Use define for iron ball weight increment
[aNetHack.git] / src / dokick.c
blob7515f6fdafd9e44acdc5d14c00b133ebcf08a82a
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. */
5 #include "hack.h"
7 #define is_bigfoot(x) ((x) == &mons[PM_SASQUATCH])
8 #define martial() \
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 *,
21 XCHAR_P, XCHAR_P));
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";
31 STATIC_OVL void
32 kickdmg(mon, clumsy)
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)
43 dmg += 5;
45 /* excessive wt affects dex, so it affects dmg */
46 if (clumsy)
47 dmg /= 2;
49 /* kicking a dragon or an elephant will not harm it */
50 if (thick_skinned(mon->data))
51 dmg = 0;
53 /* attacking a shade is useless */
54 if (mon->data == &mons[PM_SHADE])
55 dmg = 0;
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 */
65 return;
68 if (mon->m_ap_type)
69 seemimic(mon);
71 check_caitiff(mon);
73 /* squeeze some guilt feelings... */
74 if (mon->mtame) {
75 abuse_dog(mon);
76 if (mon->mtame)
77 monflee(mon, (dmg ? rnd(dmg) : 1), FALSE, FALSE);
78 else
79 mon->mflee = 0;
82 if (dmg > 0) {
83 /* convert potential damage to actual damage */
84 dmg = rnd(dmg);
85 if (martial()) {
86 if (dmg > 1)
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)
94 dmg += rnd(4);
95 if (uarmf)
96 dmg += uarmf->spe;
97 dmg += u.udaminc; /* add ring(s) of increase damage */
98 if (dmg > 0)
99 mon->mhp -= dmg;
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);
112 set_apparxy(mon);
113 if (mintrap(mon) == 2)
114 trapkilled = TRUE;
119 (void) passive(mon, TRUE, mon->mhp > 0, AT_KICK, FALSE);
120 if (mon->mhp <= 0 && !trapkilled)
121 killed(mon);
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);
128 STATIC_OVL boolean
129 maybe_kick_monster(mon, x, y)
130 struct monst *mon;
131 xchar x, y;
133 if (mon) {
134 boolean save_forcefight = context.forcefight;
136 bhitpos.x = x;
137 bhitpos.y = y;
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);
150 STATIC_OVL void
151 kick_monster(mon, x, y)
152 struct monst *mon;
153 xchar x, y;
155 boolean clumsy = FALSE;
156 int i, j;
158 /* anger target even if wild miss will occur */
159 setmangry(mon);
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);
166 return;
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) */
171 if (mon->mundetected
172 || (mon->m_ap_type && mon->m_ap_type != M_AP_MONSTER)) {
173 if (mon->m_ap_type)
174 seemimic(mon);
175 mon->mundetected = 0;
176 if (!canspotmon(mon))
177 map_invisible(x, y);
178 else
179 newsym(x, y);
180 There("is %s here.",
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,
193 attknum = 0,
194 tmp = find_roll_to_hit(mon, AT_KICK, (struct obj *) 0, &attknum,
195 &armorpenalty);
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) */
200 if (multi < 0)
201 break;
203 uattk = &youmonst.data->mattk[i];
204 /* we only care about kicking attacks here */
205 if (uattk->aatyp != AT_KICK)
206 continue;
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,
217 FALSE);
218 if (sum == 2)
219 break; /* Defender died */
220 } else {
221 missum(mon, uattk, (tmp + armorpenalty > kickdieroll));
222 (void) passive(mon, FALSE, 1, AT_KICK, FALSE);
225 return;
228 i = -inv_weight();
229 j = weight_cap();
231 if (i < (j * 3) / 10) {
232 if (!rn2((i < j / 10) ? 2 : (i < j / 5) ? 3 : 4)) {
233 if (martial() && !rn2(2))
234 goto doit;
235 Your("clumsy kick does no damage.");
236 (void) passive(mon, FALSE, 1, AT_KICK, FALSE);
237 return;
239 if (i < j / 10)
240 clumsy = TRUE;
241 else if (!rn2((i < j / 5) ? 2 : 3))
242 clumsy = TRUE;
245 if (Fumbling)
246 clumsy = TRUE;
248 else if (uarm && objects[uarm->otyp].oc_bulky && ACURR(A_DEX) < rnd(25))
249 clumsy = TRUE;
250 doit:
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);
261 return;
262 } else {
263 maybe_mnexto(mon);
264 if (mon->mx != x || mon->my != y) {
265 if (glyph_is_invisible(levl[x][y].glyph)) {
266 unmap_object(x, y);
267 newsym(x, y);
269 pline("%s %s, %s evading your %skick.", Monnam(mon),
270 (!level.flags.noteleport && can_teleport(mon->data))
271 ? "teleports"
272 : is_floater(mon->data)
273 ? "floats"
274 : is_flyer(mon->data) ? "swoops"
275 : (nolimbs(mon->data)
276 || slithy(mon->data))
277 ? "slides"
278 : "jumps",
279 clumsy ? "easily" : "nimbly", clumsy ? "clumsy " : "");
280 (void) passive(mon, FALSE, 1, AT_KICK, FALSE);
281 return;
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!
292 boolean
293 ghitm(mtmp, gold)
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)) {
301 wakeup(mtmp);
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));
307 msg_given = TRUE;
309 } else {
310 long umoney, value = gold->quan * objects[gold->otyp].oc_cost;
312 mtmp->msleeping = 0;
313 finish_meating(mtmp);
314 if (!mtmp->isgd && !rn2(4)) /* not always pleasing */
315 setmangry(mtmp);
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 */
321 if (mtmp->isshk) {
322 long robbed = ESHK(mtmp)->robbed;
324 if (robbed) {
325 robbed -= value;
326 if (robbed < 0L)
327 robbed = 0L;
328 pline_The("amount %scovers %s recent losses.",
329 !robbed ? "" : "partially ", mhis(mtmp));
330 ESHK(mtmp)->robbed = robbed;
331 if (!robbed)
332 make_happy_shk(mtmp, FALSE);
333 } else {
334 if (mtmp->mpeaceful) {
335 ESHK(mtmp)->credit += value;
336 You("have %ld %s in credit.", ESHK(mtmp)->credit,
337 currency(ESHK(mtmp)->credit));
338 } else
339 verbalize("Thanks, scum!");
341 } else if (mtmp->ispriest) {
342 if (mtmp->mpeaceful)
343 verbalize("Thank you for your contribution.");
344 else
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. */
353 verbalize(
354 umoney
355 ? "Drop the rest and follow me."
356 : hidden_gold()
357 ? "You still have hidden gold. Drop it now."
