1 /* SCCS Id: @(#)ball.c 3.4 2003/02/03 */
2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3 /* NetHack may be freely redistributed. See license for details. */
4
5 /* Ball & Chain =============================================================*/
6
7 #include "hack.h"
8
9 STATIC_DCL int NDECL(bc_order);
10 STATIC_DCL void NDECL(litter);
11
12 void
ballfall()13 ballfall()
14 {
15 boolean gets_hit;
16
17 gets_hit = (((uball->ox != u.ux) || (uball->oy != u.uy)) &&
18 ((uwep == uball)? FALSE : (boolean)rn2(5)));
19 if (carried(uball)) {
20 pline("Startled, you drop the iron ball.");
21 if (uwep == uball)
22 setuwep((struct obj *)0);
23 if (uswapwep == uball)
24 setuswapwep((struct obj *)0);
25 if (uquiver == uball)
26 setuqwep((struct obj *)0);;
27 if (uwep != uball)
28 freeinv(uball);
29 }
30 if(gets_hit){
31 int dmg = rn1(7,25);
32 pline_The("iron ball falls on your %s.",
33 body_part(HEAD));
34 if (uarmh) {
35 if(is_metallic(uarmh)) {
36 pline("Fortunately, you are wearing a hard helmet.");
37 dmg = 3;
38 } else if (flags.verbose)
39 Your("%s does not protect you.", xname(uarmh));
40 }
41 losehp(dmg, "crunched in the head by an iron ball",
42 NO_KILLER_PREFIX);
43 }
44 }
45
46 /*
47 * To make this work, we have to mess with the hero's mind. The rules for
48 * ball&chain are:
49 *
50 * 1. If the hero can see them, fine.
51 * 2. If the hero can't see either, it isn't seen.
52 * 3. If either is felt it is seen.
53 * 4. If either is felt and moved, it disappears.
54 *
55 * If the hero can see, then when a move is done, the ball and chain are
56 * first picked up, the positions under them are corrected, then they
57 * are moved after the hero moves. Not too bad.
58 *
59 * If the hero is blind, then she can "feel" the ball and/or chain at any
60 * time. However, when the hero moves, the felt ball and/or chain become
61 * unfelt and whatever was felt "under" the ball&chain appears. Pretty
62 * nifty, but it requires that the ball&chain "remember" what was under
63 * them --- i.e. they pick-up glyphs when they are felt and drop them when
64 * moved (and felt). When swallowed, the ball&chain are pulled completely
65 * off of the dungeon, but are still on the object chain. They are placed
66 * under the hero when she is expelled.
67 */
68
69 /*
70 * from you.h
71 * int u.bglyph glyph under the ball
72 * int u.cglyph glyph under the chain
73 * int u.bc_felt mask for ball/chain being felt
74 * #define BC_BALL 0x01 bit mask in u.bc_felt for ball
75 * #define BC_CHAIN 0x02 bit mask in u.bc_felt for chain
76 * int u.bc_order ball & chain order
77 *
78 * u.bc_felt is also manipulated in display.c and read.c, the others only
79 * in this file. None of these variables are valid unless the player is
80 * Blind.
81 */
82
83 /* values for u.bc_order */
84 #define BCPOS_DIFFER 0 /* ball & chain at different positions */
85 #define BCPOS_CHAIN 1 /* chain on top of ball */
86 #define BCPOS_BALL 2 /* ball on top of chain */
87
88
89
90 /*
91 * Place the ball & chain under the hero. Make sure that the ball & chain
92 * variables are set (actually only needed when blind, but what the heck).
93 * It is assumed that when this is called, the ball and chain are NOT
94 * attached to the object list.
95 *
96 * Should not be called while swallowed.
