Source:SLASH'EM 0.0.7E7F2/dokick.c
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Below is the full text to dokick.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dokick.c#line123]], for example.
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1. /* SCCS Id: @(#)dokick.c 3.4 2003/12/04 */ 2. /* Copyright (c) Izchak Miller, Mike Stephenson, Steve Linhart, 1989. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. #include "eshk.h" 7. 8. #define is_bigfoot(x) ((x) == &mons[PM_SASQUATCH]) 9. #define martial() (martial_bonus() || is_bigfoot(youmonst.data) || \ 10. (uarmf && uarmf->otyp == KICKING_BOOTS)) 11. 12. static NEARDATA struct rm *maploc; 13. static NEARDATA const char *gate_str; 14. 15. extern boolean notonhead; /* for long worms */ 16. 17. STATIC_DCL void FDECL(kickdmg, (struct monst *, BOOLEAN_P)); 18. STATIC_DCL void FDECL(kick_monster, (XCHAR_P, XCHAR_P)); 19. STATIC_DCL int FDECL(kick_object, (XCHAR_P, XCHAR_P)); 20. STATIC_DCL char *FDECL(kickstr, (char *)); 21. STATIC_DCL void FDECL(otransit_msg, (struct obj *, BOOLEAN_P, long)); 22. STATIC_DCL void FDECL(drop_to, (coord *,SCHAR_P)); 23. 24. static NEARDATA struct obj *kickobj; 25. 26. static const char kick_passes_thru[] = "kick passes harmlessly through"; 27. 28. STATIC_OVL void 29. kickdmg(mon, clumsy) 30. register struct monst *mon; 31. register boolean clumsy; 32. { 33. register int mdx, mdy; 34. register int dmg = ( ACURRSTR + ACURR(A_DEX) + ACURR(A_CON) )/ 15; 35. int kick_skill = P_NONE; 36. int blessed_foot_damage = 0; 37. boolean trapkilled = FALSE; 38. 39. if (uarmf && uarmf->otyp == KICKING_BOOTS) 40. dmg += 5; 41. 42. /* excessive wt affects dex, so it affects dmg */ 43. if (clumsy) dmg /= 2; 44. 45. /* kicking a dragon or an elephant will not harm it */ 46. if (thick_skinned(mon->data)) dmg = 0; 47. 48. /* attacking a shade is useless */ 49. if (mon->data == &mons[PM_SHADE]) 50. dmg = 0; 51. 52. if ((is_undead(mon->data) || is_demon(mon->data)) && uarmf && 53. uarmf->blessed) 54. blessed_foot_damage = 1; 55. 56. if (mon->data == &mons[PM_SHADE] && !blessed_foot_damage) { 57. pline_The("%s.", kick_passes_thru); 58. /* doesn't exercise skill or abuse alignment or frighten pet, 59. and shades have no passive counterattack */ 60. return; 61. } 62. 63. if(mon->m_ap_type) seemimic(mon); 64. 65. check_caitiff(mon); 66. 67. /* squeeze some guilt feelings... */ 68. if(mon->mtame) { 69. abuse_dog(mon); 70. if (mon->mtame) 71. monflee(mon, (dmg ? rnd(dmg) : 1), FALSE, FALSE); 72. else 73. mon->mflee = 0; 74. } 75. 76. if (dmg > 0) { 77. /* convert potential damage to actual damage */ 78. dmg = rnd(dmg); 79. if (martial()) { 80. if (dmg > 1) kick_skill = P_MARTIAL_ARTS; 81. dmg += rn2(ACURR(A_DEX)/2 + 1); 82. dmg += weapon_dam_bonus((struct obj *)0); 83. } 84. /* a good kick exercises your dex */ 85. exercise(A_DEX, TRUE); 86. } 87. if (blessed_foot_damage) dmg += rnd(4); 88. if (uarmf) dmg += uarmf->spe; 89. dmg += u.udaminc; /* add ring(s) of increase damage */ 90. if (dmg > 0) { 91. mon->mhp -= dmg; 92. #ifdef SHOW_DMG 93. showdmg(dmg); 94. #endif 95. } 96. if (mon->mhp > 0 && martial() && !bigmonst(mon->data) && !rn2(3) && 97. mon->mcanmove && mon != u.ustuck && !mon->mtrapped) { 98. /* see if the monster has a place to move into */ 99. mdx = mon->mx + u.dx; 100. mdy = mon->my + u.dy; 101. if(goodpos(mdx, mdy, mon, 0)) { 102. pline("%s reels from the blow.", Monnam(mon)); 103. if (m_in_out_region(mon, mdx, mdy)) { 104. remove_monster(mon->mx, mon->my); 105. newsym(mon->mx, mon->my); 106. place_monster(mon, mdx, mdy); 107. newsym(mon->mx, mon->my); 108. set_apparxy(mon); 109. if (mintrap(mon) == 2) trapkilled = TRUE; 110. } 111. } 112. } 113. 114. (void) passive(mon, TRUE, mon->mhp > 0, AT_KICK); 115. if (mon->mhp <= 0 && !trapkilled) killed(mon); 116. 117. /* may bring up a dialog, so put this after all messages */ 118. if (kick_skill != P_NONE) /* exercise proficiency */ 119. use_skill(kick_skill, 1); 120. } 121. 122. STATIC_OVL void 123. kick_monster(x, y) 124. register xchar x, y; 125. { 126. register boolean clumsy = FALSE; 127. register struct monst *mon = m_at(x, y); 128. register int i, j, canhitmon, objenchant; 129. 130. bhitpos.x = x; 131. bhitpos.y = y; 132. if (!attack_checks(mon, TRUE)) return; 133. setmangry(mon); 134. 135. /* Kick attacks by kicking monsters are normal attacks, not special. 136. * This is almost always worthless, since you can either take one turn 137. * and do all your kicks, or else take one turn and attack the monster 138. * normally, getting all your attacks _including_ all your kicks. 139. * If you have >1 kick attack, you get all of them. 140. */ 141. if (Upolyd && attacktype(youmonst.data, AT_KICK)) { 142. struct attack *uattk; 143. int sum; 144. schar tmp = find_roll_to_hit(mon); 145. schar roll = 0; 146. 147. for (i = 0; i < NATTK; i++) { 148. /* first of two kicks might have provoked counterattack 149. that has incapacitated the hero (ie, floating eye) */ 150. if (multi < 0) break; 151. 152. uattk = &youmonst.data->mattk[i]; 153. /* we only care about kicking attacks here */ 154. if (uattk->aatyp != AT_KICK) continue; 155. 156. if (mon->data == &mons[PM_SHADE] && 157. (!uarmf || !uarmf->blessed)) { 158. /* doesn't matter whether it would have hit or missed, 159. and shades have no passive counterattack */ 160. Your("%s %s.", kick_passes_thru, mon_nam(mon)); 161. break; /* skip any additional kicks */ 162. } else if (tmp > (roll = rnd(20))) { 163. You("kick %s.", mon_nam(mon)); 164. sum = damageum(mon, uattk); 165. (void)passive(mon, (boolean)(sum > 0), (sum != 2), AT_KICK); 166. if (sum == 2) 167. break; /* Defender died */ 168. } else { 169. missum(mon, tmp, roll, uattk); 170. (void)passive(mon, 0, 1, AT_KICK); 171. } 172. } 173. return; 174. } 175. 176. if(Levitation && !rn2(3) && verysmall(mon->data) && 177. !is_flyer(mon->data)) { 178. pline("Floating in the air, you miss wildly!"); 179. exercise(A_DEX, FALSE); 180. (void) passive(mon, FALSE, 1, AT_KICK); 181. return; 182. } 183. 