358 : mtmp->mpeaceful
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)) {
362 long goldreqd = 0L;
364 if (rn2(3)) {
365 if (mtmp->data == &mons[PM_SOLDIER])
366 goldreqd = 100L;
367 else if (mtmp->data == &mons[PM_SERGEANT])
368 goldreqd = 250L;
369 else if (mtmp->data == &mons[PM_LIEUTENANT])
370 goldreqd = 500L;
371 else if (mtmp->data == &mons[PM_CAPTAIN])
372 goldreqd = 750L;
374 if (goldreqd) {
375 umoney = money_cnt(invent);
376 if (value
377 > goldreqd
378 + (umoney + u.ulevel * rn2(5)) / ACURR(A_CHA))
379 mtmp->mpeaceful = TRUE;
382 if (mtmp->mpeaceful)
383 verbalize("That should do. Now beat it!");
384 else
385 verbalize("That's not enough, coward!");
387 return TRUE;
390 if (!msg_given)
391 miss(xname(gold), mtmp);
392 return FALSE;
395 /* container is kicked, dropped, thrown or otherwise impacted by player.
396 * Assumes container is on floor. Checks contents for possible damage. */
397 void
398 container_impact_dmg(obj, x, y)
399 struct obj *obj;
400 xchar x, y; /* coordinates where object was before the impact, not after */
402 struct monst *shkp;
403 struct obj *otmp, *otmp2;
404 long loss = 0L;
405 boolean costly, insider, frominv;
407 /* only consider normal containers */
408 if (!Is_container(obj) || !Has_contents(obj) || Is_mbag(obj))
409 return;
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;
421 otmp2 = otmp->nobj;
422 if (objects[otmp->otyp].oc_material == GLASS
423 && otmp->oclass != GEM_CLASS && !obj_resists(otmp, 33, 100)) {
424 result = "shatter";
425 } else if (otmp->otyp == EGG && !rn2(3)) {
426 result = "cracking";
428 if (result) {
429 if (otmp->otyp == MIRROR)
430 change_luck(-2);
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)
435 change_luck(-1);
436 You_hear("a muffled %s.", result);
437 if (costly) {
438 if (frominv && !otmp->unpaid)
439 otmp->no_charge = 1;
440 loss +=
441 stolen_value(otmp, x, y, (boolean) shkp->mpeaceful, TRUE);
443 if (otmp->quan > 1L) {
444 useup(otmp);
445 } else {
446 obj_extract_self(otmp);
447 obfree(otmp, (struct obj *) 0);
449 /* contents of this container are no longer known */
450 obj->cknown = 0;
453 if (costly && loss) {
454 if (!insider) {
455 You("caused %ld %s worth of damage!", loss, currency(loss));
456 make_angry_shk(shkp, x, y);
457 } else {
458 You("owe %s %ld %s for objects destroyed.", mon_nam(shkp), loss,
459 currency(loss));
464 /* jacket around really_kick_object */
465 STATIC_OVL int
466 kick_object(x, y, kickobjnam)
467 xchar x, y;
468 char *kickobjnam;
470 int res = 0;
472 *kickobjnam = '\0';
473 /* if a pile, the "top" object gets kicked */
474 kickedobj = level.objects[x][y];
475 if (kickedobj) {
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;
481 return res;
484 /* guts of kick_object */
485 STATIC_OVL int
486 really_kick_object(x, y)
487 xchar x, y;
489 int range;
490 struct monst *mon, *shkp = 0;
491 struct trap *trap;
492 char bhitroom;
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)
498 return 0;
500 if ((trap = t_at(x, y)) != 0
501 && (((trap->ttyp == PIT || trap->ttyp == SPIKED_PIT) && !Passes_walls)
502 || trap->ttyp == WEB)) {
503 if (!trap->tseen)
504 find_trap(trap);
505 You_cant("kick %s that's in a %s!", something,
506 Hallucination ? "tizzy" : (trap->ttyp == WEB) ? "web"
507 : "pit");
508 return 1;
511 if (Fumbling && !rn2(3)) {
512 Your("clumsy kick missed.");
513 return 1;
516 if (!uarmf && kickedobj->otyp == CORPSE
517 && touch_petrifies(&mons[kickedobj->corpsenm]) && !Stone_resistance) {
518 You("kick %s with your bare %s.",
519 corpse_xname(kickedobj, (const char *) 0, CXN_PFX_THE),
520 makeplural(body_part(FOOT)));
521 if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM)) {
522 ; /* hero has been transformed but kick continues */
523 } else {
524 /* normalize body shape here; foot, not body_part(FOOT) */
525 Sprintf(killer.name, "kicking %s barefoot",
526 killer_xname(kickedobj));
527 instapetrify(killer.name);
531 /* range < 2 means the object will not move. */
532 /* maybe dexterity should also figure here. */
533 range = (int) ((ACURRSTR) / 2 - kickedobj->owt / 40);
535 if (martial())
536 range += rnd(3);
538 if (is_pool(x, y)) {
539 /* you're in the water too; significantly reduce range */
540 range = range / 3 + 1; /* {1,2}=>1, {3,4,5}=>2, {6,7,8}=>3 */
541 } else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
542 /* you're in air, since is_pool did not match */
543 range += rnd(3);
544 } else {
545 if (is_ice(x, y))
546 range += rnd(3), slide = TRUE;
547 if (kickedobj->greased)
548 range += rnd(3), slide = TRUE;
551 /* Mjollnir is magically too heavy to kick */
552 if (kickedobj->oartifact == ART_MJOLLNIR)
553 range = 1;
555 /* see if the object has a place to move into */
556 if (!ZAP_POS(levl[x + u.dx][y + u.dy].typ)
557 || closed_door(x + u.dx, y + u.dy))
558 range = 1;
560 costly = (!(kickedobj->no_charge && !Has_contents(kickedobj))
561 && (shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) != 0
562 && costly_spot(x, y));
563 isgold = (kickedobj->oclass == COIN_CLASS);
565 if (IS_ROCK(levl[x][y].typ) || closed_door(x, y)) {
566 if ((!martial() && rn2(20) > ACURR(A_DEX))
567 || IS_ROCK(levl[u.ux][u.uy].typ) || closed_door(u.ux, u.uy)) {
568 if (Blind)
569 pline("It doesn't come loose.");
570 else
571 pline("%s %sn't come loose.",
572 The(distant_name(kickedobj, xname)),
573 otense(kickedobj, "do"));
574 return (!rn2(3) || martial());
576 if (Blind)
577 pline("It comes loose.");
578 else
579 pline("%s %s loose.", The(distant_name(kickedobj, xname)),
580 otense(kickedobj, "come"));
