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 */
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 */
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 && (((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" : (trap
->ttyp
== WEB
) ? "web"
511 if (Fumbling
&& !rn2(3)) {
512 Your("clumsy kick missed.");
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 */
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);
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 */
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
)
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
))
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
)) {
569 pline("It doesn't come loose.");
571 pline("%s %sn't come loose.",
572 The(distant_name(kickedobj
, xname
)),
573 otense(kickedobj
, "do"));
574 return (!rn2(3) || martial());
577 pline("It comes loose.");
579 pline("%s %s loose.", The(distant_name(kickedobj
, xname
)),
580 otense(kickedobj
, "come"));
581 obj_extract_self(kickedobj
);
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
);
594 /* a box gets a chance of breaking open here */
595 if (Is_box(kickedobj
)) {
596 boolean otrp
= kickedobj
->otrapped
;
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
);
606 (void) chest_trap(kickedobj
, LEG
, FALSE
);
610 if (!rn2(3) || (martial() && !rn2(2))) {
611 pline_The("lid slams open, then falls shut.");
612 kickedobj
->lknown
= 1;
614 (void) chest_trap(kickedobj
, LEG
, FALSE
);
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
))
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
632 if (!Is_box(kickedobj
))
634 return (!rn2(3) || martial());
637 if (kickedobj
->quan
> 1L) {
639 kickedobj
= splitobj(kickedobj
, 1L);
642 static NEARDATA
const char *const flyingcoinmsg
[] = {
643 "scatter the coins", "knock coins all over the place",
644 "send coins flying in all directions",
648 You("%s!", flyingcoinmsg
[rn2(SIZE(flyingcoinmsg
))]);
649 (void) scatter(x
, y
, rn2(3) + 1, VIS_EFFECTS
| MAY_HIT
,
654 if (kickedobj
->quan
> 300L) {
656 return (!rn2(3) || martial());
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
);
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
);
674 return 1; /* object broken */
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? */
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
)
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
)) {
695 costly_gold(x
, y
, kickedobj
->quan
);
697 (void) stolen_value(kickedobj
, x
, y
, (boolean
) shkp
->mpeaceful
,
701 if (flooreffects(kickedobj
, bhitpos
.x
, bhitpos
.y
, "fall"))
703 if (kickedobj
->unpaid
)
704 subfrombill(kickedobj
, shkp
);
705 place_object(kickedobj
, bhitpos
.x
, bhitpos
.y
);
707 newsym(kickedobj
->ox
, kickedobj
->oy
);
711 /* cause of death if kicking kills kicker */
713 kickstr(buf
, kickobjnam
)
715 const char *kickobjnam
;
721 else if (maploc
== &nowhere
)
723 else if (IS_DOOR(maploc
->typ
))
725 else if (IS_TREE(maploc
->typ
))
727 else if (IS_STWALL(maploc
->typ
))
729 else if (IS_ROCK(maploc
->typ
))
731 else if (IS_THRONE(maploc
->typ
))
733 else if (IS_FOUNTAIN(maploc
->typ
))
735 else if (IS_GRAVE(maploc
->typ
))
736 what
= "a headstone";
737 else if (IS_SINK(maploc
->typ
))
739 else if (IS_ALTAR(maploc
->typ
))
741 else if (IS_DRAWBRIDGE(maploc
->typ
))
742 what
= "a drawbridge";
743 else if (maploc
->typ
== STAIRS
)
745 else if (maploc
->typ
== LADDER
)
