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/* SCCS Id: @(#)dokick.c 3.4 2003/12/04 */
/* Copyright (c) Izchak Miller, Mike Stephenson, Steve Linhart, 1989. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "eshk.h"
#define is_bigfoot(x) ((x) == &mons[PM_SASQUATCH])
#define martial() (martial_bonus() || is_bigfoot(youmonst.data) || \
(uarmf && uarmf->otyp == KICKING_BOOTS))
static NEARDATA struct rm *maploc;
static NEARDATA const char *gate_str;
extern boolean notonhead; /* for long worms */
STATIC_DCL void FDECL(kickdmg, (struct monst *, BOOLEAN_P));
STATIC_DCL void FDECL(kick_monster, (XCHAR_P, XCHAR_P));
STATIC_DCL int FDECL(kick_object, (XCHAR_P, XCHAR_P));
STATIC_DCL char *FDECL(kickstr, (char *));
STATIC_DCL void FDECL(otransit_msg, (struct obj *, BOOLEAN_P, long));
STATIC_DCL void FDECL(drop_to, (coord *,SCHAR_P));
static NEARDATA struct obj *kickobj;
static const char kick_passes_thru[] = "kick passes harmlessly through";
STATIC_OVL void
kickdmg(mon, clumsy)
register struct monst *mon;
register boolean clumsy;
{
register int mdx, mdy;
register int dmg = ( ACURRSTR + ACURR(A_DEX) + ACURR(A_CON) )/ 15;
int kick_skill = P_NONE;
int blessed_foot_damage = 0;
boolean trapkilled = FALSE;
if (uarmf && uarmf->otyp == KICKING_BOOTS)
dmg += 5;
/* excessive wt affects dex, so it affects dmg */
if (clumsy) dmg /= 2;
/* kicking a dragon or an elephant will not harm it */
if (thick_skinned(mon->data)) dmg = 0;
/* attacking a shade is useless */
if (mon->data == &mons[PM_SHADE])
dmg = 0;
if ((is_undead(mon->data) || is_demon(mon->data)) && uarmf &&
uarmf->blessed)
blessed_foot_damage = 1;
if (mon->data == &mons[PM_SHADE] && !blessed_foot_damage) {
pline_The("%s.", kick_passes_thru);
/* doesn't exercise skill or abuse alignment or frighten pet,
and shades have no passive counterattack */
return;
}
if(mon->m_ap_type) seemimic(mon);
check_caitiff(mon);
/* squeeze some guilt feelings... */
if(mon->mtame) {
abuse_dog(mon);
if (mon->mtame)
monflee(mon, (dmg ? rnd(dmg) : 1), FALSE, FALSE);
else
mon->mflee = 0;
}
if (dmg > 0) {
/* convert potential damage to actual damage */
dmg = rnd(dmg);
if (martial()) {
if (dmg > 1) kick_skill = P_MARTIAL_ARTS;
dmg += rn2(ACURR(A_DEX)/2 + 1);
}
/* a good kick exercises your dex */
exercise(A_DEX, TRUE);
}
if (blessed_foot_damage) dmg += rnd(4);
if (uarmf) dmg += uarmf->spe;
dmg += u.udaminc; /* add ring(s) of increase damage */
if (dmg > 0)
mon->mhp -= dmg;
if (mon->mhp > 0 && martial() && !bigmonst(mon->data) && !rn2(3) &&
mon->mcanmove && mon != u.ustuck && !mon->mtrapped) {
/* see if the monster has a place to move into */
mdx = mon->mx + u.dx;
mdy = mon->my + u.dy;
if(goodpos(mdx, mdy, mon, 0)) {
pline("%s reels from the blow.", Monnam(mon));
if (m_in_out_region(mon, mdx, mdy)) {
remove_monster(mon->mx, mon->my);
newsym(mon->mx, mon->my);
place_monster(mon, mdx, mdy);
newsym(mon->mx, mon->my);
set_apparxy(mon);
if (mintrap(mon) == 2) trapkilled = TRUE;
}
}
}
(void) passive(mon, TRUE, mon->mhp > 0, AT_KICK);
if (mon->mhp <= 0 && !trapkilled) killed(mon);
/* may bring up a dialog, so put this after all messages */
if (kick_skill != P_NONE) /* exercise proficiency */
use_skill(kick_skill, 1);
}
STATIC_OVL void
kick_monster(x, y)
register xchar x, y;
{
register boolean clumsy = FALSE;
register struct monst *mon = m_at(x, y);
register int i, j;
bhitpos.x = x;
bhitpos.y = y;
if (attack_checks(mon, (struct obj *)0)) return;
setmangry(mon);
/* Kick attacks by kicking monsters are normal attacks, not special.
* This is almost always worthless, since you can either take one turn
* and do all your kicks, or else take one turn and attack the monster
* normally, getting all your attacks _including_ all your kicks.
* If you have >1 kick attack, you get all of them.
