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/* SCCS Id: @(#)ball.c 3.4 2003/02/03 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* Ball & Chain =============================================================*/
#include "hack.h"
STATIC_DCL int NDECL(bc_order);
STATIC_DCL void NDECL(litter);
void
ballfall()
{
boolean gets_hit;
gets_hit = (((uball->ox != u.ux) || (uball->oy != u.uy)) &&
((uwep == uball)? FALSE : (boolean)rn2(5)));
if (carried(uball)) {
pline("Startled, you drop the iron ball.");
if (uwep == uball)
setuwep((struct obj *)0);
if (uswapwep == uball)
setuswapwep((struct obj *)0);
if (uquiver == uball)
setuqwep((struct obj *)0);;
if (uwep != uball)
freeinv(uball);
}
if(gets_hit){
int dmg = rn1(7,25);
pline_The("iron ball falls on your %s.",
body_part(HEAD));
if (uarmh) {
if(is_metallic(uarmh)) {
pline("Fortunately, you are wearing a hard helmet.");
dmg = 3;
} else if (flags.verbose)
Your("%s does not protect you.", xname(uarmh));
}
losehp(dmg, "crunched in the head by an iron ball",
NO_KILLER_PREFIX);
}
}
/*
* To make this work, we have to mess with the hero's mind. The rules for
* ball&chain are:
*
* 1. If the hero can see them, fine.
* 2. If the hero can't see either, it isn't seen.
* 3. If either is felt it is seen.
* 4. If either is felt and moved, it disappears.
*
* If the hero can see, then when a move is done, the ball and chain are
* first picked up, the positions under them are corrected, then they
* are moved after the hero moves. Not too bad.
*
* If the hero is blind, then she can "feel" the ball and/or chain at any
* time. However, when the hero moves, the felt ball and/or chain become
* unfelt and whatever was felt "under" the ball&chain appears. Pretty
* nifty, but it requires that the ball&chain "remember" what was under
* them --- i.e. they pick-up glyphs when they are felt and drop them when
* moved (and felt). When swallowed, the ball&chain are pulled completely
* off of the dungeon, but are still on the object chain. They are placed
* under the hero when she is expelled.
*/
/*
* from you.h
* int u.bglyph glyph under the ball
* int u.cglyph glyph under the chain
* int u.bc_felt mask for ball/chain being felt
* #define BC_BALL 0x01 bit mask in u.bc_felt for ball
* #define BC_CHAIN 0x02 bit mask in u.bc_felt for chain
* int u.bc_order ball & chain order
*
* u.bc_felt is also manipulated in display.c and read.c, the others only
* in this file. None of these variables are valid unless the player is
* Blind.
*/
/* values for u.bc_order */
#define BCPOS_DIFFER 0 /* ball & chain at different positions */
#define BCPOS_CHAIN 1 /* chain on top of ball */
#define BCPOS_BALL 2 /* ball on top of chain */
/*
* Place the ball & chain under the hero. Make sure that the ball & chain
* variables are set (actually only needed when blind, but what the heck).
* It is assumed that when this is called, the ball and chain are NOT
* attached to the object list.
*
* Should not be called while swallowed.
*/
void
placebc()
{
if (!uchain || !uball) {
impossible("Where are your ball and chain?");
return;
}
(void) flooreffects(uchain, u.ux, u.uy, ""); /* chain might rust */
if (carried(uball)) /* the ball is carried */
u.bc_order = BCPOS_DIFFER;
else {
/* ball might rust -- already checked when carried */
(void) flooreffects(uball, u.ux, u.uy, "");
place_object(uball, u.ux, u.uy);
u.bc_order = BCPOS_CHAIN;
}
place_object(uchain, u.ux, u.uy);
u.bglyph = u.cglyph = levl[u.ux][u.uy].glyph; /* pick up glyph */
newsym(u.ux,u.uy);
}
void
unplacebc()
{
if (u.uswallow) return; /* ball&chain not placed while swallowed */
if (!carried(uball)) {
obj_extract_self(uball);
if (Blind && (u.bc_felt & BC_BALL)) /* drop glyph */
levl[uball->ox][uball->oy].glyph = u.bglyph;
newsym(uball->ox,uball->oy);
}
obj_extract_self(uchain);
if (Blind && (u.bc_felt & BC_CHAIN)) /* drop glyph */
levl[uchain->ox][uchain->oy].glyph = u.cglyph;
newsym(uchain->ox,uchain->oy);
u.bc_felt = 0; /* feel nothing */
}
/*
* Return the stacking of the hero's ball & chain. This assumes that the
* hero is being punished.
