Source:Dokick.c

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. 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.  		}  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.   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.   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.   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.   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.   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.   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.  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.  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.  1267. /* NOTE: ship_object assumes otmp was FREED from fobj or invent. 1268. *  is the point of drop. otmp is _not_ an  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.  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.  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.  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*/