*/
if (Upolyd && attacktype(youmonst.data, AT_KICK)) {
struct attack *uattk;
int sum;
schar tmp = find_roll_to_hit(mon);
for (i = 0; i < NATTK; i++) {
/* first of two kicks might have provoked counterattack
that has incapacitated the hero (ie, floating eye) */
if (multi < 0) break;
uattk = &youmonst.data->mattk[i];
/* we only care about kicking attacks here */
if (uattk->aatyp != AT_KICK) continue;
if (mon->data == &mons[PM_SHADE] &&
(!uarmf || !uarmf->blessed)) {
/* doesn't matter whether it would have hit or missed,
and shades have no passive counterattack */
Your("%s %s.", kick_passes_thru, mon_nam(mon));
break; /* skip any additional kicks */
} else if (tmp > rnd(20)) {
You("kick %s.", mon_nam(mon));
sum = damageum(mon, uattk);
(void)passive(mon, (boolean)(sum > 0), (sum != 2), AT_KICK);
if (sum == 2)
break; /* Defender died */
} else {
missum(mon, uattk);
(void)passive(mon, 0, 1, AT_KICK);
}
}
return;
}
if(Levitation && !rn2(3) && verysmall(mon->data) &&
!is_flyer(mon->data)) {
pline("Floating in the air, you miss wildly!");
exercise(A_DEX, FALSE);
(void) passive(mon, FALSE, 1, AT_KICK);
return;
}
i = -inv_weight();
j = weight_cap();
if(i < (j*3)/10) {
if(!rn2((i < j/10) ? 2 : (i < j/5) ? 3 : 4)) {
if(martial() && !rn2(2)) goto doit;
Your("clumsy kick does no damage.");
(void) passive(mon, FALSE, 1, AT_KICK);
return;
}
if(i < j/10) clumsy = TRUE;
else if(!rn2((i < j/5) ? 2 : 3)) clumsy = TRUE;
}
if(Fumbling) clumsy = TRUE;
else if(uarm && objects[uarm->otyp].oc_bulky && ACURR(A_DEX) < rnd(25))
clumsy = TRUE;
doit:
You("kick %s.", mon_nam(mon));
if(!rn2(clumsy ? 3 : 4) && (clumsy || !bigmonst(mon->data)) &&
mon->mcansee && !mon->mtrapped && !thick_skinned(mon->data) &&
mon->data->mlet != S_EEL && haseyes(mon->data) && mon->mcanmove &&
!mon->mstun && !mon->mconf && !mon->msleeping &&
mon->data->mmove >= 12) {
if(!nohands(mon->data) && !rn2(martial() ? 5 : 3)) {
pline("%s blocks your %skick.", Monnam(mon),
clumsy ? "clumsy " : "");
(void) passive(mon, FALSE, 1, AT_KICK);
return;
} else {
mnexto(mon);
if(mon->mx != x || mon->my != y) {
if(glyph_is_invisible(levl[x][y].glyph)) {
unmap_object(x, y);
newsym(x, y);
}
pline("%s %s, %s evading your %skick.", Monnam(mon),
(can_teleport(mon->data) ? "teleports" :
is_floater(mon->data) ? "floats" :
is_flyer(mon->data) ? "swoops" :
(nolimbs(mon->data) || slithy(mon->data)) ?
"slides" : "jumps"),
clumsy ? "easily" : "nimbly",
clumsy ? "clumsy " : "");
(void) passive(mon, FALSE, 1, AT_KICK);
return;
}
}
}
kickdmg(mon, clumsy);
}
/*
* Return TRUE if caught (the gold taken care of), FALSE otherwise.
* The gold object is *not* attached to the fobj chain!
*/
boolean
ghitm(mtmp, gold)
register struct monst *mtmp;
register struct obj *gold;
{
boolean msg_given = FALSE;
if(!likes_gold(mtmp->data) && !mtmp->isshk && !mtmp->ispriest
&& !is_mercenary(mtmp->data)) {
wakeup(mtmp);
} else if (!mtmp->mcanmove) {
/* too light to do real damage */
if (canseemon(mtmp)) {
pline_The("%s harmlessly %s %s.", xname(gold),
otense(gold, "hit"), mon_nam(mtmp));
msg_given = TRUE;
}
} else {
#ifdef GOLDOBJ
long value = gold->quan * objects[gold->otyp].oc_cost;
#endif
mtmp->msleeping = 0;
mtmp->meating = 0;
if(!rn2(4)) setmangry(mtmp); /* not always pleasing */
/* greedy monsters catch gold */
if (cansee(mtmp->mx, mtmp->my))
pline("%s catches the gold.", Monnam(mtmp));
#ifndef GOLDOBJ
mtmp->mgold += gold->quan;
#endif
if (mtmp->isshk) {
long robbed = ESHK(mtmp)->robbed;
if (robbed) {
#ifndef GOLDOBJ
robbed -= gold->quan;
#else
robbed -= value;
#endif
if (robbed < 0) robbed = 0;
pline_The("amount %scovers %s recent losses.",
!robbed ? "" : "partially ",
mhis(mtmp));
ESHK(mtmp)->robbed = robbed;
if(!robbed)
make_happy_shk(mtmp, FALSE);
} else {
if(mtmp->mpeaceful) {
#ifndef GOLDOBJ
ESHK(mtmp)->credit += gold->quan;
#else
ESHK(mtmp)->credit += value;
#endif
You("have %ld %s in credit.",
ESHK(mtmp)->credit,
currency(ESHK(mtmp)->credit));
} else verbalize("Thanks, scum!");
}
} else if (mtmp->ispriest) {
if (mtmp->mpeaceful)
verbalize("Thank you for your contribution.");
else verbalize("Thanks, scum!");
} else if (is_mercenary(mtmp->data)) {
long goldreqd = 0L;
if (rn2(3)) {
if (mtmp->data == &mons[PM_SOLDIER])
goldreqd = 100L;
else if (mtmp->data == &mons[PM_SERGEANT])
goldreqd = 250L;
else if (mtmp->data == &mons[PM_LIEUTENANT])
goldreqd = 500L;
else if (mtmp->data == &mons[PM_CAPTAIN])
goldreqd = 750L;
if (goldreqd) {
#ifndef GOLDOBJ
if (gold->quan > goldreqd +
(u.ugold + u.ulevel*rn2(5))/ACURR(A_CHA))
#else
if (value > goldreqd +
(money_cnt(invent) + u.ulevel*rn2(5))/ACURR(A_CHA))
#endif
mtmp->mpeaceful = TRUE;
}
}
if (mtmp->mpeaceful)
verbalize("That should do. Now beat it!");
else verbalize("That's not enough, coward!");
}
#ifndef GOLDOBJ
dealloc_obj(gold);
#else
add_to_minv(mtmp, gold);
#endif
return TRUE;
}
if (!msg_given) miss(xname(gold), mtmp);
return FALSE;
}
/* container is kicked, dropped, thrown or otherwise impacted by player.
