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Source:Dokick.c

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Below is the full text to src/dokick.c from NetHack 3.4.3. To link to a particular line, write [[dokick.c#line123]], for example.

Top of file Edit

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.    
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
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.   

kickdmg Edit

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.   		}
83.   		/* a good kick exercises your dex */
84.   		exercise(A_DEX, TRUE);
85.   	}
86.   	if (blessed_foot_damage) dmg += rnd(4);
87.   	if (uarmf) dmg += uarmf->spe;
88.   	dmg += u.udaminc;	/* add ring(s) of increase damage */
89.   	if (dmg > 0)
90.   		mon->mhp -= dmg;
91.   	if (mon->mhp > 0 && martial() && !bigmonst(mon->data) && !rn2(3) &&
92.   	    mon->mcanmove && mon != u.ustuck && !mon->mtrapped) {
93.   		/* see if the monster has a place to move into */
94.   		mdx = mon->mx + u.dx;
95.   		mdy = mon->my + u.dy;
96.   		if(goodpos(mdx, mdy, mon, 0)) {
97.   			pline("%s reels from the blow.", Monnam(mon));
98.   			if (m_in_out_region(mon, mdx, mdy)) {
99.   			    remove_monster(mon->mx, mon->my);
100.  			    newsym(mon->mx, mon->my);
101.  			    place_monster(mon, mdx, mdy);
102.  			    newsym(mon->mx, mon->my);
103.  			    set_apparxy(mon);
104.  			    if (mintrap(mon) == 2) trapkilled = TRUE;
105.  			}
106.  		}
107.  	}
108.  
109.  	(void) passive(mon, TRUE, mon->mhp > 0, AT_KICK);
110.  	if (mon->mhp <= 0 && !trapkilled) killed(mon);
111.  
112.  	/* may bring up a dialog, so put this after all messages */
113.  	if (kick_skill != P_NONE)	/* exercise proficiency */
114.  	    use_skill(kick_skill, 1);
115.  }
116.  

kick_monster Edit

117.  STATIC_OVL void
118.  kick_monster(x, y)
119.  register xchar x, y;
120.  {
121.  	register boolean clumsy = FALSE;
122.  	register struct monst *mon = m_at(x, y);
123.  	register int i, j;
124.  
125.  	bhitpos.x = x;
126.  	bhitpos.y = y;
127.  	if (attack_checks(mon, (struct obj *)0)) return;
128.  	setmangry(mon);
129.  
130.  	/* Kick attacks by kicking monsters are normal attacks, not special.
131.  	 * This is almost always worthless, since you can either take one turn
132.  	 * and do all your kicks, or else take one turn and attack the monster
133.  	 * normally, getting all your attacks _including_ all your kicks.
134.  	 * If you have >1 kick attack, you get all of them.
135.  	 */
136.  	if (Upolyd && attacktype(youmonst.data, AT_KICK)) {
137.  	    struct attack *uattk;
138.  	    int sum;
139.  	    schar tmp = find_roll_to_hit(mon);
140.  
141.  	    for (i = 0; i < NATTK; i++) {
142.  		/* first of two kicks might have provoked counterattack
143.  		   that has incapacitated the hero (ie, floating eye) */
144.  		if (multi < 0) break;
145.  
146.  		uattk = &youmonst.data->mattk[i];
147.  		/* we only care about kicking attacks here */
148.  		if (uattk->aatyp != AT_KICK) continue;
149.  
150.  		if (mon->data == &mons[PM_SHADE] &&
151.  			(!uarmf || !uarmf->blessed)) {
152.  		    /* doesn't matter whether it would have hit or missed,
153.  		       and shades have no passive counterattack */
154.  		    Your("%s %s.", kick_passes_thru, mon_nam(mon));
155.  		    break;	/* skip any additional kicks */
156.  		} else if (tmp > rnd(20)) {
157.  		    You("kick %s.", mon_nam(mon));
158.  		    sum = damageum(mon, uattk);
159.  		    (void)passive(mon, (boolean)(sum > 0), (sum != 2), AT_KICK);
160.  		    if (sum == 2)
161.  			break;		/* Defender died */
162.  		} else {
163.  		    missum(mon, uattk);
164.  		    (void)passive(mon, 0, 1, AT_KICK);
165.  		}
166.  	    }
167.  	    return;
168.  	}
169.  
170.  	if(Levitation && !rn2(3) && verysmall(mon->data) &&
171.  	   !is_flyer(mon->data)) {
172.  		pline("Floating in the air, you miss wildly!");
173.  		exercise(A_DEX, FALSE);
174.  		(void) passive(mon, FALSE, 1, AT_KICK);
175.  		return;
176.  	}
177.  
178.  	i = -inv_weight();
179.  	j = weight_cap();
180.  
181.  	if(i < (j*3)/10) {
182.  		if(!rn2((i < j/10) ? 2 : (i < j/5) ? 3 : 4)) {
183.  			if(martial() && !rn2(2)) goto doit;
184.  			Your("clumsy kick does no damage.");
185.  			(void) passive(mon, FALSE, 1, AT_KICK);
186.  			return;
187.  		}
188.  		if(i < j/10) clumsy = TRUE;
189.  		else if(!rn2((i < j/5) ? 2 : 3)) clumsy = TRUE;
190.  	}
191.  
192.  	if(Fumbling) clumsy = TRUE;
193.  
194.  	else if(uarm && objects[uarm->otyp].oc_bulky && ACURR(A_DEX) < rnd(25))
195.  		clumsy = TRUE;
196.  doit:
197.  	You("kick %s.", mon_nam(mon));
198.  	if(!rn2(clumsy ? 3 : 4) && (clumsy || !bigmonst(mon->data)) &&
199.  	   mon->mcansee && !mon->mtrapped && !thick_skinned(mon->data) &&
200.  	   mon->data->mlet != S_EEL && haseyes(mon->data) && mon->mcanmove &&
201.  	   !mon->mstun && !mon->mconf && !mon->msleeping &&
202.  	   mon->data->mmove >= 12) {
203.  		if(!nohands(mon->data) && !rn2(martial() ? 5 : 3)) {
204.  		    pline("%s blocks your %skick.", Monnam(mon),
205.  				clumsy ? "clumsy " : "");
206.  		    (void) passive(mon, FALSE, 1, AT_KICK);
207.  		    return;
208.  		} else {
209.  		    mnexto(mon);
210.  		    if(mon->mx != x || mon->my != y) {
211.  			if(glyph_is_invisible(levl[x][y].glyph)) {
212.  			    unmap_object(x, y);
213.  			    newsym(x, y);
214.  			}
215.  			pline("%s %s, %s evading your %skick.", Monnam(mon),
216.  				(can_teleport(mon->data) ? "teleports" :
217.  				 is_floater(mon->data) ? "floats" :
218.  				 is_flyer(mon->data) ? "swoops" :
219.  				 (nolimbs(mon->data) || slithy(mon->data)) ?
220.  					"slides" : "jumps"),
221.  				clumsy ? "easily" : "nimbly",
222.  				clumsy ? "clumsy " : "");
223.  			(void) passive(mon, FALSE, 1, AT_KICK);
224.  			return;
225.  		    }
226.  		}
227.  	}
228.  	kickdmg(mon, clumsy);
229.  }
230.  