581 obj_extract_self(kickedobj);
582 newsym(x, y);
583 if (costly && (!costly_spot(u.ux, u.uy)
584 || !index(u.urooms, *in_rooms(x, y, SHOPBASE))))
585 addtobill(kickedobj, FALSE, FALSE, FALSE);
586 if (!flooreffects(kickedobj, u.ux, u.uy, "fall")) {
587 place_object(kickedobj, u.ux, u.uy);
588 stackobj(kickedobj);
589 newsym(u.ux, u.uy);
591 return 1;
594 /* a box gets a chance of breaking open here */
595 if (Is_box(kickedobj)) {
596 boolean otrp = kickedobj->otrapped;
598 if (range < 2)
599 pline("THUD!");
600 container_impact_dmg(kickedobj, x, y);
601 if (kickedobj->olocked) {
602 if (!rn2(5) || (martial() && !rn2(2))) {
603 You("break open the lock!");
604 breakchestlock(kickedobj, FALSE);
605 if (otrp)
606 (void) chest_trap(kickedobj, LEG, FALSE);
607 return 1;
609 } else {
610 if (!rn2(3) || (martial() && !rn2(2))) {
611 pline_The("lid slams open, then falls shut.");
612 kickedobj->lknown = 1;
613 if (otrp)
614 (void) chest_trap(kickedobj, LEG, FALSE);
615 return 1;
618 if (range < 2)
619 return 1;
620 /* else let it fall through to the next cases... */
623 /* fragile objects should not be kicked */
624 if (hero_breaks(kickedobj, kickedobj->ox, kickedobj->oy, FALSE))
625 return 1;
627 /* too heavy to move. range is calculated as potential distance from
628 * player, so range == 2 means the object may move up to one square
629 * from its current position
631 if (range < 2) {
632 if (!Is_box(kickedobj))
633 pline("Thump!");
634 return (!rn2(3) || martial());
637 if (kickedobj->quan > 1L) {
638 if (!isgold) {
639 kickedobj = splitobj(kickedobj, 1L);
640 } else {
641 if (rn2(20)) {
642 static NEARDATA const char *const flyingcoinmsg[] = {
643 "scatter the coins", "knock coins all over the place",
644 "send coins flying in all directions",
647 pline("Thwwpingg!");
648 You("%s!", flyingcoinmsg[rn2(SIZE(flyingcoinmsg))]);
649 (void) scatter(x, y, rn2(3) + 1, VIS_EFFECTS | MAY_HIT,
650 kickedobj);
651 newsym(x, y);
652 return 1;
654 if (kickedobj->quan > 300L) {
655 pline("Thump!");
656 return (!rn2(3) || martial());
661 if (slide && !Blind)
662 pline("Whee! %s %s across the %s.", Doname2(kickedobj),
663 otense(kickedobj, "slide"), surface(x, y));
665 if (costly && !isgold)
666 addtobill(kickedobj, FALSE, FALSE, TRUE);
667 obj_extract_self(kickedobj);
668 (void) snuff_candle(kickedobj);
669 newsym(x, y);
670 mon = bhit(u.dx, u.dy, range, KICKED_WEAPON,
671 (int FDECL((*), (MONST_P, OBJ_P))) 0,
672 (int FDECL((*), (OBJ_P, OBJ_P))) 0, &kickedobj);
673 if (!kickedobj)
674 return 1; /* object broken */
676 if (mon) {
677 if (mon->isshk && kickedobj->where == OBJ_MINVENT
678 && kickedobj->ocarry == mon)
679 return 1; /* alert shk caught it */
680 notonhead = (mon->mx != bhitpos.x || mon->my != bhitpos.y);
681 if (isgold ? ghitm(mon, kickedobj) /* caught? */
682 : thitmonst(mon, kickedobj)) /* hit && used up? */
683 return 1;
686 /* the object might have fallen down a hole;
687 ship_object() will have taken care of shop billing */
688 if (kickedobj->where == OBJ_MIGRATING)
689 return 1;
691 bhitroom = *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE);
692 if (costly && (!costly_spot(bhitpos.x, bhitpos.y)
693 || *in_rooms(x, y, SHOPBASE) != bhitroom)) {
694 if (isgold)
695 costly_gold(x, y, kickedobj->quan);
696 else
697 (void) stolen_value(kickedobj, x, y, (boolean) shkp->mpeaceful,
698 FALSE);
701 if (flooreffects(kickedobj, bhitpos.x, bhitpos.y, "fall"))
702 return 1;
703 if (kickedobj->unpaid)
704 subfrombill(kickedobj, shkp);
705 place_object(kickedobj, bhitpos.x, bhitpos.y);
706 stackobj(kickedobj);
707 newsym(kickedobj->ox, kickedobj->oy);
708 return 1;
711 /* cause of death if kicking kills kicker */
712 STATIC_OVL char *
713 kickstr(buf, kickobjnam)
714 char *buf;
715 const char *kickobjnam;
717 const char *what;
719 if (*kickobjnam)
720 what = kickobjnam;
721 else if (maploc == &nowhere)
722 what = "nothing";
723 else if (IS_DOOR(maploc->typ))
724 what = "a door";
725 else if (IS_TREE(maploc->typ))
726 what = "a tree";
727 else if (IS_STWALL(maploc->typ))
728 what = "a wall";
729 else if (IS_ROCK(maploc->typ))
730 what = "a rock";
731 else if (IS_THRONE(maploc->typ))
732 what = "a throne";
733 else if (IS_FOUNTAIN(maploc->typ))
734 what = "a fountain";
735 else if (IS_GRAVE(maploc->typ))
736 what = "a headstone";
737 else if (IS_SINK(maploc->typ))
738 what = "a sink";
739 else if (IS_ALTAR(maploc->typ))
740 what = "an altar";
741 else if (IS_DRAWBRIDGE(maploc->typ))
742 what = "a drawbridge";
743 else if (maploc->typ == STAIRS)
744 what = "the stairs";
745 else if (maploc->typ == LADDER)
746 what = "a ladder";
747 else if (maploc->typ == IRONBARS)
748 what = "an iron bar";
749 else
750 what = "something weird";
751 return strcat(strcpy(buf, "kicking "), what);
755 dokick()
757 int x, y;
758 int avrg_attrib;
759 int dmg = 0, glyph, oldglyph = -1;
760 register struct monst *mtmp;
761 boolean no_kick = FALSE;
762 char buf[BUFSZ], kickobjnam[BUFSZ];
764 kickobjnam[0] = '\0';
765 if (nolimbs(youmonst.data) || slithy(youmonst.data)) {
766 You("have no legs to kick with.");
767 no_kick = TRUE;
768 } else if (verysmall(youmonst.data)) {
769 You("are too small to do any kicking.");
770 no_kick = TRUE;
771 } else if (u.usteed) {
772 if (yn_function("Kick your steed?", ynchars, 'y') == 'y') {
773 You("kick %s.", mon_nam(u.usteed));
774 kick_steed();
775 return 1;
776 } else {
777 return 0;
779 } else if (Wounded_legs) {
780 /* note: jump() has similar code */
781 long wl = (EWounded_legs & BOTH_SIDES);
782 const char *bp = body_part(LEG);
784 if (wl == BOTH_SIDES)