* Assumes container is on floor. Checks contents for possible damage. */
void
container_impact_dmg(obj)
struct obj *obj;
{
struct monst *shkp;
struct obj *otmp, *otmp2;
long loss = 0L;
boolean costly, insider;
xchar x = obj->ox, y = obj->oy;
/* only consider normal containers */
if (!Is_container(obj) || Is_mbag(obj)) return;
costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) &&
costly_spot(x, y));
insider = (*u.ushops && inside_shop(u.ux, u.uy) &&
*in_rooms(x, y, SHOPBASE) == *u.ushops);
for (otmp = obj->cobj; otmp; otmp = otmp2) {
const char *result = (char *)0;
otmp2 = otmp->nobj;
if (objects[otmp->otyp].oc_material == GLASS &&
otmp->oclass != GEM_CLASS && !obj_resists(otmp, 33, 100)) {
result = "shatter";
} else if (otmp->otyp == EGG && !rn2(3)) {
result = "cracking";
}
if (result) {
if (otmp->otyp == MIRROR) change_luck(-2);
/* eggs laid by you. penalty is -1 per egg, max 5,
* but it's always exactly 1 that breaks */
if (otmp->otyp == EGG && otmp->spe && otmp->corpsenm >= LOW_PM)
change_luck(-1);
You_hear("a muffled %s.", result);
if (costly)
loss += stolen_value(otmp, x, y,
(boolean)shkp->mpeaceful, TRUE);
if (otmp->quan > 1L)
useup(otmp);
else {
obj_extract_self(otmp);
obfree(otmp, (struct obj *) 0);
}
}
}
if (costly && loss) {
if (!insider) {
You("caused %ld %s worth of damage!", loss, currency(loss));
make_angry_shk(shkp, x, y);
} else {
You("owe %s %ld %s for objects destroyed.",
mon_nam(shkp), loss, currency(loss));
}
}
}
STATIC_OVL int
kick_object(x, y)
xchar x, y;
{
int range;
register struct monst *mon, *shkp;
struct trap *trap;
char bhitroom;
boolean costly, isgold, slide = FALSE;
/* if a pile, the "top" object gets kicked */
kickobj = level.objects[x][y];
/* kickobj should always be set due to conditions of call */
if(!kickobj || kickobj->otyp == BOULDER
|| kickobj == uball || kickobj == uchain)
return(0);
if ((trap = t_at(x,y)) != 0 &&
(((trap->ttyp == PIT ||
trap->ttyp == SPIKED_PIT) && !Passes_walls) ||
trap->ttyp == WEB)) {
if (!trap->tseen) find_trap(trap);
You_cant("kick %s that's in a %s!", something,
Hallucination ? "tizzy" :
(trap->ttyp == WEB) ? "web" : "pit");
return 1;
}
if(Fumbling && !rn2(3)) {
Your("clumsy kick missed.");
return(1);
}
if(kickobj->otyp == CORPSE && touch_petrifies(&mons[kickobj->corpsenm])
&& !Stone_resistance && !uarmf) {
char kbuf[BUFSZ];
You("kick the %s with your bare %s.",
corpse_xname(kickobj, TRUE), makeplural(body_part(FOOT)));
if (!(poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))) {
You("turn to stone...");
killer_format = KILLED_BY;
/* KMH -- otmp should be kickobj */
Sprintf(kbuf, "kicking %s without boots",
an(corpse_xname(kickobj, TRUE)));
killer = kbuf;
done(STONING);
}
}
/* range < 2 means the object will not move. */
/* maybe dexterity should also figure here. */
range = (int)((ACURRSTR)/2 - kickobj->owt/40);
if(martial()) range += rnd(3);
if (is_pool(x, y)) {
/* you're in the water too; significantly reduce range */
range = range / 3 + 1; /* {1,2}=>1, {3,4,5}=>2, {6,7,8}=>3 */
} else {
if (is_ice(x, y)) range += rnd(3), slide = TRUE;
if (kickobj->greased) range += rnd(3), slide = TRUE;
}
/* Mjollnir is magically too heavy to kick */
if(kickobj->oartifact == ART_MJOLLNIR) range = 1;
/* see if the object has a place to move into */
if(!ZAP_POS(levl[x+u.dx][y+u.dy].typ) || closed_door(x+u.dx, y+u.dy))
range = 1;
costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) &&
costly_spot(x, y));
isgold = (kickobj->oclass == COIN_CLASS);
if (IS_ROCK(levl[x][y].typ) || closed_door(x, y)) {
if ((!martial() && rn2(20) > ACURR(A_DEX)) ||
IS_ROCK(levl[u.ux][u.uy].typ) || closed_door(u.ux, u.uy)) {
if (Blind)
pline("It doesn't come loose.");
else
pline("%s %sn't come loose.",
The(distant_name(kickobj, xname)),
otense(kickobj, "do"));
return (!rn2(3) || martial());
}
if (Blind)
pline("It comes loose.");
else
pline("%s %s loose.",
The(distant_name(kickobj, xname)),
otense(kickobj, "come"));
obj_extract_self(kickobj);
newsym(x, y);
if (costly && (!costly_spot(u.ux, u.uy) ||
!index(u.urooms, *in_rooms(x, y, SHOPBASE))))
addtobill(kickobj, FALSE, FALSE, FALSE);
if (!flooreffects(kickobj, u.ux, u.uy, "fall")) {
place_object(kickobj, u.ux, u.uy);
stackobj(kickobj);
newsym(u.ux, u.uy);
}
return 1;
}
/* a box gets a chance of breaking open here */
if(Is_box(kickobj)) {
boolean otrp = kickobj->otrapped;
if(range < 2) pline("THUD!");
container_impact_dmg(kickobj);
if (kickobj->olocked) {
if (!rn2(5) || (martial() && !rn2(2))) {
You("break open the lock!");
kickobj->olocked = 0;
kickobj->obroken = 1;
if (otrp) (void) chest_trap(kickobj, LEG, FALSE);
return(1);
}
} else {
if (!rn2(3) || (martial() && !rn2(2))) {
pline_The("lid slams open, then falls shut.");
if (otrp) (void) chest_trap(kickobj, LEG, FALSE);
return(1);
}
}
if(range < 2) return(1);
/* else let it fall through to the next cases... */
}
/* fragile objects should not be kicked */