ghitm Edit

231.  /*
232.   *  Return TRUE if caught (the gold taken care of), FALSE otherwise.
233.   *  The gold object is *not* attached to the fobj chain!
234.   */
235.  boolean
236.  ghitm(mtmp, gold)
237.  register struct monst *mtmp;
238.  register struct obj *gold;
239.  {
240.  	boolean msg_given = FALSE;
241.  
242.  	if(!likes_gold(mtmp->data) && !mtmp->isshk && !mtmp->ispriest
243.  			&& !is_mercenary(mtmp->data)) {
244.  		wakeup(mtmp);
245.  	} else if (!mtmp->mcanmove) {
246.  		/* too light to do real damage */
247.  		if (canseemon(mtmp)) {
248.  		    pline_The("%s harmlessly %s %s.", xname(gold),
249.  			      otense(gold, "hit"), mon_nam(mtmp));
250.  		    msg_given = TRUE;
251.  		}
252.  	} else {
253.  #ifdef GOLDOBJ
254.                  long value = gold->quan * objects[gold->otyp].oc_cost;
255.  #endif
256.  		mtmp->msleeping = 0;
257.  		mtmp->meating = 0;
258.  		if(!rn2(4)) setmangry(mtmp); /* not always pleasing */
259.  
260.  		/* greedy monsters catch gold */
261.  		if (cansee(mtmp->mx, mtmp->my))
262.  		    pline("%s catches the gold.", Monnam(mtmp));
263.  #ifndef GOLDOBJ
264.  		mtmp->mgold += gold->quan;
265.  #endif
266.  		if (mtmp->isshk) {
267.  			long robbed = ESHK(mtmp)->robbed;
268.  
269.  			if (robbed) {
270.  #ifndef GOLDOBJ
271.  				robbed -= gold->quan;
272.  #else
273.  				robbed -= value;
274.  #endif
275.  				if (robbed < 0) robbed = 0;
276.  				pline_The("amount %scovers %s recent losses.",
277.  				      !robbed ? "" : "partially ",
278.  				      mhis(mtmp));
279.  				ESHK(mtmp)->robbed = robbed;
280.  				if(!robbed)
281.  					make_happy_shk(mtmp, FALSE);
282.  			} else {
283.  				if(mtmp->mpeaceful) {
284.  #ifndef GOLDOBJ
285.  				    ESHK(mtmp)->credit += gold->quan;
286.  #else
287.  				    ESHK(mtmp)->credit += value;
288.  #endif
289.  				    You("have %ld %s in credit.",
290.  					ESHK(mtmp)->credit,
291.  					currency(ESHK(mtmp)->credit));
292.  				} else verbalize("Thanks, scum!");
293.  			}
294.  		} else if (mtmp->ispriest) {
295.  			if (mtmp->mpeaceful)
296.  			    verbalize("Thank you for your contribution.");
297.  			else verbalize("Thanks, scum!");
298.  		} else if (is_mercenary(mtmp->data)) {
299.  		    long goldreqd = 0L;
300.  
301.  		    if (rn2(3)) {
302.  			if (mtmp->data == &mons[PM_SOLDIER])
303.  			   goldreqd = 100L;
304.  			else if (mtmp->data == &mons[PM_SERGEANT])
305.  			   goldreqd = 250L;
306.  			else if (mtmp->data == &mons[PM_LIEUTENANT])
307.  			   goldreqd = 500L;
308.  			else if (mtmp->data == &mons[PM_CAPTAIN])
309.  			   goldreqd = 750L;
310.  
311.  			if (goldreqd) {
312.  #ifndef GOLDOBJ
313.  			   if (gold->quan > goldreqd +
314.  				(u.ugold + u.ulevel*rn2(5))/ACURR(A_CHA))
315.  #else
316.  			   if (value > goldreqd +
317.  				(money_cnt(invent) + u.ulevel*rn2(5))/ACURR(A_CHA))
318.  #endif
319.  			    mtmp->mpeaceful = TRUE;
320.  			}
321.  		     }
322.  		     if (mtmp->mpeaceful)
323.  			    verbalize("That should do.  Now beat it!");
324.  		     else verbalize("That's not enough, coward!");
325.  		}
326.  
327.  #ifndef GOLDOBJ
328.  		dealloc_obj(gold);
329.  #else
330.  		add_to_minv(mtmp, gold);
331.  #endif
332.  		return TRUE;
333.  	}
334.  
335.  	if (!msg_given) miss(xname(gold), mtmp);
336.  	return FALSE;
337.  }
338.  

container_impact_dmg Edit

339.  /* container is kicked, dropped, thrown or otherwise impacted by player.
340.   * Assumes container is on floor.  Checks contents for possible damage. */
341.  void
342.  container_impact_dmg(obj)
343.  struct obj *obj;
344.  {
345.  	struct monst *shkp;
346.  	struct obj *otmp, *otmp2;
347.  	long loss = 0L;
348.  	boolean costly, insider;
349.  	xchar x = obj->ox, y = obj->oy;
350.  
351.  	/* only consider normal containers */
352.  	if (!Is_container(obj) || Is_mbag(obj)) return;
353.  
354.  	costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) &&
355.  		  costly_spot(x, y));
356.  	insider = (*u.ushops && inside_shop(u.ux, u.uy) &&
357.  		   *in_rooms(x, y, SHOPBASE) == *u.ushops);
358.  
359.  	for (otmp = obj->cobj; otmp; otmp = otmp2) {
360.  	    const char *result = (char *)0;
361.  
362.  	    otmp2 = otmp->nobj;
363.  	    if (objects[otmp->otyp].oc_material == GLASS &&
364.  		otmp->oclass != GEM_CLASS && !obj_resists(otmp, 33, 100)) {
365.  		result = "shatter";
366.  	    } else if (otmp->otyp == EGG && !rn2(3)) {
367.  		result = "cracking";
368.  	    }
369.  	    if (result) {
370.  		if (otmp->otyp == MIRROR) change_luck(-2);
371.  
372.  		/* eggs laid by you.  penalty is -1 per egg, max 5,
373.  		 * but it's always exactly 1 that breaks */
374.  		if (otmp->otyp == EGG && otmp->spe && otmp->corpsenm >= LOW_PM)
375.  		    change_luck(-1);
376.  		You_hear("a muffled %s.", result);
377.  		if (costly)
378.  		    loss += stolen_value(otmp, x, y,
379.  					 (boolean)shkp->mpeaceful, TRUE);
380.  		if (otmp->quan > 1L)
381.  		    useup(otmp);
382.  		else {
383.  		    obj_extract_self(otmp);
384.  		    obfree(otmp, (struct obj *) 0);
385.  		}
386.  	    }
387.  	}
388.  	if (costly && loss) {
389.  	    if (!insider) {
390.  		You("caused %ld %s worth of damage!", loss, currency(loss));
391.  		make_angry_shk(shkp, x, y);
392.  	    } else {
393.  		You("owe %s %ld %s for objects destroyed.",
394.  		    mon_nam(shkp), loss, currency(loss));
395.  	    }
396.  	}
397.  }
398.  

