Source:NetHack 3.2.0/ball.c

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Below is the full text to ball.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/ball.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)ball.c	3.2	95/05/31	*/
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 int NDECL(bc_order);
10.   static void NDECL(litter);
11.   
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 (uwep != uball)
24.   			freeinv(uball);
25.   	}
26.   	if(gets_hit){
27.   		int dmg = rn1(7,25);
28.   		pline_The("iron ball falls on your %s.",
29.   			body_part(HEAD));
30.   		if (uarmh)
31.   		    if(is_metallic(uarmh)) {
32.   			pline("Fortunately, you are wearing a hard helmet.");
33.   			dmg = 3;
34.   		    } else if (flags.verbose)
35.   			Your("%s does not protect you.", xname(uarmh));
36.   		losehp(dmg, "Crunched in the head by an iron ball",
37.   			NO_KILLER_PREFIX);
38.   	}
39.   }
40.   
41.   /*
42.    *  To make this work, we have to mess with the hero's mind.  The rules for
43.    *  ball&chain are:
44.    *
45.    *	1. If the hero can see them, fine.
46.    *	2. If the hero can't see either, it isn't seen.
47.    *	3. If either is felt it is seen.
48.    *	4. If either is felt and moved, it disappears.
49.    *
50.    *  If the hero can see, then when a move is done, the ball and chain are
51.    *  first picked up, the positions under them are corrected, then they
52.    *  are moved after the hero moves.  Not too bad.
53.    *
54.    *  If the hero is blind, then she can "feel" the ball and/or chain at any
55.    *  time.  However, when the hero moves, the felt ball and/or chain become
56.    *  unfelt and whatever was felt "under" the ball&chain appears.  Pretty
57.    *  nifty, but it requires that the ball&chain "remember" what was under
58.    *  them --- i.e. they pick-up glyphs when they are felt and drop them when
59.    *  moved (and felt).  When swallowed, the ball&chain are pulled completely
60.    *  off of the dungeon, but are still on the object chain.  They are placed
61.    *  under the hero when she is expelled.
62.    */
63.   
64.   /*
65.    * from you.h
66.    *	int u.bglyph		glyph under the ball
67.    *	int u.cglyph		glyph under the chain
68.    *	int u.bc_felt		mask for ball/chain being felt
69.    *	#define BC_BALL  0x01	bit mask in u.bc_felt for ball
70.    *	#define BC_CHAIN 0x02	bit mask in u.bc_felt for chain
71.    *	int u.bc_order		ball & chain order
72.    *
73.    * u.bc_felt is also manipulated in display.c and read.c, the others only
74.    * in this file.  None of these variables are valid unless the player is
75.    * Blind.
76.    */
77.   
78.   /* values for u.bc_order */
79.   #define BCPOS_DIFFER	0	/* ball & chain at different positions */
80.   #define BCPOS_CHAIN	1	/* chain on top of ball */
81.   #define BCPOS_BALL	2	/* ball on top of chain */
82.   
83.   
84.   
85.   /*
86.    *  Place the ball & chain under the hero.  Make sure that the ball & chain
87.    *  variables are set (actually only needed when blind, but what the heck).
88.    *  It is assumed that when this is called, the ball and chain are NOT
89.    *  attached to the object list.
90.    *
91.    *  Should not be called while swallowed.
92.    */
93.   void
94.   placebc()
95.   {
96.       if (!uchain || !uball) {
97.   	impossible("Where are your ball and chain?");
98.   	return;
99.       }
100.  
101.      (void) flooreffects(uchain, u.ux, u.uy, "");	/* chain might rust */
102.  
103.      if (carried(uball))		/* the ball is carried */
104.  	u.bc_order = BCPOS_DIFFER;
105.      else {
106.  	/* ball might rust -- already checked when carried */
107.  	(void) flooreffects(uball, u.ux, u.uy, "");
108.  	place_object(uball, u.ux, u.uy);
109.  	u.bc_order = BCPOS_CHAIN;
110.      }
111.  
112.      place_object(uchain, u.ux, u.uy);
113.  
114.      u.bglyph = u.cglyph = levl[u.ux][u.uy].glyph;   /* pick up glyph */
115.  
116.      newsym(u.ux,u.uy);
117.  }
118.  
119.  void
120.  unplacebc()
121.  {
122.      if (u.uswallow) return;	/* ball&chain not placed while swallowed */
123.  