if (hero_breaks(kickobj, kickobj->ox, kickobj->oy, FALSE)) return 1;
/* too heavy to move. range is calculated as potential distance from
* player, so range == 2 means the object may move up to one square
* from its current position
*/
if(range < 2 || (isgold && kickobj->quan > 300L)) {
if(!Is_box(kickobj)) pline("Thump!");
return(!rn2(3) || martial());
}
if (kickobj->quan > 1L && !isgold) kickobj = splitobj(kickobj, 1L);
if (slide && !Blind)
pline("Whee! %s %s across the %s.", Doname2(kickobj),
otense(kickobj, "slide"), surface(x,y));
obj_extract_self(kickobj);
(void) snuff_candle(kickobj);
newsym(x, y);
mon = bhit(u.dx, u.dy, range, KICKED_WEAPON,
(int FDECL((*),(MONST_P,OBJ_P)))0,
(int FDECL((*),(OBJ_P,OBJ_P)))0,
kickobj);
if(mon) {
if (mon->isshk &&
kickobj->where == OBJ_MINVENT && kickobj->ocarry == mon)
return 1; /* alert shk caught it */
notonhead = (mon->mx != bhitpos.x || mon->my != bhitpos.y);
if (isgold ? ghitm(mon, kickobj) : /* caught? */
thitmonst(mon, kickobj)) /* hit && used up? */
return(1);
}
/* the object might have fallen down a hole */
if (kickobj->where == OBJ_MIGRATING) {
if (costly) {
if(isgold)
costly_gold(x, y, kickobj->quan);
else (void)stolen_value(kickobj, x, y,
(boolean)shkp->mpeaceful, FALSE);
}
return 1;
}
bhitroom = *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE);
if (costly && (!costly_spot(bhitpos.x, bhitpos.y) ||
*in_rooms(x, y, SHOPBASE) != bhitroom)) {
if(isgold)
costly_gold(x, y, kickobj->quan);
else (void)stolen_value(kickobj, x, y,
(boolean)shkp->mpeaceful, FALSE);
}
if(flooreffects(kickobj,bhitpos.x,bhitpos.y,"fall")) return(1);
place_object(kickobj, bhitpos.x, bhitpos.y);
stackobj(kickobj);
newsym(kickobj->ox, kickobj->oy);
return(1);
}
STATIC_OVL char *
kickstr(buf)
char *buf;
{
const char *what;
if (kickobj) what = distant_name(kickobj,doname);
else if (IS_DOOR(maploc->typ)) what = "a door";
else if (IS_TREE(maploc->typ)) what = "a tree";
else if (IS_STWALL(maploc->typ)) what = "a wall";
else if (IS_ROCK(maploc->typ)) what = "a rock";
else if (IS_THRONE(maploc->typ)) what = "a throne";
else if (IS_FOUNTAIN(maploc->typ)) what = "a fountain";
else if (IS_GRAVE(maploc->typ)) what = "a headstone";
#ifdef SINKS
else if (IS_SINK(maploc->typ)) what = "a sink";
#endif
else if (IS_ALTAR(maploc->typ)) what = "an altar";
else if (IS_DRAWBRIDGE(maploc->typ)) what = "a drawbridge";
else if (maploc->typ == STAIRS) what = "the stairs";
else if (maploc->typ == LADDER) what = "a ladder";
else if (maploc->typ == IRONBARS) what = "an iron bar";
else what = "something weird";
return strcat(strcpy(buf, "kicking "), what);
}
int
dokick()
{
int x, y;
int avrg_attrib;
register struct monst *mtmp;
boolean no_kick = FALSE;
char buf[BUFSZ];
if (nolimbs(youmonst.data) || slithy(youmonst.data)) {
You("have no legs to kick with.");
no_kick = TRUE;
} else if (verysmall(youmonst.data)) {
You("are too small to do any kicking.");
no_kick = TRUE;
#ifdef STEED
} else if (u.usteed) {
if (yn_function("Kick your steed?", ynchars, 'y') == 'y') {
You("kick %s.", mon_nam(u.usteed));
kick_steed();
return 1;
} else {
return 0;
}
#endif
} else if (Wounded_legs) {
/* note: jump() has similar code */
long wl = (EWounded_legs & BOTH_SIDES);
const char *bp = body_part(LEG);
if (wl == BOTH_SIDES) bp = makeplural(bp);
Your("%s%s %s in no shape for kicking.",
(wl == LEFT_SIDE) ? "left " :
(wl == RIGHT_SIDE) ? "right " : "",
bp, (wl == BOTH_SIDES) ? "are" : "is");
no_kick = TRUE;
} else if (near_capacity() > SLT_ENCUMBER) {
Your("load is too heavy to balance yourself for a kick.");
no_kick = TRUE;
} else if (youmonst.data->mlet == S_LIZARD) {
Your("legs cannot kick effectively.");
no_kick = TRUE;
} else if (u.uinwater && !rn2(2)) {
Your("slow motion kick doesn't hit anything.");
no_kick = TRUE;
} else if (u.utrap) {
switch (u.utraptype) {
case TT_PIT:
pline("There's not enough room to kick down here.");
break;
case TT_WEB:
case TT_BEARTRAP:
You_cant("move your %s!", body_part(LEG));
break;
default:
break;
}
no_kick = TRUE;
}
if (no_kick) {
/* ignore direction typed before player notices kick failed */
display_nhwindow(WIN_MESSAGE, TRUE); /* --More-- */
return 0;
}
if(!getdir((char *)0)) return(0);
if(!u.dx && !u.dy) return(0);
x = u.ux + u.dx;
y = u.uy + u.dy;
/* KMH -- Kicking boots always succeed */
if (uarmf && uarmf->otyp == KICKING_BOOTS)
avrg_attrib = 99;
else
avrg_attrib = (ACURRSTR+ACURR(A_DEX)+ACURR(A_CON))/3;
if(u.uswallow) {
switch(rn2(3)) {
case 0: You_cant("move your %s!", body_part(LEG));
break;
case 1: if (is_animal(u.ustuck->data)) {
pline("%s burps loudly.", Monnam(u.ustuck));
break;
}
default: Your("feeble kick has no effect."); break;
}
return(1);
}
if (Levitation) {
int xx, yy;
xx = u.ux - u.dx;
yy = u.uy - u.dy;
/* doors can be opened while levitating, so they must be
* reachable for bracing purposes
* Possible extension: allow bracing against stuff on the side?