kick_object Edit

399.  STATIC_OVL int
400.  kick_object(x, y)
401.  xchar x, y;
402.  {
403.  	int range;
404.  	register struct monst *mon, *shkp;
405.  	struct trap *trap;
406.  	char bhitroom;
407.  	boolean costly, isgold, slide = FALSE;
408.  
409.  	/* if a pile, the "top" object gets kicked */
410.  	kickobj = level.objects[x][y];
411.  
412.  	/* kickobj should always be set due to conditions of call */
413.  	if(!kickobj || kickobj->otyp == BOULDER
414.  			|| kickobj == uball || kickobj == uchain)
415.  		return(0);
416.  
417.  	if ((trap = t_at(x,y)) != 0 &&
418.  			(((trap->ttyp == PIT ||
419.  			   trap->ttyp == SPIKED_PIT) && !Passes_walls) ||
420.  			 trap->ttyp == WEB)) {
421.  		if (!trap->tseen) find_trap(trap);
422.  		You_cant("kick %s that's in a %s!", something,
423.  			 Hallucination ? "tizzy" :
424.  			 (trap->ttyp == WEB) ? "web" : "pit");
425.  		return 1;
426.  	}
427.  
428.  	if(Fumbling && !rn2(3)) {
429.  		Your("clumsy kick missed.");
430.  		return(1);
431.  	}
432.  
433.  	if(kickobj->otyp == CORPSE && touch_petrifies(&mons[kickobj->corpsenm])
434.  			&& !Stone_resistance && !uarmf) {
435.  	    char kbuf[BUFSZ];
436.  
437.  	    You("kick the %s with your bare %s.",
438.  		corpse_xname(kickobj, TRUE), makeplural(body_part(FOOT)));
439.  	    if (!(poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))) {
440.  		You("turn to stone...");
441.  		killer_format = KILLED_BY;
442.  		/* KMH -- otmp should be kickobj */
443.  		Sprintf(kbuf, "kicking %s without boots",
444.  			an(corpse_xname(kickobj, TRUE)));
445.  		killer = kbuf;
446.  		done(STONING);
447.  	    }
448.  	}
449.  
450.  	/* range < 2 means the object will not move.	*/
451.  	/* maybe dexterity should also figure here.     */
452.  	range = (int)((ACURRSTR)/2 - kickobj->owt/40);
453.  
454.  	if(martial()) range += rnd(3);
455.  
456.  	if (is_pool(x, y)) {
457.  	    /* you're in the water too; significantly reduce range */
458.  	    range = range / 3 + 1;	/* {1,2}=>1, {3,4,5}=>2, {6,7,8}=>3 */
459.  	} else {
460.  	    if (is_ice(x, y)) range += rnd(3),  slide = TRUE;
461.  	    if (kickobj->greased) range += rnd(3),  slide = TRUE;
462.  	}
463.  
464.  	/* Mjollnir is magically too heavy to kick */
465.  	if(kickobj->oartifact == ART_MJOLLNIR) range = 1;
466.  
467.  	/* see if the object has a place to move into */
468.  	if(!ZAP_POS(levl[x+u.dx][y+u.dy].typ) || closed_door(x+u.dx, y+u.dy))
469.  		range = 1;
470.  
471.  	costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) &&
472.  				    costly_spot(x, y));
473.  	isgold = (kickobj->oclass == COIN_CLASS);
474.  
475.  	if (IS_ROCK(levl[x][y].typ) || closed_door(x, y)) {
476.  	    if ((!martial() && rn2(20) > ACURR(A_DEX)) ||
477.  		    IS_ROCK(levl[u.ux][u.uy].typ) || closed_door(u.ux, u.uy)) {
478.  		if (Blind)
479.  		    pline("It doesn't come loose.");
480.  		else
481.  		    pline("%s %sn't come loose.",
482.  			  The(distant_name(kickobj, xname)),
483.  			  otense(kickobj, "do"));
484.  		return (!rn2(3) || martial());
485.  	    }
486.  	    if (Blind)
487.  		pline("It comes loose.");
488.  	    else
489.  		pline("%s %s loose.",
490.  		      The(distant_name(kickobj, xname)),
491.  		      otense(kickobj, "come"));
492.  	    obj_extract_self(kickobj);
493.  	    newsym(x, y);
494.  	    if (costly && (!costly_spot(u.ux, u.uy) ||
495.  		    !index(u.urooms, *in_rooms(x, y, SHOPBASE))))
496.  		addtobill(kickobj, FALSE, FALSE, FALSE);
497.  	    if (!flooreffects(kickobj, u.ux, u.uy, "fall")) {
498.  		place_object(kickobj, u.ux, u.uy);
499.  		stackobj(kickobj);
500.  		newsym(u.ux, u.uy);
501.  	    }
502.  	    return 1;
503.  	}
504.  
505.  	/* a box gets a chance of breaking open here */
506.  	if(Is_box(kickobj)) {
507.  		boolean otrp = kickobj->otrapped;
508.  
509.  		if(range < 2) pline("THUD!");
510.  
511.  		container_impact_dmg(kickobj);
512.  
513.  		if (kickobj->olocked) {
514.  		    if (!rn2(5) || (martial() && !rn2(2))) {
515.  			You("break open the lock!");
516.  			kickobj->olocked = 0;
517.  			kickobj->obroken = 1;
518.  			if (otrp) (void) chest_trap(kickobj, LEG, FALSE);
519.  			return(1);
520.  		    }
521.  		} else {
522.  		    if (!rn2(3) || (martial() && !rn2(2))) {
523.  			pline_The("lid slams open, then falls shut.");
524.  			if (otrp) (void) chest_trap(kickobj, LEG, FALSE);
525.  			return(1);
526.  		    }
527.  		}
528.  		if(range < 2) return(1);
529.  		/* else let it fall through to the next cases... */
530.  	}
531.  
532.  	/* fragile objects should not be kicked */
533.  	if (hero_breaks(kickobj, kickobj->ox, kickobj->oy, FALSE)) return 1;
534.  
535.  	/* too heavy to move.  range is calculated as potential distance from
536.  	 * player, so range == 2 means the object may move up to one square
537.  	 * from its current position
538.  	 */
539.  	if(range < 2 || (isgold && kickobj->quan > 300L)) {
540.  	    if(!Is_box(kickobj)) pline("Thump!");
541.  	    return(!rn2(3) || martial());
542.  	}
543.  
544.  	if (kickobj->quan > 1L && !isgold) kickobj = splitobj(kickobj, 1L);
545.  
546.  	if (slide && !Blind)
547.  	    pline("Whee!  %s %s across the %s.", Doname2(kickobj),
548.  		  otense(kickobj, "slide"), surface(x,y));
549.  
550.  	obj_extract_self(kickobj);
551.  	(void) snuff_candle(kickobj);
552.  	newsym(x, y);
553.  	mon = bhit(u.dx, u.dy, range, KICKED_WEAPON,
554.  		   (int FDECL((*),(MONST_P,OBJ_P)))0,
555.  		   (int FDECL((*),(OBJ_P,OBJ_P)))0,
556.  		   kickobj);
557.  
558.  	if(mon) {
559.  	    if (mon->isshk &&
560.  		    kickobj->where == OBJ_MINVENT && kickobj->ocarry == mon)
561.  		return 1;	/* alert shk caught it */
562.  	    notonhead = (mon->mx != bhitpos.x || mon->my != bhitpos.y);
563.  	    if (isgold ? ghitm(mon, kickobj) :	/* caught? */
564.  		    thitmonst(mon, kickobj))	/* hit && used up? */
565.  		return(1);
566.  	}
567.  
568.  	/* the object might have fallen down a hole */
569.  	if (kickobj->where == OBJ_MIGRATING) {
570.  	    if (costly) {
571.  		if(isgold)
572.  		    costly_gold(x, y, kickobj->quan);
573.  		else (void)stolen_value(kickobj, x, y,
574.  					(boolean)shkp->mpeaceful, FALSE);
575.  	    }
576.  	    return 1;
577.  	}
578.  
579.  	bhitroom = *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE);
580.  	if (costly && (!costly_spot(bhitpos.x, bhitpos.y) ||
581.  			*in_rooms(x, y, SHOPBASE) != bhitroom)) {
582.  	    if(isgold)
583.  		costly_gold(x, y, kickobj->quan);
584.  	    else (void)stolen_value(kickobj, x, y,
585.  				    (boolean)shkp->mpeaceful, FALSE);
586.  	}
587.  
588.  	if(flooreffects(kickobj,bhitpos.x,bhitpos.y,"fall")) return(1);
589.  	place_object(kickobj, bhitpos.x, bhitpos.y);
590.  	stackobj(kickobj);
591.  	newsym(kickobj->ox, kickobj->oy);
592.  	return(1);
593.  }
594.  

kickstr Edit

595.  STATIC_OVL char *
596.  kickstr(buf)
597.  char *buf;
598.  {
599.  	const char *what;
600.  
601.  	if (kickobj) what = distant_name(kickobj,doname);
602.  	else if (IS_DOOR(maploc->typ)) what = "a door";
603.  	else if (IS_TREE(maploc->typ)) what = "a tree";
604.  	else if (IS_STWALL(maploc->typ)) what = "a wall";
605.  	else if (IS_ROCK(maploc->typ)) what = "a rock";
606.  	else if (IS_THRONE(maploc->typ)) what = "a throne";
607.  	else if (IS_FOUNTAIN(maploc->typ)) what = "a fountain";
608.  	else if (IS_GRAVE(maploc->typ)) what = "a headstone";
609.  #ifdef SINKS
610.  	else if (IS_SINK(maploc->typ)) what = "a sink";
611.  #endif
612.  	else if (IS_ALTAR(maploc->typ)) what = "an altar";
613.  	else if (IS_DRAWBRIDGE(maploc->typ)) what = "a drawbridge";
614.  	else if (maploc->typ == STAIRS) what = "the stairs";
615.  	else if (maploc->typ == LADDER) what = "a ladder";
616.  	else if (maploc->typ == IRONBARS) what = "an iron bar";
617.  	else what = "something weird";
618.  	return strcat(strcpy(buf, "kicking "), what);
619.  }
620.  