184. /*STEPHEN WHITE'S NEW CODE */ 185. canhitmon = 0; 186. if (need_one(mon)) canhitmon = 1; 187. if (need_two(mon)) canhitmon = 2; 188. if (need_three(mon)) canhitmon = 3; 189. if (need_four(mon)) canhitmon = 4; 190. 191. if (Role_if(PM_MONK) && !Upolyd) { 192. if (!uwep && !uarm && !uarms) objenchant = u.ulevel / 4; 193. else if (!uwep) objenchant = u.ulevel / 12; 194. else objenchant = 0; 195. if (objenchant < 0) objenchant = 0; 196. } else if (uarmf) 197. objenchant = uarmf->spe; 198. else objenchant = 0; 199. 200. if (objenchant < canhitmon && !Upolyd) { 201. Your("attack doesn't seem to harm %s.", 202. mon_nam(mon)); 203. (void) passive(mon, FALSE, 1, TRUE); 204. return; 205. } 206. 207. i = -inv_weight(); 208. j = weight_cap(); 209. 210. if(i < (j*3)/10) { 211. if(!rn2((i < j/10) ? 2 : (i < j/5) ? 3 : 4)) { 212. if(martial() && !rn2(2)) goto doit; 213. Your("clumsy kick does no damage."); 214. (void) passive(mon, FALSE, 1, AT_KICK); 215. return; 216. } 217. if(i < j/10) clumsy = TRUE; 218. else if(!rn2((i < j/5) ? 2 : 3)) clumsy = TRUE; 219. } 220. 221. if(Fumbling) clumsy = TRUE; 222. 223. else if (uarm && objects[uarm->otyp].oc_bulky && ACURR(A_DEX) < rnd(25)) 224. clumsy = TRUE; 225. doit: 226. You("kick %s.", mon_nam(mon)); 227. if(!rn2(clumsy ? 3 : 4) && (clumsy || !bigmonst(mon->data)) && 228. mon->mcansee && !mon->mtrapped && !thick_skinned(mon->data) && 229. mon->data->mlet != S_EEL && haseyes(mon->data) && mon->mcanmove && 230. !mon->mstun && !mon->mconf && !mon->msleeping && 231. mon->data->mmove >= 12) { 232. if(!nohands(mon->data) && !rn2(martial() ? 5 : 3)) { 233. pline("%s blocks your %skick.", Monnam(mon), 234. clumsy ? "clumsy " : ""); 235. (void) passive(mon, FALSE, 1, AT_KICK); 236. return; 237. } else { 238. mnexto(mon); 239. if(mon->mx != x || mon->my != y) { 240. if(memory_is_invisible(x, y)) { 241. unmap_object(x, y); 242. newsym(x, y); 243. } 244. pline("%s %s, %s evading your %skick.", Monnam(mon), 245. (can_teleport(mon->data) ? "teleports" : 246. is_floater(mon->data) ? "floats" : 247. is_flyer(mon->data) ? "swoops" : 248. (nolimbs(mon->data) || slithy(mon->data)) ? 249. "slides" : "jumps"), 250. clumsy ? "easily" : "nimbly", 251. clumsy ? "clumsy " : ""); 252. (void) passive(mon, FALSE, 1, AT_KICK); 253. return; 254. } 255. } 256. } 257. kickdmg(mon, clumsy); 258. return; 259. } 260. 261. /* 262. * Return TRUE if caught (the gold taken care of), FALSE otherwise. 263. * The gold object is *not* attached to the fobj chain! 264. */ 265. boolean 266. ghitm(mtmp, gold) 267. register struct monst *mtmp; 268. register struct obj *gold; 269. { 270. boolean msg_given = FALSE; 271. 272. if(!likes_gold(mtmp->data) && !mtmp->isshk && !mtmp->ispriest 273. && !is_mercenary(mtmp->data)) { 274. wakeup(mtmp); 275. } else if (!mtmp->mcanmove) { 276. /* too light to do real damage */ 277. if (canseemon(mtmp)) { 278. pline_The("%s harmlessly %s %s.", xname(gold), 279. otense(gold, "hit"), mon_nam(mtmp)); 280. msg_given = TRUE; 281. } 282. } else { 283. #ifdef GOLDOBJ 284. long value = gold->quan * objects[gold->otyp].oc_cost; 285. #endif 286. mtmp->msleeping = 0; 287. mtmp->meating = 0; 288. if(!rn2(4)) setmangry(mtmp); /* not always pleasing */ 289. 290. /* greedy monsters catch gold */ 291. if (cansee(mtmp->mx, mtmp->my)) 292. pline("%s catches the gold.", Monnam(mtmp)); 293. #ifndef GOLDOBJ 294. mtmp->mgold += gold->quan; 295. #endif 296. if (mtmp->isshk) { 297. long robbed = ESHK(mtmp)->robbed; 298. 299. if (robbed) { 300. #ifndef GOLDOBJ 301. robbed -= gold->quan; 302. #else 303. robbed -= value; 304. #endif 305. if (robbed < 0) robbed = 0; 306. pline_The("amount %scovers %s recent losses.", 307. !robbed ? "" : "partially ", 308. mhis(mtmp)); 309. ESHK(mtmp)->robbed = robbed; 310. if(!robbed) 311. make_happy_shk(mtmp, FALSE); 312. } else { 313. if(mtmp->mpeaceful) { 314. #ifndef GOLDOBJ 315. ESHK(mtmp)->credit += gold->quan; 316. #else 317. ESHK(mtmp)->credit += value; 318. #endif 319. You("have %ld %s in credit.", 320. ESHK(mtmp)->credit, 321. currency(ESHK(mtmp)->credit)); 322. } else verbalize("Thanks, scum!"); 323. } 324. } else if (mtmp->ispriest) { 325. if (mtmp->mpeaceful) 326. verbalize("Thank you for your contribution."); 327. else verbalize("Thanks, scum!"); 328. } else if (is_mercenary(mtmp->data)) { 329. long goldreqd = 0L; 330. 331. if (rn2(3)) { 332. if (mtmp->data == &mons[PM_SOLDIER]) 333. goldreqd = 100L; 334. else if (mtmp->data == &mons[PM_SERGEANT]) 335. goldreqd = 250L; 336. else if (mtmp->data == &mons[PM_LIEUTENANT]) 337. goldreqd = 500L; 338. else if (mtmp->data == &mons[PM_CAPTAIN]) 339. goldreqd = 750L; 340. 341. if (goldreqd) { 342. #ifndef GOLDOBJ 343. if (gold->quan > goldreqd + 344. (u.ugold + u.ulevel*rn2(5))/ACURR(A_CHA)) 345. #else 346. if (value > goldreqd + 347. (money_cnt(invent) + u.ulevel*rn2(5))/ACURR(A_CHA)) 348. #endif 349. mtmp->mpeaceful = TRUE; 350. } 351. } 352. if (mtmp->mpeaceful) 353. verbalize("That should do. Now beat it!"); 354. else verbalize("That's not enough, coward!"); 355. } 356. 357. #ifndef GOLDOBJ 358. dealloc_obj(gold); 359. #else 360. add_to_minv(mtmp, gold); 361. #endif 362. return TRUE; 363. } 364. 365. if (!msg_given) miss(xname(gold), mtmp); 366. return FALSE; 367. } 368. 369. /* container is kicked, dropped, thrown or otherwise impacted by player. 370. * Assumes container is on floor. Checks contents for possible damage. */ 371. void 372. container_impact_dmg(obj) 373. struct obj *obj; 374. { 375. struct monst *shkp; 376. struct obj *otmp, *otmp2; 377. long loss = 0L; 378. boolean costly, insider; 379. xchar x = obj->ox, y = obj->oy; 380. 381. /* only consider normal containers */ 382. if (!Is_container(obj) || Is_mbag(obj)) return; 383. 384. costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) && 385. costly_spot(x, y)); 386. insider = (*u.ushops && inside_shop(u.ux, u.uy) && 387. *in_rooms(x, y, SHOPBASE) == *u.ushops); 388. 