*/
STATIC_OVL int
bc_order()
{
struct obj *obj;
if (uchain->ox != uball->ox || uchain->oy != uball->oy || carried(uball)
|| u.uswallow)
return BCPOS_DIFFER;
for (obj = level.objects[uball->ox][uball->oy]; obj; obj = obj->nexthere) {
if (obj == uchain) return BCPOS_CHAIN;
if (obj == uball) return BCPOS_BALL;
}
impossible("bc_order: ball&chain not in same location!");
return BCPOS_DIFFER;
}
/*
* set_bc()
*
* The hero is either about to go blind or already blind and just punished.
* Set up the ball and chain variables so that the ball and chain are "felt".
*/
void
set_bc(already_blind)
int already_blind;
{
int ball_on_floor = !carried(uball);
u.bc_order = bc_order(); /* get the order */
u.bc_felt = ball_on_floor ? BC_BALL|BC_CHAIN : BC_CHAIN; /* felt */
if (already_blind || u.uswallow) {
u.cglyph = u.bglyph = levl[u.ux][u.uy].glyph;
return;
}
/*
* Since we can still see, remove the ball&chain and get the glyph that
* would be beneath them. Then put the ball&chain back. This is pretty
* disgusting, but it will work.
*/
remove_object(uchain);
if (ball_on_floor) remove_object(uball);
newsym(uchain->ox, uchain->oy);
u.cglyph = levl[uchain->ox][uchain->oy].glyph;
if (u.bc_order == BCPOS_DIFFER) { /* different locations */
place_object(uchain, uchain->ox, uchain->oy);
newsym(uchain->ox, uchain->oy);
if (ball_on_floor) {
newsym(uball->ox, uball->oy); /* see under ball */
u.bglyph = levl[uball->ox][uball->oy].glyph;
place_object(uball, uball->ox, uball->oy);
newsym(uball->ox, uball->oy); /* restore ball */
}
} else {
u.bglyph = u.cglyph;
if (u.bc_order == BCPOS_CHAIN) {
place_object(uball, uball->ox, uball->oy);
place_object(uchain, uchain->ox, uchain->oy);
} else {
place_object(uchain, uchain->ox, uchain->oy);
place_object(uball, uball->ox, uball->oy);
}
newsym(uball->ox, uball->oy);
}
}
/*
* move_bc()
*
* Move the ball and chain. This is called twice for every move. The first
* time to pick up the ball and chain before the move, the second time to
* place the ball and chain after the move. If the ball is carried, this
* function should never have BC_BALL as part of its control.
*
* Should not be called while swallowed.
*/
void
move_bc(before, control, ballx, bally, chainx, chainy)
int before, control;
xchar ballx, bally, chainx, chainy; /* only matter !before */
{
if (Blind) {
/*
* The hero is blind. Time to work hard. The ball and chain that
* are attached to the hero are very special. The hero knows that
* they are attached, so when they move, the hero knows that they
* aren't at the last position remembered. This is complicated
* by the fact that the hero can "feel" the surrounding locations
* at any time, hence, making one or both of them show up again.
* So, we have to keep track of which is felt at any one time and
* act accordingly.
*/
if (!before) {
if ((control & BC_CHAIN) && (control & BC_BALL)) {
/*
* Both ball and chain moved. If felt, drop glyph.