97 */
98 void
placebc()99 placebc()
100 {
101 if (!uchain || !uball) {
102 impossible("Where are your ball and chain?");
103 return;
104 }
105
106 (void) flooreffects(uchain, u.ux, u.uy, ""); /* chain might rust */
107
108 if (carried(uball)) /* the ball is carried */
109 u.bc_order = BCPOS_DIFFER;
110 else {
111 /* ball might rust -- already checked when carried */
112 (void) flooreffects(uball, u.ux, u.uy, "");
113 place_object(uball, u.ux, u.uy);
114 u.bc_order = BCPOS_CHAIN;
115 }
116
117 place_object(uchain, u.ux, u.uy);
118
119 u.bglyph = u.cglyph = levl[u.ux][u.uy].glyph; /* pick up glyph */
120
121 newsym(u.ux,u.uy);
122 }
123
124 void
unplacebc()125 unplacebc()
126 {
127 if (u.uswallow) return; /* ball&chain not placed while swallowed */
128
129 if (!carried(uball)) {
130 obj_extract_self(uball);
131 if (Blind && (u.bc_felt & BC_BALL)) /* drop glyph */
132 levl[uball->ox][uball->oy].glyph = u.bglyph;
133
134 newsym(uball->ox,uball->oy);
135 }
136 obj_extract_self(uchain);
137 if (Blind && (u.bc_felt & BC_CHAIN)) /* drop glyph */
138 levl[uchain->ox][uchain->oy].glyph = u.cglyph;
139
140 newsym(uchain->ox,uchain->oy);
141 u.bc_felt = 0; /* feel nothing */
142 }
143
144
145 /*
146 * Return the stacking of the hero's ball & chain. This assumes that the
147 * hero is being punished.
148 */
149 STATIC_OVL int
bc_order()150 bc_order()
151 {
152 struct obj *obj;
153
154 if (uchain->ox != uball->ox || uchain->oy != uball->oy || carried(uball)
155 || u.uswallow)
156 return BCPOS_DIFFER;
157
158 for (obj = level.objects[uball->ox][uball->oy]; obj; obj = obj->nexthere) {
159 if (obj == uchain) return BCPOS_CHAIN;
160 if (obj == uball) return BCPOS_BALL;
161 }
162 impossible("bc_order: ball&chain not in same location!");
163 return BCPOS_DIFFER;
164 }
165
166 /*
167 * set_bc()
168 *
169 * The hero is either about to go blind or already blind and just punished.
170 * Set up the ball and chain variables so that the ball and chain are "felt".
171 */
172 void
set_bc(already_blind)173 set_bc(already_blind)
174 int already_blind;
175 {
176 int ball_on_floor = !carried(uball);
177
178 u.bc_order = bc_order(); /* get the order */
179 u.bc_felt = ball_on_floor ? BC_BALL|BC_CHAIN : BC_CHAIN; /* felt */
180
181 if (already_blind || u.uswallow) {
182 u.cglyph = u.bglyph = levl[u.ux][u.uy].glyph;
183 return;
184 }
185
186 /*
187 * Since we can still see, remove the ball&chain and get the glyph that
188 * would be beneath them. Then put the ball&chain back. This is pretty
189 * disgusting, but it will work.
190 */
191 remove_object(uchain);
192 if (ball_on_floor) remove_object(uball);
193
194 newsym(uchain->ox, uchain->oy);
195 u.cglyph = levl[uchain->ox][uchain->oy].glyph;
196
197 if (u.bc_order == BCPOS_DIFFER) { /* different locations */
198 place_object(uchain, uchain->ox, uchain->oy);
199 newsym(uchain->ox, uchain->oy);
200 if (ball_on_floor) {
201 newsym(uball->ox, uball->oy); /* see under ball */
202 u.bglyph = levl[uball->ox][uball->oy].glyph;
203 place_object(uball, uball->ox, uball->oy);
204 newsym(uball->ox, uball->oy); /* restore ball */
205 }
206 } else {
207 u.bglyph = u.cglyph;
208 if (u.bc_order == BCPOS_CHAIN) {
209 place_object(uball, uball->ox, uball->oy);
210 place_object(uchain, uchain->ox, uchain->oy);
211 } else {
212 place_object(uchain, uchain->ox, uchain->oy);
213 place_object(uball, uball->ox, uball->oy);
214 }
215 newsym(uball->ox, uball->oy);
216 }
217 }
218
219
220 /*
221 * move_bc()
222 *
223 * Move the ball and chain. This is called twice for every move. The first
224 * time to pick up the ball and chain before the move, the second time to
225 * place the ball and chain after the move. If the ball is carried, this
226 * function should never have BC_BALL as part of its control.
227 *
228 * Should not be called while swallowed.