389. for (otmp = obj->cobj; otmp; otmp = otmp2) { 390. const char *result = (char *)0; 391. 392. otmp2 = otmp->nobj; 393. if (objects[otmp->otyp].oc_material == GLASS && 394. otmp->oclass != GEM_CLASS && !obj_resists(otmp, 33, 100)) { 395. result = "shatter"; 396. } else if (otmp->otyp == EGG && !rn2(3)) { 397. result = "cracking"; 398. } 399. if (result) { 400. if (otmp->otyp == MIRROR) change_luck(-2); 401. 402. /* eggs laid by you. penalty is -1 per egg, max 5, 403. * but it's always exactly 1 that breaks */ 404. if (otmp->otyp == EGG && otmp->spe && otmp->corpsenm >= LOW_PM) 405. change_luck(-1); 406. You_hear("a muffled %s.", result); 407. if (costly) 408. loss += stolen_value(otmp, x, y, 409. (boolean)shkp->mpeaceful, TRUE, TRUE); 410. if (otmp->quan > 1L) 411. useup(otmp); 412. else { 413. obj_extract_self(otmp); 414. obfree(otmp, (struct obj *) 0); 415. } 416. } 417. } 418. if (costly && loss) { 419. if (!insider) { 420. You("caused %ld %s worth of damage!", loss, currency(loss)); 421. make_angry_shk(shkp, x, y); 422. } else { 423. You("owe %s %ld %s for objects destroyed.", 424. mon_nam(shkp), loss, currency(loss)); 425. } 426. } 427. } 428. 429. STATIC_OVL int 430. kick_object(x, y) 431. xchar x, y; 432. { 433. int range; 434. register struct monst *mon, *shkp; 435. struct trap *trap; 436. char bhitroom; 437. boolean costly, isgold, slide = FALSE; 438. 439. /* if a pile, the "top" object gets kicked */ 440. kickobj = level.objects[x][y]; 441. 442. /* kickobj should always be set due to conditions of call */ 443. if(!kickobj || kickobj->otyp == BOULDER 444. || kickobj == uball || kickobj == uchain) 445. return(0); 446. 447. if ((trap = t_at(x,y)) != 0 && 448. (((trap->ttyp == PIT || 449. trap->ttyp == SPIKED_PIT) && !Passes_walls) || 450. trap->ttyp == WEB)) { 451. if (!trap->tseen) find_trap(trap); 452. You_cant("kick %s that's in a %s!", something, 453. Hallucination ? "tizzy" : 454. (trap->ttyp == WEB) ? "web" : "pit"); 455. return 1; 456. } 457. 458. if(Fumbling && !rn2(3)) { 459. Your("clumsy kick missed."); 460. return(1); 461. } 462. 463. if(kickobj->otyp == CORPSE && touch_petrifies(&mons[kickobj->corpsenm]) 464. && !Stone_resistance && !uarmf) { 465. char kbuf[BUFSZ]; 466. 467. You("kick the %s with your bare %s.", 468. corpse_xname(kickobj, TRUE), makeplural(body_part(FOOT))); 469. if (!(poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))) { 470. You("turn to stone..."); 471. killer_format = KILLED_BY; 472. /* KMH -- otmp should be kickobj */ 473. Sprintf(kbuf, "kicking %s without boots", 474. an(killer_cxname(kickobj, TRUE))); 475. killer = kbuf; 476. done(STONING); 477. } 478. } 479. 480. /* range < 2 means the object will not move. */ 481. /* maybe dexterity should also figure here. */ 482. /* MAR - if there are multiple objects, range is calculated */ 483. /* from a single object (not entire stack!) */ 484. 485. if (kickobj->quan > 1L && (kickobj->oclass != COIN_CLASS)) /*MAR*/ 486. range = (int)((ACURRSTR)/2 - kickobj->owt/kickobj->quan/40); 487. else range = (int)((ACURRSTR)/2 - kickobj->owt/40); 488. 489. if(martial()) range += rnd(3); 490. 491. if (is_pool(x, y)) { 492. /* you're in the water too; significantly reduce range */ 493. range = range / 3 + 1; /* {1,2}=>1, {3,4,5}=>2, {6,7,8}=>3 */ 494. } else { 495. if (is_ice(x, y)) range += rnd(3), slide = TRUE; 496. if (kickobj->greased) range += rnd(3), slide = TRUE; 497. } 498. 499. /* Mjollnir is magically too heavy to kick */ 500. if(kickobj->oartifact == ART_MJOLLNIR) range = 1; 501. 502. /* see if the object has a place to move into */ 503. if(!ZAP_POS(levl[x+u.dx][y+u.dy].typ) || closed_door(x+u.dx, y+u.dy)) 504. range = 1; 505. 506. costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) && 507. costly_spot(x, y)); 508. isgold = (kickobj->oclass == COIN_CLASS); 509. 510. if (IS_ROCK(levl[x][y].typ) || closed_door(x, y)) { 511. if ((!martial() && rn2(20) > ACURR(A_DEX)) || 512. IS_ROCK(levl[u.ux][u.uy].typ) || closed_door(u.ux, u.uy)) { 513. if (Blind) 514. pline("It doesn't come loose."); 515. else 516. pline("%s %sn't come loose.", 517. The(distant_name(kickobj, xname)), 518. otense(kickobj, "do")); 519. return (!rn2(3) || martial()); 520. } 521. if (Blind) 522. pline("It comes loose."); 523. else 524. pline("%s %s loose.", 525. The(distant_name(kickobj, xname)), 526. otense(kickobj, "come")); 527. obj_extract_self(kickobj); 528. newsym(x, y); 529. if (costly && (!costly_spot(u.ux, u.uy) || 530. !index(u.urooms, *in_rooms(x, y, SHOPBASE)))) 531. addtobill(kickobj, FALSE, FALSE, FALSE); 532. if (!flooreffects(kickobj, u.ux, u.uy, "fall")) { 533. place_object(kickobj, u.ux, u.uy); 534. stackobj(kickobj); 535. newsym(u.ux, u.uy); 536. } 537. return 1; 538. } 539. 540. /* a box gets a chance of breaking open here */ 541. if(Is_box(kickobj)) { 542. boolean otrp = kickobj->otrapped; 543. 544. if(range < 2) pline("THUD!"); 545. 546. container_impact_dmg(kickobj); 547. 548. if (kickobj->olocked) { 549. if (!rn2(5) || (martial() && !rn2(2))) { 550. You("break open the lock!"); 551. kickobj->olocked = 0; 552. kickobj->obroken = 1; 553. if (otrp) (void) chest_trap(kickobj, LEG, FALSE); 554. return(1); 555. } 556. } else { 557. if (!rn2(3) || (martial() && !rn2(2))) { 558. pline_The("lid slams open, then falls shut."); 559. if (otrp) (void) chest_trap(kickobj, LEG, FALSE); 560. return(1); 561. } 562. } 563. if(range < 2) return(1); 564. /* else let it fall through to the next cases... */ 565. } 566. 567. /* fragile objects should not be kicked */ 568. if (hero_breaks(kickobj, kickobj->ox, kickobj->oy, FALSE)) return 1; 569. 570. /* too heavy to move. range is calculated as potential distance from 571. * player, so range == 2 means the object may move up to one square 572. * from its current position 573. */ 574. if(range < 2 || (isgold && kickobj->quan > 300L)) { 575. if(!Is_box(kickobj)) pline("Thump!"); 576. return(!rn2(3) || martial()); 577. } 578. 579. if (kickobj->quan > 1L && !isgold) kickobj = splitobj(kickobj, 1L); 580. 