*/
if (u.bc_felt & BC_BALL)
levl[uball->ox][uball->oy].glyph = u.bglyph;
if (u.bc_felt & BC_CHAIN)
levl[uchain->ox][uchain->oy].glyph = u.cglyph;
u.bc_felt = 0;
/* Pick up glyph at new location. */
u.bglyph = levl[ballx][bally].glyph;
u.cglyph = levl[chainx][chainy].glyph;
movobj(uball,ballx,bally);
movobj(uchain,chainx,chainy);
} else if (control & BC_BALL) {
if (u.bc_felt & BC_BALL) {
if (u.bc_order == BCPOS_DIFFER) { /* ball by itself */
levl[uball->ox][uball->oy].glyph = u.bglyph;
} else if (u.bc_order == BCPOS_BALL) {
if (u.bc_felt & BC_CHAIN) { /* know chain is there */
map_object(uchain, 0);
} else {
levl[uball->ox][uball->oy].glyph = u.bglyph;
}
}
u.bc_felt &= ~BC_BALL; /* no longer feel the ball */
}
/* Pick up glyph at new position. */
u.bglyph = (ballx != chainx || bally != chainy) ?
levl[ballx][bally].glyph : u.cglyph;
movobj(uball,ballx,bally);
} else if (control & BC_CHAIN) {
if (u.bc_felt & BC_CHAIN) {
if (u.bc_order == BCPOS_DIFFER) {
levl[uchain->ox][uchain->oy].glyph = u.cglyph;
} else if (u.bc_order == BCPOS_CHAIN) {
if (u.bc_felt & BC_BALL) {
map_object(uball, 0);
} else {
levl[uchain->ox][uchain->oy].glyph = u.cglyph;
}
}
u.bc_felt &= ~BC_CHAIN;
}
/* Pick up glyph at new position. */
u.cglyph = (ballx != chainx || bally != chainy) ?
levl[chainx][chainy].glyph : u.bglyph;
movobj(uchain,chainx,chainy);
}
u.bc_order = bc_order(); /* reset the order */
}
} else {
/*
* The hero is not blind. To make this work correctly, we need to
* pick up the ball and chain before the hero moves, then put them
* in their new positions after the hero moves.
*/
if (before) {
if (!control) {
/*
* Neither ball nor chain is moving, so remember which was
* on top until !before. Use the variable u.bc_order
* since it is only valid when blind.
*/
u.bc_order = bc_order();
}
remove_object(uchain);
newsym(uchain->ox, uchain->oy);
if (!carried(uball)) {
remove_object(uball);
newsym(uball->ox, uball->oy);
}
} else {
int on_floor = !carried(uball);
if ((control & BC_CHAIN) ||
(!control && u.bc_order == BCPOS_CHAIN)) {
/* If the chain moved or nothing moved & chain on top. */
if (on_floor) place_object(uball, ballx, bally);
place_object(uchain, chainx, chainy); /* chain on top */
} else {
place_object(uchain, chainx, chainy);
if (on_floor) place_object(uball, ballx, bally);
/* ball on top */
}
newsym(chainx, chainy);
if (on_floor) newsym(ballx, bally);
}
}
}
/* return TRUE if the caller needs to place the ball and chain down again
*
* Should not be called while swallowed. Should be called before movement,
* because we might want to move the ball or chain to the hero's old position.
*
* It is called if we are moving. It is also called if we are teleporting
* *if* the ball doesn't move and we thus must drag the chain. It is not
* called for ordinary teleportation.
*
* allow_drag is only used in the ugly special case where teleporting must
* drag the chain, while an identical-looking movement must drag both the ball
* and chain.
*/
boolean
drag_ball(x, y, bc_control, ballx, bally, chainx, chainy, cause_delay,
allow_drag)
xchar x, y;
int *bc_control;
xchar *ballx, *bally, *chainx, *chainy;
boolean *cause_delay;
boolean allow_drag;
{
struct trap *t = (struct trap *)0;
boolean already_in_rock;
*ballx = uball->ox;
*bally = uball->oy;
*chainx = uchain->ox;
*chainy = uchain->oy;
*bc_control = 0;
*cause_delay = FALSE;
if (dist2(x, y, uchain->ox, uchain->oy) <= 2) { /* nothing moved */
move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
return TRUE;
}
/* only need to move the chain? */
if (carried(uball) || distmin(x, y, uball->ox, uball->oy) <= 2) {
xchar oldchainx = uchain->ox, oldchainy = uchain->oy;
*bc_control = BC_CHAIN;
move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
if (carried(uball)) {
/* move chain only if necessary */
if (distmin(x, y, uchain->ox, uchain->oy) > 1) {
*chainx = u.ux;
*chainy = u.uy;
}
return TRUE;
}
#define CHAIN_IN_MIDDLE(chx, chy) \
(distmin(x, y, chx, chy) <= 1 && distmin(chx, chy, uball->ox, uball->oy) <= 1)
#define IS_CHAIN_ROCK(x,y) \
(IS_ROCK(levl[x][y].typ) || (IS_DOOR(levl[x][y].typ) && \
(levl[x][y].doormask & (D_CLOSED|D_LOCKED))))
/* Don't ever move the chain into solid rock. If we have to, then instead
* undo the move_bc() and jump to the drag ball code. Note that this also
* means the "cannot carry and drag" message will not appear, since unless we
* moved at least two squares there is no possibility of the chain position
* being in solid rock.