*/
if (isok(xx,yy) && !IS_ROCK(levl[xx][yy].typ) &&
!IS_DOOR(levl[xx][yy].typ) &&
(!Is_airlevel(&u.uz) || !OBJ_AT(xx,yy))) {
You("have nothing to brace yourself against.");
return(0);
}
}
wake_nearby();
u_wipe_engr(2);
maploc = &levl[x][y];
/* The next five tests should stay in */
/* their present order: monsters, pools, */
/* objects, non-doors, doors. */
if(MON_AT(x, y)) {
struct permonst *mdat;
mtmp = m_at(x, y);
mdat = mtmp->data;
if (!mtmp->mpeaceful || !canspotmon(mtmp))
flags.forcefight = TRUE; /* attack even if invisible */
kick_monster(x, y);
flags.forcefight = FALSE;
/* see comment in attack_checks() */
if (!DEADMONSTER(mtmp) &&
!canspotmon(mtmp) &&
/* check x and y; a monster that evades your kick by
jumping to an unseen square doesn't leave an I behind */
mtmp->mx == x && mtmp->my == y &&
!glyph_is_invisible(levl[x][y].glyph) &&
!(u.uswallow && mtmp == u.ustuck))
map_invisible(x, y);
if((Is_airlevel(&u.uz) || Levitation) && flags.move) {
int range;
range = ((int)youmonst.data->cwt + (weight_cap() + inv_weight()));
if (range < 1) range = 1; /* divide by zero avoidance */
range = (3*(int)mdat->cwt) / range;
if(range < 1) range = 1;
hurtle(-u.dx, -u.dy, range, TRUE);
}
return(1);
}
if (glyph_is_invisible(levl[x][y].glyph)) {
unmap_object(x, y);
newsym(x, y);
}
if (is_pool(x, y) ^ !!u.uinwater) {
/* objects normally can't be removed from water by kicking */
You("splash some water around.");
return 1;
}
kickobj = (struct obj *)0;
if (OBJ_AT(x, y) &&
(!Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)
|| sobj_at(BOULDER,x,y))) {
if(kick_object(x, y)) {
if(Is_airlevel(&u.uz))
hurtle(-u.dx, -u.dy, 1, TRUE); /* assume it's light */
return(1);
}
goto ouch;
}
if(!IS_DOOR(maploc->typ)) {
if(maploc->typ == SDOOR) {
if(!Levitation && rn2(30) < avrg_attrib) {
cvt_sdoor_to_door(maploc); /* ->typ = DOOR */
pline("Crash! %s a secret door!",
/* don't "kick open" when it's locked
unless it also happens to be trapped */
(maploc->doormask & (D_LOCKED|D_TRAPPED)) == D_LOCKED ?
"Your kick uncovers" : "You kick open");
exercise(A_DEX, TRUE);
if(maploc->doormask & D_TRAPPED) {
maploc->doormask = D_NODOOR;
b_trapped("door", FOOT);
} else if (maploc->doormask != D_NODOOR &&
!(maploc->doormask & D_LOCKED))
maploc->doormask = D_ISOPEN;
if (Blind)
feel_location(x,y); /* we know it's gone */
else
newsym(x,y);
if (maploc->doormask == D_ISOPEN ||
maploc->doormask == D_NODOOR)
unblock_point(x,y); /* vision */
return(1);
} else goto ouch;
}
if(maploc->typ == SCORR) {
if(!Levitation && rn2(30) < avrg_attrib) {
pline("Crash! You kick open a secret passage!");
exercise(A_DEX, TRUE);
maploc->typ = CORR;
if (Blind)
feel_location(x,y); /* we know it's gone */
else
newsym(x,y);
unblock_point(x,y); /* vision */
return(1);
} else goto ouch;
}
if(IS_THRONE(maploc->typ)) {
register int i;
if(Levitation) goto dumb;
if((Luck < 0 || maploc->doormask) && !rn2(3)) {
maploc->typ = ROOM;
maploc->doormask = 0; /* don't leave loose ends.. */
(void) mkgold((long)rnd(200), x, y);
if (Blind)
pline("CRASH! You destroy it.");
else {
pline("CRASH! You destroy the throne.");
newsym(x, y);
}
exercise(A_DEX, TRUE);
return(1);
} else if(Luck > 0 && !rn2(3) && !maploc->looted) {
(void) mkgold((long) rn1(201, 300), x, y);
i = Luck + 1;
if(i > 6) i = 6;
while(i--)
(void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL,
LUCKSTONE-1), x, y, FALSE, TRUE);
if (Blind)
You("kick %s loose!", something);
else {
You("kick loose some ornamental coins and gems!");
newsym(x, y);
}
/* prevent endless milking */
maploc->looted = T_LOOTED;
return(1);
} else if (!rn2(4)) {
if(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)) {
fall_through(FALSE);
return(1);
} else goto ouch;
}
goto ouch;
}
if(IS_ALTAR(maploc->typ)) {
if(Levitation) goto dumb;
You("kick %s.",(Blind ? something : "the altar"));
if(!rn2(3)) goto ouch;
altar_wrath(x, y);
exercise(A_DEX, TRUE);
return(1);
}
if(IS_FOUNTAIN(maploc->typ)) {
if(Levitation) goto dumb;
You("kick %s.",(Blind ? something : "the fountain"));
if(!rn2(3)) goto ouch;
/* make metal boots rust */
if(uarmf && rn2(3))
if (!rust_dmg(uarmf, "metal boots", 1, FALSE, &youmonst)) {
Your("boots get wet.");
/* could cause short-lived fumbling here */
}
exercise(A_DEX, TRUE);
return(1);
}
if(IS_GRAVE(maploc->typ) || maploc->typ == IRONBARS)
goto ouch;
if(IS_TREE(maploc->typ)) {
struct obj *treefruit;
/* nothing, fruit or trouble? 75:23.5:1.5% */
if (rn2(3)) {
if ( !rn2(6) && !(mvitals[PM_KILLER_BEE].mvflags & G_GONE) )
You_hear("a low buzzing."); /* a warning */
goto ouch;
}
if (rn2(15) && !(maploc->looted & TREE_LOOTED) &&
(treefruit = rnd_treefruit_at(x, y))) {
long nfruit = 8L-rnl(7), nfall;
short frtype = treefruit->otyp;
treefruit->quan = nfruit;
if (is_plural(treefruit))
pline("Some %s fall from the tree!", xname(treefruit));
else
pline("%s falls from the tree!", An(xname(treefruit)));
nfall = scatter(x,y,2,MAY_HIT,treefruit);
if (nfall != nfruit) {
/* scatter left some in the tree, but treefruit
* may not refer to the correct object */
treefruit = mksobj(frtype, TRUE, FALSE);
treefruit->quan = nfruit-nfall;
pline("%ld %s got caught in the branches.",
nfruit-nfall, xname(treefruit));
dealloc_obj(treefruit);
}
exercise(A_DEX, TRUE);
exercise(A_WIS, TRUE); /* discovered a new food source! */
newsym(x, y);
maploc->looted |= TREE_LOOTED;
return(1);
} else if (!(maploc->looted & TREE_SWARM)) {
int cnt = rnl(4) + 2;
int made = 0;
coord mm;
mm.x = x; mm.y = y;
while (cnt--) {
if (enexto(&mm, mm.x, mm.y, &mons[PM_KILLER_BEE])
&& makemon(&mons[PM_KILLER_BEE],
mm.x, mm.y, MM_ANGRY))
made++;
}
if ( made )
pline("You've attracted the tree's former occupants!");
else
You("smell stale honey.");
maploc->looted |= TREE_SWARM;
return(1);
}
goto ouch;
}
#ifdef SINKS
if(IS_SINK(maploc->typ)) {
int gend = poly_gender();
short washerndx = (gend == 1 || (gend == 2 && rn2(2))) ?