581. if (slide && !Blind) 582. pline("Whee! %s %s across the %s.", Doname2(kickobj), 583. otense(kickobj, "slide"), surface(x,y)); 584. 585. obj_extract_self(kickobj); 586. (void) snuff_candle(kickobj); 587. newsym(x, y); 588. mon = bhit(u.dx, u.dy, range, KICKED_WEAPON, 589. (int FDECL((*),(MONST_P,OBJ_P)))0, 590. (int FDECL((*),(OBJ_P,OBJ_P)))0, 591. &kickobj); 592. if (!kickobj) 593. return 1; /* object broken (and charged for if costly) */ 594. if(mon) { 595. if (mon->isshk && 596. kickobj->where == OBJ_MINVENT && kickobj->ocarry == mon) 597. return 1; /* alert shk caught it */ 598. notonhead = (mon->mx != bhitpos.x || mon->my != bhitpos.y); 599. if(isgold ? ghitm(mon, kickobj) : /* caught? */ 600. thitmonst(mon, kickobj, 3)) /* hit && used up? */ 601. return(1); 602. } 603. 604. /* the object might have fallen down a hole */ 605. if (kickobj->where == OBJ_MIGRATING) { 606. if (costly) { 607. if(isgold) 608. costly_gold(x, y, kickobj->quan); 609. else (void)stolen_value(kickobj, x, y, 610. (boolean)shkp->mpeaceful, FALSE, FALSE); 611. } 612. return 1; 613. } 614. 615. bhitroom = *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE); 616. if (costly && (!costly_spot(bhitpos.x, bhitpos.y) || 617. *in_rooms(x, y, SHOPBASE) != bhitroom)) { 618. if(isgold) 619. costly_gold(x, y, kickobj->quan); 620. else (void)stolen_value(kickobj, x, y, 621. (boolean)shkp->mpeaceful, FALSE, FALSE); 622. } 623. 624. if(flooreffects(kickobj,bhitpos.x,bhitpos.y,"fall")) return(1); 625. place_object(kickobj, bhitpos.x, bhitpos.y); 626. stackobj(kickobj); 627. newsym(kickobj->ox, kickobj->oy); 628. return(1); 629. } 630. 631. STATIC_OVL char * 632. kickstr(buf) 633. char *buf; 634. { 635. const char *what; 636. 637. if (kickobj) what = distant_name(kickobj,doname); 638. else if (IS_DOOR(maploc->typ)) what = "a door"; 639. else if (IS_TREE(maploc->typ)) what = "a tree"; 640. else if (IS_STWALL(maploc->typ)) what = "a wall"; 641. else if (IS_ROCK(maploc->typ)) what = "a rock"; 642. else if (IS_THRONE(maploc->typ)) what = "a throne"; 643. else if (IS_FOUNTAIN(maploc->typ)) what = "a fountain"; 644. else if (IS_GRAVE(maploc->typ)) what = "a headstone"; 645. #ifdef SINKS 646. else if (IS_SINK(maploc->typ)) what = "a sink"; 647. else if (IS_TOILET(maploc->typ)) what = "a toilet"; 648. #endif 649. else if (IS_ALTAR(maploc->typ)) what = "an altar"; 650. else if (IS_DRAWBRIDGE(maploc->typ)) what = "a drawbridge"; 651. else if (maploc->typ == STAIRS) what = "the stairs"; 652. else if (maploc->typ == LADDER) what = "a ladder"; 653. else if (maploc->typ == IRONBARS) what = "an iron bar"; 654. else what = "something weird"; 655. return strcat(strcpy(buf, "kicking "), what); 656. } 657. 658. int 659. dokick() 660. { 661. int x, y; 662. int avrg_attrib; 663. register struct monst *mtmp; 664. boolean no_kick = FALSE; 665. char buf[BUFSZ]; 666. 667. if (nolimbs(youmonst.data) || slithy(youmonst.data)) { 668. You("have no legs to kick with."); 669. no_kick = TRUE; 670. } else if (verysmall(youmonst.data)) { 671. You("are too small to do any kicking."); 672. no_kick = TRUE; 673. #ifdef STEED 674. } else if (u.usteed) { 675. if (yn_function("Kick your steed?", ynchars, 'y') == 'y') { 676. You("kick %s.", mon_nam(u.usteed)); 677. kick_steed(); 678. return 1; 679. } else { 680. return 0; 681. } 682. #endif 683. } else if (Wounded_legs) { 684. /* note: jump() has similar code */ 685. long wl = (EWounded_legs & BOTH_SIDES); 686. const char *bp = body_part(LEG); 687. 688. if (wl == BOTH_SIDES) bp = makeplural(bp); 689. Your("%s%s %s in no shape for kicking.", 690. (wl == LEFT_SIDE) ? "left " : 691. (wl == RIGHT_SIDE) ? "right " : "", 692. bp, (wl == BOTH_SIDES) ? "are" : "is"); 693. no_kick = TRUE; 694. } else if (near_capacity() > SLT_ENCUMBER) { 695. Your("load is too heavy to balance yourself for a kick."); 696. no_kick = TRUE; 697. } else if (youmonst.data->mlet == S_LIZARD) { 698. Your("legs cannot kick effectively."); 699. no_kick = TRUE; 700. } else if (u.uinwater && !rn2(2)) { 701. Your("slow motion kick doesn't hit anything."); 702. no_kick = TRUE; 703. } else if (u.utrap) { 704. switch (u.utraptype) { 705. case TT_PIT: 706. pline("There's not enough room to kick down here."); 707. break; 708. case TT_WEB: 709. case TT_BEARTRAP: 710. You_cant("move your %s!", body_part(LEG)); 711. break; 712. default: 713. break; 714. } 715. no_kick = TRUE; 716. } 717. 718. if (no_kick) { 719. /* ignore direction typed before player notices kick failed */ 720. display_nhwindow(WIN_MESSAGE, TRUE); /* --More-- */ 721. return 0; 722. } 723. 724. if(!getdir((char *)0)) return(0); 725. if(!u.dx && !u.dy) return(0); 726. 727. x = u.ux + u.dx; 728. y = u.uy + u.dy; 729. 730. /* KMH -- Kicking boots always succeed */ 731. if (uarmf && uarmf->otyp == KICKING_BOOTS) 732. avrg_attrib = 99; 733. else 734. avrg_attrib = (ACURRSTR+ACURR(A_DEX)+ACURR(A_CON))/3; 735. 736. if(u.uswallow) { 737. switch(rn2(3)) { 738. case 0: You_cant("move your %s!", body_part(LEG)); 739. break; 740. case 1: if (is_animal(u.ustuck->data)) { 741. pline("%s burps loudly.", Monnam(u.ustuck)); 742. break; 743. } 744. default: Your("feeble kick has no effect."); break; 745. } 746. return(1); 747. } 748. if (Levitation) { 749. int xx, yy; 750. 751. xx = u.ux - u.dx; 752. yy = u.uy - u.dy; 753. /* doors can be opened while levitating, so they must be 754. * reachable for bracing purposes 755. * Possible extension: allow bracing against stuff on the side? 756. */ 757. if (isok(xx,yy) && !IS_ROCK(levl[xx][yy].typ) && 758. !IS_DOOR(levl[xx][yy].typ) && 759. (!Is_airlevel(&u.uz) || !OBJ_AT(xx,yy))) { 760. You("have nothing to brace yourself against."); 761. return(0); 762. } 763. } 764. 765. wake_nearby(); 766. u_wipe_engr(2); 767. 768. maploc = &levl[x][y]; 769. 770. /* The next five tests should stay in */ 771. /* their present order: monsters, pools, */ 772. /* objects, non-doors, doors. */ 773. 774. if(MON_AT(x, y)) { 775. struct permonst *mdat; 776. 