*/
#define SKIP_TO_DRAG { *chainx = oldchainx; *chainy = oldchainy; \
move_bc(0, *bc_control, *ballx, *bally, *chainx, *chainy); \
goto drag; }
if (IS_CHAIN_ROCK(u.ux, u.uy) || IS_CHAIN_ROCK(*chainx, *chainy)
|| IS_CHAIN_ROCK(uball->ox, uball->oy))
already_in_rock = TRUE;
else
already_in_rock = FALSE;
switch(dist2(x, y, uball->ox, uball->oy)) {
/* two spaces diagonal from ball, move chain inbetween */
case 8:
*chainx = (uball->ox + x)/2;
*chainy = (uball->oy + y)/2;
if (IS_CHAIN_ROCK(*chainx, *chainy) && !already_in_rock)
SKIP_TO_DRAG;
break;
/* player is distance 2/1 from ball; move chain to one of the
* two spaces between
* @
* __
* 0
*/
case 5: {
xchar tempx, tempy, tempx2, tempy2;
/* find position closest to current position of chain */
/* no effect if current position is already OK */
if (abs(x - uball->ox) == 1) {
tempx = x;
tempx2 = uball->ox;
tempy = tempy2 = (uball->oy + y)/2;
} else {
tempx = tempx2 = (uball->ox + x)/2;
tempy = y;
tempy2 = uball->oy;
}
if (IS_CHAIN_ROCK(tempx, tempy) &&
!IS_CHAIN_ROCK(tempx2, tempy2) &&
!already_in_rock) {
if (allow_drag) {
/* Avoid pathological case *if* not teleporting:
* 0 0_
* _X move northeast -----> X@
* @
*/
if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 5 &&
dist2(x, y, tempx, tempy) == 1)
SKIP_TO_DRAG;
/* Avoid pathological case *if* not teleporting:
* 0 0
* _X move east -----> X_
* @ @
*/
if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 4 &&
dist2(x, y, tempx, tempy) == 2)
SKIP_TO_DRAG;
}
*chainx = tempx2;
*chainy = tempy2;
} else if (!IS_CHAIN_ROCK(tempx, tempy) &&
IS_CHAIN_ROCK(tempx2, tempy2) &&
!already_in_rock) {
if (allow_drag) {
if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 5 &&
dist2(x, y, tempx2, tempy2) == 1)
SKIP_TO_DRAG;
if (dist2(u.ux, u.uy, uball->ox, uball->oy) == 4 &&
dist2(x, y, tempx2, tempy2) == 2)
SKIP_TO_DRAG;
}
*chainx = tempx;
*chainy = tempy;
} else if (IS_CHAIN_ROCK(tempx, tempy) &&
IS_CHAIN_ROCK(tempx2, tempy2) &&
!already_in_rock) {
SKIP_TO_DRAG;
} else if (dist2(tempx, tempy, uchain->ox, uchain->oy) <
dist2(tempx2, tempy2, uchain->ox, uchain->oy) ||
((dist2(tempx, tempy, uchain->ox, uchain->oy) ==
dist2(tempx2, tempy2, uchain->ox, uchain->oy)) && rn2(2))) {
*chainx = tempx;
*chainy = tempy;
} else {
*chainx = tempx2;
*chainy = tempy2;
}
break;
}
/* ball is two spaces horizontal or vertical from player; move*/
/* chain inbetween *unless* current chain position is OK */
case 4:
if (CHAIN_IN_MIDDLE(uchain->ox, uchain->oy))
break;
*chainx = (x + uball->ox)/2;
*chainy = (y + uball->oy)/2;
if (IS_CHAIN_ROCK(*chainx, *chainy) && !already_in_rock)
SKIP_TO_DRAG;
break;
/* ball is one space diagonal from player. Check for the
* following special case:
* @
* _ moving southwest becomes @_
* 0 0
* (This will also catch teleporting that happens to resemble
* this case, but oh well.) Otherwise fall through.