124.      if (!carried(uball)) {
125.  	obj_extract_self(uball);
126.  	if (Blind && (u.bc_felt & BC_BALL))		/* drop glyph */
127.  	    levl[uball->ox][uball->oy].glyph = u.bglyph;
128.  
129.  	newsym(uball->ox,uball->oy);
130.      }
131.      obj_extract_self(uchain);
132.      if (Blind && (u.bc_felt & BC_CHAIN))		/* drop glyph */
133.  	levl[uchain->ox][uchain->oy].glyph = u.cglyph;
134.  
135.      newsym(uchain->ox,uchain->oy);
136.      u.bc_felt = 0;					/* feel nothing */
137.  }
138.  
139.  
140.  /*
141.   *  Return the stacking of the hero's ball & chain.  This assumes that the
142.   *  hero is being punished.
143.   */
144.  static int
145.  bc_order()
146.  {
147.      struct obj *obj;
148.  
149.      if (uchain->ox != uball->ox || uchain->oy != uball->oy || carried(uball)
150.  		|| u.uswallow)
151.  	return BCPOS_DIFFER;
152.  
153.      for (obj = level.objects[uball->ox][uball->oy]; obj; obj = obj->nexthere) {
154.  	if (obj == uchain) return BCPOS_CHAIN;
155.  	if (obj == uball) return BCPOS_BALL;
156.      }
157.      impossible("bc_order:  ball&chain not in same location!");
158.      return BCPOS_DIFFER;
159.  }
160.  
161.  /*
162.   *  set_bc()
163.   *
164.   *  The hero is either about to go blind or already blind and just punished.
165.   *  Set up the ball and chain variables so that the ball and chain are "felt".
166.   */
167.  void
168.  set_bc(already_blind)
169.  int already_blind;
170.  {
171.      int ball_on_floor = !carried(uball);
172.  
173.      u.bc_order = bc_order();				/* get the order */
174.      u.bc_felt = ball_on_floor ? BC_BALL|BC_CHAIN : BC_CHAIN;	/* felt */
175.  
176.      if (already_blind || u.uswallow) {
177.  	u.cglyph = u.bglyph = levl[u.ux][u.uy].glyph;
178.  	return;
179.      }
180.  
181.      /*
182.       *  Since we can still see, remove the ball&chain and get the glyph that
183.       *  would be beneath them.  Then put the ball&chain back.  This is pretty
184.       *  disgusting, but it will work.
185.       */
186.      remove_object(uchain);
187.      if (ball_on_floor) remove_object(uball);
188.  
189.      newsym(uchain->ox, uchain->oy);
190.      u.cglyph = levl[uchain->ox][uchain->oy].glyph;
191.  
192.      if (u.bc_order == BCPOS_DIFFER) {		/* different locations */
193.  	place_object(uchain, uchain->ox, uchain->oy);
194.  	newsym(uchain->ox, uchain->oy);
195.  	if (ball_on_floor) {
196.  	    newsym(uball->ox, uball->oy);		/* see under ball */
197.  	    u.bglyph = levl[uball->ox][uball->oy].glyph;
198.  	    place_object(uball,  uball->ox, uball->oy);
199.  	    newsym(uball->ox, uball->oy);		/* restore ball */
200.  	}
201.      } else {
202.  	u.bglyph = u.cglyph;
203.  	if (u.bc_order == BCPOS_CHAIN) {
204.  	    place_object(uball,  uball->ox, uball->oy);
205.  	    place_object(uchain, uchain->ox, uchain->oy);
206.  	} else {
207.  	    place_object(uchain, uchain->ox, uchain->oy);
208.  	    place_object(uball,  uball->ox, uball->oy);
209.  	}
210.  	newsym(uball->ox, uball->oy);
211.      }
212.  }
213.  
214.  
215.  /*
216.   *  move_bc()
217.   *
218.   *  Move the ball and chain.  This is called twice for every move.  The first
219.   *  time to pick up the ball and chain before the move, the second time to
220.   *  place the ball and chain after the move.  If the ball is carried, this
221.   *  function should never have BC_BALL as part of its control.
222.   *
223.   *  Should not be called while swallowed.