777. mtmp = m_at(x, y); 778. mdat = mtmp->data; 779. if (!mtmp->mpeaceful || !canspotmon(mtmp)) 780. flags.forcefight = TRUE; /* attack even if invisible */ 781. kick_monster(x, y); 782. flags.forcefight = FALSE; 783. /* see comment in attack_checks() */ 784. if (!DEADMONSTER(mtmp) && 785. !canspotmon(mtmp) && 786. /* check x and y; a monster that evades your kick by 787. jumping to an unseen square doesn't leave an I behind */ 788. mtmp->mx == x && mtmp->my == y && 789. !memory_is_invisible(x, y) && 790. !(u.uswallow && mtmp == u.ustuck)) 791. map_invisible(x, y); 792. if((Is_airlevel(&u.uz) || Levitation) && flags.move) { 793. int range; 794. 795. range = ((int)youmonst.data->cwt + (weight_cap() + inv_weight())); 796. if (range < 1) range = 1; /* divide by zero avoidance */ 797. range = (3*(int)mdat->cwt) / range; 798. 799. if(range < 1) range = 1; 800. hurtle(-u.dx, -u.dy, range, TRUE); 801. } 802. return(1); 803. } 804. if (memory_is_invisible(x, y)) { 805. unmap_object(x, y); 806. newsym(x, y); 807. } 808. if (is_pool(x, y) ^ !!u.uinwater) { 809. /* objects normally can't be removed from water by kicking */ 810. You("splash some water around."); 811. return 1; 812. } 813. 814. kickobj = (struct obj *)0; 815. if (OBJ_AT(x, y) && 816. (!Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) 817. || sobj_at(BOULDER,x,y))) { 818. if(kick_object(x, y)) { 819. if(Is_airlevel(&u.uz)) 820. hurtle(-u.dx, -u.dy, 1, TRUE); /* assume it's light */ 821. return(1); 822. } 823. goto ouch; 824. } 825. 826. if(!IS_DOOR(maploc->typ)) { 827. if(maploc->typ == SDOOR) { 828. if(!Levitation && rn2(30) < avrg_attrib) { 829. cvt_sdoor_to_door(maploc); /* ->typ = DOOR */ 830. pline("Crash! %s a secret door!", 831. /* don't "kick open" when it's locked 832. unless it also happens to be trapped */ 833. (maploc->doormask & (D_LOCKED|D_TRAPPED)) == D_LOCKED ? 834. "Your kick uncovers" : "You kick open"); 835. exercise(A_DEX, TRUE); 836. if(maploc->doormask & D_TRAPPED) { 837. maploc->doormask = D_NODOOR; 838. b_trapped("door", FOOT); 839. } else if (maploc->doormask != D_NODOOR && 840. !(maploc->doormask & D_LOCKED)) 841. maploc->doormask = D_ISOPEN; 842. if (Blind) 843. feel_location(x,y); /* we know it's gone */ 844. else 845. newsym(x,y); 846. if (maploc->doormask == D_ISOPEN || 847. maploc->doormask == D_NODOOR) 848. unblock_point(x,y); /* vision */ 849. return(1); 850. } else goto ouch; 851. } 852. if(maploc->typ == SCORR) { 853. if(!Levitation && rn2(30) < avrg_attrib) { 854. pline("Crash! You kick open a secret passage!"); 855. exercise(A_DEX, TRUE); 856. maploc->typ = CORR; 857. if (Blind) 858. feel_location(x,y); /* we know it's gone */ 859. else 860. newsym(x,y); 861. unblock_point(x,y); /* vision */ 862. return(1); 863. } else goto ouch; 864. } 865. if(IS_THRONE(maploc->typ)) { 866. register int i; 867. if(Levitation) goto dumb; 868. if((Luck < 0 || maploc->doormask) && !rn2(3)) { 869. maploc->typ = ROOM; 870. maploc->doormask = 0; /* don't leave loose ends.. */ 871. (void) mkgold((long)rnd(200), x, y); 872. if (Blind) 873. pline("CRASH! You destroy it."); 874. else { 875. pline("CRASH! You destroy the throne."); 876. newsym(x, y); 877. } 878. exercise(A_DEX, TRUE); 879. return(1); 880. } else if(Luck > 0 && !rn2(3) && !maploc->looted) { 881. (void) mkgold((long) rn1(201, 300), x, y); 882. i = Luck + 1; 883. if(i > 6) i = 6; 884. while(i--) 885. (void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL, 886. LUCKSTONE-1), x, y, FALSE, TRUE); 887. if (Blind) 888. You("kick %s loose!", something); 889. else { 890. You("kick loose some ornamental coins and gems!"); 891. newsym(x, y); 892. } 893. /* prevent endless milking */ 894. maploc->looted = T_LOOTED; 895. return(1); 896. } else if (!rn2(4)) { 897. if(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)) { 898. fall_through(FALSE); 899. return(1); 900. } else goto ouch; 901. } 902. goto ouch; 903. } 904. if(IS_ALTAR(maploc->typ)) { 905. if(Levitation) goto dumb; 906. You("kick %s.",(Blind ? something : "the altar")); 907. if(!rn2(3)) goto ouch; 908. altar_wrath(x, y); 909. exercise(A_DEX, TRUE); 910. return(1); 911. } 912. if(IS_FOUNTAIN(maploc->typ)) { 913. if(Levitation) goto dumb; 914. You("kick %s.",(Blind ? something : "the fountain")); 915. if(!rn2(3)) goto ouch; 916. /* make metal boots rust */ 917. if(uarmf && rn2(3)) 918. if (!rust_dmg(uarmf, "metal boots", 1, FALSE, &youmonst)) { 919. Your("boots get wet."); 920. /* could cause short-lived fumbling here */ 921. } 922. exercise(A_DEX, TRUE); 923. return(1); 924. } 925. if(IS_GRAVE(maploc->typ) || maploc->typ == IRONBARS) 926. goto ouch; 927. if(IS_TREE(maploc->typ)) { 928. struct obj *treefruit; 929. /* nothing, fruit or trouble? 75:23.5:1.5% */ 930. if (rn2(3)) { 931. if ( !rn2(6) && !(mvitals[PM_KILLER_BEE].mvflags & G_GONE) ) 932. You_hear("a low buzzing."); /* a warning */ 933. goto ouch; 934. } 935. if (rn2(15) && !(maploc->looted & TREE_LOOTED) && 936. (treefruit = rnd_treefruit_at(x, y))) { 937. long nfruit = 8L-rnl(7), nfall; 938. short frtype = treefruit->otyp; 939. treefruit->quan = nfruit; 940. if (is_plural(treefruit)) 941. pline("Some %s fall from the tree!", xname(treefruit)); 942. else 943. pline("%s falls from the tree!", An(xname(treefruit))); 944. nfall = scatter(x,y,2,MAY_HIT,treefruit); 945. if (nfall != nfruit) { 946. /* scatter left some in the tree, but treefruit 947. * may not refer to the correct object */ 948. treefruit = mksobj(frtype, TRUE, FALSE); 949. treefruit->quan = nfruit-nfall; 950. pline("%ld %s got caught in the branches.", 951. nfruit-nfall, xname(treefruit)); 952. dealloc_obj(treefruit); 953. } 954. exercise(A_DEX, TRUE); 955. exercise(A_WIS, TRUE); /* discovered a new food source! */ 956. newsym(x, y); 957. maploc->looted |= TREE_LOOTED; 958. return(1); 959. } else if (!