747 else if (maploc
->typ
== IRONBARS
)
748 what
= "an iron bar";
750 what
= "something weird";
751 return strcat(strcpy(buf
, "kicking "), what
);
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.");
768 } else if (verysmall(youmonst
.data
)) {
769 You("are too small to do any kicking.");
771 } else if (u
.usteed
) {
772 if (yn_function("Kick your steed?", ynchars
, 'y') == 'y') {
773 You("kick %s.", mon_nam(u
.usteed
));
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
)
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");
790 } else if (near_capacity() > SLT_ENCUMBER
) {
791 Your("load is too heavy to balance yourself for a kick.");
793 } else if (youmonst
.data
->mlet
== S_LIZARD
) {
794 Your("legs cannot kick effectively.");
796 } else if (u
.uinwater
&& !rn2(2)) {
797 Your("slow motion kick doesn't hit anything.");
799 } else if (u
.utrap
) {
801 switch (u
.utraptype
) {
804 pline("There's not enough room to kick down here.");
810 You_cant("move your %s!", body_part(LEG
));
818 /* ignore direction typed before player notices kick failed */
819 display_nhwindow(WIN_MESSAGE
, TRUE
); /* --More-- */
823 if (!getdir((char *) 0))
831 /* KMH -- Kicking boots always succeed */
832 if (uarmf
&& uarmf
->otyp
== KICKING_BOOTS
)
835 avrg_attrib
= (ACURRSTR
+ ACURR(A_DEX
) + ACURR(A_CON
)) / 3;
840 You_cant("move your %s!", body_part(LEG
));
843 if (is_animal(u
.ustuck
->data
)) {
844 pline("%s burps loudly.", Monnam(u
.ustuck
));
848 Your("feeble kick has no effect.");
852 } else if (u
.utrap
&& u
.utraptype
== TT_PIT
) {
853 /* must be Passes_walls */
854 You("kick at the side of the pit.");
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.");
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 */
880 oldglyph
= glyph_at(x
, y
);
881 if (!maybe_kick_monster(mtmp
, x
, y
))
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.]
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
)) {
928 /* recoil if floating */
929 if ((Is_airlevel(&u
.uz
) || Levitation
) && context
.move
) {
933 ((int) youmonst
.data
->cwt
+ (weight_cap() + inv_weight()));
935 range
= 1; /* divide by zero avoidance */
936 range
= (3 * (int) mdat
->cwt
) / range
;
940 hurtle(-u
.dx
, -u
.dy
, range
, TRUE
);
944 if (glyph_is_invisible(levl
[x
][y
].glyph
)) {
948 if (is_pool(x
, y
) ^ !!u
.uinwater
) {
949 /* objects normally can't be removed from water by kicking */
950 You("splash some %s around.", hliquid("water"));
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 */
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"
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 */
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
);
994 feel_newsym(x
, y
); /* we know it's gone */
995 unblock_point(x
, y
); /* vision */
1000 if (IS_THRONE(maploc
->typ
)) {
1004 if ((Luck
< 0 || maploc
->doormask
) && !rn2(3)) {
1006 maploc
->doormask
= 0; /* don't leave loose ends.. */
1007 (void) mkgold((long) rnd(200), x
, y
);
1009 pline("CRASH! You destroy it.");
1011 pline("CRASH! You destroy the throne.");
1014 exercise(A_DEX
, TRUE
);
1016 } else if (Luck
> 0 && !rn2(3) && !maploc
->looted
) {
1017 (void) mkgold((long) rn1(201, 300), x
, y
);
1023 rnd_class(DILITHIUM_CRYSTAL
, LUCKSTONE
- 1), x
, y
,
1026 You("kick %s loose!", something
);
1028 You("kick loose some ornamental coins and gems!");
1031 /* prevent endless milking */
1032 maploc
->looted
= T_LOOTED
