted
& S_LPUDDING
) && !rn2(3)
1170 && !(mvitals
[PM_BLACK_PUDDING
].mvflags
& G_GONE
)) {
1172 You_hear("a gushing sound.");
1174 pline("A %s ooze gushes up from the drain!",
1176 (void) makemon(&mons
[PM_BLACK_PUDDING
], x
, y
, NO_MM_FLAGS
);
1177 exercise(A_DEX
, TRUE
);
1179 maploc
->looted
|= S_LPUDDING
;
1181 } else if (!(maploc
->looted
& S_LDWASHER
) && !rn2(3)
1182 && !(mvitals
[washerndx
].mvflags
& G_GONE
)) {
1183 /* can't resist... */
1184 pline("%s returns!", (Blind
? Something
: "The dish washer"));
1185 if (makemon(&mons
[washerndx
], x
, y
, NO_MM_FLAGS
))
1187 maploc
->looted
|= S_LDWASHER
;
1188 exercise(A_DEX
, TRUE
);
1190 } else if (!rn2(3)) {
1192 (Blind
? "You hear a sloshing sound"
1193 : "Muddy waste pops up from the drain"));
1194 if (!(maploc
->looted
& S_LRING
)) { /* once per sink */
1196 You_see("a ring shining in its midst.");
1197 (void) mkobj_at(RING_CLASS
, x
, y
, TRUE
);
1199 exercise(A_DEX
, TRUE
);
1200 exercise(A_WIS
, TRUE
); /* a discovery! */
1201 maploc
->looted
|= S_LRING
;
1207 if (maploc
->typ
== STAIRS
|| maploc
->typ
== LADDER
1208 || IS_STWALL(maploc
->typ
)) {
1209 if (!IS_STWALL(maploc
->typ
) && maploc
->ladder
== LA_DOWN
)
1212 pline("Ouch! That hurts!");
1213 exercise(A_DEX
, FALSE
);
1214 exercise(A_STR
, FALSE
);
1217 feel_location(x
, y
); /* we know we hit it */
1218 if (is_drawbridge_wall(x
, y
) >= 0) {
1219 pline_The("drawbridge is unaffected.");
1220 /* update maploc to refer to the drawbridge */
1221 (void) find_drawbridge(&x
, &y
);
1222 maploc
= &levl
[x
][y
];
1226 set_wounded_legs(RIGHT_SIDE
, 5 + rnd(5));
1227 dmg
= rnd(ACURR(A_CON
) > 15 ? 3 : 5);
1228 losehp(Maybe_Half_Phys(dmg
), kickstr(buf
, kickobjnam
), KILLED_BY
);
1229 if (Is_airlevel(&u
.uz
) || Levitation
)
1230 hurtle(-u
.dx
, -u
.dy
, rn1(2, 4), TRUE
); /* assume it's heavy */
1236 if (maploc
->doormask
== D_ISOPEN
|| maploc
->doormask
== D_BROKEN
1237 || maploc
->doormask
== D_NODOOR
) {
1239 exercise(A_DEX
, FALSE
);
1240 if (martial() || ACURR(A_DEX
) >= 16 || rn2(3)) {
1241 You("kick at empty space.");
1243 feel_location(x
, y
);
1245 pline("Dumb move! You strain a muscle.");
1246 exercise(A_STR
, FALSE
);
1247 set_wounded_legs(RIGHT_SIDE
, 5 + rnd(5));
1249 if ((Is_airlevel(&u
.uz
) || Levitation
) && rn2(2))
1250 hurtle(-u
.dx
, -u
.dy
, 1, TRUE
);
1251 return 1; /* uses a turn */
1254 /* not enough leverage to kick open doors while levitating */
1258 exercise(A_DEX
, TRUE
);
1259 /* door is known to be CLOSED or LOCKED */
1260 if (rnl(35) < avrg_attrib
+ (!martial() ? 0 : ACURR(A_DEX
))) {
1261 boolean shopdoor
= *in_rooms(x
, y
, SHOPBASE
) ? TRUE
: FALSE
;
1262 /* break the door */
1263 if (maploc
->doormask
& D_TRAPPED
) {
1265 You("kick the door.");
1266 exercise(A_STR
, FALSE
);
1267 maploc
->doormask
= D_NODOOR
;