229 */
230 void
move_bc(before,control,ballx,bally,chainx,chainy)231 move_bc(before, control, ballx, bally, chainx, chainy)
232 int before, control;
233 xchar ballx, bally, chainx, chainy; /* only matter !before */
234 {
235 if (Blind) {
236 /*
237 * The hero is blind. Time to work hard. The ball and chain that
238 * are attached to the hero are very special. The hero knows that
239 * they are attached, so when they move, the hero knows that they
240 * aren't at the last position remembered. This is complicated
241 * by the fact that the hero can "feel" the surrounding locations
242 * at any time, hence, making one or both of them show up again.
243 * So, we have to keep track of which is felt at any one time and
244 * act accordingly.
245 */
246 if (!before) {
247 if ((control & BC_CHAIN) && (control & BC_BALL)) {
248 /*
249 * Both ball and chain moved. If felt, drop glyph.
250 */
251 if (u.bc_felt & BC_BALL)
252 levl[uball->ox][uball->oy].glyph = u.bglyph;
253 if (u.bc_felt & BC_CHAIN)
254 levl[uchain->ox][uchain->oy].glyph = u.cglyph;
255 u.bc_felt = 0;
256
257 /* Pick up glyph at new location. */
258 u.bglyph = levl[ballx][bally].glyph;
259 u.cglyph = levl[chainx][chainy].glyph;
260
261 movobj(uball,ballx,bally);
262 movobj(uchain,chainx,chainy);
263 } else if (control & BC_BALL) {
264 if (u.bc_felt & BC_BALL) {
265 if (u.bc_order == BCPOS_DIFFER) { /* ball by itself */
266 levl[uball->ox][uball->oy].glyph = u.bglyph;
267 } else if (u.bc_order == BCPOS_BALL) {
268 if (u.bc_felt & BC_CHAIN) { /* know chain is there */
269 map_object(uchain, 0);
270 } else {
271 levl[uball->ox][uball->oy].glyph = u.bglyph;
272 }
273 }
274 u.bc_felt &= ~BC_BALL; /* no longer feel the ball */
275 }
276
277 /* Pick up glyph at new position. */
278 u.bglyph = (ballx != chainx || bally != chainy) ?
279 levl[ballx][bally].glyph : u.cglyph;
280
281 movobj(uball,ballx,bally);
282 } else if (control & BC_CHAIN) {
283 if (u.bc_felt & BC_CHAIN) {
284 if (u.bc_order == BCPOS_DIFFER) {
285 levl[uchain->ox][uchain->oy].glyph = u.cglyph;
286 } else if (u.bc_order == BCPOS_CHAIN) {
287 if (u.bc_felt & BC_BALL) {
288 map_object(uball, 0);
289 } else {
290 levl[uchain->ox][uchain->oy].glyph = u.cglyph;
291 }
292 }
293 u.bc_felt &= ~BC_CHAIN;
294 }
295 /* Pick up glyph at new position. */
296 u.cglyph = (ballx != chainx || bally != chainy) ?
297 levl[chainx][chainy].glyph : u.bglyph;
298
299 movobj(uchain,chainx,chainy);
300 }
301
302 u.bc_order = bc_order(); /* reset the order */
303 }
304
305 } else {
306 /*
307 * The hero is not blind. To make this work correctly, we need to
308 * pick up the ball and chain before the hero moves, then put them
309 * in their new positions after the hero moves.
310 */
311 if (before) {
312 if (!control) {
313 /*
314 * Neither ball nor chain is moving, so remember which was
315 * on top until !before. Use the variable u.bc_order
316 * since it is only valid when blind.
317 */
318 u.bc_order = bc_order();
319 }
320
321 remove_object(uchain);
322 newsym(uchain->ox, uchain->oy);
323 if (!carried(uball)) {
324 remove_object(uball);
325 newsym(uball->ox, uball->oy);
326 }
327 } else {
328 int on_floor = !carried(uball);
329
330 if ((control & BC_CHAIN) ||
331 (!control && u.bc_order == BCPOS_CHAIN)) {
332 /* If the chain moved or nothing moved & chain on top. */
333 if (on_floor) place_object(uball, ballx, bally);
334 place_object(uchain, chainx, chainy); /* chain on top */
335 } else {
336 place_object(uchain, chainx, chainy);
337 if (on_floor) place_object(uball, ballx, bally);
338 /* ball on top */
339 }
340 newsym(chainx, chainy);
341 if (on_floor) newsym(ballx, bally);
342 }
343 }
344 }
345
346 /* return TRUE if the caller needs to place the ball and chain down again
347 *
348 * Should not be called while swallowed. Should be called before movement,
349 * because we might want to move the ball or chain to the hero's old position.