*/
case 2:
if (dist2(x, y, uball->ox, uball->oy) == 2 &&
dist2(x, y, uchain->ox, uchain->oy) == 4) {
if (uchain->oy == y)
*chainx = uball->ox;
else
*chainy = uball->oy;
if (IS_CHAIN_ROCK(*chainx, *chainy) && !already_in_rock)
SKIP_TO_DRAG;
break;
}
/* fall through */
case 1:
case 0:
/* do nothing if possible */
if (CHAIN_IN_MIDDLE(uchain->ox, uchain->oy))
break;
/* otherwise try to drag chain to player's old position */
if (CHAIN_IN_MIDDLE(u.ux, u.uy)) {
*chainx = u.ux;
*chainy = u.uy;
break;
}
/* otherwise use player's new position (they must have
teleported, for this to happen) */
*chainx = x;
*chainy = y;
break;
default: impossible("bad chain movement");
break;
}
#undef SKIP_TO_DRAG
#undef IS_CHAIN_ROCK
#undef CHAIN_IN_MIDDLE
return TRUE;
}
drag:
if (near_capacity() > SLT_ENCUMBER && dist2(x, y, u.ux, u.uy) <= 2) {
You("cannot %sdrag the heavy iron ball.",
invent ? "carry all that and also " : "");
nomul(0);
return FALSE;
}
if ((is_pool(uchain->ox, uchain->oy) &&
/* water not mere continuation of previous water */
(levl[uchain->ox][uchain->oy].typ == POOL ||
!is_pool(uball->ox, uball->oy) ||
levl[uball->ox][uball->oy].typ == POOL))
|| ((t = t_at(uchain->ox, uchain->oy)) &&
(t->ttyp == PIT ||
t->ttyp == SPIKED_PIT ||
t->ttyp == HOLE ||
t->ttyp == TRAPDOOR)) ) {
if (Levitation) {
You_feel("a tug from the iron ball.");
if (t) t->tseen = 1;
} else {
struct monst *victim;
You("are jerked back by the iron ball!");
if ((victim = m_at(uchain->ox, uchain->oy)) != 0) {
int tmp;
tmp = -2 + Luck + find_mac(victim);
tmp += omon_adj(victim, uball, TRUE);
if (tmp >= rnd(20))
(void) hmon(victim,uball,1);
else
miss(xname(uball), victim);
} /* now check again in case mon died */
if (!m_at(uchain->ox, uchain->oy)) {
u.ux = uchain->ox;
u.uy = uchain->oy;
newsym(u.ux0, u.uy0);
}
nomul(0);
*bc_control = BC_BALL;
move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
*ballx = uchain->ox;
*bally = uchain->oy;
move_bc(0, *bc_control, *ballx, *bally, *chainx, *chainy);
spoteffects(TRUE);
return FALSE;
}
}
*bc_control = BC_BALL|BC_CHAIN;
move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
if (dist2(x, y, u.ux, u.uy) > 2) {
/* Awful case: we're still in range of the ball, so we thought we
* could only move the chain, but it turned out that the target
* square for the chain was rock, so we had to drag it instead.
* But we can't drag it either, because we teleported and are more
* than one square from our old position. Revert to the teleport
* behavior.
*/
*ballx = *chainx = x;
*bally = *chainy = y;
} else {
*ballx = uchain->ox;
*bally = uchain->oy;
*chainx = u.ux;
*chainy = u.uy;
}
*cause_delay = TRUE;
return TRUE;
}
/*
* drop_ball()
*
* The punished hero drops or throws her iron ball. If the hero is
* blind, we must reset the order and glyph. Check for side effects.
* This routine expects the ball to be already placed.
*
* Should not be called while swallowed.