224.   */
225.  void
226.  move_bc(before, control, ballx, bally, chainx, chainy)
227.  int   before, control;
228.  xchar ballx, bally, chainx, chainy;	/* only matter !before */
229.  {
230.      if (Blind) {
231.  	/*
232.  	 *  The hero is blind.  Time to work hard.  The ball and chain that
233.  	 *  are attached to the hero are very special.  The hero knows that
234.  	 *  they are attached, so when they move, the hero knows that they
235.  	 *  aren't at the last position remembered.  This is complicated
236.  	 *  by the fact that the hero can "feel" the surrounding locations
237.  	 *  at any time, hence, making one or both of them show up again.
238.  	 *  So, we have to keep track of which is felt at any one time and
239.  	 *  act accordingly.
240.  	 */
241.  	if (!before) {
242.  	    if ((control & BC_CHAIN) && (control & BC_BALL)) {
243.  		/*
244.  		 *  Both ball and chain moved.  If felt, drop glyph.
245.  		 */
246.  		if (u.bc_felt & BC_BALL)
247.  		    levl[uball->ox][uball->oy].glyph = u.bglyph;
248.  		if (u.bc_felt & BC_CHAIN)
249.  		    levl[uchain->ox][uchain->oy].glyph = u.cglyph;
250.  		u.bc_felt = 0;
251.  
252.  		/* Pick up glyph at new location. */
253.  		u.bglyph = levl[ballx][bally].glyph;
254.  		u.cglyph = levl[chainx][chainy].glyph;
255.  
256.  		movobj(uball,ballx,bally);
257.  		movobj(uchain,chainx,chainy);
258.  	    } else if (control & BC_BALL) {
259.  		if (u.bc_felt & BC_BALL) {
260.  		    if (u.bc_order == BCPOS_DIFFER) {	/* ball by itself */
261.  			levl[uball->ox][uball->oy].glyph = u.bglyph;
262.  		    } else if (u.bc_order == BCPOS_BALL) {
263.  			if (u.bc_felt & BC_CHAIN) {   /* know chain is there */
264.  			    map_object(uchain, 0);
265.  			} else {
266.  			    levl[uball->ox][uball->oy].glyph = u.bglyph;
267.  			}
268.  		    }
269.  		    u.bc_felt &= ~BC_BALL;	/* no longer feel the ball */
270.  		}
271.  
272.  		/* Pick up glyph at new position. */
273.  		u.bglyph = (ballx != chainx || bally != chainy) ?
274.  					levl[ballx][bally].glyph : u.cglyph;
275.  
276.  		movobj(uball,ballx,bally);
277.  	    } else if (control & BC_CHAIN) {
278.  		if (u.bc_felt & BC_CHAIN) {
279.  		    if (u.bc_order == BCPOS_DIFFER) {
280.  			levl[uchain->ox][uchain->oy].glyph = u.cglyph;
281.  		    } else if (u.bc_order == BCPOS_CHAIN) {
282.  			if (u.bc_felt & BC_BALL) {
283.  			    map_object(uball, 0);
284.  			} else {
285.  			    levl[uchain->ox][uchain->oy].glyph = u.cglyph;
286.  			}
287.  		    }
288.  		    u.bc_felt &= ~BC_CHAIN;
289.  		}
290.  		/* Pick up glyph at new position. */
291.  		u.cglyph = (ballx != chainx || bally != chainy) ?
292.  					levl[chainx][chainy].glyph : u.bglyph;
293.  
294.  		movobj(uchain,chainx,chainy);
295.  	    }
296.  
297.  	    u.bc_order = bc_order();	/* reset the order */
298.  	}
299.  
300.      } else {
301.  	/*
302.  	 *  The hero is not blind.  To make this work correctly, we need to
303.  	 *  pick up the ball and chain before the hero moves, then put them
304.  	 *  in their new positions after the hero moves.
305.  	 */
306.  	if (before) {
307.  	    if (!control) {
308.  		/*
309.  		 * Neither ball nor chain is moving, so remember which was
310.  		 * on top until !before.  Use the variable u.bc_order
311.  		 * since it is only valid when blind.
312.  		 */
313.  		u.bc_order = bc_order();
314.  	    }
315.  
316.  	    remove_object(uchain);
317.  	    newsym(uchain->ox, uchain->oy);
318.  	    if (!carried(uball)) {
319.  		remove_object(uball);
320.  		newsym(uball->ox,  uball->oy);
321.  	    }
322.  	} else {
323.  	    int on_floor = !carried(uball);
324.  