1268 b_trapped("door", FOOT
);
1269 } else if (ACURR(A_STR
) > 18 && !rn2(5) && !shopdoor
) {
1270 pline("As you kick the door, it shatters to pieces!");
1271 exercise(A_STR
, TRUE
);
1272 maploc
->doormask
= D_NODOOR
;
1274 pline("As you kick the door, it crashes open!");
1275 exercise(A_STR
, TRUE
);
1276 maploc
->doormask
= D_BROKEN
;
1278 feel_newsym(x
, y
); /* we know we broke it */
1279 unblock_point(x
, y
); /* vision */
1281 add_damage(x
, y
, 400L);
1282 pay_for_damage("break", FALSE
);
1285 for (mtmp
= fmon
; mtmp
; mtmp
= mtmp
->nmon
) {
1286 if (DEADMONSTER(mtmp
))
1288 if (is_watch(mtmp
->data
) && couldsee(mtmp
->mx
, mtmp
->my
)
1289 && mtmp
->mpeaceful
) {
1290 mon_yells(mtmp
, "Halt, thief! You're under arrest!");
1291 (void) angry_guards(FALSE
);
1297 feel_location(x
, y
); /* we know we hit it */
1298 exercise(A_STR
, TRUE
);
1301 for (mtmp
= fmon
; mtmp
; mtmp
= mtmp
->nmon
) {
1302 if (DEADMONSTER(mtmp
))
1304 if (is_watch(mtmp
->data
) && mtmp
->mpeaceful
1305 && couldsee(mtmp
->mx
, mtmp
->my
)) {
1306 if (levl
[x
][y
].looted
& D_WARNED
) {
1308 "Halt, vandal! You're under arrest!");
1309 (void) angry_guards(FALSE
);
1311 mon_yells(mtmp
, "Hey, stop damaging that door!");
1312 levl
[x
][y
].looted
|= D_WARNED
;
1326 /* cover all the MIGR_xxx choices generated by down_gate() */
1328 case MIGR_RANDOM
: /* trap door or hole */
1329 if (Is_stronghold(&u
.uz
)) {
1330 cc
->x
= valley_level
.dnum
;
1331 cc
->y
= valley_level
.dlevel
;
1333 } else if (In_endgame(&u
.uz
) || Is_botlevel(&u
.uz
)) {
1336 } /* else fall to the next cases */
1337 case MIGR_STAIRS_UP
:
1338 case MIGR_LADDER_UP
:
1340 cc
->y
= u
.uz
.dlevel
+ 1;
1343 cc
->x
= sstairs
.tolev
.dnum
;
1344 cc
->y
= sstairs
.tolev
.dlevel
;
1348 /* y==0 means "nowhere", in which case x doesn't matter */
1354 /* player or missile impacts location, causing objects to fall down */
1356 impact_drop(missile
, x
, y
, dlev
)
1357 struct obj
*missile
; /* caused impact, won't drop itself */
1358 xchar x
, y
; /* location affected */
1359 xchar dlev
; /* if !0 send to dlev near player */
1362 register struct obj
*obj
, *obj2
;
1363 register struct monst
*shkp
;
1364 long oct
, dct
, price
, debit
, robbed
;
1365 boolean angry
, costly
, isrock
;
1371 toloc
= down_gate(x
, y
);
1372 drop_to(&cc
, toloc
);
1377 /* send objects next to player falling through trap door.
1378 * checked in obj_delivery().
1380 toloc
= MIGR_WITH_HERO
;
1384 costly
= costly_spot(x
, y
);
1385 price
= debit
= robbed
= 0L;
1387 shkp
= (struct monst
*) 0;
1388 /* if 'costly', we must keep a record of ESHK(shkp) before
1389 * it undergoes changes through the calls to stolen_value.
1390 * the angry bit must be reset, if needed, in this fn, since
1391 * stolen_value is called under the 'silent' flag to avoid
1392 * unsavory pline repetitions.