785 bp = makeplural(bp);
786 Your("%s%s %s in no shape for kicking.",
787 (wl == LEFT_SIDE) ? "left " : (wl == RIGHT_SIDE) ? "right " : "",
788 bp, (wl == BOTH_SIDES) ? "are" : "is");
789 no_kick = TRUE;
790 } else if (near_capacity() > SLT_ENCUMBER) {
791 Your("load is too heavy to balance yourself for a kick.");
792 no_kick = TRUE;
793 } else if (youmonst.data->mlet == S_LIZARD) {
794 Your("legs cannot kick effectively.");
795 no_kick = TRUE;
796 } else if (u.uinwater && !rn2(2)) {
797 Your("slow motion kick doesn't hit anything.");
798 no_kick = TRUE;
799 } else if (u.utrap) {
800 no_kick = TRUE;
801 switch (u.utraptype) {
802 case TT_PIT:
803 if (!Passes_walls)
804 pline("There's not enough room to kick down here.");
805 else
806 no_kick = FALSE;
807 break;
808 case TT_WEB:
809 case TT_BEARTRAP:
810 You_cant("move your %s!", body_part(LEG));
811 break;
812 default:
813 break;
817 if (no_kick) {
818 /* ignore direction typed before player notices kick failed */
819 display_nhwindow(WIN_MESSAGE, TRUE); /* --More-- */
820 return 0;
823 if (!getdir((char *) 0))
824 return 0;
825 if (!u.dx && !u.dy)
826 return 0;
828 x = u.ux + u.dx;
829 y = u.uy + u.dy;
831 /* KMH -- Kicking boots always succeed */
832 if (uarmf && uarmf->otyp == KICKING_BOOTS)
833 avrg_attrib = 99;
834 else
835 avrg_attrib = (ACURRSTR + ACURR(A_DEX) + ACURR(A_CON)) / 3;
837 if (u.uswallow) {
838 switch (rn2(3)) {
839 case 0:
840 You_cant("move your %s!", body_part(LEG));
841 break;
842 case 1:
843 if (is_animal(u.ustuck->data)) {
844 pline("%s burps loudly.", Monnam(u.ustuck));
845 break;
847 default:
848 Your("feeble kick has no effect.");
849 break;
851 return 1;
852 } else if (u.utrap && u.utraptype == TT_PIT) {
853 /* must be Passes_walls */
854 You("kick at the side of the pit.");
855 return 1;
857 if (Levitation) {
858 int xx, yy;
860 xx = u.ux - u.dx;
861 yy = u.uy - u.dy;
862 /* doors can be opened while levitating, so they must be
863 * reachable for bracing purposes
864 * Possible extension: allow bracing against stuff on the side?
866 if (isok(xx, yy) && !IS_ROCK(levl[xx][yy].typ)
867 && !IS_DOOR(levl[xx][yy].typ)
868 && (!Is_airlevel(&u.uz) || !OBJ_AT(xx, yy))) {
869 You("have nothing to brace yourself against.");
870 return 0;
874 mtmp = isok(x, y) ? m_at(x, y) : 0;
875 /* might not kick monster if it is hidden and becomes revealed,
876 if it is peaceful and player declines to attack, or if the
877 hero passes out due to encumbrance with low hp; context.move
878 will be 1 unless player declines to kick peaceful monster */
879 if (mtmp) {
880 oldglyph = glyph_at(x, y);
881 if (!maybe_kick_monster(mtmp, x, y))
882 return context.move;
885 wake_nearby();
886 u_wipe_engr(2);
888 if (!isok(x, y)) {
889 maploc = &nowhere;
890 goto ouch;
892 maploc = &levl[x][y];
895 * The next five tests should stay in their present order:
896 * monsters, pools, objects, non-doors, doors.
898 * [FIXME: Monsters who are hidden underneath objects or
899 * in pools should lead to hero kicking the concealment
900 * rather than the monster, probably exposing the hidden
901 * monster in the process. And monsters who are hidden on
902 * ceiling shouldn't be kickable (unless hero is flying?);
903 * kicking toward them should just target whatever is on
904 * the floor at that spot.]
907 if (mtmp) {
908 /* save mtmp->data (for recoil) in case mtmp gets killed */
909 struct permonst *mdat = mtmp->data;
911 kick_monster(mtmp, x, y);
912 glyph = glyph_at(x, y);
913 /* see comment in attack_checks() */
914 if (mtmp->mhp <= 0) { /* DEADMONSTER() */
915 /* if we mapped an invisible monster and immediately
916 killed it, we don't want to forget what we thought
917 was there before the kick */
918 if (glyph != oldglyph && glyph_is_invisible(glyph))
919 show_glyph(x, y, oldglyph);
920 } else if (!canspotmon(mtmp)
921 /* check <x,y>; monster that evades kick by jumping
922 to an unseen square doesn't leave an I behind */
923 && mtmp->mx == x && mtmp->my == y
924 && !glyph_is_invisible(glyph)
925 && !(u.uswallow && mtmp == u.ustuck)) {
926 map_invisible(x, y);
928 /* recoil if floating */
929 if ((Is_airlevel(&u.uz) || Levitation) && context.move) {
930 int range;
932 range =
933 ((int) youmonst.data->cwt + (weight_cap() + inv_weight()));
934 if (range < 1)
935 range = 1; /* divide by zero avoidance */
936 range = (3 * (int) mdat->cwt) / range;
938 if (range < 1)
939 range = 1;
940 hurtle(-u.dx, -u.dy, range, TRUE);
942 return 1;
944 if (glyph_is_invisible(levl[x][y].glyph)) {
945 unmap_object(x, y);
946 newsym(x, y);
948 if (is_pool(x, y) ^ !!u.uinwater) {
949 /* objects normally can't be removed from water by kicking */
950 You("splash some water around.");
951 return 1;
954 if (OBJ_AT(x, y) && (!Levitation || Is_airlevel(&u.uz)
955 || Is_waterlevel(&u.uz) || sobj_at(BOULDER, x, y))) {
956 if (kick_object(x, y, kickobjnam)) {
957 if (Is_airlevel(&u.uz))
958 hurtle(-u.dx, -u.dy, 1, TRUE); /* assume it's light */
959 return 1;
961 goto ouch;
964 if (!IS_DOOR(maploc->typ)) {
965 if (maploc->typ == SDOOR) {
966 if (!Levitation && rn2(30) < avrg_attrib) {
967 cvt_sdoor_to_door(maploc); /* ->typ = DOOR */
968 pline("Crash! %s a secret door!",
969 /* don't "kick open" when it's locked
970 unless it also happens to be trapped */
971 (maploc->doormask & (D_LOCKED | D_TRAPPED)) == D_LOCKED
972 ? "Your kick uncovers"
973 : "You kick open");
974 exercise(A_DEX, TRUE);
975 if (maploc->doormask & D_TRAPPED) {
976 maploc->doormask = D_NODOOR;
977 b_trapped("door", FOOT);
978 } else if (maploc->doormask != D_NODOOR