PM_INCUBUS : PM_SUCCUBUS;
if(Levitation) goto dumb;
if(rn2(5)) {
if(flags.soundok)
pline("Klunk! The pipes vibrate noisily.");
else pline("Klunk!");
exercise(A_DEX, TRUE);
return(1);
} else if(!(maploc->looted & S_LPUDDING) && !rn2(3) &&
!(mvitals[PM_BLACK_PUDDING].mvflags & G_GONE)) {
if (Blind)
You_hear("a gushing sound.");
else
pline("A %s ooze gushes up from the drain!",
hcolor(NH_BLACK));
(void) makemon(&mons[PM_BLACK_PUDDING],
x, y, NO_MM_FLAGS);
exercise(A_DEX, TRUE);
newsym(x,y);
maploc->looted |= S_LPUDDING;
return(1);
} else if(!(maploc->looted & S_LDWASHER) && !rn2(3) &&
!(mvitals[washerndx].mvflags & G_GONE)) {
/* can't resist... */
pline("%s returns!", (Blind ? Something :
"The dish washer"));
if (makemon(&mons[washerndx], x, y, NO_MM_FLAGS))
newsym(x,y);
maploc->looted |= S_LDWASHER;
exercise(A_DEX, TRUE);
return(1);
} else if(!rn2(3)) {
pline("Flupp! %s.", (Blind ?
"You hear a sloshing sound" :
"Muddy waste pops up from the drain"));
if(!(maploc->looted & S_LRING)) { /* once per sink */
if (!Blind)
You("see a ring shining in its midst.");
(void) mkobj_at(RING_CLASS, x, y, TRUE);
newsym(x, y);
exercise(A_DEX, TRUE);
exercise(A_WIS, TRUE); /* a discovery! */
maploc->looted |= S_LRING;
}
return(1);
}
goto ouch;
}
#endif
if (maploc->typ == STAIRS || maploc->typ == LADDER ||
IS_STWALL(maploc->typ)) {
if(!IS_STWALL(maploc->typ) && maploc->ladder == LA_DOWN)
goto dumb;
ouch:
pline("Ouch! That hurts!");
exercise(A_DEX, FALSE);
exercise(A_STR, FALSE);
if (Blind) feel_location(x,y); /* we know we hit it */
if (is_drawbridge_wall(x,y) >= 0) {
pline_The("drawbridge is unaffected.");
/* update maploc to refer to the drawbridge */
(void) find_drawbridge(&x,&y);
maploc = &levl[x][y];
}
if(!rn2(3)) set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
losehp(rnd(ACURR(A_CON) > 15 ? 3 : 5), kickstr(buf),
KILLED_BY);
if(Is_airlevel(&u.uz) || Levitation)
hurtle(-u.dx, -u.dy, rn1(2,4), TRUE); /* assume it's heavy */
return(1);
}
goto dumb;
}
if(maploc->doormask == D_ISOPEN ||
maploc->doormask == D_BROKEN ||
maploc->doormask == D_NODOOR) {
dumb:
exercise(A_DEX, FALSE);
if (martial() || ACURR(A_DEX) >= 16 || rn2(3)) {
You("kick at empty space.");
if (Blind) feel_location(x,y);
} else {
pline("Dumb move! You strain a muscle.");
exercise(A_STR, FALSE);
set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
}
if ((Is_airlevel(&u.uz) || Levitation) && rn2(2)) {
hurtle(-u.dx, -u.dy, 1, TRUE);
return 1; /* you moved, so use up a turn */
}
return(0);
}
/* not enough leverage to kick open doors while levitating */
if(Levitation) goto ouch;
exercise(A_DEX, TRUE);
/* door is known to be CLOSED or LOCKED */
if(rnl(35) < avrg_attrib + (!martial() ? 0 : ACURR(A_DEX))) {
boolean shopdoor = *in_rooms(x, y, SHOPBASE) ? TRUE : FALSE;
/* break the door */
if(maploc->doormask & D_TRAPPED) {
if (flags.verbose) You("kick the door.");
exercise(A_STR, FALSE);
maploc->doormask = D_NODOOR;
b_trapped("door", FOOT);
} else if(ACURR(A_STR) > 18 && !rn2(5) && !shopdoor) {
pline("As you kick the door, it shatters to pieces!");
exercise(A_STR, TRUE);
maploc->doormask = D_NODOOR;
} else {
pline("As you kick the door, it crashes open!");
exercise(A_STR, TRUE);
maploc->doormask = D_BROKEN;
}
if (Blind)
feel_location(x,y); /* we know we broke it */
else
newsym(x,y);
unblock_point(x,y); /* vision */
if (shopdoor) {
add_damage(x, y, 400L);
pay_for_damage("break", FALSE);
}
if (in_town(x, y))
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if((mtmp->data == &mons[PM_WATCHMAN] ||
mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
couldsee(mtmp->mx, mtmp->my) &&
mtmp->mpeaceful) {
if (canspotmon(mtmp))
pline("%s yells:", Amonnam(mtmp));
else
You_hear("someone yell:");
verbalize("Halt, thief! You're under arrest!");
(void) angry_guards(FALSE);
break;
}
}
} else {
if (Blind) feel_location(x,y); /* we know we hit it */
exercise(A_STR, TRUE);
pline("WHAMMM!!!");
if (in_town(x, y))
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if ((mtmp->data == &mons[PM_WATCHMAN] ||
mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