dokick Edit

621.  int
622.  dokick()
623.  {
624.  	int x, y;
625.  	int avrg_attrib;
626.  	register struct monst *mtmp;
627.  	boolean no_kick = FALSE;
628.  	char buf[BUFSZ];
629.  
630.  	if (nolimbs(youmonst.data) || slithy(youmonst.data)) {
631.  		You("have no legs to kick with.");
632.  		no_kick = TRUE;
633.  	} else if (verysmall(youmonst.data)) {
634.  		You("are too small to do any kicking.");
635.  		no_kick = TRUE;
636.  #ifdef STEED
637.  	} else if (u.usteed) {
638.  		if (yn_function("Kick your steed?", ynchars, 'y') == 'y') {
639.  		    You("kick %s.", mon_nam(u.usteed));
640.  		    kick_steed();
641.  		    return 1;
642.  		} else {
643.  		    return 0;
644.  		}
645.  #endif
646.  	} else if (Wounded_legs) {
647.  		/* note: jump() has similar code */
648.  		long wl = (EWounded_legs & BOTH_SIDES);
649.  		const char *bp = body_part(LEG);
650.  
651.  		if (wl == BOTH_SIDES) bp = makeplural(bp);
652.  		Your("%s%s %s in no shape for kicking.",
653.  		     (wl == LEFT_SIDE) ? "left " :
654.  			(wl == RIGHT_SIDE) ? "right " : "",
655.  		     bp, (wl == BOTH_SIDES) ? "are" : "is");
656.  		no_kick = TRUE;
657.  	} else if (near_capacity() > SLT_ENCUMBER) {
658.  		Your("load is too heavy to balance yourself for a kick.");
659.  		no_kick = TRUE;
660.  	} else if (youmonst.data->mlet == S_LIZARD) {
661.  		Your("legs cannot kick effectively.");
662.  		no_kick = TRUE;
663.  	} else if (u.uinwater && !rn2(2)) {
664.  		Your("slow motion kick doesn't hit anything.");
665.  		no_kick = TRUE;
666.  	} else if (u.utrap) {
667.  		switch (u.utraptype) {
668.  		    case TT_PIT:
669.  			pline("There's not enough room to kick down here.");
670.  			break;
671.  		    case TT_WEB:
672.  		    case TT_BEARTRAP:
673.  			You_cant("move your %s!", body_part(LEG));
674.  			break;
675.  		    default:
676.  			break;
677.  		}
678.  		no_kick = TRUE;
679.  	}
680.  
681.  	if (no_kick) {
682.  		/* ignore direction typed before player notices kick failed */
683.  		display_nhwindow(WIN_MESSAGE, TRUE);	/* --More-- */
684.  		return 0;
685.  	}
686.  
687.  	if(!getdir((char *)0)) return(0);
688.  	if(!u.dx && !u.dy) return(0);
689.  
690.  	x = u.ux + u.dx;
691.  	y = u.uy + u.dy;
692.  
693.  	/* KMH -- Kicking boots always succeed */
694.  	if (uarmf && uarmf->otyp == KICKING_BOOTS)
695.  	    avrg_attrib = 99;
696.  	else
697.  	    avrg_attrib = (ACURRSTR+ACURR(A_DEX)+ACURR(A_CON))/3;
698.  
699.  	if(u.uswallow) {
700.  		switch(rn2(3)) {
701.  		case 0:  You_cant("move your %s!", body_part(LEG));
702.  			 break;
703.  		case 1:  if (is_animal(u.ustuck->data)) {
704.  				pline("%s burps loudly.", Monnam(u.ustuck));
705.  				break;
706.  			 }
707.  		default: Your("feeble kick has no effect."); break;
708.  		}
709.  		return(1);
710.  	}
711.  	if (Levitation) {
712.  		int xx, yy;
713.  
714.  		xx = u.ux - u.dx;
715.  		yy = u.uy - u.dy;
716.  		/* doors can be opened while levitating, so they must be
717.  		 * reachable for bracing purposes
718.  		 * Possible extension: allow bracing against stuff on the side?
719.  		 */
720.  		if (isok(xx,yy) && !IS_ROCK(levl[xx][yy].typ) &&
721.  			!IS_DOOR(levl[xx][yy].typ) &&
722.  			(!Is_airlevel(&u.uz) || !OBJ_AT(xx,yy))) {
723.  		    You("have nothing to brace yourself against.");
724.  		    return(0);
725.  		}
726.  	}
727.  
728.  	wake_nearby();
729.  	u_wipe_engr(2);
730.  
731.  	maploc = &levl[x][y];
732.  
733.  	/* The next five tests should stay in    */
734.  	/* their present order: monsters, pools, */
735.  	/* objects, non-doors, doors.		 */
736.  
737.  	if(MON_AT(x, y)) {
738.  		struct permonst *mdat;
739.  
740.  		mtmp = m_at(x, y);
741.  		mdat = mtmp->data;
742.  		if (!mtmp->mpeaceful || !canspotmon(mtmp))
743.  		    flags.forcefight = TRUE; /* attack even if invisible */
744.  		kick_monster(x, y);
745.  		flags.forcefight = FALSE;
746.  		/* see comment in attack_checks() */
747.  		if (!DEADMONSTER(mtmp) &&
748.  		    !canspotmon(mtmp) &&
749.  		    /* check x and y; a monster that evades your kick by
750.  		       jumping to an unseen square doesn't leave an I behind */
751.  		    mtmp->mx == x && mtmp->my == y &&
752.  		    !glyph_is_invisible(levl[x][y].glyph) &&
753.  		    !(u.uswallow && mtmp == u.ustuck))
754.  			map_invisible(x, y);
755.  		if((Is_airlevel(&u.uz) || Levitation) && flags.move) {
756.  		    int range;
757.  
758.  		    range = ((int)youmonst.data->cwt + (weight_cap() + inv_weight()));
759.  		    if (range < 1) range = 1; /* divide by zero avoidance */
760.  		    range = (3*(int)mdat->cwt) / range;
761.  
762.  		    if(range < 1) range = 1;
763.  		    hurtle(-u.dx, -u.dy, range, TRUE);
764.  		}
765.  		return(1);
766.  	}
767.  	if (glyph_is_invisible(levl[x][y].glyph)) {
768.  		unmap_object(x, y);
769.  		newsym(x, y);
770.  	}
771.  	if (is_pool(x, y) ^ !!u.uinwater) {
772.  		/* objects normally can't be removed from water by kicking */
773.  		You("splash some water around.");
774.  		return 1;
775.  	}
776.  
777.  	kickobj = (struct obj *)0;
778.  	if (OBJ_AT(x, y) &&
779.  	    (!Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)
780.  	     || sobj_at(BOULDER,x,y))) {
781.  		if(kick_object(x, y)) {
782.  		    if(Is_airlevel(&u.uz))
783.  			hurtle(-u.dx, -u.dy, 1, TRUE); /* assume it's light */
784.  		    return(1);
785.  		}
786.  		goto ouch;
787.  	}
788.  
789.  	if(!IS_DOOR(maploc->typ)) {
790.  		if(maploc->typ == SDOOR) {
791.  		    if(!Levitation && rn2(30) < avrg_attrib) {
792.  			cvt_sdoor_to_door(maploc);	/* ->typ = DOOR */
793.  			pline("Crash!  %s a secret door!",
794.  			      /* don't "kick open" when it's locked
795.  				 unless it also happens to be trapped */
796.  			(maploc->doormask & (D_LOCKED|D_TRAPPED)) == D_LOCKED ?
797.  			      "Your kick uncovers" : "You kick open");
798.  			exercise(A_DEX, TRUE);
799.  			if(maploc->doormask & D_TRAPPED) {
800.  			    maploc->doormask = D_NODOOR;
801.  			    b_trapped("door", FOOT);
802.  			} else if (maploc->doormask != D_NODOOR &&
803.  				   !(maploc->doormask & D_LOCKED))
804.  			    maploc->doormask = D_ISOPEN;
805.  			if (Blind)
806.  			    feel_location(x,y);	/* we know it's gone */
807.  			else
808.  			    newsym(x,y);
809.  			if (maploc->doormask == D_ISOPEN ||
810.  			    maploc->doormask == D_NODOOR)
811.  			    unblock_point(x,y);	/* vision */
812.  			return(1);
813.  		    } else goto ouch;
814.  		}
815.  		if(maploc->typ == SCORR) {
816.  		    if(!Levitation && rn2(30) < avrg_attrib) {
817.  			pline("Crash!  You kick open a secret passage!");
818.  			exercise(A_DEX, TRUE);
819.  			maploc->typ = CORR;
820.  			if (Blind)
821.  			    feel_location(x,y);	/* we know it's gone */
822.  			else
823.  			    newsym(x,y);
824.  			unblock_point(x,y);	/* vision */
825.  			return(1);
826.  		    } else goto ouch;
827.  		}
828.  		if(IS_THRONE(maploc->typ)) {
829.  		    register int i;
830.  		    if(Levitation) goto dumb;
831.  		    if((Luck < 0 || maploc->doormask) && !rn2(3)) {
832.  			maploc->typ = ROOM;
833.  			maploc->doormask = 0; /* don't leave loose ends.. */
834.  			(void) mkgold((long)rnd(200), x, y);
835.  			if (Blind)
836.  			    pline("CRASH!  You destroy it.");
837.  			else {
838.  			    pline("CRASH!  You destroy the throne.");
839.  			    newsym(x, y);
840.  			}
841.  			exercise(A_DEX, TRUE);
842.  			return(1);
843.  		    } else if(Luck > 0 && !rn2(3) && !maploc->looted) {
844.  			(void) mkgold((long) rn1(201, 300), x, y);
845.  			i = Luck + 1;
846.  			if(i > 6) i = 6;
847.  			while(i--)
848.  			    (void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL,
849.  					LUCKSTONE-1), x, y, FALSE, TRUE);
850.  			if (Blind)
851.  			    You("kick %s loose!", something);
852.  			else {
853.  			    You("kick loose some ornamental coins and gems!");
854.  			    newsym(x, y);
855.  			}
856.  			/* prevent endless milking */
857.  			maploc->looted = T_LOOTED;
858.  			return(1);
859.  		    } else if (!rn2(4)) {
860.  			if(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)) {
861.  			    fall_through(FALSE);
862.  			    return(1);
863.  			} else goto ouch;
864.  		    }
865.  		    goto ouch;
866.  		}
867.  		if(IS_ALTAR(maploc->typ)) {
868.  		    if(Levitation) goto dumb;
869.  		    You("kick %s.",(Blind ? something : "the altar"));
870.  		    if(!rn2(3)) goto ouch;
871.  		    altar_wrath(x, y);
872.  		    exercise(A_DEX, TRUE);
873.  		    return(1);
874.  		}
875.  		if(IS_FOUNTAIN(maploc->typ)) {
876.  		    if(Levitation) goto dumb;
877.  		    You("kick %s.",(Blind ? something : "the fountain"));
878.  		    if(!rn2(3)) goto ouch;
879.  		    /* make metal boots rust */