979 && !(maploc->doormask & D_LOCKED))
980 maploc->doormask = D_ISOPEN;
981 feel_newsym(x, y); /* we know it's gone */
982 if (maploc->doormask == D_ISOPEN
983 || maploc->doormask == D_NODOOR)
984 unblock_point(x, y); /* vision */
985 return 1;
986 } else
987 goto ouch;
989 if (maploc->typ == SCORR) {
990 if (!Levitation && rn2(30) < avrg_attrib) {
991 pline("Crash! You kick open a secret passage!");
992 exercise(A_DEX, TRUE);
993 maploc->typ = CORR;
994 feel_newsym(x, y); /* we know it's gone */
995 unblock_point(x, y); /* vision */
996 return 1;
997 } else
998 goto ouch;
1000 if (IS_THRONE(maploc->typ)) {
1001 register int i;
1002 if (Levitation)
1003 goto dumb;
1004 if ((Luck < 0 || maploc->doormask) && !rn2(3)) {
1005 maploc->typ = ROOM;
1006 maploc->doormask = 0; /* don't leave loose ends.. */
1007 (void) mkgold((long) rnd(200), x, y);
1008 if (Blind)
1009 pline("CRASH! You destroy it.");
1010 else {
1011 pline("CRASH! You destroy the throne.");
1012 newsym(x, y);
1014 exercise(A_DEX, TRUE);
1015 return 1;
1016 } else if (Luck > 0 && !rn2(3) && !maploc->looted) {
1017 (void) mkgold((long) rn1(201, 300), x, y);
1018 i = Luck + 1;
1019 if (i > 6)
1020 i = 6;
1021 while (i--)
1022 (void) mksobj_at(
1023 rnd_class(DILITHIUM_CRYSTAL, LUCKSTONE - 1), x, y,
1024 FALSE, TRUE);
1025 if (Blind)
1026 You("kick %s loose!", something);
1027 else {
1028 You("kick loose some ornamental coins and gems!");
1029 newsym(x, y);
1031 /* prevent endless milking */
1032 maploc->looted = T_LOOTED;
1033 return 1;
1034 } else if (!rn2(4)) {
1035 if (dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)) {
1036 fall_through(FALSE);
1037 return 1;
1038 } else
1039 goto ouch;
1041 goto ouch;
1043 if (IS_ALTAR(maploc->typ)) {
1044 if (Levitation)
1045 goto dumb;
1046 You("kick %s.", (Blind ? something : "the altar"));
1047 if (!rn2(3))
1048 goto ouch;
1049 altar_wrath(x, y);
1050 exercise(A_DEX, TRUE);
1051 return 1;
1053 if (IS_FOUNTAIN(maploc->typ)) {
1054 if (Levitation)
1055 goto dumb;
1056 You("kick %s.", (Blind ? something : "the fountain"));
1057 if (!rn2(3))
1058 goto ouch;
1059 /* make metal boots rust */
1060 if (uarmf && rn2(3))
1061 if (water_damage(uarmf, "metal boots", TRUE) == ER_NOTHING) {
1062 Your("boots get wet.");
1063 /* could cause short-lived fumbling here */
1065 exercise(A_DEX, TRUE);
1066 return 1;
1068 if (IS_GRAVE(maploc->typ)) {
1069 if (Levitation)
1070 goto dumb;
1071 if (rn2(4))
1072 goto ouch;
1073 exercise(A_WIS, FALSE);
1074 if (Role_if(PM_ARCHEOLOGIST) || Role_if(PM_SAMURAI)
1075 || ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10))) {
1076 adjalign(-sgn(u.ualign.type));
1078 maploc->typ = ROOM;
1079 maploc->doormask = 0;
1080 (void) mksobj_at(ROCK, x, y, TRUE, FALSE);
1081 del_engr_at(x, y);
1082 if (Blind)
1083 pline("Crack! %s broke!", Something);
1084 else {
1085 pline_The("headstone topples over and breaks!");
1086 newsym(x, y);
1088 return 1;
1090 if (maploc->typ == IRONBARS)
1091 goto ouch;
1092 if (IS_TREE(maploc->typ)) {
1093 struct obj *treefruit;
1094 /* nothing, fruit or trouble? 75:23.5:1.5% */
1095 if (rn2(3)) {
1096 if (!rn2(6) && !(mvitals[PM_KILLER_BEE].mvflags & G_GONE))
1097 You_hear("a low buzzing."); /* a warning */
1098 goto ouch;
1100 if (rn2(15) && !(maploc->looted & TREE_LOOTED)
1101 && (treefruit = rnd_treefruit_at(x, y))) {
1102 long nfruit = 8L - rnl(7), nfall;
1103 short frtype = treefruit->otyp;
1104 treefruit->quan = nfruit;
1105 if (is_plural(treefruit))
1106 pline("Some %s fall from the tree!", xname(treefruit));
1107 else
1108 pline("%s falls from the tree!", An(xname(treefruit)));
1109 nfall = scatter(x, y, 2, MAY_HIT, treefruit);
1110 if (nfall != nfruit) {
1111 /* scatter left some in the tree, but treefruit
1112 * may not refer to the correct object */
1113 treefruit = mksobj(frtype, TRUE, FALSE);
1114 treefruit->quan = nfruit - nfall;
1115 pline("%ld %s got caught in the branches.",
1116 nfruit - nfall, xname(treefruit));
1117 dealloc_obj(treefruit);
1119 exercise(A_DEX, TRUE);
1120 exercise(A_WIS, TRUE); /* discovered a new food source! */
1121 newsym(x, y);
1122 maploc->looted |= TREE_LOOTED;
1123 return 1;
1124 } else if (!(maploc->looted & TREE_SWARM)) {
1125 int cnt = rnl(4) + 2;
1126 int made = 0;
1127 coord mm;
1128 mm.x = x;
1129 mm.y = y;
1130 while (cnt--) {
1131 if (enexto(&mm, mm.x, mm.y, &mons[PM_KILLER_BEE])
1132 && makemon(&mons[PM_KILLER_BEE], mm.x, mm.y,
1133 MM_ANGRY))
1134 made++;
1136 if (made)
1137 pline("You've attracted the tree's former occupants!");
1138 else
1139 You("smell stale honey.");
1140 maploc->looted |= TREE_SWARM;
1141 return 1;
1143 goto ouch;
1145 if (IS_SINK(maploc->typ)) {
1146 int gend = poly_gender();
1147 short washerndx = (gend == 1 || (gend == 2 && rn2(2)))
1148 ? PM_INCUBUS
1149 : PM_SUCCUBUS;
1151 if (Levitation)
1152 goto dumb;
1153 if (rn2(5)) {
1154 if (!Deaf)
1155 pline("Klunk! The pipes vibrate noisily.");
1156 else
1157 pline("Klunk!");
1158 exercise(A_DEX, TRUE);
1159 return 1;
1160 } else if (!(maploc->looted & S_LPUDDING) && !rn2(3)
1161 && !(mvitals[PM_BLACK_PUDDING].mvflags & G_GONE)) {
1162 if (Blind)
1163 You_hear("a gushing sound.");
1164 else
1165 pline("A %s ooze gushes up from the drain!",
1166 hcolor(NH_BLACK));
1167 (void) makemon(&mons[PM_BLACK_PUDDING], x, y, NO_MM_FLAGS);
1168 exercise(A_DEX, TRUE);
1169 newsym(x, y);
1170 maploc->looted |= S_LPUDDING;
1171 return 1;
1172 } else if (!(maploc->looted & S_LDWASHER) && !rn2(3)
1173 && !(mvitals[washerndx].mvflags & G_GONE)) {
1174 /* can't resist... */