;
1034 } else if (!rn2(4)) {
1035 if (dunlev(&u
.uz
) < dunlevs_in_dungeon(&u
.uz
)) {
1036 fall_through(FALSE
);
1043 if (IS_ALTAR(maploc
->typ
)) {
1046 You("kick %s.", (Blind
? something
: "the altar"));
1050 exercise(A_DEX
, TRUE
);
1053 if (IS_FOUNTAIN(maploc
->typ
)) {
1056 You("kick %s.", (Blind
? something
: "the fountain"));
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
);
1068 if (IS_GRAVE(maploc
->typ
)) {
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
));
1079 maploc
->doormask
= 0;
1080 (void) mksobj_at(ROCK
, x
, y
, TRUE
, FALSE
);
1083 pline("Crack! %s broke!", Something
);
1085 pline_The("headstone topples over and breaks!");
1090 if (maploc
->typ
== IRONBARS
)
1092 if (IS_TREE(maploc
->typ
)) {
1093 struct obj
*treefruit
;
1095 /* nothing, fruit or trouble? 75:23.5:1.5% */
1097 if (!rn2(6) && !(mvitals
[PM_KILLER_BEE
].mvflags
& G_GONE
))
1098 You_hear("a low buzzing."); /* a warning */
1101 if (rn2(15) && !(maploc
->looted
& TREE_LOOTED
)
1102 && (treefruit
= rnd_treefruit_at(x
, y
))) {
1103 long nfruit
= 8L - rnl(7), nfall
;
1104 short frtype
= treefruit
->otyp
;
1106 treefruit
->quan
= nfruit
;
1107 treefruit
->owt
= weight(treefruit
);
1108 if (is_plural(treefruit
))
1109 pline("Some %s fall from the tree!", xname(treefruit
));
1111 pline("%s falls from the tree!", An(xname(treefruit
)));
1112 nfall
= scatter(x
, y
, 2, MAY_HIT
, treefruit
);
1113 if (nfall
!= nfruit
) {
1114 /* scatter left some in the tree, but treefruit
1115 * may not refer to the correct object */
1116 treefruit
= mksobj(frtype
, TRUE
, FALSE
);
1117 treefruit
->quan
= nfruit
- nfall
;
1118 pline("%ld %s got caught in the branches.",
1119 nfruit
- nfall
, xname(treefruit
));
1120 dealloc_obj(treefruit
);
1122 exercise(A_DEX
, TRUE
);
1123 exercise(A_WIS
, TRUE
); /* discovered a new food source! */
1125 maploc
->looted
|= TREE_LOOTED
;
1127 } else if (!(maploc
->looted
& TREE_SWARM
)) {
1128 int cnt
= rnl(4) + 2;
1135 if (enexto(&mm
, mm
.x
, mm
.y
, &mons
[PM_KILLER_BEE
])
1136 && makemon(&mons
[PM_KILLER_BEE
], mm
.x
, mm
.y
,
1141 pline("You've attracted the tree's former occupants!");
1143 You("smell stale honey.");
1144 maploc
->looted
|= TREE_SWARM
;
1149 if (IS_SINK(maploc
->typ
)) {
1150 int gend
= poly_gender();
1151 short washerndx
= (gend
== 1 || (gend
== 2 && rn2(2)))
1159 pline("Klunk! The pipes vibrate noisily.");
1162 exercise(A_DEX
, TRUE
);
1164 } else if (!(maploc
->looted
& S_LPUDDING
) && !rn2(3)
1165 && !(mvitals
[PM_BLACK_PUDDING
].mvflags
& G_GONE
)) {
1167 You_hear("a gushing sound.");
1169 pline("A %s ooze gushes up from the drain!",
1171 (void) makemon(&mons
[PM_BLACK_PUDDING
], x
, y
, NO_MM_FLAGS
);
1172 exercise(A_DEX
, TRUE
);
1174 maploc
->looted
|= S_LPUDDING
;
1176 } else if (!(maploc
->looted
& S_LDWASHER
) && !rn2(3)
1177 && !(mvitals
[washerndx
].mvflags
& G_GONE
)) {
1178 /* can't resist... */
1179 pline("%s returns!", (Blind
? Something
: "The dish washer"));
1180 if (makemon(&mons
[washerndx
], x
, y
, NO_MM_FLAGS
))
1182 maploc
->looted
|= S_LDWASHER
;
1183 exercise(A_DEX
, TRUE
);
1185 } else if (!rn2(3)) {
1187 (Blind
? "You hear a sloshing sound"
1188 : "Muddy waste pops up from the drain"));
1189 if (!(maploc
->looted
& S_LRING
)) { /* once per sink */
1191 You_see("a ring shining in its midst.");
1192 (void) mkobj_at(RING_CLASS
, x
, y
, TRUE
);
1194 exercise(A_DEX
, TRUE
);