1395 if ((shkp
= shop_keeper(*in_rooms(x
, y
, SHOPBASE
))) != 0) {
1396 debit
= ESHK(shkp
)->debit
;
1397 robbed
= ESHK(shkp
)->robbed
;
1398 angry
= !shkp
->mpeaceful
;
1402 isrock
= (missile
&& missile
->otyp
== ROCK
);
1404 for (obj
= level
.objects
[x
][y
]; obj
; obj
= obj2
) {
1405 obj2
= obj
->nexthere
;
1408 /* number of objects in the pile */
1410 if (obj
== uball
|| obj
== uchain
)
1412 /* boulders can fall too, but rarely & never due to rocks */
1413 if ((isrock
&& obj
->otyp
== BOULDER
)
1414 || rn2(obj
->otyp
== BOULDER
? 30 : 3))
1416 obj_extract_self(obj
);
1419 price
+= stolen_value(
1420 obj
, x
, y
, (costly_spot(u
.ux
, u
.uy
)
1421 && index(u
.urooms
, *in_rooms(x
, y
, SHOPBASE
))),
1423 /* set obj->no_charge to 0 */
1424 if (Has_contents(obj
))
1425 picked_container(obj
); /* does the right thing */
1426 if (obj
->oclass
!= COIN_CLASS
)
1430 add_to_migration(obj
);
1433 obj
->owornmask
= (long) toloc
;
1435 /* number of fallen objects */
1439 if (dct
&& cansee(x
, y
)) { /* at least one object fell */
1440 const char *what
= (dct
== 1L ? "object falls" : "objects fall");
1443 pline("From the impact, %sother %s.",
1444 dct
== oct
? "the " : dct
== 1L ? "an" : "", what
);
1445 else if (oct
== dct
)
1446 pline("%s adjacent %s %s.", dct
== 1L ? "The" : "All the", what
,
1449 pline("%s adjacent %s %s.",
1450 dct
== 1L ? "One of the" : "Some of the",
1451 dct
== 1L ? "objects falls" : what
, gate_str
);
1454 if (costly
&& shkp
&& price
) {
1455 if (ESHK(shkp
)->robbed
> robbed
) {
1456 You("removed %ld %s worth of goods!", price
, currency(price
));
1457 if (cansee(shkp
->mx
, shkp
->my
)) {
1458 if (ESHK(shkp
)->customer
[0] == 0)
1459 (void) strncpy(ESHK(shkp
)->customer
, plname
, PL_NSIZ
);
1461 pline("%s is infuriated!", Monnam(shkp
));
1463 pline("\"%s, you are a thief!\"", plname
);
1465 You_hear("a scream, \"Thief!\"");
1467 (void) angry_guards(FALSE
);
1470 if (ESHK(shkp
)->debit
> debit
) {
1471 long amt
= (ESHK(shkp
)->debit
- debit
);
1472 You("owe %s %ld %s for goods lost.", Monnam(shkp
), amt
,
1478 /* NOTE: ship_object assumes otmp was FREED from fobj or invent.
1479 * <x,y> is the point of drop. otmp is _not_ an <x,y> resident:
1480 * otmp is either a kicked, dropped, or thrown object.
1483 ship_object(otmp
, x
, y
, shop_floor_obj
)
1486 boolean shop_floor_obj
;
1493 boolean nodrop
, unpaid
, container
, impact
= FALSE
;
1498 if ((toloc
= down_gate(x
, y
)) == MIGR_NOWHERE
)
1500 drop_to(&cc
, toloc
);
1504 /* objects other than attached iron ball always fall down ladder,
1505 but have a chance of staying otherwise */
1506 nodrop
= (otmp
== uball
) || (otmp
== uchain
)
1507 || (toloc
!= MIGR_LADDER_UP
&& rn2(3));
1509 container
= Has_contents(otmp
);
1510 unpaid
= is_unpaid(otmp
);
1513 for (obj
= level
.objects
[x
][y
]; obj
; obj
= obj
->nexthere
)
1519 /* boulders never fall through trap doors, but they might knock
1520 other things down before plugging the hole */
1521 if (otmp
->otyp
== BOULDER
&& ((t
= t_at(x
, y
)) != 0)
1522 && (t
->ttyp
== TRAPDOOR
|| t
->ttyp
== HOLE
)) {
1524 impact_drop(otmp
, x
, y
, 0);
1525 return FALSE
; /* let caller finish the drop */
1529 otransit_msg(otmp
, nodrop
, n
);
1533 impact_drop(otmp
, x
, y
, 0);
1537 if (unpaid
|| shop_floor_obj
) {
1539 (void) stolen_value(otmp
, u
.ux
, u
.uy
, TRUE
, FALSE
);
1543 (void) stolen_value(
1545 (costly_spot(u
.ux
, u
.uy
)
1546 && index(u
.urooms
, *in_rooms(ox
, oy
, SHOPBASE
))),
1549 /* set otmp->no_charge to 0 */
1551 picked_container(otmp
); /* happens to do the right thing */
1552 if (otmp
->oclass
!= COIN_CLASS
)
1553 otmp
->no_charge
= 0;
1556 if (otmp
->owornmask
)
1557 remove_worn_item(otmp
, TRUE
);
1559 /* some things break rather than ship */
1560 if (breaktest(otmp
)) {
1563 if (objects
[otmp
->otyp
].oc_material
== GLASS
1564 || otmp
->otyp
== EXPENSIVE_CAMERA
) {
1565 if (otmp
->otyp
== MIRROR
)
1569 /* penalty for breaking eggs laid by you */
1570 if (otmp
->otyp
== EGG
&& otmp
->spe
&& otmp
->corpsenm
>= LOW_PM
)
1571 change_luck((schar
) -min(otmp
->quan
, 5L));
1574 You_hear("a muffled %s.", result
);
1575 obj_extract_self(otmp
);
1576 obfree(otmp
, (struct obj
*) 0);
1580 add_to_migration(otmp
);
1583 otmp
->owornmask
= (long) toloc
;
1584 /* boulder from rolling boulder trap, no longer part of the trap */
1585 if (otmp
->otyp
== BOULDER
)
1589 /* the objs impacted may be in a shop other than
1590 * the one in which the hero is located. another
1591 * check for a shk is made in impact_drop. it is, e.g.,
1592 * possible to kick/throw an object belonging to one
1593 * shop into another shop through a gap in the wall,
1594 * and cause objects belonging to the other shop to
1595 * fall down a trap door--thereby getting two shopkeepers
1596 * angry at the hero in one shot.