350 *
351 * It is called if we are moving. It is also called if we are teleporting
352 * *if* the ball doesn't move and we thus must drag the chain. It is not
353 * called for ordinary teleportation.
354 *
355 * allow_drag is only used in the ugly special case where teleporting must
356 * drag the chain, while an identical-looking movement must drag both the ball
357 * and chain.
358 */
359 boolean
drag_ball(x,y,bc_control,ballx,bally,chainx,chainy,cause_delay,allow_drag)360 drag_ball(x, y, bc_control, ballx, bally, chainx, chainy, cause_delay,
361 allow_drag)
362 xchar x, y;
363 int *bc_control;
364 xchar *ballx, *bally, *chainx, *chainy;
365 boolean *cause_delay;
366 boolean allow_drag;
367 {
368 struct trap *t = (struct trap *)0;
369 boolean already_in_rock;
370
371 *ballx = uball->ox;
372 *bally = uball->oy;
373 *chainx = uchain->ox;
374 *chainy = uchain->oy;
375 *bc_control = 0;
376 *cause_delay = FALSE;
377
378 if (dist2(x, y, uchain->ox, uchain->oy) <= 2) { /* nothing moved */
379 move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
380 return TRUE;
381 }
382
383 /* only need to move the chain? */
384 if (carried(uball) || distmin(x, y, uball->ox, uball->oy) <= 2) {
385 xchar oldchainx = uchain->ox, oldchainy = uchain->oy;
386 *bc_control = BC_CHAIN;
387 move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
388 if (carried(uball)) {
389 /* move chain only if necessary */
390 if (distmin(x, y, uchain->ox, uchain->oy) > 1) {
391 *chainx = u.ux;
392 *chainy = u.uy;
393 }
394 return TRUE;
395 }
396 #define CHAIN_IN_MIDDLE(chx, chy) \
397 (distmin(x, y, chx, chy) <= 1 && distmin(chx, chy, uball->ox, uball->oy) <= 1)
398 #define IS_CHAIN_ROCK(x,y) \
399 (IS_ROCK(levl[x][y].typ) || (IS_DOOR(levl[x][y].typ) && \
400 (levl[x][y].doormask & (D_CLOSED|D_LOCKED))))
401 /* Don't ever move the chain into solid rock. If we have to, then instead
402 * undo the move_bc() and jump to the drag ball code. Note that this also
403 * means the "cannot carry and drag" message will not appear, since unless we
404 * moved at least two squares there is no possibility of the chain position
405 * being in solid rock.