325.  	    if ((control & BC_CHAIN) ||
326.  				(!control && u.bc_order == BCPOS_CHAIN)) {
327.  		/* If the chain moved or nothing moved & chain on top. */
328.  		if (on_floor) place_object(uball,  ballx, bally);
329.  		place_object(uchain, chainx, chainy);	/* chain on top */
330.  	    } else {
331.  		place_object(uchain, chainx, chainy);
332.  		if (on_floor) place_object(uball,  ballx, bally);
333.  							    /* ball on top */
334.  	    }
335.  	    newsym(chainx, chainy);
336.  	    if (on_floor) newsym(ballx, bally);
337.  	}
338.      }
339.  }
340.  
341.  /* return TRUE if ball could be dragged
342.   *
343.   *  Should not be called while swallowed.
344.   */
345.  boolean
346.  drag_ball(x, y, bc_control, ballx, bally, chainx, chainy, cause_delay)
347.  xchar x, y;
348.  int *bc_control;
349.  xchar *ballx, *bally, *chainx, *chainy;
350.  boolean *cause_delay;
351.  {
352.  	struct trap *t = (struct trap *)0;
353.  
354.  	*ballx  = uball->ox;
355.  	*bally  = uball->oy;
356.  	*chainx = uchain->ox;
357.  	*chainy = uchain->oy;
358.  	*bc_control = 0;
359.  	*cause_delay = FALSE;
360.  
361.  	if (dist2(x, y, uchain->ox, uchain->oy) <= 2) {	/* nothing moved */
362.  	    move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
363.  	    return TRUE;
364.  	}
365.  
366.  	if (carried(uball) || dist2(x, y, uball->ox, uball->oy) < 3 ||
367.  		(uball->ox == uchain->ox && uball->oy == uchain->oy)) {
368.  	    /*
369.  	     * Case where the ball doesn't move but the chain can't just move
370.  	     * to the player's position:
371.  	     *   @                                             _
372.  	     *    _    moving southwest becomes  @_  and not  @
373.  	     *   0                                0            0
374.  	     */
375.  	    *bc_control = BC_CHAIN;
376.  	    move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
377.  	    if (dist2(x, y, uball->ox, uball->oy) == 2 &&
378.  		    dist2(x, y, uchain->ox, uchain->oy) == 4) {
379.  		if (uchain->oy == y)
380.  		    *chainx = uball->ox;
381.  		else
382.  		    *chainy = uball->oy;
383.  	    } else {
384.  		*chainx = u.ux;
385.  		*chainy = u.uy;
386.  	    }
387.  	    return TRUE;
388.  	}
389.  
390.  	if (near_capacity() > SLT_ENCUMBER) {
391.  	    You("cannot %sdrag the heavy iron ball.",
392.  			    invent ? "carry all that and also " : "");
393.  	    nomul(0);
394.  	    return FALSE;
395.  	}
396.  
397.  	if ((is_pool(uchain->ox, uchain->oy) &&
398.  			/* water not mere continuation of previous water */
399.  			(levl[uchain->ox][uchain->oy].typ == POOL ||
400.  			 !is_pool(uball->ox, uball->oy) ||
401.  			 levl[uball->ox][uball->oy].typ == POOL))
402.  	    || ((t = t_at(uchain->ox, uchain->oy)) &&
403.  			(t->ttyp == PIT ||
404.  			 t->ttyp == SPIKED_PIT ||
405.  			 t->ttyp == HOLE ||
406.  			 t->ttyp == TRAPDOOR)) ) {
407.  
408.  	    if (Levitation) {
409.  		You_feel("a tug from the iron ball.");
410.  		if (t) t->tseen = 1;
411.  	    } else {
412.  		struct monst *victim;
413.  
414.  		You("are jerked back by the iron ball!");
415.  		if ((victim = m_at(uchain->ox, uchain->oy)) != 0) {
416.  		    int tmp;
417.  
418.  		    tmp = -2 + Luck + find_mac(victim);
419.  