(maploc->looted & TREE_SWARM)) { 960. int cnt = rnl(4) + 2; 961. int made = 0; 962. coord mm; 963. mm.x = x; mm.y = y; 964. while (cnt--) { 965. if (enexto(&mm, mm.x, mm.y, &mons[PM_KILLER_BEE]) 966. && makemon(&mons[PM_KILLER_BEE], 967. mm.x, mm.y, MM_ANGRY)) 968. made++; 969. } 970. if ( made ) 971. pline("You've attracted the tree's former occupants!"); 972. else 973. You("smell stale honey."); 974. maploc->looted |= TREE_SWARM; 975. return(1); 976. } 977. goto ouch; 978. } 979. #ifdef SINKS 980. if(IS_TOILET(maploc->typ)) { 981. if(Levitation) goto dumb; 982. pline("Klunk!"); 983. if (!rn2(4)) breaktoilet(x,y); 984. return(1); 985. } 986. if(IS_GRAVE(maploc->typ)) { 987. goto ouch; 988. } 989. if(IS_SINK(maploc->typ)) { 990. int gend = poly_gender(); 991. short washerndx = (gend == 1 || (gend == 2 && rn2(2))) ? 992. PM_INCUBUS : PM_SUCCUBUS; 993. 994. if(Levitation) goto dumb; 995. if(rn2(5)) { 996. if(flags.soundok) 997. pline("Klunk! The pipes vibrate noisily."); 998. else pline("Klunk!"); 999. exercise(A_DEX, TRUE); 1000. return(1); 1001. } else if(!(maploc->looted & S_LPUDDING) && !rn2(3) && 1002. !(mvitals[PM_BLACK_PUDDING].mvflags & G_GONE)) { 1003. if (Blind) 1004. You_hear("a gushing sound."); 1005. else 1006. pline("A %s ooze gushes up from the drain!", 1007. hcolor(NH_BLACK)); 1008. (void) makemon(&mons[PM_BLACK_PUDDING], 1009. x, y, NO_MM_FLAGS); 1010. exercise(A_DEX, TRUE); 1011. newsym(x,y); 1012. maploc->looted |= S_LPUDDING; 1013. return(1); 1014. } else if(!(maploc->looted & S_LDWASHER) && !rn2(3) && 1015. !(mvitals[washerndx].mvflags & G_GONE)) { 1016. /* can't resist... */ 1017. pline("%s returns!", (Blind ? Something : 1018. "The dish washer")); 1019. if (makemon(&mons[washerndx], x, y, NO_MM_FLAGS)) 1020. newsym(x,y); 1021. maploc->looted |= S_LDWASHER; 1022. exercise(A_DEX, TRUE); 1023. return(1); 1024. } else if(!rn2(3)) { 1025. pline("Flupp! %s.", (Blind ? 1026. "You hear a sloshing sound" : 1027. "Muddy waste pops up from the drain")); 1028. if(!(maploc->looted & S_LRING)) { /* once per sink */ 1029. if (!Blind) 1030. You("see a ring shining in its midst."); 1031. (void) mkobj_at(RING_CLASS, x, y, TRUE); 1032. newsym(x, y); 1033. exercise(A_DEX, TRUE); 1034. exercise(A_WIS, TRUE); /* a discovery! */ 1035. maploc->looted |= S_LRING; 1036. } 1037. return(1); 1038. } 1039. goto ouch; 1040. } 1041. #endif 1042. if (maploc->typ == STAIRS || maploc->typ == LADDER || 1043. IS_STWALL(maploc->typ)) { 1044. if(!IS_STWALL(maploc->typ) && maploc->ladder == LA_DOWN) 1045. goto dumb; 1046. ouch: 1047. pline("Ouch! That hurts!"); 1048. exercise(A_DEX, FALSE); 1049. exercise(A_STR, FALSE); 1050. if (Blind) feel_location(x,y); /* we know we hit it */ 1051. if (is_drawbridge_wall(x,y) >= 0) { 1052. pline_The("drawbridge is unaffected."); 1053. /* update maploc to refer to the drawbridge */ 1054. (void) find_drawbridge(&x,&y); 1055. maploc = &levl[x][y]; 1056. } 1057. if(!rn2(3)) set_wounded_legs(RIGHT_SIDE, 5 + rnd(5)); 1058. losehp(rnd(ACURR(A_CON) > 15 ? 3 : 5), kickstr(buf), 1059. KILLED_BY); 1060. if(Is_airlevel(&u.uz) || Levitation) 1061. hurtle(-u.dx, -u.dy, rn1(2,4), TRUE); /* assume it's heavy */ 1062. return(1); 1063. } 1064. goto dumb; 1065. } 1066. 1067. if(maploc->doormask == D_ISOPEN || 1068. maploc->doormask == D_BROKEN || 1069. maploc->doormask == D_NODOOR) { 1070. dumb: 1071. exercise(A_DEX, FALSE); 1072. if (martial() || ACURR(A_DEX) >= 16 || rn2(3)) { 1073. You("kick at empty space."); 1074. if (Blind) feel_location(x,y); 1075. } else { 1076. pline("Dumb move! You strain a muscle."); 1077. exercise(A_STR, FALSE); 1078. set_wounded_legs(RIGHT_SIDE, 5 + rnd(5)); 1079. } 1080. if ((Is_airlevel(&u.uz) || Levitation) && rn2(2)) { 1081. hurtle(-u.dx, -u.dy, 1, TRUE); 1082. return 1; /* you moved, so use up a turn */ 1083. } 1084. return(0); 1085. } 1086. 1087. /* not enough leverage to kick open doors while levitating */ 1088. if(Levitation) goto ouch; 1089. 1090. /* Ali - artifact doors */ 1091. if (artifact_door(x, y)) goto ouch; 1092. 1093. exercise(A_DEX, TRUE); 1094. /* door is known to be CLOSED or LOCKED */ 1095. if(rnl(35) < avrg_attrib + (!martial() ? 0 : ACURR(A_DEX))) { 1096. boolean shopdoor = *in_rooms(x, y, SHOPBASE) ? TRUE : FALSE; 1097. /* break the door */ 1098. if(maploc->doormask & D_TRAPPED) { 1099. if (flags.verbose) You("kick the door."); 1100. exercise(A_STR, FALSE); 1101. maploc->doormask = D_NODOOR; 1102. b_trapped("door", FOOT); 1103. } else if(ACURR(A_STR) > 18 && !rn2(5) && !shopdoor) { 1104. pline("As you kick the door, it shatters to pieces!"); 1105. exercise(A_STR, TRUE); 1106. maploc->doormask = D_NODOOR; 1107. } else { 1108. pline("As you kick the door, it crashes open!"); 1109. exercise(A_STR, TRUE); 1110. maploc->doormask = D_BROKEN; 1111. } 1112. if (Blind) 1113. feel_location(x,y); /* we know we broke it */ 1114. else 1115. newsym(x,y); 1116. unblock_point(x,y); /* vision */ 1117. if (shopdoor) { 1118. add_damage(x, y, 400L); 1119. pay_for_damage("break", FALSE); 1120. } 1121. if (in_town(x, y)) 1122. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 1123. if (DEADMONSTER(mtmp)) continue; 1124. if((mtmp->data == &mons[PM_WATCHMAN] || 1125. mtmp->data == &mons[PM_WATCH_CAPTAIN]) && 1126. couldsee(mtmp->mx, mtmp->my) && 1127. mtmp->mpeaceful) { 1128. if (canspotmon(mtmp)) 1129. pline("%s yells:", Amonnam(mtmp)); 1130. else 1131. You_hear("someone yell:"); 1132. verbalize("Halt, thief! You're under arrest!"); 1133. (void) angry_guards(FALSE); 1134. break; 1135. } 1136. } 1137. } else { 1138. if (Blind) feel_location(x,y); /* we know we hit it */ 1139. exercise(A_STR, TRUE); 1140. pline("WHAMMM!!!"); 1141. if (in_town(x, y)) 1142. for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 1143. if (DEADMONSTER(mtmp)) continue; 1144. if ((mtmp->data == &mons[PM_WATCHMAN] || 1145. mtmp->data == &mons[PM_WATCH_CAPTAIN]) && 1146. mtmp->mpeaceful && couldsee(mtmp->mx, mtmp->my)) { 1147. if (canspotmon(mtmp)) 1148. pline("%s yells:", Amonnam(mtmp)); 1149. else 1150. You_hear("someone yell:"); 1151. if(levl[x][y].looted & D_WARNED) { 1152. verbalize("Halt, vandal! You're under arrest!"); 1153. (void) angry_guards(FALSE); 1154. } else { 1155. int i; 1156. verbalize("Hey, stop damaging that door!"); 1157. /* [ALI] Since marking a door as warned will have 1158. * the side effect of trapping the door, it must be 1159. * included in the doors[] array in order that trap 1160. * detection will find it. 1161. */ 1162. for(i = doorindex - 1; i >= 0; i--) 1163. if (x == doors[i].x && y == doors[i].y) 1164. break; 1165. if (i < 0) 1166. i = add_door(x, y, (struct mkroom *)0); 1167. if (i >= 0) 1168. levl[x][y].looted |= D_WARNED; 1169. } 1170. break; 1171. } 1172. } 1173. } 1174. return(1); 1175. } 1176. 