1195 exercise(A_WIS
, TRUE
); /* a discovery! */
1196 maploc
->looted
|= S_LRING
;
1202 if (maploc
->typ
== STAIRS
|| maploc
->typ
== LADDER
1203 || IS_STWALL(maploc
->typ
)) {
1204 if (!IS_STWALL(maploc
->typ
) && maploc
->ladder
== LA_DOWN
)
1207 pline("Ouch! That hurts!");
1208 exercise(A_DEX
, FALSE
);
1209 exercise(A_STR
, FALSE
);
1212 feel_location(x
, y
); /* we know we hit it */
1213 if (is_drawbridge_wall(x
, y
) >= 0) {
1214 pline_The("drawbridge is unaffected.");
1215 /* update maploc to refer to the drawbridge */
1216 (void) find_drawbridge(&x
, &y
);
1217 maploc
= &levl
[x
][y
];
1221 set_wounded_legs(RIGHT_SIDE
, 5 + rnd(5));
1222 dmg
= rnd(ACURR(A_CON
) > 15 ? 3 : 5);
1223 losehp(Maybe_Half_Phys(dmg
), kickstr(buf
, kickobjnam
), KILLED_BY
);
1224 if (Is_airlevel(&u
.uz
) || Levitation
)
1225 hurtle(-u
.dx
, -u
.dy
, rn1(2, 4), TRUE
); /* assume it's heavy */
1231 if (maploc
->doormask
== D_ISOPEN
|| maploc
->doormask
== D_BROKEN
1232 || maploc
->doormask
== D_NODOOR
) {
1234 exercise(A_DEX
, FALSE
);
1235 if (martial() || ACURR(A_DEX
) >= 16 || rn2(3)) {
1236 You("kick at empty space.");
1238 feel_location(x
, y
);
1240 pline("Dumb move! You strain a muscle.");
1241 exercise(A_STR
, FALSE
);
1242 set_wounded_legs(RIGHT_SIDE
, 5 + rnd(5));
1244 if ((Is_airlevel(&u
.uz
) || Levitation
) && rn2(2))
1245 hurtle(-u
.dx
, -u
.dy
, 1, TRUE
);
1246 return 1; /* uses a turn */
1249 /* not enough leverage to kick open doors while levitating */
1253 exercise(A_DEX
, TRUE
);
1254 /* door is known to be CLOSED or LOCKED */
1255 if (rnl(35) < avrg_attrib
+ (!martial() ? 0 : ACURR(A_DEX
))) {
1256 boolean shopdoor
= *in_rooms(x
, y
, SHOPBASE
) ? TRUE
: FALSE
;
1257 /* break the door */
1258 if (maploc
->doormask
& D_TRAPPED
) {
1260 You("kick the door.");
1261 exercise(A_STR
, FALSE
);
1262 maploc
->doormask
= D_NODOOR
;
1263 b_trapped("door", FOOT
);
1264 } else if (ACURR(A_STR
) > 18 && !rn2(5) && !shopdoor
) {
1265 pline("As you kick the door, it shatters to pieces!");
1266 exercise(A_STR
, TRUE
);
1267 maploc
->doormask
= D_NODOOR
;
1269 pline("As you kick the door, it crashes open!");
1270 exercise(A_STR
, TRUE
);
1271 maploc
->doormask
= D_BROKEN
;
1273 feel_newsym(x
, y
); /* we know we broke it */
1274 unblock_point(x
, y
); /* vision */
1276 add_damage(x
, y
, 400L);
1277 pay_for_damage("break", FALSE
);
1280 for (mtmp
= fmon
; mtmp
; mtmp
= mtmp
->nmon
) {
1281 if (DEADMONSTER(mtmp
))
1283 if (is_watch(mtmp
->data
) && couldsee(mtmp
->mx
, mtmp
->my
)
1284 && mtmp
->mpeaceful
) {
1285 mon_yells(mtmp
, "Halt, thief! You're under arrest!");
1286 (void) angry_guards(FALSE
);
1292 feel_location(x
, y
); /* we know we hit it */
1293 exercise(A_STR
, TRUE
);
1296 for (mtmp
= fmon
; mtmp
; mtmp
= mtmp
->nmon
) {
1297 if (DEADMONSTER(mtmp
))
1299 if (is_watch(mtmp
->data
) && mtmp
->mpeaceful
1300 && couldsee(mtmp
->mx
, mtmp
->my
)) {
1301 if (levl
[x
][y
].looted
& D_WARNED
) {
1303 "Halt, vandal! You're under arrest!");
1304 (void) angry_guards(FALSE
);
1306 mon_yells(mtmp
, "Hey, stop damaging that door!");
1307 levl
[x
][y
].looted
|= D_WARNED
;
1321 /* cover all the MIGR_xxx choices generated by down_gate() */
1323 case MIGR_RANDOM
: /* trap door or hole */
1324 if (Is_stronghold(&u
.uz
)) {
1325 cc
->x
= valley_level
.dnum
;
1326 cc
->y
= valley_level
.dlevel
;
1328 } else if (In_endgame(&u
.uz
) || Is_botlevel(&u
.uz
)) {