mtmp->mpeaceful && couldsee(mtmp->mx, mtmp->my)) {
if (canspotmon(mtmp))
pline("%s yells:", Amonnam(mtmp));
else
You_hear("someone yell:");
if(levl[x][y].looted & D_WARNED) {
verbalize("Halt, vandal! You're under arrest!");
(void) angry_guards(FALSE);
} else {
verbalize("Hey, stop damaging that door!");
levl[x][y].looted |= D_WARNED;
}
break;
}
}
}
return(1);
}
STATIC_OVL void
drop_to(cc, loc)
coord *cc;
schar loc;
{
/* cover all the MIGR_xxx choices generated by down_gate() */
switch (loc) {
case MIGR_RANDOM: /* trap door or hole */
if (Is_stronghold(&u.uz)) {
cc->x = valley_level.dnum;
cc->y = valley_level.dlevel;
break;
} else if (In_endgame(&u.uz) || Is_botlevel(&u.uz)) {
cc->y = cc->x = 0;
break;
} /* else fall to the next cases */
case MIGR_STAIRS_UP:
case MIGR_LADDER_UP:
cc->x = u.uz.dnum;
cc->y = u.uz.dlevel + 1;
break;
case MIGR_SSTAIRS:
cc->x = sstairs.tolev.dnum;
cc->y = sstairs.tolev.dlevel;
break;
default:
case MIGR_NOWHERE:
/* y==0 means "nowhere", in which case x doesn't matter */
cc->y = cc->x = 0;
break;
}
}
void
impact_drop(missile, x, y, dlev)
struct obj *missile;
xchar x, y, dlev;
{
schar toloc;
register struct obj *obj, *obj2;
register struct monst *shkp;
long oct, dct, price, debit, robbed;
boolean angry, costly, isrock;
coord cc;
if(!OBJ_AT(x, y)) return;
toloc = down_gate(x, y);
drop_to(&cc, toloc);
if (!cc.y) return;
if (dlev) {
/* send objects next to player falling through trap door.
* checked in obj_delivery().
*/
toloc = MIGR_NEAR_PLAYER;
cc.y = dlev;
}
costly = costly_spot(x, y);
price = debit = robbed = 0L;
angry = FALSE;
shkp = (struct monst *) 0;
/* if 'costly', we must keep a record of ESHK(shkp) before
* it undergoes changes through the calls to stolen_value.
* the angry bit must be reset, if needed, in this fn, since
* stolen_value is called under the 'silent' flag to avoid
* unsavory pline repetitions.
*/
if(costly) {
if ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) != 0) {
debit = ESHK(shkp)->debit;
robbed = ESHK(shkp)->robbed;
angry = !shkp->mpeaceful;
}
}
isrock = (missile && missile->otyp == ROCK);
oct = dct = 0L;
for(obj = level.objects[x][y]; obj; obj = obj2) {
obj2 = obj->nexthere;
if(obj == missile) continue;
/* number of objects in the pile */
oct += obj->quan;
if(obj == uball || obj == uchain) continue;
/* boulders can fall too, but rarely & never due to rocks */
if((isrock && obj->otyp == BOULDER) ||
rn2(obj->otyp == BOULDER ? 30 : 3)) continue;
obj_extract_self(obj);
if(costly) {
price += stolen_value(obj, x, y,
(costly_spot(u.ux, u.uy) &&
index(u.urooms, *in_rooms(x, y, SHOPBASE))),
TRUE);
/* set obj->no_charge to 0 */
if (Has_contents(obj))
picked_container(obj); /* does the right thing */
if (obj->oclass != COIN_CLASS)
obj->no_charge = 0;
}
add_to_migration(obj);
obj->ox = cc.x;
obj->oy = cc.y;
obj->owornmask = (long)toloc;
/* number of fallen objects */
dct += obj->quan;
}
if (dct && cansee(x,y)) { /* at least one object fell */
const char *what = (dct == 1L ? "object falls" : "objects fall");
if (missile)
pline("From the impact, %sother %s.",
dct == oct ? "the " : dct == 1L ? "an" : "", what);
else if (oct == dct)
pline("%s adjacent %s %s.",
dct == 1L ? "The" : "All the", what, gate_str);
else
pline("%s adjacent %s %s.",
dct == 1L ? "One of the" : "Some of the",
dct == 1L ? "objects falls" : what, gate_str);
}
if(costly && shkp && price) {
if(ESHK(shkp)->robbed > robbed) {
You("removed %ld %s worth of goods!", price, currency(price));
if(cansee(shkp->mx, shkp->my)) {
if(ESHK(shkp)->customer[0] == 0)
(void) strncpy(ESHK(shkp)->customer,
plname, PL_NSIZ);
if(angry)
pline("%s is infuriated!", Monnam(shkp));
else pline("\"%s, you are a thief!\"", plname);
} else You_hear("a scream, \"Thief!\"");
hot_pursuit(shkp);
(void) angry_guards(FALSE);
return;
}
if(ESHK(shkp)->debit > debit) {
long amt = (ESHK(shkp)->debit - debit);
You("owe %s %ld %s for goods lost.",
Monnam(shkp),
amt, currency(amt));
}
}
}
/* NOTE: ship_object assumes otmp was FREED from fobj or invent.
* <x,y> is the point of drop. otmp is _not_ an <x,y> resident:
* otmp is either a kicked, dropped, or thrown object.