1175 pline("%s returns!", (Blind ? Something : "The dish washer"));
1176 if (makemon(&mons[washerndx], x, y, NO_MM_FLAGS))
1177 newsym(x, y);
1178 maploc->looted |= S_LDWASHER;
1179 exercise(A_DEX, TRUE);
1180 return 1;
1181 } else if (!rn2(3)) {
1182 pline("Flupp! %s.",
1183 (Blind ? "You hear a sloshing sound"
1184 : "Muddy waste pops up from the drain"));
1185 if (!(maploc->looted & S_LRING)) { /* once per sink */
1186 if (!Blind)
1187 You_see("a ring shining in its midst.");
1188 (void) mkobj_at(RING_CLASS, x, y, TRUE);
1189 newsym(x, y);
1190 exercise(A_DEX, TRUE);
1191 exercise(A_WIS, TRUE); /* a discovery! */
1192 maploc->looted |= S_LRING;
1194 return 1;
1196 goto ouch;
1198 if (maploc->typ == STAIRS || maploc->typ == LADDER
1199 || IS_STWALL(maploc->typ)) {
1200 if (!IS_STWALL(maploc->typ) && maploc->ladder == LA_DOWN)
1201 goto dumb;
1202 ouch:
1203 pline("Ouch! That hurts!");
1204 exercise(A_DEX, FALSE);
1205 exercise(A_STR, FALSE);
1206 if (isok(x, y)) {
1207 if (Blind)
1208 feel_location(x, y); /* we know we hit it */
1209 if (is_drawbridge_wall(x, y) >= 0) {
1210 pline_The("drawbridge is unaffected.");
1211 /* update maploc to refer to the drawbridge */
1212 (void) find_drawbridge(&x, &y);
1213 maploc = &levl[x][y];
1216 if (!rn2(3))
1217 set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
1218 dmg = rnd(ACURR(A_CON) > 15 ? 3 : 5);
1219 losehp(Maybe_Half_Phys(dmg), kickstr(buf, kickobjnam), KILLED_BY);
1220 if (Is_airlevel(&u.uz) || Levitation)
1221 hurtle(-u.dx, -u.dy, rn1(2, 4), TRUE); /* assume it's heavy */
1222 return 1;
1224 goto dumb;
1227 if (maploc->doormask == D_ISOPEN || maploc->doormask == D_BROKEN
1228 || maploc->doormask == D_NODOOR) {
1229 dumb:
1230 exercise(A_DEX, FALSE);
1231 if (martial() || ACURR(A_DEX) >= 16 || rn2(3)) {
1232 You("kick at empty space.");
1233 if (Blind)
1234 feel_location(x, y);
1235 } else {
1236 pline("Dumb move! You strain a muscle.");
1237 exercise(A_STR, FALSE);
1238 set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
1240 if ((Is_airlevel(&u.uz) || Levitation) && rn2(2))
1241 hurtle(-u.dx, -u.dy, 1, TRUE);
1242 return 1; /* uses a turn */
1245 /* not enough leverage to kick open doors while levitating */
1246 if (Levitation)
1247 goto ouch;
1249 exercise(A_DEX, TRUE);
1250 /* door is known to be CLOSED or LOCKED */
1251 if (rnl(35) < avrg_attrib + (!martial() ? 0 : ACURR(A_DEX))) {
1252 boolean shopdoor = *in_rooms(x, y, SHOPBASE) ? TRUE : FALSE;
1253 /* break the door */
1254 if (maploc->doormask & D_TRAPPED) {
1255 if (flags.verbose)
1256 You("kick the door.");
1257 exercise(A_STR, FALSE);
1258 maploc->doormask = D_NODOOR;
1259 b_trapped("door", FOOT);
1260 } else if (ACURR(A_STR) > 18 && !rn2(5) && !shopdoor) {
1261 pline("As you kick the door, it shatters to pieces!");
1262 exercise(A_STR, TRUE);
1263 maploc->doormask = D_NODOOR;
1264 } else {
1265 pline("As you kick the door, it crashes open!");
1266 exercise(A_STR, TRUE);
1267 maploc->doormask = D_BROKEN;
1269 feel_newsym(x, y); /* we know we broke it */
1270 unblock_point(x, y); /* vision */
1271 if (shopdoor) {
1272 add_damage(x, y, 400L);
1273 pay_for_damage("break", FALSE);
1275 if (in_town(x, y))
1276 for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
1277 if (DEADMONSTER(mtmp))
1278 continue;
1279 if (is_watch(mtmp->data) && couldsee(mtmp->mx, mtmp->my)
1280 && mtmp->mpeaceful) {
1281 mon_yells(mtmp, "Halt, thief! You're under arrest!");
1282 (void) angry_guards(FALSE);
1283 break;
1286 } else {
1287 if (Blind)
1288 feel_location(x, y); /* we know we hit it */
1289 exercise(A_STR, TRUE);
1290 pline("WHAMMM!!!");
1291 if (in_town(x, y))
1292 for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
1293 if (DEADMONSTER(mtmp))
1294 continue;
1295 if (is_watch(mtmp->data) && mtmp->mpeaceful
1296 && couldsee(mtmp->mx, mtmp->my)) {
1297 if (levl[x][y].looted & D_WARNED) {
1298 mon_yells(mtmp,
1299 "Halt, vandal! You're under arrest!");
1300 (void) angry_guards(FALSE);
1301 } else {
1302 mon_yells(mtmp, "Hey, stop damaging that door!");
1303 levl[x][y].looted |= D_WARNED;
1305 break;
1309 return 1;
1312 STATIC_OVL void
1313 drop_to(cc, loc)
1314 coord *cc;
1315 schar loc;
1317 /* cover all the MIGR_xxx choices generated by down_gate() */
1318 switch (loc) {
1319 case MIGR_RANDOM: /* trap door or hole */
1320 if (Is_stronghold(&u.uz)) {
1321 cc->x = valley_level.dnum;
1322 cc->y = valley_level.dlevel;
1323 break;
1324 } else if (In_endgame(&u.uz) || Is_botlevel(&u.uz)) {
1325 cc->y = cc->x = 0;
1326 break;
1327 } /* else fall to the next cases */
1328 case MIGR_STAIRS_UP:
1329 case MIGR_LADDER_UP:
1330 cc->x = u.uz.dnum;
1331 cc->y = u.uz.dlevel + 1;
1332 break;
1333 case MIGR_SSTAIRS:
1334 cc->x = sstairs.tolev.dnum;
1335 cc->y = sstairs.tolev.dlevel;
1336 break;
1337 default:
1338 case MIGR_NOWHERE:
1339 /* y==0 means "nowhere", in which case x doesn't matter */
1340 cc->y = cc->x = 0;
1341 break;
1345 /* player or missile impacts location, causing objects to fall down */
1346 void
1347 impact_drop(missile, x, y, dlev)
1348 struct obj *missile; /* caused impact, won't drop itself */
1349 xchar x, y; /* location affected */
1350 xchar dlev; /* if !0 send to dlev near player */
1352 schar toloc;
1353 register struct obj *obj, *obj2;
1354 register struct monst *shkp;
1355 long oct, dct, price, debit, robbed;
1356 boolean angry, costly, isrock;
1357 coord cc;
1359 if (!OBJ_AT(x, y))
1360 return;
1362 toloc = down_gate(x, y);
1363 drop_to(&cc, toloc);
1364 if (!cc.y)
1365 return;
1367 if (dlev) {
1368 /* send objects next to player falling through trap door.