1331 } /* else fall to the next cases */
1332 case MIGR_STAIRS_UP
:
1333 case MIGR_LADDER_UP
:
1335 cc
->y
= u
.uz
.dlevel
+ 1;
1338 cc
->x
= sstairs
.tolev
.dnum
;
1339 cc
->y
= sstairs
.tolev
.dlevel
;
1343 /* y==0 means "nowhere", in which case x doesn't matter */
1349 /* player or missile impacts location, causing objects to fall down */
1351 impact_drop(missile
, x
, y
, dlev
)
1352 struct obj
*missile
; /* caused impact, won't drop itself */
1353 xchar x
, y
; /* location affected */
1354 xchar dlev
; /* if !0 send to dlev near player */
1357 register struct obj
*obj
, *obj2
;
1358 register struct monst
*shkp
;
1359 long oct
, dct
, price
, debit
, robbed
;
1360 boolean angry
, costly
, isrock
;
1366 toloc
= down_gate(x
, y
);
1367 drop_to(&cc
, toloc
);
1372 /* send objects next to player falling through trap door.
1373 * checked in obj_delivery().
1375 toloc
= MIGR_WITH_HERO
;
1379 costly
= costly_spot(x
, y
);
1380 price
= debit
= robbed
= 0L;
1382 shkp
= (struct monst
*) 0;
1383 /* if 'costly', we must keep a record of ESHK(shkp) before
1384 * it undergoes changes through the calls to stolen_value.
1385 * the angry bit must be reset, if needed, in this fn, since
1386 * stolen_value is called under the 'silent' flag to avoid
1387 * unsavory pline repetitions.
1390 if ((shkp
= shop_keeper(*in_rooms(x
, y
, SHOPBASE
))) != 0) {
1391 debit
= ESHK(shkp
)->debit
;
1392 robbed
= ESHK(shkp
)->robbed
;
1393 angry
= !shkp
->mpeaceful
;
1397 isrock
= (missile
&& missile
->otyp
== ROCK
);
1399 for (obj
= level
.objects
[x
][y
]; obj
; obj
= obj2
) {
1400 obj2
= obj
->nexthere
;
1403 /* number of objects in the pile */
1405 if (obj
== uball
|| obj
== uchain
)
1407 /* boulders can fall too, but rarely & never due to rocks */
1408 if ((isrock
&& obj
->otyp
== BOULDER
)
1409 || rn2(obj
->otyp
== BOULDER
? 30 : 3))
1411 obj_extract_self(obj
);
1414 price
+= stolen_value(
1415 obj
, x
, y
, (costly_spot(u
.ux
, u
.uy
)
1416 && index(u
.urooms
, *in_rooms(x
, y
, SHOPBASE
))),
1418 /* set obj->no_charge to 0 */
1419 if (Has_contents(obj
))
1420 picked_container(obj
); /* does the right thing */
1421 if (obj
->oclass
!= COIN_CLASS
)
1425 add_to_migration(obj
);
1428 obj
->owornmask
= (long) toloc
;
1430 /* number of fallen objects */
1434 if (dct
&& cansee(x
, y
)) { /* at least one object fell */
1435 const char *what
= (dct
== 1L ? "object falls" : "objects fall");
1438 pline("From the impact, %sother %s.",
1439 dct
== oct
? "the " : dct
== 1L ? "an" : "", what
);
1440 else if (oct
== dct
)
1441 pline("%s adjacent %s %s.", dct
== 1L ? "The" : "All the", what
,
1444 pline("%s adjacent %s %s.",
1445 dct
== 1L ? "One of the" : "Some of the",
1446 dct
== 1L ? "objects falls" : what
, gate_str
);
1449 if (costly
&& shkp
&& price
) {
1450 if (ESHK(shkp
)->robbed
> robbed
) {
1451 You("removed %ld %s worth of goods!", price
, currency(price
));
1452 if (cansee(shkp
->mx
, shkp
->my
)) {
1453 if (ESHK(shkp
)->customer
[0] == 0)
1454 (void) strncpy(ESHK(shkp
)->customer
, plname
, PL_NSIZ
);
1456 pline("%s is infuriated!", Monnam(shkp
));
1458 pline("\"%s, you are a thief!\"", plname
);
1460 You_hear("a scream, \"Thief!\"");
1462 (void) angry_guards(FALSE
);
1465 if (ESHK(shkp
)->debit
> debit
) {
1466 long amt
= (ESHK(shkp
)->debit
- debit
);
1467 You("owe %s %ld %s for goods lost.", Monnam(shkp
), amt
,
1473 /* NOTE: ship_object assumes otmp was FREED from fobj or invent.