1598 impact_drop(otmp
, x
, y
, 0);
1605 obj_delivery(near_hero
)
1608 register struct obj
*otmp
, *otmp2
;
1609 register int nx
, ny
;
1611 boolean nobreak
, noscatter
;
1613 for (otmp
= migrating_objs
; otmp
; otmp
= otmp2
) {
1615 if (otmp
->ox
!= u
.uz
.dnum
|| otmp
->oy
!= u
.uz
.dlevel
)
1618 where
= (int) (otmp
->owornmask
& 0x7fffL
); /* destination code */
1619 nobreak
= (where
& MIGR_NOBREAK
) != 0;
1620 noscatter
= (where
& MIGR_WITH_HERO
) != 0;
1621 where
&= ~(MIGR_NOBREAK
| MIGR_NOSCATTER
);
1623 if (!near_hero
^ (where
== MIGR_WITH_HERO
))
1626 obj_extract_self(otmp
);
1627 otmp
->owornmask
= 0L;
1630 case MIGR_STAIRS_UP
:
1631 nx
= xupstair
, ny
= yupstair
;
1633 case MIGR_LADDER_UP
:
1634 nx
= xupladder
, ny
= yupladder
;
1637 nx
= sstairs
.sx
, ny
= sstairs
.sy
;
1639 case MIGR_WITH_HERO
:
1640 nx
= u
.ux
, ny
= u
.uy
;
1648 place_object(otmp
, nx
, ny
);
1649 if (!nobreak
&& !IS_SOFT(levl
[nx
][ny
].typ
)) {
1650 if (where
== MIGR_WITH_HERO
) {
1651 if (breaks(otmp
, nx
, ny
))
1653 } else if (breaktest(otmp
)) {
1654 /* assume it broke before player arrived, no messages */
1661 (void) scatter(nx
, ny
, rnd(2), 0, otmp
);
1662 } else { /* random location */
1663 /* set dummy coordinates because there's no
1664 current position for rloco() to update */
1665 otmp
->ox
= otmp
->oy
= 0;
1666 if (rloco(otmp
) && !nobreak
&& breaktest(otmp
)) {
1667 /* assume it broke before player arrived, no messages */
1675 otransit_msg(otmp
, nodrop
, num
)
1676 register struct obj
*otmp
;
1677 register boolean nodrop
;
1682 Sprintf(obuf
, "%s%s",
1683 (otmp
->otyp
== CORPSE
&& type_is_pname(&mons
[otmp
->corpsenm
]))
1688 if (num
) { /* means: other objects are impacted */
1689 Sprintf(eos(obuf
), " %s %s object%s", otense(otmp
, "hit"),
1690 num
== 1L ? "another" : "other", num
> 1L ? "s" : "");
1692 Sprintf(eos(obuf
), ".");
1694 Sprintf(eos(obuf
), " and %s %s.", otense(otmp
, "fall"), gate_str
);
1697 pline("%s %s %s.", obuf
, otense(otmp
, "fall"), gate_str
);
1700 /* migration destination for objects which fall down to next level */
1708 /* this matches the player restriction in goto_level() */
1709 if (on_level(&u
.uz
, &qstart_level
) && !ok_to_quest())
1710 return MIGR_NOWHERE
;
1712 if ((xdnstair
== x
&& ydnstair
== y
)
1713 || (sstairs
.sx
== x
&& sstairs
.sy
== y
&& !sstairs
.up
)) {
1714 gate_str
= "down the stairs";
1715 return (xdnstair
== x
&& ydnstair
== y
) ? MIGR_STAIRS_UP
1718 if (xdnladder
== x
&& ydnladder
== y
) {
1719 gate_str
= "down the ladder";
1720 return MIGR_LADDER_UP
;
1723 if (((ttmp
= t_at(x
, y
)) != 0 && ttmp
->tseen
)
1724 && (ttmp
->ttyp
== TRAPDOOR
|| ttmp
->ttyp
== HOLE
)) {
1725 gate_str
= (ttmp
->ttyp
== TRAPDOOR
) ? "through the trap door"
1726 : "through the hole";
1729 return MIGR_NOWHERE
;