1369 * checked in obj_delivery().
1371 toloc = MIGR_WITH_HERO;
1372 cc.y = dlev;
1375 costly = costly_spot(x, y);
1376 price = debit = robbed = 0L;
1377 angry = FALSE;
1378 shkp = (struct monst *) 0;
1379 /* if 'costly', we must keep a record of ESHK(shkp) before
1380 * it undergoes changes through the calls to stolen_value.
1381 * the angry bit must be reset, if needed, in this fn, since
1382 * stolen_value is called under the 'silent' flag to avoid
1383 * unsavory pline repetitions.
1385 if (costly) {
1386 if ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) != 0) {
1387 debit = ESHK(shkp)->debit;
1388 robbed = ESHK(shkp)->robbed;
1389 angry = !shkp->mpeaceful;
1393 isrock = (missile && missile->otyp == ROCK);
1394 oct = dct = 0L;
1395 for (obj = level.objects[x][y]; obj; obj = obj2) {
1396 obj2 = obj->nexthere;
1397 if (obj == missile)
1398 continue;
1399 /* number of objects in the pile */
1400 oct += obj->quan;
1401 if (obj == uball || obj == uchain)
1402 continue;
1403 /* boulders can fall too, but rarely & never due to rocks */
1404 if ((isrock && obj->otyp == BOULDER)
1405 || rn2(obj->otyp == BOULDER ? 30 : 3))
1406 continue;
1407 obj_extract_self(obj);
1409 if (costly) {
1410 price += stolen_value(
1411 obj, x, y, (costly_spot(u.ux, u.uy)
1412 && index(u.urooms, *in_rooms(x, y, SHOPBASE))),
1413 TRUE);
1414 /* set obj->no_charge to 0 */
1415 if (Has_contents(obj))
1416 picked_container(obj); /* does the right thing */
1417 if (obj->oclass != COIN_CLASS)
1418 obj->no_charge = 0;
1421 add_to_migration(obj);
1422 obj->ox = cc.x;
1423 obj->oy = cc.y;
1424 obj->owornmask = (long) toloc;
1426 /* number of fallen objects */
1427 dct += obj->quan;
1430 if (dct && cansee(x, y)) { /* at least one object fell */
1431 const char *what = (dct == 1L ? "object falls" : "objects fall");
1433 if (missile)
1434 pline("From the impact, %sother %s.",
1435 dct == oct ? "the " : dct == 1L ? "an" : "", what);
1436 else if (oct == dct)
1437 pline("%s adjacent %s %s.", dct == 1L ? "The" : "All the", what,
1438 gate_str);
1439 else
1440 pline("%s adjacent %s %s.",
1441 dct == 1L ? "One of the" : "Some of the",
1442 dct == 1L ? "objects falls" : what, gate_str);
1445 if (costly && shkp && price) {
1446 if (ESHK(shkp)->robbed > robbed) {
1447 You("removed %ld %s worth of goods!", price, currency(price));
1448 if (cansee(shkp->mx, shkp->my)) {
1449 if (ESHK(shkp)->customer[0] == 0)
1450 (void) strncpy(ESHK(shkp)->customer, plname, PL_NSIZ);
1451 if (angry)
1452 pline("%s is infuriated!", Monnam(shkp));
1453 else
1454 pline("\"%s, you are a thief!\"", plname);
1455 } else
1456 You_hear("a scream, \"Thief!\"");
1457 hot_pursuit(shkp);
1458 (void) angry_guards(FALSE);
1459 return;
1461 if (ESHK(shkp)->debit > debit) {
1462 long amt = (ESHK(shkp)->debit - debit);
1463 You("owe %s %ld %s for goods lost.", Monnam(shkp), amt,
1464 currency(amt));
1469 /* NOTE: ship_object assumes otmp was FREED from fobj or invent.
1470 * <x,y> is the point of drop. otmp is _not_ an <x,y> resident:
1471 * otmp is either a kicked, dropped, or thrown object.