1474 * <x,y> is the point of drop. otmp is _not_ an <x,y> resident:
1475 * otmp is either a kicked, dropped, or thrown object.
1478 ship_object(otmp
, x
, y
, shop_floor_obj
)
1481 boolean shop_floor_obj
;
1488 boolean nodrop
, unpaid
, container
, impact
= FALSE
;
1493 if ((toloc
= down_gate(x
, y
)) == MIGR_NOWHERE
)
1495 drop_to(&cc
, toloc
);
1499 /* objects other than attached iron ball always fall down ladder,
1500 but have a chance of staying otherwise */
1501 nodrop
= (otmp
== uball
) || (otmp
== uchain
)
1502 || (toloc
!= MIGR_LADDER_UP
&& rn2(3));
1504 container
= Has_contents(otmp
);
1505 unpaid
= is_unpaid(otmp
);
1508 for (obj
= level
.objects
[x
][y
]; obj
; obj
= obj
->nexthere
)
1514 /* boulders never fall through trap doors, but they might knock
1515 other things down before plugging the hole */
1516 if (otmp
->otyp
== BOULDER
&& ((t
= t_at(x
, y
)) != 0)
1517 && (t
->ttyp
== TRAPDOOR
|| t
->ttyp
== HOLE
)) {
1519 impact_drop(otmp
, x
, y
, 0);
1520 return FALSE
; /* let caller finish the drop */
1524 otransit_msg(otmp
, nodrop
, n
);
1528 impact_drop(otmp
, x
, y
, 0);
1532 if (unpaid
|| shop_floor_obj
) {
1534 (void) stolen_value(otmp
, u
.ux
, u
.uy
, TRUE
, FALSE
);
1538 (void) stolen_value(
1540 (costly_spot(u
.ux
, u
.uy
)
1541 && index(u
.urooms
, *in_rooms(ox
, oy
, SHOPBASE
))),
1544 /* set otmp->no_charge to 0 */
1546 picked_container(otmp
); /* happens to do the right thing */
1547 if (otmp
->oclass
!= COIN_CLASS
)
1548 otmp
->no_charge
= 0;
1551 if (otmp
->owornmask
)
1552 remove_worn_item(otmp
, TRUE
);
1554 /* some things break rather than ship */
1555 if (breaktest(otmp
)) {
1558 if (objects
[otmp
->otyp
].oc_material
== GLASS
1559 || otmp
->otyp
== EXPENSIVE_CAMERA
) {
1560 if (otmp
->otyp
== MIRROR
)
1564 /* penalty for breaking eggs laid by you */
1565 if (otmp
->otyp
== EGG
&& otmp
->spe
&& otmp
->corpsenm
>= LOW_PM
)
1566 change_luck((schar
) -min(otmp
->quan
, 5L));
1569 You_hear("a muffled %s.", result
);
1570 obj_extract_self(otmp
);
1571 obfree(otmp
, (struct obj
*) 0);
1575 add_to_migration(otmp
);
1578 otmp
->owornmask
= (long) toloc
;
1579 /* boulder from rolling boulder trap, no longer part of the trap */
1580 if (otmp
->otyp
== BOULDER
)
1584 /* the objs impacted may be in a shop other than
1585 * the one in which the hero is located. another
1586 * check for a shk is made in impact_drop. it is, e.g.,
1587 * possible to kick/throw an object belonging to one
1588 * shop into another shop through a gap in the wall,
1589 * and cause objects belonging to the other shop to
1590 * fall down a trap door--thereby getting two shopkeepers
1591 * angry at the hero in one shot.