880.  		    if(uarmf && rn2(3))
881.  			if (!rust_dmg(uarmf, "metal boots", 1, FALSE, &youmonst)) {
882.  				Your("boots get wet.");
883.  				/* could cause short-lived fumbling here */
884.  			}
885.  		    exercise(A_DEX, TRUE);
886.  		    return(1);
887.  		}
888.  		if(IS_GRAVE(maploc->typ) || maploc->typ == IRONBARS)
889.  		    goto ouch;
890.  		if(IS_TREE(maploc->typ)) {
891.  		    struct obj *treefruit;
892.  		    /* nothing, fruit or trouble? 75:23.5:1.5% */
893.  		    if (rn2(3)) {
894.  			if ( !rn2(6) && !(mvitals[PM_KILLER_BEE].mvflags & G_GONE) )
895.  			    You_hear("a low buzzing."); /* a warning */
896.  			goto ouch;
897.  		    }
898.  		    if (rn2(15) && !(maploc->looted & TREE_LOOTED) &&
899.  			  (treefruit = rnd_treefruit_at(x, y))) {
900.  			long nfruit = 8L-rnl(7), nfall;
901.  			short frtype = treefruit->otyp;
902.  			treefruit->quan = nfruit;
903.  			if (is_plural(treefruit))
904.  			    pline("Some %s fall from the tree!", xname(treefruit));
905.  			else
906.  			    pline("%s falls from the tree!", An(xname(treefruit)));
907.  			nfall = scatter(x,y,2,MAY_HIT,treefruit);
908.  			if (nfall != nfruit) {
909.  			    /* scatter left some in the tree, but treefruit
910.  			     * may not refer to the correct object */
911.  			    treefruit = mksobj(frtype, TRUE, FALSE);
912.  			    treefruit->quan = nfruit-nfall;
913.  			    pline("%ld %s got caught in the branches.",
914.  				nfruit-nfall, xname(treefruit));
915.  			    dealloc_obj(treefruit);
916.  			}
917.  			exercise(A_DEX, TRUE);
918.  			exercise(A_WIS, TRUE);	/* discovered a new food source! */
919.  			newsym(x, y);
920.  			maploc->looted |= TREE_LOOTED;
921.  			return(1);
922.  		    } else if (!(maploc->looted & TREE_SWARM)) {
923.  		    	int cnt = rnl(4) + 2;
924.  			int made = 0;
925.  		    	coord mm;
926.  		    	mm.x = x; mm.y = y;
927.  			while (cnt--) {
928.  			    if (enexto(&mm, mm.x, mm.y, &mons[PM_KILLER_BEE])
929.  				&& makemon(&mons[PM_KILLER_BEE],
930.  					       mm.x, mm.y, MM_ANGRY))
931.  				made++;
932.  			}
933.  			if ( made )
934.  			    pline("You've attracted the tree's former occupants!");
935.  			else
936.  			    You("smell stale honey.");
937.  			maploc->looted |= TREE_SWARM;
938.  			return(1);
939.  		    }
940.  		    goto ouch;
941.  		}
942.  #ifdef SINKS
943.  		if(IS_SINK(maploc->typ)) {
944.  		    int gend = poly_gender();
945.  		    short washerndx = (gend == 1 || (gend == 2 && rn2(2))) ?
946.  					PM_INCUBUS : PM_SUCCUBUS;
947.  
948.  		    if(Levitation) goto dumb;
949.  		    if(rn2(5)) {
950.  			if(flags.soundok)
951.  			    pline("Klunk!  The pipes vibrate noisily.");
952.  			else pline("Klunk!");
953.  			exercise(A_DEX, TRUE);
954.  			return(1);
955.  		    } else if(!(maploc->looted & S_LPUDDING) && !rn2(3) &&
956.  			  !(mvitals[PM_BLACK_PUDDING].mvflags & G_GONE)) {
957.  			if (Blind)
958.  			    You_hear("a gushing sound.");
959.  			else
960.  			    pline("A %s ooze gushes up from the drain!",
961.  					 hcolor(NH_BLACK));
962.  			(void) makemon(&mons[PM_BLACK_PUDDING],
963.  					 x, y, NO_MM_FLAGS);
964.  			exercise(A_DEX, TRUE);
965.  			newsym(x,y);
966.  			maploc->looted |= S_LPUDDING;
967.  			return(1);
968.  		    } else if(!(maploc->looted & S_LDWASHER) && !rn2(3) &&
969.  			      !(mvitals[washerndx].mvflags & G_GONE)) {
970.  			/* can't resist... */
971.  			pline("%s returns!", (Blind ? Something :
972.  							"The dish washer"));
973.  			if (makemon(&mons[washerndx], x, y, NO_MM_FLAGS))
974.  			    newsym(x,y);
975.  			maploc->looted |= S_LDWASHER;
976.  			exercise(A_DEX, TRUE);
977.  			return(1);
978.  		    } else if(!rn2(3)) {
979.  			pline("Flupp!  %s.", (Blind ?
980.  				      "You hear a sloshing sound" :
981.  				      "Muddy waste pops up from the drain"));
982.  			if(!(maploc->looted & S_LRING)) { /* once per sink */
983.  			    if (!Blind)
984.  				You("see a ring shining in its midst.");
985.  			    (void) mkobj_at(RING_CLASS, x, y, TRUE);
986.  			    newsym(x, y);
987.  			    exercise(A_DEX, TRUE);
988.  			    exercise(A_WIS, TRUE);	/* a discovery! */
989.  			    maploc->looted |= S_LRING;
990.  			}
991.  			return(1);
992.  		    }
993.  		    goto ouch;
994.  		}
995.  #endif
996.  		if (maploc->typ == STAIRS || maploc->typ == LADDER ||
997.  						    IS_STWALL(maploc->typ)) {
998.  		    if(!IS_STWALL(maploc->typ) && maploc->ladder == LA_DOWN)
999.  			goto dumb;
1000. ouch:
1001. 		    pline("Ouch!  That hurts!");
1002. 		    exercise(A_DEX, FALSE);
1003. 		    exercise(A_STR, FALSE);
1004. 		    if (Blind) feel_location(x,y); /* we know we hit it */
1005. 		    if (is_drawbridge_wall(x,y) >= 0) {
1006. 			pline_The("drawbridge is unaffected.");
1007. 			/* update maploc to refer to the drawbridge */
1008. 			(void) find_drawbridge(&x,&y);
1009. 			maploc = &levl[x][y];
1010. 		    }
1011. 		    if(!rn2(3)) set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
1012. 		    losehp(rnd(ACURR(A_CON) > 15 ? 3 : 5), kickstr(buf),
1013. 			KILLED_BY);
1014. 		    if(Is_airlevel(&u.uz) || Levitation)
1015. 			hurtle(-u.dx, -u.dy, rn1(2,4), TRUE); /* assume it's heavy */
1016. 		    return(1);
1017. 		}
1018. 		goto dumb;
1019. 	}
1020. 
1021. 	if(maploc->doormask == D_ISOPEN ||
1022. 	   maploc->doormask == D_BROKEN ||
1023. 	   maploc->doormask == D_NODOOR) {
1024. dumb:
1025. 		exercise(A_DEX, FALSE);
1026. 		if (martial() || ACURR(A_DEX) >= 16 || rn2(3)) {
1027. 			You("kick at empty space.");
1028. 			if (Blind) feel_location(x,y);
1029. 		} else {
1030. 			pline("Dumb move!  You strain a muscle.");
1031. 			exercise(A_STR, FALSE);
1032. 			set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
1033. 		}
1034. 		if ((Is_airlevel(&u.uz) || Levitation) && rn2(2)) {
1035. 		    hurtle(-u.dx, -u.dy, 1, TRUE);
1036. 		    return 1;		/* you moved, so use up a turn */
1037. 		}
1038. 		return(0);
1039. 	}
1040. 
1041. 	/* not enough leverage to kick open doors while levitating */
1042. 	if(Levitation) goto ouch;
1043. 
1044. 	exercise(A_DEX, TRUE);
1045. 	/* door is known to be CLOSED or LOCKED */
1046. 	if(rnl(35) < avrg_attrib + (!martial() ? 0 : ACURR(A_DEX))) {
1047. 		boolean shopdoor = *in_rooms(x, y, SHOPBASE) ? TRUE : FALSE;
1048. 		/* break the door */
1049. 		if(maploc->doormask & D_TRAPPED) {
1050. 		    if (flags.verbose) You("kick the door.");
1051. 		    exercise(A_STR, FALSE);
1052. 		    maploc->doormask = D_NODOOR;
1053. 		    b_trapped("door", FOOT);
1054. 		} else if(ACURR(A_STR) > 18 && !rn2(5) && !shopdoor) {
1055. 		    pline("As you kick the door, it shatters to pieces!");
1056. 		    exercise(A_STR, TRUE);
1057. 		    maploc->doormask = D_NODOOR;
1058. 		} else {
1059. 		    pline("As you kick the door, it crashes open!");
1060. 		    exercise(A_STR, TRUE);
1061. 		    maploc->doormask = D_BROKEN;
1062. 		}
1063. 		if (Blind)
1064. 		    feel_location(x,y);		/* we know we broke it */
1065. 		else
1066. 		    newsym(x,y);
1067. 		unblock_point(x,y);		/* vision */
1068. 		if (shopdoor) {
1069. 		    add_damage(x, y, 400L);
1070. 		    pay_for_damage("break", FALSE);
1071. 		}
1072. 		if (in_town(x, y))
1073. 		  for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
1074. 		    if (DEADMONSTER(mtmp)) continue;
1075. 		    if((mtmp->data == &mons[PM_WATCHMAN] ||
1076. 			mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
1077. 			couldsee(mtmp->mx, mtmp->my) &&
1078. 			mtmp->mpeaceful) {
1079. 			if (canspotmon(mtmp))
1080. 			    pline("%s yells:", Amonnam(mtmp));
1081. 			else
1082. 			    You_hear("someone yell:");
1083. 			verbalize("Halt, thief!  You're under arrest!");
1084. 			(void) angry_guards(FALSE);
1085. 			break;
1086. 		    }
1087. 		  }
1088. 	} else {
1089. 	    if (Blind) feel_location(x,y);	/* we know we hit it */
1090. 	    exercise(A_STR, TRUE);
1091. 	    pline("WHAMMM!!!");
1092. 	    if (in_town(x, y))
1093. 		for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
1094. 		    if (DEADMONSTER(mtmp)) continue;
1095. 		    if ((mtmp->data == &mons[PM_WATCHMAN] ||
1096. 				mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
1097. 			    mtmp->mpeaceful && couldsee(mtmp->mx, mtmp->my)) {
1098. 			if (canspotmon(mtmp))
1099. 			    pline("%s yells:", Amonnam(mtmp));
1100. 			else
1101. 			    You_hear("someone yell:");
1102. 			if(levl[x][y].looted & D_WARNED) {
1103. 			    verbalize("Halt, vandal!  You're under arrest!");
1104. 			    (void) angry_guards(FALSE);
1105. 			} else {
1106. 			    verbalize("Hey, stop damaging that door!");
1107. 			    levl[x][y].looted |= D_WARNED;
1108. 			}
1109. 			break;
1110. 		    }
1111. 		}
1112. 	}
1113. 	return(1);
1114. }
1115. 