1177. STATIC_OVL void 1178. drop_to(cc, loc) 1179. coord *cc; 1180. schar loc; 1181. { 1182. /* cover all the MIGR_xxx choices generated by down_gate() */ 1183. switch (loc) { 1184. case MIGR_RANDOM: /* trap door or hole */ 1185. if (Is_stronghold(&u.uz)) { 1186. cc->x = valley_level.dnum; 1187. cc->y = valley_level.dlevel; 1188. break; 1189. } else if (In_endgame(&u.uz) || Is_botlevel(&u.uz)) { 1190. cc->y = cc->x = 0; 1191. break; 1192. } /* else fall to the next cases */ 1193. case MIGR_STAIRS_UP: 1194. case MIGR_LADDER_UP: 1195. cc->x = u.uz.dnum; 1196. cc->y = u.uz.dlevel + 1; 1197. break; 1198. case MIGR_SSTAIRS: 1199. cc->x = sstairs.tolev.dnum; 1200. cc->y = sstairs.tolev.dlevel; 1201. break; 1202. default: 1203. case MIGR_NOWHERE: 1204. /* y==0 means "nowhere", in which case x doesn't matter */ 1205. cc->y = cc->x = 0; 1206. break; 1207. } 1208. } 1209. 1210. void 1211. impact_drop(missile, x, y, dlev) 1212. struct obj *missile; 1213. xchar x, y, dlev; 1214. { 1215. schar toloc; 1216. register struct obj *obj, *obj2; 1217. register struct monst *shkp; 1218. long oct, dct, price, debit, robbed; 1219. boolean angry, costly, isrock; 1220. coord cc; 1221. 1222. if(!OBJ_AT(x, y)) return; 1223. 1224. toloc = down_gate(x, y); 1225. drop_to(&cc, toloc); 1226. if (!cc.y) return; 1227. 1228. if (dlev) { 1229. /* send objects next to player falling through trap door. 1230. * checked in obj_delivery(). 1231. */ 1232. toloc = MIGR_NEAR_PLAYER; 1233. cc.y = dlev; 1234. } 1235. 1236. costly = costly_spot(x, y); 1237. price = debit = robbed = 0L; 1238. angry = FALSE; 1239. shkp = (struct monst *) 0; 1240. /* if 'costly', we must keep a record of ESHK(shkp) before 1241. * it undergoes changes through the calls to stolen_value. 1242. * the angry bit must be reset, if needed, in this fn, since 1243. * stolen_value is called under the 'silent' flag to avoid 1244. * unsavory pline repetitions. 1245. */ 1246. if(costly) { 1247. if ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) != 0) { 1248. debit = ESHK(shkp)->debit; 1249. robbed = ESHK(shkp)->robbed; 1250. angry = !shkp->mpeaceful; 1251. } 1252. } 1253. 1254. isrock = (missile && missile->otyp == ROCK); 1255. oct = dct = 0L; 1256. for(obj = level.objects[x][y]; obj; obj = obj2) { 1257. obj2 = obj->nexthere; 1258. if(obj == missile) continue; 1259. /* number of objects in the pile */ 1260. oct += obj->quan; 1261. if(obj == uball || obj == uchain) continue; 1262. /* boulders can fall too, but rarely & never due to rocks */ 1263. if((isrock && obj->otyp == BOULDER) || 1264. rn2(obj->otyp == BOULDER ? 30 : 3)) continue; 1265. obj_extract_self(obj); 1266. 1267. if(costly) { 1268. price += stolen_value(obj, x, y, 1269. (costly_spot(u.ux, u.uy) && 1270. index(u.urooms, *in_rooms(x, y, SHOPBASE))), 1271. TRUE, FALSE); 1272. /* set obj->no_charge to 0 */ 1273. if (Has_contents(obj)) 1274. picked_container(obj); /* does the right thing */ 1275. if (obj->oclass != COIN_CLASS) 1276. obj->no_charge = 0; 1277. } 1278. 1279. add_to_migration(obj); 1280. obj->ox = cc.x; 1281. obj->oy = cc.y; 1282. obj->owornmask = (long)toloc; 1283. 1284. /* number of fallen objects */ 1285. dct += obj->quan; 1286. } 1287. 1288. if (dct && cansee(x, y)) { /* at least one object fell */ 1289. const char *what = (dct == 1L ? "object falls" : "objects fall"); 1290. 1291. if (missile) 1292. pline("From the impact, %sother %s.", 1293. dct == oct ? "the " : dct == 1L ? "an" : "", what); 1294. else if (oct == dct) 1295. pline("%s adjacent %s %s.", 1296. dct == 1L ? "The" : "All the", what, gate_str); 1297. else 1298. pline("%s adjacent %s %s.", 1299. dct == 1L ? "One of the" : "Some of the", 1300. dct == 1L ? "objects falls" : what, gate_str); 1301. } 1302. 1303. if(costly && shkp && price) { 1304. if(ESHK(shkp)->robbed > robbed) { 1305. You("removed %ld %s worth of goods!", price, currency(price)); 1306. if(cansee(shkp->mx, shkp->my)) { 1307. if(ESHK(shkp)->customer[0] == 0) 1308. (void) strncpy(ESHK(shkp)->customer, 1309. plname, PL_NSIZ); 1310. if(angry) 1311. pline("%s is infuriated!", Monnam(shkp)); 1312. else pline("\"%s, you are a thief!\"", plname); 1313. } else You_hear("a scream, \"Thief!\""); 1314. hot_pursuit(shkp); 1315. (void) angry_guards(FALSE); 1316. return; 1317. } 1318. if(ESHK(shkp)->debit > debit) { 1319. long amt = (ESHK(shkp)->debit - debit); 1320. You("owe %s %ld %s for goods lost.", 1321. Monnam(shkp), 1322. amt, currency(amt)); 1323. } 1324. } 1325. 1326. } 1327. 1328. /* NOTE: ship_object assumes otmp was FREED from fobj or invent. 1329. * <x,y> is the point of drop. otmp is _not_ an <x,y> resident: 1330. * otmp is either a kicked, dropped, or thrown object. 1331. */ 1332. boolean 1333. ship_object(otmp, x, y, shop_floor_obj) 1334. xchar x, y; 1335. struct obj *otmp; 1336. boolean shop_floor_obj; 1337. { 1338. schar toloc; 1339. xchar ox, oy; 1340. coord cc; 1341. struct obj *obj; 1342. struct trap *t; 1343. boolean nodrop, unpaid, container, impact = FALSE; 1344. long n = 0L; 1345. 1346. if (!otmp) return(FALSE); 1347. if ((toloc = down_gate(x, y)) == MIGR_NOWHERE) return(FALSE); 1348. drop_to(&cc, toloc); 1349. if (!cc.y) return(FALSE); 1350. 1351. /* objects other than attached iron ball always fall down ladder, 1352. but have a chance of staying otherwise */ 1353. nodrop = (otmp == uball) || (otmp == uchain) || 1354. (toloc != MIGR_LADDER_UP && rn2(3)); 1355. 