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

Top of file Edit

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.    
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
5.    /* Ball & Chain =============================================================*/
6.    
7.    #include "hack.h"
8.    
9.    STATIC_DCL int NDECL(bc_order);
10.   STATIC_DCL void NDECL(litter);
11.   

ballfall Edit

12.   void
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.   

Ballfall checks whether the user is carrying the iron ball. If so, it removes it from the player's inventory. If the user is hit by the iron ball, ballfall checks whether the user is wearing a metallic helmet. If so, the user is only damaged for 3. Otherwise, the user is injured for a random number from 7 to 25.

Explanation of ball and chain mechanics Edit

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.   

placebc Edit

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
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.  

Placebc places the ball and chain under the player, if the player has a ball and chain. If the floor has any special properties, they might cause the ball and chain to rust. Also, the user picks up a glyph. A new symbol is then generated for the current location.

unplacebc Edit

124.  void
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.  

bc_order Edit

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
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.  

set_bc Edit

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
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.  

move_bc Edit

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
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.  

drag_ball Edit

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
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);
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);
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.  

drop_ball Edit

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
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_BEARTRAP: {
670.  		register long side = rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
671.  		pline(pullmsg, "bear trap");
672.  		set_wounded_legs(side, rn1(1000, 500));
673.  #ifdef STEED
674.  		if (!u.usteed)
675.  #endif
676.  		{
677.  		    Your("%s %s is severely damaged.",
678.  					(side == LEFT_SIDE) ? "left" : "right",
679.  					body_part(LEG));
680.  		    losehp(2, "leg damage from being pulled out of a bear trap",
681.  					KILLED_BY);
682.  		}
683.  		break;
684.  	      }
685.  	    }
686.  	    u.utrap = 0;
687.  	    fill_pit(u.ux, u.uy);
688.  	}
689.  
690.  	u.ux0 = u.ux;
691.  	u.uy0 = u.uy;
692.  	if (!Levitation && !MON_AT(x, y) && !u.utrap &&
693.  			    (is_pool(x, y) ||
694.  			     ((t = t_at(x, y)) &&
695.  			      (t->ttyp == PIT || t->ttyp == SPIKED_PIT ||
696.  			       t->ttyp == TRAPDOOR || t->ttyp == HOLE)))) {
697.  	    u.ux = x;
698.  	    u.uy = y;
699.  	} else {
700.  	    u.ux = x - u.dx;
701.  	    u.uy = y - u.dy;
702.  	}
703.  	vision_full_recalc = 1;	/* hero has moved, recalculate vision later */
704.  
705.  	if (Blind) {
706.  	    /* drop glyph under the chain */
707.  	    if (u.bc_felt & BC_CHAIN)
708.  		levl[uchain->ox][uchain->oy].glyph = u.cglyph;
709.  	    u.bc_felt  = 0;		/* feel nothing */
710.  	    /* pick up new glyph */
711.  	    u.cglyph = (u.bc_order) ? u.bglyph : levl[u.ux][u.uy].glyph;
712.  	}
713.  	movobj(uchain,u.ux,u.uy);	/* has a newsym */
714.  	if (Blind) {
715.  	    u.bc_order = bc_order();
716.  	}
717.  	newsym(u.ux0,u.uy0);		/* clean up old position */
718.  	if (u.ux0 != u.ux || u.uy0 != u.uy) {
719.  	    spoteffects(TRUE);
720.  	    if (In_sokoban(&u.uz))
721.  		change_luck(-1);	/* Sokoban guilt */
722.  	}
723.      }
724.  }
725.  
726.  

litter Edit

727.  STATIC_OVL void
728.  litter()
729.  {
730.  	struct obj *otmp = invent, *nextobj;
731.  	int capacity = weight_cap();
732.  
733.  	while (otmp) {
734.  		nextobj = otmp->nobj;
735.  		if ((otmp != uball) && (rnd(capacity) <= (int)otmp->owt)) {
736.  			if (canletgo(otmp, "")) {
737.  				Your("%s you down the stairs.",
738.  				     aobjnam(otmp, "follow"));
739.  				dropx(otmp);
740.  			}
741.  		}
742.  		otmp = nextobj;
743.  	}
744.  }
745.  

drag_down Edit

746.  void
747.  drag_down()
748.  {
749.  	boolean forward;
750.  	uchar dragchance = 3;
751.  
752.  	/*
753.  	 *	Assume that the ball falls forward if:
754.  	 *
755.  	 *	a) the character is wielding it, or
756.  	 *	b) the character has both hands available to hold it (i.e. is
757.  	 *	   not wielding any weapon), or
758.  	 *	c) (perhaps) it falls forward out of his non-weapon hand
759.  	 */
760.  
761.  	forward = carried(uball) && (uwep == uball || !uwep || !rn2(3));
762.  
763.  	if (carried(uball))
764.  		You("lose your grip on the iron ball.");
765.  
766.  	if (forward) {
767.  		if(rn2(6)) {
768.  			pline_The("iron ball drags you downstairs!");
769.  			losehp(rnd(6), "dragged downstairs by an iron ball",
770.  				NO_KILLER_PREFIX);
771.  			litter();
772.  		}
773.  	} else {
774.  		if(rn2(2)) {
775.  			pline_The("iron ball smacks into you!");
776.  			losehp(rnd(20), "iron ball collision", KILLED_BY_AN);
777.  			exercise(A_STR, FALSE);
778.  			dragchance -= 2;
779.  		}
780.  		if( (int) dragchance >= rnd(6)) {
781.  			pline_The("iron ball drags you downstairs!");
782.  			losehp(rnd(3), "dragged downstairs by an iron ball",
783.  				NO_KILLER_PREFIX);
784.  			exercise(A_STR, FALSE);
785.  			litter();
786.  		}
787.  	}
788.  }
789.  
790.  /*ball.c*/

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