406 */
407 #define SKIP_TO_DRAG { *chainx = oldchainx; *chainy = oldchainy; \
408 move_bc(0, *bc_control, *ballx, *bally, *chainx, *chainy); \
409 goto drag; }
410 if (IS_CHAIN_ROCK(u.ux, u.uy) || IS_CHAIN_ROCK(*chainx, *chainy)
411 || IS_CHAIN_ROCK(uball->ox, uball->oy))
412 already_in_rock = TRUE;
413 else
414 already_in_rock = FALSE;
415
416 switch(dist2(x, y, uball->ox, uball->oy)) {
417 /* two spaces diagonal from ball, move chain inbetween */
418 case 8:
419 *chainx = (uball->ox + x)/2;
420 *chainy = (uball->oy + y)/2;
421 if (IS_CHAIN_ROCK(*chainx, *chainy) && !already_in_rock)
422 SKIP_TO_DRAG;
423 break;
424
425 /* player is distance 2/1 from ball; move chain to one of the
426 * two spaces between
427 * @
428 * __
429 * 0
430 */
431 case 5: {
432 xchar tempx, tempy, tempx2, tempy2;
433
434 /* find position closest to current position of chain */
435 /* no effect if current position is already OK */
436 if (abs(x - uball->ox) == 1) {
437 tempx = x;
438 tempx2 = uball->ox;
439 tempy = tempy2 = (uball->oy + y)/2;
440 } else {
441 tempx = tempx2 = (uball->ox + x)/2;
442 tempy = y;
443 tempy2 = uball->oy;
444 }
445 if (IS_CHAIN_ROCK(tempx, tempy) &&
446 !IS_CHAIN_ROCK(tempx2, tempy2) &&
447 !already_in_rock) {
448 if (allow_drag) {
449 /* Avoid pathological case *if* not teleporting:
450 * 0 0_
451 * _X move northeast -----> X@
452 * @
453 */
454 if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 5 &&
455 dist2(x, y, tempx, tempy) == 1)
456 SKIP_TO_DRAG;
457 /* Avoid pathological case *if* not teleporting:
458 * 0 0
459 * _X move east -----> X_
460 * @ @
461 */
462 if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 4 &&
463 dist2(x, y, tempx, tempy) == 2)
464 SKIP_TO_DRAG;
465 }
466 *chainx = tempx2;
467 *chainy = tempy2;
468 } else if (!IS_CHAIN_ROCK(tempx, tempy) &&
469 IS_CHAIN_ROCK(tempx2, tempy2) &&
470 !already_in_rock) {
471 if (allow_drag) {
472 if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 5 &&
473 dist2(x, y, tempx2, tempy2) == 1)
474 SKIP_TO_DRAG;
475 if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 4 &&
476 dist2(x, y, tempx2, tempy2) == 2)
477 SKIP_TO_DRAG;
478 }
479 *chainx = tempx;
480 *chainy = tempy;
481 } else if (IS_CHAIN_ROCK(tempx, tempy) &&
482 IS_CHAIN_ROCK(tempx2, tempy2) &&
483 !already_in_rock) {
484 SKIP_TO_DRAG;
485 } else if (dist2(tempx, tempy, uchain->ox, uchain->oy) <
486 dist2(tempx2, tempy2, uchain->ox, uchain->oy) ||
487 ((dist2(tempx, tempy, uchain->ox, uchain->oy) ==
488 dist2(tempx2, tempy2, uchain->ox, uchain->oy)) && rn2(2))) {
489 *chainx = tempx;
490 *chainy = tempy;
491 } else {
492 *chainx = tempx2;
493 *chainy = tempy2;
494 }
495 break;
496 }
497
498 /* ball is two spaces horizontal or vertical from player; move*/
499 /* chain inbetween *unless* current chain position is OK */
500 case 4:
501 if (CHAIN_IN_MIDDLE(uchain->ox, uchain->oy))
502 break;
503 *chainx = (x + uball->ox)/2;
504 *chainy = (y + uball->oy)/2;
505 if (IS_CHAIN_ROCK(*chainx, *chainy) && !already_in_rock)
506 SKIP_TO_DRAG;
507 break;
508
509 /* ball is one space diagonal from player. Check for the
510 * following special case:
511 * @
512 * _ moving southwest becomes @_
513 * 0 0
514 * (This will also catch teleporting that happens to resemble
515 * this case, but oh well.) Otherwise fall through.