1473 boolean
1474 ship_object(otmp, x, y, shop_floor_obj)
1475 xchar x, y;
1476 struct obj *otmp;
1477 boolean shop_floor_obj;
1479 schar toloc;
1480 xchar ox, oy;
1481 coord cc;
1482 struct obj *obj;
1483 struct trap *t;
1484 boolean nodrop, unpaid, container, impact = FALSE;
1485 long n = 0L;
1487 if (!otmp)
1488 return FALSE;
1489 if ((toloc = down_gate(x, y)) == MIGR_NOWHERE)
1490 return FALSE;
1491 drop_to(&cc, toloc);
1492 if (!cc.y)
1493 return FALSE;
1495 /* objects other than attached iron ball always fall down ladder,
1496 but have a chance of staying otherwise */
1497 nodrop = (otmp == uball) || (otmp == uchain)
1498 || (toloc != MIGR_LADDER_UP && rn2(3));
1500 container = Has_contents(otmp);
1501 unpaid = is_unpaid(otmp);
1503 if (OBJ_AT(x, y)) {
1504 for (obj = level.objects[x][y]; obj; obj = obj->nexthere)
1505 if (obj != otmp)
1506 n += obj->quan;
1507 if (n)
1508 impact = TRUE;
1510 /* boulders never fall through trap doors, but they might knock
1511 other things down before plugging the hole */
1512 if (otmp->otyp == BOULDER && ((t = t_at(x, y)) != 0)
1513 && (t->ttyp == TRAPDOOR || t->ttyp == HOLE)) {
1514 if (impact)
1515 impact_drop(otmp, x, y, 0);
1516 return FALSE; /* let caller finish the drop */
1519 if (cansee(x, y))
1520 otransit_msg(otmp, nodrop, n);
1522 if (nodrop) {
1523 if (impact)
1524 impact_drop(otmp, x, y, 0);
1525 return FALSE;
1528 if (unpaid || shop_floor_obj) {
1529 if (unpaid) {
1530 (void) stolen_value(otmp, u.ux, u.uy, TRUE, FALSE);
1531 } else {
1532 ox = otmp->ox;
1533 oy = otmp->oy;
1534 (void) stolen_value(
1535 otmp, ox, oy,
1536 (costly_spot(u.ux, u.uy)
1537 && index(u.urooms, *in_rooms(ox, oy, SHOPBASE))),
1538 FALSE);
1540 /* set otmp->no_charge to 0 */
1541 if (container)
1542 picked_container(otmp); /* happens to do the right thing */
1543 if (otmp->oclass != COIN_CLASS)
1544 otmp->no_charge = 0;
1547 if (otmp->owornmask)
1548 remove_worn_item(otmp, TRUE);
1550 /* some things break rather than ship */
1551 if (breaktest(otmp)) {
1552 const char *result;
1554 if (objects[otmp->otyp].oc_material == GLASS
1555 || otmp->otyp == EXPENSIVE_CAMERA) {
1556 if (otmp->otyp == MIRROR)
1557 change_luck(-2);
1558 result = "crash";
1559 } else {
1560 /* penalty for breaking eggs laid by you */
1561 if (otmp->otyp == EGG && otmp->spe && otmp->corpsenm >= LOW_PM)
1562 change_luck((schar) -min(otmp->quan, 5L));
1563 result = "splat";
1565 You_hear("a muffled %s.", result);
1566 obj_extract_self(otmp);
1567 obfree(otmp, (struct obj *) 0);
1568 return TRUE;
1571 add_to_migration(otmp);
1572 otmp->ox = cc.x;
1573 otmp->oy = cc.y;
1574 otmp->owornmask = (long) toloc;
1575 /* boulder from rolling boulder trap, no longer part of the trap */
1576 if (otmp->otyp == BOULDER)
1577 otmp->otrapped = 0;
1579 if (impact) {
1580 /* the objs impacted may be in a shop other than
1581 * the one in which the hero is located. another
1582 * check for a shk is made in impact_drop. it is, e.g.,
1583 * possible to kick/throw an object belonging to one
1584 * shop into another shop through a gap in the wall,
1585 * and cause objects belonging to the other shop to
1586 * fall down a trap door--thereby getting two shopkeepers
1587 * angry at the hero in one shot.
1589 impact_drop(otmp, x, y, 0);
1590 newsym(x, y);
1592 return TRUE;
1595 void
1596 obj_delivery(near_hero)
1597 boolean near_hero;
1599 register struct obj *otmp, *otmp2;
1600 register int nx, ny;
1601 int where;
1602 boolean nobreak, noscatter;
1604 for (otmp = migrating_objs; otmp; otmp = otmp2) {
1605 otmp2 = otmp->nobj;
1606 if (otmp->ox != u.uz.dnum || otmp->oy != u.uz.dlevel)
1607 continue;
1609 where = (int) (otmp->owornmask & 0x7fffL); /* destination code */
1610 nobreak = (where & MIGR_NOBREAK) != 0;
1611 noscatter = (where & MIGR_WITH_HERO) != 0;
1612 where &= ~(MIGR_NOBREAK | MIGR_NOSCATTER);
1614 if (!near_hero ^ (where == MIGR_WITH_HERO))
1615 continue;
1617 obj_extract_self(otmp);
1618 otmp->owornmask = 0L;
1620 switch (where) {
1621 case MIGR_STAIRS_UP:
1622 nx = xupstair, ny = yupstair;
1623 break;
1624 case MIGR_LADDER_UP:
1625 nx = xupladder, ny = yupladder;
1626 break;
1627 case MIGR_SSTAIRS:
1628 nx = sstairs.sx, ny = sstairs.sy;
1629 break;
1630 case MIGR_WITH_HERO:
1631 nx = u.ux, ny = u.uy;
1632 break;
1633 default:
1634 case MIGR_RANDOM:
1635 nx = ny = 0;
1636 break;
1638 if (nx > 0) {
1639 place_object(otmp, nx, ny);
1640 if (!nobreak && !IS_SOFT(levl[nx][ny].typ)) {
1641 if (where == MIGR_WITH_HERO) {
1642 if (breaks(otmp, nx, ny))
1643 continue;
1644 } else if (breaktest(otmp)) {
1645 /* assume it broke before player arrived, no messages */
1646 delobj(otmp);
1647 continue;
1650 stackobj(otmp);
1651 if (!noscatter)
1652 (void) scatter(nx, ny, rnd(2), 0, otmp);
1653 } else { /* random location */
1654 /* set dummy coordinates because there's no
1655 current position for rloco() to update */
1656 otmp->ox = otmp->oy = 0;
1657 if (rloco(otmp) && !nobreak && breaktest(otmp)) {
1658 /* assume it broke before player arrived, no messages */
1659 delobj(otmp);
1665 STATIC_OVL void
1666 otransit_msg(otmp, nodrop, num)
1667 register struct obj *otmp;
1668 register boolean nodrop;
1669 long num;
1671 char obuf[BUFSZ];
1673 Sprintf(obuf, "%s%s",
1674 (otmp->otyp == CORPSE && type_is_pname(&mons[otmp->corpsenm]))
1675 ? ""
1676 : "The ",
1677 cxname(otmp));
1679 if (num) { /* means: other objects are impacted */
1680 Sprintf(eos(obuf), " %s %s object%s", otense(otmp, "hit"),
1681 num == 1L ? "another" : "other", num > 1L ? "s" : "");
1682 if (nodrop)
1683 Sprintf(eos(obuf), ".");
1684 else
1685 Sprintf(eos(obuf), " and %s %s.", otense(otmp, "fall"), gate_str);
1686 pline1(obuf);
1687 } else if (!nodrop)
1688 pline("%s %s %s.", obuf, otense(otmp, "fall"), gate_str);
1691 /* migration destination for objects which fall down to next level */
1692 schar
1693 down_gate(x, y)
1694 xchar x, y;
1696 struct trap *ttmp;
1698 gate_str = 0;
1699 /* this matches the player restriction in goto_level() */
1700 if (on_level(&u.uz, &qstart_level) && !ok_to_quest())
1701 return MIGR_NOWHERE;
1703 if ((xdnstair == x && ydnstair == y)
1704 || (sstairs.sx == x && sstairs.sy == y && !sstairs.up)) {
1705 gate_str = "down the stairs";
1706 return (xdnstair == x && ydnstair == y) ? MIGR_STAIRS_UP
1707 : MIGR_SSTAIRS;
1709 if (xdnladder == x && ydnladder == y) {
1710 gate_str = "down the ladder";
1711 return MIGR_LADDER_UP;
1714 if (((ttmp = t_at(x, y)) != 0 && ttmp->tseen)
1715 && (ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)) {
1716 gate_str = (ttmp->ttyp == TRAPDOOR) ? "through the trap door"
1717 : "through the hole";
1718 return MIGR_RANDOM;
1720 return MIGR_NOWHERE;
1723 /*dokick.c*/