drop_to Edit

1116. STATIC_OVL void
1117. drop_to(cc, loc)
1118. coord *cc;
1119. schar loc;
1120. {
1121. 	/* cover all the MIGR_xxx choices generated by down_gate() */
1122. 	switch (loc) {
1123. 	 case MIGR_RANDOM:	/* trap door or hole */
1124. 		    if (Is_stronghold(&u.uz)) {
1125. 			cc->x = valley_level.dnum;
1126. 			cc->y = valley_level.dlevel;
1127. 			break;
1128. 		    } else if (In_endgame(&u.uz) || Is_botlevel(&u.uz)) {
1129. 			cc->y = cc->x = 0;
1130. 			break;
1131. 		    } /* else fall to the next cases */
1132. 	 case MIGR_STAIRS_UP:
1133. 	 case MIGR_LADDER_UP:
1134. 		    cc->x = u.uz.dnum;
1135. 		    cc->y = u.uz.dlevel + 1;
1136. 		    break;
1137. 	 case MIGR_SSTAIRS:
1138. 		    cc->x = sstairs.tolev.dnum;
1139. 		    cc->y = sstairs.tolev.dlevel;
1140. 		    break;
1141. 	 default:
1142. 	 case MIGR_NOWHERE:
1143. 		    /* y==0 means "nowhere", in which case x doesn't matter */
1144. 		    cc->y = cc->x = 0;
1145. 		    break;
1146. 	}
1147. }
1148. 