516 */
517 case 2:
518 if (dist2(x, y, uball->ox, uball->oy) == 2 &&
519 dist2(x, y, uchain->ox, uchain->oy) == 4) {
520 if (uchain->oy == y)
521 *chainx = uball->ox;
522 else
523 *chainy = uball->oy;
524 if (IS_CHAIN_ROCK(*chainx, *chainy) && !already_in_rock)
525 SKIP_TO_DRAG;
526 break;
527 }
528 /* fall through */
529 case 1:
530 case 0:
531 /* do nothing if possible */
532 if (CHAIN_IN_MIDDLE(uchain->ox, uchain->oy))
533 break;
534 /* otherwise try to drag chain to player's old position */
535 if (CHAIN_IN_MIDDLE(u.ux, u.uy)) {
536 *chainx = u.ux;
537 *chainy = u.uy;
538 break;
539 }
540 /* otherwise use player's new position (they must have
541 teleported, for this to happen) */
542 *chainx = x;
543 *chainy = y;
544 break;
545
546 default: impossible("bad chain movement");
547 break;
548 }
549 #undef SKIP_TO_DRAG
550 #undef IS_CHAIN_ROCK
551 #undef CHAIN_IN_MIDDLE
552 return TRUE;
553 }
554
555 drag:
556
557 if (near_capacity() > SLT_ENCUMBER && dist2(x, y, u.ux, u.uy) <= 2) {
558 You("cannot %sdrag the heavy iron ball.",
559 invent ? "carry all that and also " : "");
560 nomul(0, 0);
561 return FALSE;
562 }
563
564 if ((is_pool(uchain->ox, uchain->oy) &&
565 /* water not mere continuation of previous water */
566 (levl[uchain->ox][uchain->oy].typ == POOL ||
567 !is_pool(uball->ox, uball->oy) ||
568 levl[uball->ox][uball->oy].typ == POOL))
569 || ((t = t_at(uchain->ox, uchain->oy)) &&
570 (t->ttyp == PIT ||
571 t->ttyp == SPIKED_PIT ||
572 t->ttyp == HOLE ||
573 t->ttyp == TRAPDOOR)) ) {
574
575 if (Levitation) {
576 You_feel("a tug from the iron ball.");
577 if (t) t->tseen = 1;
578 } else {
579 struct monst *victim;
580
581 You("are jerked back by the iron ball!");
582 if ((victim = m_at(uchain->ox, uchain->oy)) != 0) {
583 int tmp;
584
585 tmp = -2 + Luck + find_mac(victim);
586 tmp += omon_adj(victim, uball, TRUE);
587 if (tmp >= rnd(20))
588 (void) hmon(victim,uball,1);
589 else
590 miss(xname(uball), victim);
591
592 } /* now check again in case mon died */
593 if (!m_at(uchain->ox, uchain->oy)) {
594 u.ux = uchain->ox;
595 u.uy = uchain->oy;
596 newsym(u.ux0, u.uy0);
597 }
598 nomul(0, 0);
599
600 *bc_control = BC_BALL;
601 move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
602 *ballx = uchain->ox;
603 *bally = uchain->oy;
604 move_bc(0, *bc_control, *ballx, *bally, *chainx, *chainy);
605 spoteffects(TRUE);
606 return FALSE;
607 }
608 }
609
610 *bc_control = BC_BALL|BC_CHAIN;
611
612 move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
613 if (dist2(x, y, u.ux, u.uy) > 2) {
614 /* Awful case: we're still in range of the ball, so we thought we
615 * could only move the chain, but it turned out that the target
616 * square for the chain was rock, so we had to drag it instead.
617 * But we can't drag it either, because we teleported and are more
618 * than one square from our old position. Revert to the teleport
619 * behavior.
620 */
621 *ballx = *chainx = x;
622 *bally = *chainy = y;
623 } else {
624 *ballx = uchain->ox;
625 *bally = uchain->oy;
626 *chainx = u.ux;
627 *chainy = u.uy;
628 }
629 *cause_delay = TRUE;
630 return TRUE;
631 }
632
633 /*
634 * drop_ball()
635 *
636 * The punished hero drops or throws her iron ball. If the hero is
637 * blind, we must reset the order and glyph. Check for side effects.
638 * This routine expects the ball to be already placed.
639 *
640 * Should not be called while swallowed.