1356. container = Has_contents(otmp); 1357. unpaid = (otmp->unpaid || (container && count_unpaid(otmp->cobj))); 1358. 1359. if(OBJ_AT(x, y)) { 1360. for(obj = level.objects[x][y]; obj; obj = obj->nexthere) 1361. if(obj != otmp) n += obj->quan; 1362. if(n) impact = TRUE; 1363. } 1364. /* boulders never fall through trap doors, but they might knock 1365. other things down before plugging the hole */ 1366. if (otmp->otyp == BOULDER && 1367. ((t = t_at(x, y)) != 0) && 1368. (t->ttyp == TRAPDOOR || t->ttyp == HOLE)) { 1369. if (impact) impact_drop(otmp, x, y, 0); 1370. return FALSE; /* let caller finish the drop */ 1371. } 1372. 1373. if (cansee(x, y)) otransit_msg(otmp, nodrop, n); 1374. 1375. if (nodrop) { 1376. if (impact) impact_drop(otmp, x, y, 0); 1377. return(FALSE); 1378. } 1379. 1380. if(unpaid || shop_floor_obj) { 1381. if(unpaid) { 1382. subfrombill(otmp, shop_keeper(*u.ushops)); 1383. (void)stolen_value(otmp, u.ux, u.uy, TRUE, FALSE, FALSE); 1384. } else { 1385. ox = otmp->ox; 1386. oy = otmp->oy; 1387. (void)stolen_value(otmp, ox, oy, 1388. (costly_spot(u.ux, u.uy) && 1389. index(u.urooms, *in_rooms(ox, oy, SHOPBASE))), 1390. FALSE, FALSE); 1391. } 1392. /* set otmp->no_charge to 0 */ 1393. if(container) 1394. picked_container(otmp); /* happens to do the right thing */ 1395. if(otmp->oclass != COIN_CLASS) 1396. otmp->no_charge = 0; 1397. } 1398. 1399. if (otmp == uwep) setuwep((struct obj *)0, FALSE); 1400. if (otmp == uswapwep) setuswapwep((struct obj *)0, FALSE); 1401. if (otmp == uquiver) setuqwep((struct obj *)0); 1402. 1403. /* some things break rather than ship */ 1404. if (breaktest(otmp)) { 1405. const char *result; 1406. 1407. if (objects[otmp->otyp].oc_material == GLASS 1408. #ifdef TOURIST 1409. || otmp->otyp == EXPENSIVE_CAMERA 1410. #endif 1411. ) { 1412. if (otmp->otyp == MIRROR) 1413. change_luck(-2); 1414. result = "crash"; 1415. } else { 1416. /* penalty for breaking eggs laid by you */ 1417. if (otmp->otyp == EGG && otmp->spe && otmp->corpsenm >= LOW_PM) 1418. change_luck((schar) -min(otmp->quan, 5L)); 1419. result = "splat"; 1420. } 1421. You_hear("a muffled %s.",result); 1422. obj_extract_self(otmp); 1423. obfree(otmp, (struct obj *) 0); 1424. return TRUE; 1425. } 1426. 1427. add_to_migration(otmp); 1428. otmp->ox = cc.x; 1429. otmp->oy = cc.y; 1430. otmp->owornmask = (long)toloc; 1431. /* boulder from rolling boulder trap, no longer part of the trap */ 1432. if (otmp->otyp == BOULDER) otmp->otrapped = 0; 1433. 1434. if(impact) { 1435. /* the objs impacted may be in a shop other than 1436. * the one in which the hero is located. another 1437. * check for a shk is made in impact_drop. it is, e.g., 1438. * possible to kick/throw an object belonging to one 1439. * shop into another shop through a gap in the wall, 1440. * and cause objects belonging to the other shop to 1441. * fall down a trap door--thereby getting two shopkeepers 1442. * angry at the hero in one shot. 1443. */ 1444. impact_drop(otmp, x, y, 0); 1445. newsym(x,y); 1446. } 1447. return(TRUE); 1448. } 1449. 1450. void 1451. obj_delivery() 1452. { 1453. register struct obj *otmp, *otmp2; 1454. register int nx, ny; 1455. long where; 1456. 1457. for (otmp = migrating_objs; otmp; otmp = otmp2) { 1458. otmp2 = otmp->nobj; 1459. if (otmp->ox != u.uz.dnum || otmp->oy != u.uz.dlevel) continue; 1460. 1461. obj_extract_self(otmp); 1462. where = otmp->owornmask; /* destination code */ 1463. otmp->owornmask = 0L; 1464. 1465. switch ((int)where) { 1466. case MIGR_STAIRS_UP: nx = xupstair, ny = yupstair; 1467. break; 1468. case MIGR_LADDER_UP: nx = xupladder, ny = yupladder; 1469. break; 1470. case MIGR_SSTAIRS: nx = sstairs.sx, ny = sstairs.sy; 1471. break; 1472. case MIGR_NEAR_PLAYER: nx = u.ux, ny = u.uy; 1473. break; 1474. default: 1475. case MIGR_RANDOM: nx = ny = 0; 1476. break; 1477. } 1478. if (nx > 0) { 1479. place_object(otmp, nx, ny); 1480. stackobj(otmp); 1481. (void)scatter(nx, ny, rnd(2), 0, otmp); 1482. } else { /* random location */ 1483. /* set dummy coordinates because there's no 1484. current position for rloco() to update */ 1485. otmp->ox = otmp->oy = 0; 1486. rloco(otmp); 1487. } 1488. } 1489. } 1490. 1491. STATIC_OVL void 1492. otransit_msg(otmp, nodrop, num) 1493. register struct obj *otmp; 1494. register boolean nodrop; 1495. long num; 1496. { 1497. char obuf[BUFSZ]; 1498. 1499. Sprintf(obuf, "%s%s", 1500. (otmp->otyp == CORPSE && 1501. type_is_pname(&mons[otmp->corpsenm])) ? "" : "The ", 1502. xname(otmp)); 1503. 1504. if(num) { /* means: other objects are impacted */ 1505. Sprintf(eos(obuf), " %s %s object%s", 1506. otense(otmp, "hit"), 1507. num == 1L ? "another" : "other", 1508. num > 1L ? "s" : ""); 1509. if(nodrop) 1510. Sprintf(eos(obuf), "."); 1511. else 1512. Sprintf(eos(obuf), " and %s %s.", 1513. otense(otmp, "fall"), gate_str); 1514. pline("%s", obuf); 1515. } else if(!nodrop) 1516. pline("%s %s %s.", obuf, otense(otmp, "fall"), gate_str); 1517. } 1518. 1519. /* migration destination for objects which fall down to next level */ 1520. schar 1521. down_gate(x, y) 1522. xchar x, y; 1523. { 1524. struct trap *ttmp; 1525. 1526. gate_str = 0; 1527. /* this matches the player restriction in goto_level() */ 1528. if (on_level(&u.uz, &qstart_level) && !ok_to_quest()) 1529. return MIGR_NOWHERE; 1530. 1531. if ((xdnstair == x && ydnstair == y) || 1532. (sstairs.sx == x && sstairs.sy == y && !sstairs.up)) { 1533. gate_str = "down the stairs"; 1534. return (xdnstair == x && ydnstair == y) ? 1535. MIGR_STAIRS_UP : MIGR_SSTAIRS; 1536. } 1537. if (xdnladder == x && ydnladder == y) { 1538. gate_str = "down the ladder"; 1539. return MIGR_LADDER_UP; 1540. } 1541. 1542. if (((ttmp = t_at(x, y)) != 0 && ttmp->tseen) && 1543. (ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)) { 1544. gate_str = (ttmp->ttyp == TRAPDOOR) ? 1545. "through the trap door" : "through the hole"; 1546. return MIGR_RANDOM; 1547. } 1548. return MIGR_NOWHERE; 1549. } 1550. 1551. /*dokick.c*/