impact_drop Edit

1149. void
1150. impact_drop(missile, x, y, dlev)
1151. struct obj *missile;
1152. xchar x, y, dlev;
1153. {
1154. 	schar toloc;
1155. 	register struct obj *obj, *obj2;
1156. 	register struct monst *shkp;
1157. 	long oct, dct, price, debit, robbed;
1158. 	boolean angry, costly, isrock;
1159. 	coord cc;
1160. 
1161. 	if(!OBJ_AT(x, y)) return;
1162. 
1163. 	toloc = down_gate(x, y);
1164. 	drop_to(&cc, toloc);
1165. 	if (!cc.y) return;
1166. 
1167. 	if (dlev) {
1168. 		/* send objects next to player falling through trap door.
1169. 		 * checked in obj_delivery().
1170. 		 */
1171. 		toloc = MIGR_NEAR_PLAYER;
1172. 		cc.y = dlev;
1173. 	}
1174. 
1175. 	costly = costly_spot(x, y);
1176. 	price = debit = robbed = 0L;
1177. 	angry = FALSE;
1178. 	shkp = (struct monst *) 0;
1179. 	/* if 'costly', we must keep a record of ESHK(shkp) before
1180. 	 * it undergoes changes through the calls to stolen_value.
1181. 	 * the angry bit must be reset, if needed, in this fn, since
1182. 	 * stolen_value is called under the 'silent' flag to avoid
1183. 	 * unsavory pline repetitions.
1184. 	 */
1185. 	if(costly) {
1186. 	    if ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) != 0) {
1187. 		debit	= ESHK(shkp)->debit;
1188. 		robbed	= ESHK(shkp)->robbed;
1189. 		angry	= !shkp->mpeaceful;
1190. 	    }
1191. 	}
1192. 
1193. 	isrock = (missile && missile->otyp == ROCK);
1194. 	oct = dct = 0L;
1195. 	for(obj = level.objects[x][y]; obj; obj = obj2) {
1196. 		obj2 = obj->nexthere;
1197. 		if(obj == missile) continue;
1198. 		/* number of objects in the pile */
1199. 		oct += obj->quan;
1200. 		if(obj == uball || obj == uchain) continue;
1201. 		/* boulders can fall too, but rarely & never due to rocks */
1202. 		if((isrock && obj->otyp == BOULDER) ||
1203. 		   rn2(obj->otyp == BOULDER ? 30 : 3)) continue;
1204. 		obj_extract_self(obj);
1205. 
1206. 		if(costly) {
1207. 		    price += stolen_value(obj, x, y,
1208. 				(costly_spot(u.ux, u.uy) &&
1209. 				 index(u.urooms, *in_rooms(x, y, SHOPBASE))),
1210. 				TRUE);
1211. 		    /* set obj->no_charge to 0 */
1212. 		    if (Has_contents(obj))
1213. 			picked_container(obj);	/* does the right thing */
1214. 		    if (obj->oclass != COIN_CLASS)
1215. 			obj->no_charge = 0;
1216. 		}
1217. 
1218. 		add_to_migration(obj);
1219. 		obj->ox = cc.x;
1220. 		obj->oy = cc.y;
1221. 		obj->owornmask = (long)toloc;
1222. 
1223. 		/* number of fallen objects */
1224. 		dct += obj->quan;
1225. 	}
1226. 
1227. 	if (dct && cansee(x,y)) {	/* at least one object fell */
1228. 	    const char *what = (dct == 1L ? "object falls" : "objects fall");
1229. 
1230. 	    if (missile)
1231. 		pline("From the impact, %sother %s.",
1232. 		      dct == oct ? "the " : dct == 1L ? "an" : "", what);
1233. 	    else if (oct == dct)
1234. 		pline("%s adjacent %s %s.",
1235. 		      dct == 1L ? "The" : "All the", what, gate_str);
1236. 	    else
1237. 		pline("%s adjacent %s %s.",
1238. 		      dct == 1L ? "One of the" : "Some of the",
1239. 		      dct == 1L ? "objects falls" : what, gate_str);
1240. 	}
1241. 
1242. 	if(costly && shkp && price) {
1243. 		if(ESHK(shkp)->robbed > robbed) {
1244. 		    You("removed %ld %s worth of goods!", price, currency(price));
1245. 		    if(cansee(shkp->mx, shkp->my)) {
1246. 			if(ESHK(shkp)->customer[0] == 0)
1247. 			    (void) strncpy(ESHK(shkp)->customer,
1248. 					   plname, PL_NSIZ);
1249. 			if(angry)
1250. 			    pline("%s is infuriated!", Monnam(shkp));
1251. 			else pline("\"%s, you are a thief!\"", plname);
1252. 		    } else  You_hear("a scream, \"Thief!\"");
1253. 		    hot_pursuit(shkp);
1254. 		    (void) angry_guards(FALSE);
1255. 		    return;
1256. 		}
1257. 		if(ESHK(shkp)->debit > debit) {
1258. 		    long amt = (ESHK(shkp)->debit - debit);
1259. 		    You("owe %s %ld %s for goods lost.",
1260. 			Monnam(shkp),
1261. 			amt, currency(amt));
1262. 		}
1263. 	}
1264. 
1265. }
1266. 