641 */
642 void
drop_ball(x,y)643 drop_ball(x, y)
644 xchar x, y;
645 {
646 if (Blind) {
647 u.bc_order = bc_order(); /* get the order */
648 /* pick up glyph */
649 u.bglyph = (u.bc_order) ? u.cglyph : levl[x][y].glyph;
650 }
651
652 if (x != u.ux || y != u.uy) {
653 struct trap *t;
654 const char *pullmsg = "The ball pulls you out of the %s!";
655
656 if (u.utrap && u.utraptype != TT_INFLOOR) {
657 switch(u.utraptype) {
658 case TT_PIT:
659 pline(pullmsg, "pit");
660 break;
661 case TT_WEB:
662 pline(pullmsg, "web");
663 pline_The("web is destroyed!");
664 deltrap(t_at(u.ux,u.uy));
665 break;
666 case TT_LAVA:
667 pline(pullmsg, "lava");
668 break;
669 case TT_ICE:
670 pline(pullmsg, "ice");
671 break;
672 case TT_BEARTRAP: {
673 register long side = rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
674 pline(pullmsg, "bear trap");
675 set_wounded_legs(side, rn1(1000, 500));
676 #ifdef STEED
677 if (!u.usteed)
678 #endif
679 {
680 Your("%s %s is severely damaged.",
681 (side == LEFT_SIDE) ? "left" : "right",
682 body_part(LEG));
683 losehp(2, "leg damage from being pulled out of a bear trap",
684 KILLED_BY);
685 }
686 break;
687 }
688 }
689 u.utrap = 0;
690 fill_pit(u.ux, u.uy);
691 }
692
693 u.ux0 = u.ux;
694 u.uy0 = u.uy;
695 if (!Levitation && !MON_AT(x, y) && !u.utrap &&
696 (is_pool(x, y) ||
697 ((t = t_at(x, y)) &&
698 (t->ttyp == PIT || t->ttyp == SPIKED_PIT ||
699 t->ttyp == TRAPDOOR || t->ttyp == HOLE)))) {
700 u.ux = x;
701 u.uy = y;
702 } else {
703 u.ux = x - u.dx;
704 u.uy = y - u.dy;
705 }
706 vision_full_recalc = 1; /* hero has moved, recalculate vision later */
707
708 if (Blind) {
709 /* drop glyph under the chain */
710 if (u.bc_felt & BC_CHAIN)
711 levl[uchain->ox][uchain->oy].glyph = u.cglyph;
712 u.bc_felt = 0; /* feel nothing */
713 /* pick up new glyph */
714 u.cglyph = (u.bc_order) ? u.bglyph : levl[u.ux][u.uy].glyph;
715 }
716 movobj(uchain,u.ux,u.uy); /* has a newsym */
717 if (Blind) {
718 u.bc_order = bc_order();
719 }
720 newsym(u.ux0,u.uy0); /* clean up old position */
721 if (u.ux0 != u.ux || u.uy0 != u.uy) {
722 spoteffects(TRUE);
723 if (In_sokoban(&u.uz))
724 sokoban_trickster(); /* Sokoban guilt */
725 }
726 }
727 }
728
729
730 STATIC_OVL void
litter()731 litter()
732 {
733 struct obj *otmp = invent, *nextobj;
734 int capacity = weight_cap();
735
736 while (otmp) {
737 nextobj = otmp->nobj;
738 if ((otmp != uball) && (rnd(capacity) <= (int)otmp->owt)) {
739 if (canletgo(otmp, "")) {
740 Your("%s you down the stairs.",
741 aobjnam(otmp, "follow"));
742 dropx(otmp);
743 }
744 }
745 otmp = nextobj;
746 }
747 }
748
749 void
drag_down()750 drag_down()
751 {
752 boolean forward;
753 uchar dragchance = 3;
754
755 /*
756 * Assume that the ball falls forward if:
757 *
758 * a) the character is wielding it, or
759 * b) the character has both hands available to hold it (i.e. is
760 * not wielding any weapon), or
761 * c) (perhaps) it falls forward out of his non-weapon hand
762 */
763
764 forward = carried(uball) && (uwep == uball || !uwep || !rn2(3));
765
766 if (carried(uball))
767 You("lose your grip on the iron ball.");
768
769 if (forward) {
770 if(rn2(6)) {
771 pline_The("iron ball drags you downstairs!");
772 losehp(rnd(6), "dragged downstairs by an iron ball",
773 NO_KILLER_PREFIX);
774 litter();
775 }
776 } else {
777 if(rn2(2)) {
778 pline_The("iron ball smacks into you!");
779 losehp(rnd(20), "iron ball collision", KILLED_BY_AN);
780 exercise(A_STR, FALSE);
781 dragchance -= 2;
782 }
783 if( (int) dragchance >= rnd(6)) {
784 pline_The("iron ball drags you downstairs!");
785 losehp(rnd(3), "dragged downstairs by an iron ball",
786 NO_KILLER_PREFIX);
787 exercise(A_STR, FALSE);
788 litter();
789 }
790 }
791 }
792
793 /*ball.c*/
794