*/
void
drop_ball(x, y)
xchar x, y;
{
if (Blind) {
u.bc_order = bc_order(); /* get the order */
/* pick up glyph */
u.bglyph = (u.bc_order) ? u.cglyph : levl[x][y].glyph;
}
if (x != u.ux || y != u.uy) {
struct trap *t;
const char *pullmsg = "The ball pulls you out of the %s!";
if (u.utrap && u.utraptype != TT_INFLOOR) {
switch(u.utraptype) {
case TT_PIT:
pline(pullmsg, "pit");
break;
case TT_WEB:
pline(pullmsg, "web");
pline_The("web is destroyed!");
deltrap(t_at(u.ux,u.uy));
break;
case TT_LAVA:
pline(pullmsg, "lava");
break;
case TT_BEARTRAP: {
register long side = rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
pline(pullmsg, "bear trap");
set_wounded_legs(side, rn1(1000, 500));
#ifdef STEED
if (!u.usteed)
#endif
{
Your("%s %s is severely damaged.",
(side == LEFT_SIDE) ? "left" : "right",
body_part(LEG));
losehp(2, "leg damage from being pulled out of a bear trap",
KILLED_BY);
}
break;
}
}
u.utrap = 0;
fill_pit(u.ux, u.uy);
}
u.ux0 = u.ux;
u.uy0 = u.uy;
if (!Levitation && !MON_AT(x, y) && !u.utrap &&
(is_pool(x, y) ||
((t = t_at(x, y)) &&
(t->ttyp == PIT || t->ttyp == SPIKED_PIT ||
t->ttyp == TRAPDOOR || t->ttyp == HOLE)))) {
u.ux = x;
u.uy = y;
} else {
u.ux = x - u.dx;
u.uy = y - u.dy;
}
vision_full_recalc = 1; /* hero has moved, recalculate vision later */
if (Blind) {
/* drop glyph under the chain */
if (u.bc_felt & BC_CHAIN)
levl[uchain->ox][uchain->oy].glyph = u.cglyph;
u.bc_felt = 0; /* feel nothing */
/* pick up new glyph */
u.cglyph = (u.bc_order) ? u.bglyph : levl[u.ux][u.uy].glyph;
}
movobj(uchain,u.ux,u.uy); /* has a newsym */
if (Blind) {
u.bc_order = bc_order();
}
newsym(u.ux0,u.uy0); /* clean up old position */
if (u.ux0 != u.ux || u.uy0 != u.uy) {
spoteffects(TRUE);
if (In_sokoban(&u.uz))
change_luck(-1); /* Sokoban guilt */
}
}
}
STATIC_OVL void
litter()
{
struct obj *otmp = invent, *nextobj;
int capacity = weight_cap();
while (otmp) {
nextobj = otmp->nobj;
if ((otmp != uball) && (rnd(capacity) <= (int)otmp->owt)) {
if (canletgo(otmp, "")) {
Your("%s you down the stairs.",
aobjnam(otmp, "follow"));
dropx(otmp);
}
}
otmp = nextobj;
}
}
void
drag_down()
{
boolean forward;
uchar dragchance = 3;
/*
* Assume that the ball falls forward if:
*
* a) the character is wielding it, or
* b) the character has both hands available to hold it (i.e. is
* not wielding any weapon), or
* c) (perhaps) it falls forward out of his non-weapon hand
*/
forward = carried(uball) && (uwep == uball || !uwep || !rn2(3));
if (carried(uball))
You("lose your grip on the iron ball.");
if (forward) {
if(rn2(6)) {
pline_The("iron ball drags you downstairs!");
losehp(rnd(6), "dragged downstairs by an iron ball",
NO_KILLER_PREFIX);
litter();
}
} else {
if(rn2(2)) {
pline_The("iron ball smacks into you!");
losehp(rnd(20), "iron ball collision", KILLED_BY_AN);
exercise(A_STR, FALSE);
dragchance -= 2;
}
if( (int) dragchance >= rnd(6)) {
pline_The("iron ball drags you downstairs!");
losehp(rnd(3), "dragged downstairs by an iron ball",
NO_KILLER_PREFIX);
exercise(A_STR, FALSE);
litter();
}
}
}
/*ball.c*/