ship_object Edit

1267. /* NOTE: ship_object assumes otmp was FREED from fobj or invent.
1268.  * <x,y> is the point of drop.  otmp is _not_ an <x,y> resident:
1269.  * otmp is either a kicked, dropped, or thrown object.
1270.  */
1271. boolean
1272. ship_object(otmp, x, y, shop_floor_obj)
1273. xchar  x, y;
1274. struct obj *otmp;
1275. boolean shop_floor_obj;
1276. {
1277. 	schar toloc;
1278. 	xchar ox, oy;
1279. 	coord cc;
1280. 	struct obj *obj;
1281. 	struct trap *t;
1282. 	boolean nodrop, unpaid, container, impact = FALSE;
1283. 	long n = 0L;
1284. 
1285. 	if (!otmp) return(FALSE);
1286. 	if ((toloc = down_gate(x, y)) == MIGR_NOWHERE) return(FALSE);
1287. 	drop_to(&cc, toloc);
1288. 	if (!cc.y) return(FALSE);
1289. 
1290. 	/* objects other than attached iron ball always fall down ladder,
1291. 	   but have a chance of staying otherwise */
1292. 	nodrop = (otmp == uball) || (otmp == uchain) ||
1293. 		(toloc != MIGR_LADDER_UP && rn2(3));
1294. 
1295. 	container = Has_contents(otmp);
1296. 	unpaid = (otmp->unpaid || (container && count_unpaid(otmp->cobj)));
1297. 
1298. 	if(OBJ_AT(x, y)) {
1299. 	    for(obj = level.objects[x][y]; obj; obj = obj->nexthere)
1300. 		if(obj != otmp) n += obj->quan;
1301. 	    if(n) impact = TRUE;
1302. 	}
1303. 	/* boulders never fall through trap doors, but they might knock
1304. 	   other things down before plugging the hole */
1305. 	if (otmp->otyp == BOULDER &&
1306. 		((t = t_at(x, y)) != 0) &&
1307. 		(t->ttyp == TRAPDOOR || t->ttyp == HOLE)) {
1308. 	    if (impact) impact_drop(otmp, x, y, 0);
1309. 	    return FALSE;		/* let caller finish the drop */
1310. 	}
1311. 
1312. 	if (cansee(x, y))
1313. 	    otransit_msg(otmp, nodrop, n);
1314. 
1315. 	if (nodrop) {
1316. 	    if (impact) impact_drop(otmp, x, y, 0);
1317. 	    return(FALSE);
1318. 	}
1319. 
1320. 	if(unpaid || shop_floor_obj) {
1321. 	    if(unpaid) {
1322. 		subfrombill(otmp, shop_keeper(*u.ushops));
1323. 		(void)stolen_value(otmp, u.ux, u.uy, TRUE, FALSE);
1324. 	    } else {
1325. 		ox = otmp->ox;
1326. 		oy = otmp->oy;
1327. 		(void)stolen_value(otmp, ox, oy,
1328. 			  (costly_spot(u.ux, u.uy) &&
1329. 			      index(u.urooms, *in_rooms(ox, oy, SHOPBASE))),
1330. 			  FALSE);
1331. 	    }
1332. 	    /* set otmp->no_charge to 0 */
1333. 	    if(container)
1334. 		picked_container(otmp); /* happens to do the right thing */
1335. 	    if(otmp->oclass != COIN_CLASS)
1336. 		otmp->no_charge = 0;
1337. 	}
1338. 
1339. 	if (otmp == uwep) setuwep((struct obj *)0);
1340. 	if (otmp == uquiver) setuqwep((struct obj *)0);
1341. 	if (otmp == uswapwep) setuswapwep((struct obj *)0);
1342. 
1343. 	/* some things break rather than ship */
1344. 	if (breaktest(otmp)) {
1345. 	    const char *result;
1346. 
1347. 	    if (objects[otmp->otyp].oc_material == GLASS
1348. #ifdef TOURIST
1349. 		|| otmp->otyp == EXPENSIVE_CAMERA
1350. #endif
1351. 		) {
1352. 		if (otmp->otyp == MIRROR)
1353. 		    change_luck(-2);
1354. 		result = "crash";
1355. 	    } else {
1356. 		/* penalty for breaking eggs laid by you */
1357. 		if (otmp->otyp == EGG && otmp->spe && otmp->corpsenm >= LOW_PM)
1358. 		    change_luck((schar) -min(otmp->quan, 5L));
1359. 		result = "splat";
1360. 	    }
1361. 	    You_hear("a muffled %s.",result);
1362. 	    obj_extract_self(otmp);
1363. 	    obfree(otmp, (struct obj *) 0);
1364. 	    return TRUE;
1365. 	}
1366. 
1367. 	add_to_migration(otmp);
1368. 	otmp->ox = cc.x;
1369. 	otmp->oy = cc.y;
1370. 	otmp->owornmask = (long)toloc;
1371. 	/* boulder from rolling boulder trap, no longer part of the trap */
1372. 	if (otmp->otyp == BOULDER) otmp->otrapped = 0;
1373. 
1374. 	if(impact) {
1375. 	    /* the objs impacted may be in a shop other than
1376. 	     * the one in which the hero is located.  another
1377. 	     * check for a shk is made in impact_drop.  it is, e.g.,
1378. 	     * possible to kick/throw an object belonging to one
1379. 	     * shop into another shop through a gap in the wall,
1380. 	     * and cause objects belonging to the other shop to
1381. 	     * fall down a trap door--thereby getting two shopkeepers
1382. 	     * angry at the hero in one shot.
1383. 	     */
1384. 	    impact_drop(otmp, x, y, 0);
1385. 	    newsym(x,y);
1386. 	}
1387. 	return(TRUE);
1388. }
1389. 

obj_delivery Edit

1390. void
1391. obj_delivery()
1392. {
1393. 	register struct obj *otmp, *otmp2;
1394. 	register int nx, ny;
1395. 	long where;
1396. 
1397. 	for (otmp = migrating_objs; otmp; otmp = otmp2) {
1398. 	    otmp2 = otmp->nobj;
1399. 	    if (otmp->ox != u.uz.dnum || otmp->oy != u.uz.dlevel) continue;
1400. 
1401. 	    obj_extract_self(otmp);
1402. 	    where = otmp->owornmask;		/* destination code */
1403. 	    otmp->owornmask = 0L;
1404. 
1405. 	    switch ((int)where) {
1406. 	     case MIGR_STAIRS_UP:   nx = xupstair,  ny = yupstair;
1407. 				break;
1408. 	     case MIGR_LADDER_UP:   nx = xupladder,  ny = yupladder;
1409. 				break;
1410. 	     case MIGR_SSTAIRS:	    nx = sstairs.sx,  ny = sstairs.sy;
1411. 				break;
1412. 	     case MIGR_NEAR_PLAYER: nx = u.ux,  ny = u.uy;
1413. 				break;
1414. 	     default:
1415. 	     case MIGR_RANDOM:	    nx = ny = 0;
1416. 				break;
1417. 	    }
1418. 	    if (nx > 0) {
1419. 		place_object(otmp, nx, ny);
1420. 		stackobj(otmp);
1421. 		(void)scatter(nx, ny, rnd(2), 0, otmp);
1422. 	    } else {		/* random location */
1423. 		/* set dummy coordinates because there's no
1424. 		   current position for rloco() to update */
1425. 		otmp->ox = otmp->oy = 0;
1426. 		rloco(otmp);
1427. 	    }
1428. 	}
1429. }
1430. 

otransit_msg Edit

1431. STATIC_OVL void
1432. otransit_msg(otmp, nodrop, num)
1433. register struct obj *otmp;
1434. register boolean nodrop;
1435. long num;
1436. {
1437. 	char obuf[BUFSZ];
1438. 
1439. 	Sprintf(obuf, "%s%s",
1440. 		 (otmp->otyp == CORPSE &&
1441. 			type_is_pname(&mons[otmp->corpsenm])) ? "" : "The ",
1442. 		 xname(otmp));
1443. 
1444. 	if(num) { /* means: other objects are impacted */
1445. 	    Sprintf(eos(obuf), " %s %s object%s",
1446. 		    otense(otmp, "hit"),
1447. 		    num == 1L ? "another" : "other",
1448. 		    num > 1L ? "s" : "");
1449. 	    if(nodrop)
1450. 		Sprintf(eos(obuf), ".");
1451. 	    else
1452. 		Sprintf(eos(obuf), " and %s %s.",
1453. 			otense(otmp, "fall"), gate_str);
1454. 	    pline("%s", obuf);
1455. 	} else if(!nodrop)
1456. 	    pline("%s %s %s.", obuf, otense(otmp, "fall"), gate_str);
1457. }
1458. 

down_gate Edit

1459. /* migration destination for objects which fall down to next level */
1460. schar
1461. down_gate(x, y)
1462. xchar x, y;
1463. {
1464. 	struct trap *ttmp;
1465. 
1466. 	gate_str = 0;
1467. 	/* this matches the player restriction in goto_level() */
1468. 	if (on_level(&u.uz, &qstart_level) && !ok_to_quest())
1469. 	    return MIGR_NOWHERE;
1470. 
1471. 	if ((xdnstair == x && ydnstair == y) ||
1472. 		(sstairs.sx == x && sstairs.sy == y && !sstairs.up)) {
1473. 	    gate_str = "down the stairs";
1474. 	    return (xdnstair == x && ydnstair == y) ?
1475. 		    MIGR_STAIRS_UP : MIGR_SSTAIRS;
1476. 	}
1477. 	if (xdnladder == x && ydnladder == y) {
1478. 	    gate_str = "down the ladder";
1479. 	    return MIGR_LADDER_UP;
1480. 	}
1481. 
1482. 	if (((ttmp = t_at(x, y)) != 0 && ttmp->tseen) &&
1483. 		(ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)) {
1484. 	    gate_str = (ttmp->ttyp == TRAPDOOR) ?
1485. 		    "through the trap door" : "through the hole";
1486. 	    return MIGR_RANDOM;
1487. 	}
1488. 	return MIGR_NOWHERE;
1489. }
1490. 
1491. /*dokick.c*/

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