*/
boolean
ship_object(otmp, x, y, shop_floor_obj)
xchar x, y;
struct obj *otmp;
boolean shop_floor_obj;
{
schar toloc;
xchar ox, oy;
coord cc;
struct obj *obj;
struct trap *t;
boolean nodrop, unpaid, container, impact = FALSE;
long n = 0L;
if (!otmp) return(FALSE);
if ((toloc = down_gate(x, y)) == MIGR_NOWHERE) return(FALSE);
drop_to(&cc, toloc);
if (!cc.y) return(FALSE);
/* objects other than attached iron ball always fall down ladder,
but have a chance of staying otherwise */
nodrop = (otmp == uball) || (otmp == uchain) ||
(toloc != MIGR_LADDER_UP && rn2(3));
container = Has_contents(otmp);
unpaid = (otmp->unpaid || (container && count_unpaid(otmp->cobj)));
if(OBJ_AT(x, y)) {
for(obj = level.objects[x][y]; obj; obj = obj->nexthere)
if(obj != otmp) n += obj->quan;
if(n) impact = TRUE;
}
/* boulders never fall through trap doors, but they might knock
other things down before plugging the hole */
if (otmp->otyp == BOULDER &&
((t = t_at(x, y)) != 0) &&
(t->ttyp == TRAPDOOR || t->ttyp == HOLE)) {
if (impact) impact_drop(otmp, x, y, 0);
return FALSE; /* let caller finish the drop */
}
if (cansee(x, y))
otransit_msg(otmp, nodrop, n);
if (nodrop) {
if (impact) impact_drop(otmp, x, y, 0);
return(FALSE);
}
if(unpaid || shop_floor_obj) {
if(unpaid) {
subfrombill(otmp, shop_keeper(*u.ushops));
(void)stolen_value(otmp, u.ux, u.uy, TRUE, FALSE);
} else {
ox = otmp->ox;
oy = otmp->oy;
(void)stolen_value(otmp, ox, oy,
(costly_spot(u.ux, u.uy) &&
index(u.urooms, *in_rooms(ox, oy, SHOPBASE))),
FALSE);
}
/* set otmp->no_charge to 0 */
if(container)
picked_container(otmp); /* happens to do the right thing */
if(otmp->oclass != COIN_CLASS)
otmp->no_charge = 0;
}
if (otmp == uwep) setuwep((struct obj *)0);
if (otmp == uquiver) setuqwep((struct obj *)0);
if (otmp == uswapwep) setuswapwep((struct obj *)0);
/* some things break rather than ship */
if (breaktest(otmp)) {
const char *result;
if (objects[otmp->otyp].oc_material == GLASS
#ifdef TOURIST
|| otmp->otyp == EXPENSIVE_CAMERA
#endif
) {
if (otmp->otyp == MIRROR)
change_luck(-2);
result = "crash";
} else {
/* penalty for breaking eggs laid by you */
if (otmp->otyp == EGG && otmp->spe && otmp->corpsenm >= LOW_PM)
change_luck((schar) -min(otmp->quan, 5L));
result = "splat";
}
You_hear("a muffled %s.",result);
obj_extract_self(otmp);
obfree(otmp, (struct obj *) 0);
return TRUE;
}
add_to_migration(otmp);
otmp->ox = cc.x;
otmp->oy = cc.y;
otmp->owornmask = (long)toloc;
/* boulder from rolling boulder trap, no longer part of the trap */
if (otmp->otyp == BOULDER) otmp->otrapped = 0;
if(impact) {
/* the objs impacted may be in a shop other than
* the one in which the hero is located. another
* check for a shk is made in impact_drop. it is, e.g.,
* possible to kick/throw an object belonging to one
* shop into another shop through a gap in the wall,
* and cause objects belonging to the other shop to
* fall down a trap door--thereby getting two shopkeepers
* angry at the hero in one shot.
*/
impact_drop(otmp, x, y, 0);
newsym(x,y);
}
return(TRUE);
}
void
obj_delivery()
{
register struct obj *otmp, *otmp2;
register int nx, ny;
long where;
for (otmp = migrating_objs; otmp; otmp = otmp2) {
otmp2 = otmp->nobj;
if (otmp->ox != u.uz.dnum || otmp->oy != u.uz.dlevel) continue;
obj_extract_self(otmp);
where = otmp->owornmask; /* destination code */
otmp->owornmask = 0L;
switch ((int)where) {
case MIGR_STAIRS_UP: nx = xupstair, ny = yupstair;
break;
case MIGR_LADDER_UP: nx = xupladder, ny = yupladder;
break;
case MIGR_SSTAIRS: nx = sstairs.sx, ny = sstairs.sy;
break;
case MIGR_NEAR_PLAYER: nx = u.ux, ny = u.uy;
break;
default:
case MIGR_RANDOM: nx = ny = 0;
break;
}
if (nx > 0) {
place_object(otmp, nx, ny);
stackobj(otmp);
(void)scatter(nx, ny, rnd(2), 0, otmp);
} else { /* random location */
/* set dummy coordinates because there's no
current position for rloco() to update */
otmp->ox = otmp->oy = 0;
rloco(otmp);
}
}
}
STATIC_OVL void
otransit_msg(otmp, nodrop, num)
register struct obj *otmp;
register boolean nodrop;
long num;
{
char obuf[BUFSZ];
Sprintf(obuf, "%s%s",
(otmp->otyp == CORPSE &&
type_is_pname(&mons[otmp->corpsenm])) ? "" : "The ",
xname(otmp));
if(num) { /* means: other objects are impacted */
Sprintf(eos(obuf), " %s %s object%s",
otense(otmp, "hit"),
num == 1L ? "another" : "other",
num > 1L ? "s" : "");
if(nodrop)
Sprintf(eos(obuf), ".");
else
Sprintf(eos(obuf), " and %s %s.",
otense(otmp, "fall"), gate_str);
pline("%s", obuf);
} else if(!nodrop)
pline("%s %s %s.", obuf, otense(otmp, "fall"), gate_str);
}
/* migration destination for objects which fall down to next level */
schar
down_gate(x, y)
xchar x, y;
{
struct trap *ttmp;
gate_str = 0;
/* this matches the player restriction in goto_level() */
if (on_level(&u.uz, &qstart_level) && !ok_to_quest())
return MIGR_NOWHERE;
if ((xdnstair == x && ydnstair == y) ||
(sstairs.sx == x && sstairs.sy == y && !sstairs.up)) {
gate_str = "down the stairs";
return (xdnstair == x && ydnstair == y) ?
MIGR_STAIRS_UP : MIGR_SSTAIRS;
}
if (xdnladder == x && ydnladder == y) {
gate_str = "down the ladder";
return MIGR_LADDER_UP;
}
if (((ttmp = t_at(x, y)) != 0 && ttmp->tseen) &&
(ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)) {
gate_str = (ttmp->ttyp == TRAPDOOR) ?
"through the trap door" : "through the hole";
return MIGR_RANDOM;
}
return MIGR_NOWHERE;
}
/*dokick.c*/