1593 impact_drop(otmp
, x
, y
, 0);
1600 obj_delivery(near_hero
)
1603 register struct obj
*otmp
, *otmp2
;
1604 register int nx
, ny
;
1606 boolean nobreak
, noscatter
;
1608 for (otmp
= migrating_objs
; otmp
; otmp
= otmp2
) {
1610 if (otmp
->ox
!= u
.uz
.dnum
|| otmp
->oy
!= u
.uz
.dlevel
)
1613 where
= (int) (otmp
->owornmask
& 0x7fffL
); /* destination code */
1614 nobreak
= (where
& MIGR_NOBREAK
) != 0;
1615 noscatter
= (where
& MIGR_WITH_HERO
) != 0;
1616 where
&= ~(MIGR_NOBREAK
| MIGR_NOSCATTER
);
1618 if (!near_hero
^ (where
== MIGR_WITH_HERO
))
1621 obj_extract_self(otmp
);
1622 otmp
->owornmask
= 0L;
1625 case MIGR_STAIRS_UP
:
1626 nx
= xupstair
, ny
= yupstair
;
1628 case MIGR_LADDER_UP
:
1629 nx
= xupladder
, ny
= yupladder
;
1632 nx
= sstairs
.sx
, ny
= sstairs
.sy
;
1634 case MIGR_WITH_HERO
:
1635 nx
= u
.ux
, ny
= u
.uy
;
1643 place_object(otmp
, nx
, ny
);
1644 if (!nobreak
&& !IS_SOFT(levl
[nx
][ny
].typ
)) {
1645 if (where
== MIGR_WITH_HERO
) {
1646 if (breaks(otmp
, nx
, ny
))
1648 } else if (breaktest(otmp
)) {
1649 /* assume it broke before player arrived, no messages */
1656 (void) scatter(nx
, ny
, rnd(2), 0, otmp
);
1657 } else { /* random location */
1658 /* set dummy coordinates because there's no
1659 current position for rloco() to update */
1660 otmp
->ox
= otmp
->oy
= 0;
1661 if (rloco(otmp
) && !nobreak
&& breaktest(otmp
)) {
1662 /* assume it broke before player arrived, no messages */
1670 otransit_msg(otmp
, nodrop
, num
)
1671 register struct obj
*otmp
;
1672 register boolean nodrop
;
1677 Sprintf(obuf
, "%s%s",
1678 (otmp
->otyp
== CORPSE
&& type_is_pname(&mons
[otmp
->corpsenm
]))
1683 if (num
) { /* means: other objects are impacted */
1684 Sprintf(eos(obuf
), " %s %s object%s", otense(otmp
, "hit"),
1685 num
== 1L ? "another" : "other", num
> 1L ? "s" : "");
1687 Sprintf(eos(obuf
), ".");
1689 Sprintf(eos(obuf
), " and %s %s.", otense(otmp
, "fall"), gate_str
);
1692 pline("%s %s %s.", obuf
, otense(otmp
, "fall"), gate_str
);
1695 /* migration destination for objects which fall down to next level */
1703 /* this matches the player restriction in goto_level() */
1704 if (on_level(&u
.uz
, &qstart_level
) && !ok_to_quest())
1705 return MIGR_NOWHERE
;
1707 if ((xdnstair
== x
&& ydnstair
== y
)
1708 || (sstairs
.sx
== x
&& sstairs
.sy
== y
&& !sstairs
.up
)) {
1709 gate_str
= "down the stairs";
1710 return (xdnstair
== x
&& ydnstair
== y
) ? MIGR_STAIRS_UP
1713 if (xdnladder
== x
&& ydnladder
== y
) {
1714 gate_str
= "down the ladder";
1715 return MIGR_LADDER_UP
;
1718 if (((ttmp
= t_at(x
, y
)) != 0 && ttmp
->tseen
)
1719 && (ttmp
->ttyp
== TRAPDOOR
|| ttmp
->ttyp
== HOLE
)) {
1720 gate_str
= (ttmp
->ttyp
== TRAPDOOR
) ? "through the trap door"
1721 : "through the hole";
1724 return MIGR_NOWHERE
;