420.  		    if (victim->msleep) {
421.  			victim->msleep = 0;
422.  			tmp += 2;
423.  		    }
424.  		    if (!victim->mcanmove) {
425.  			tmp += 4;
426.  			if (!rn2(10)) {
427.  			    victim->mcanmove = 1;
428.  			    victim->mfrozen = 0;
429.  			}
430.  		    }
431.  		    if (tmp >= rnd(20))
432.  			(void) hmon(victim,uball,1);
433.  		    else
434.  			miss(xname(uball), victim);
435.  
436.  		}		/* now check again in case mon died */
437.  		if (!m_at(uchain->ox, uchain->oy)) {
438.  		    u.ux = uchain->ox;
439.  		    u.uy = uchain->oy;
440.  		    newsym(u.ux0, u.uy0);
441.  		}
442.  		nomul(0);
443.  
444.  		*bc_control = BC_BALL;
445.  		move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
446.  		*ballx = uchain->ox;
447.  		*bally = uchain->oy;
448.  		move_bc(0, *bc_control, *ballx, *bally, *chainx, *chainy);
449.  		spoteffects();
450.  		return FALSE;
451.  	    }
452.  	}
453.  
454.  	*bc_control = BC_BALL|BC_CHAIN;;
455.  
456.  	move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
457.  	*ballx  = uchain->ox;
458.  	*bally  = uchain->oy;
459.  	*chainx = u.ux;
460.  	*chainy = u.uy;
461.  	*cause_delay = TRUE;
462.  	return TRUE;
463.  }
464.  
465.  /*
466.   *  drop_ball()
467.   *
468.   *  The punished hero drops or throws her iron ball.  If the hero is
469.   *  blind, we must reset the order and glyph.  Check for side effects.
470.   *  This routine expects the ball to be already placed.
471.   *
472.   *  Should not be called while swallowed.
473.   */
474.  void
475.  drop_ball(x, y)
476.  xchar x, y;
477.  {
478.      if (Blind) {
479.  	u.bc_order = bc_order();			/* get the order */
480.  							/* pick up glyph */
481.  	u.bglyph = (u.bc_order) ? u.cglyph : levl[x][y].glyph;
482.      }
483.  
484.      if (x != u.ux || y != u.uy) {
485.  	struct trap *t;
486.  	const char *pullmsg = "The ball pulls you out of the %s!";
487.  
488.  	if (u.utrap && u.utraptype != TT_INFLOOR) {
489.  	    switch(u.utraptype) {
490.  	    case TT_PIT:
491.  		pline(pullmsg, "pit");
492.  		break;
493.  	    case TT_WEB:
494.  		pline(pullmsg, "web");
495.  		pline_The("web is destroyed!");
496.  		deltrap(t_at(u.ux,u.uy));
497.  		break;
498.  	    case TT_LAVA:
499.  		pline(pullmsg, "lava");
500.  		break;
501.  	    case TT_BEARTRAP: {
502.  		register long side = rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
503.  		pline(pullmsg, "bear trap");
504.  		Your("%s %s is severely damaged.",
505.  					(side == LEFT_SIDE) ? "left" : "right",
506.  					body_part(LEG));
507.  		set_wounded_legs(side, rn1(1000, 500));
508.  		losehp(2, "leg damage from being pulled out of a bear trap",
509.  					KILLED_BY);
510.  		break;
511.  	      }
512.  	    }
513.  	    u.utrap = 0;
514.  	    fill_pit(u.ux, u.uy);
515.  	}
516.  
517.  	u.ux0 = u.ux;
518.  	u.uy0 = u.uy;
519.  	if (!Levitation && !MON_AT(x, y) && !u.utrap &&
520.  			    (is_pool(x, y) ||
521.  			     ((t = t_at(x, y)) &&
522.  			      (t->ttyp == PIT || t->ttyp == SPIKED_PIT ||
523.  			       t->ttyp == TRAPDOOR || t->ttyp == HOLE)))) {
524.  	    u.ux = x;
525.  	    u.uy = y;
526.  	} else {
527.  	    u.ux = x - u.dx;
528.  	    u.uy = y - u.dy;
529.  	}
530.  	vision_full_recalc = 1;	/* hero has moved, recalculate vision later */
531.  
532.  	if (Blind) {
533.  	    /* drop glyph under the chain */
534.  	    if (u.bc_felt & BC_CHAIN)
535.  		levl[uchain->ox][uchain->oy].glyph = u.cglyph;
536.  	    u.bc_felt  = 0;		/* feel nothing */
537.  	    /* pick up new glyph */
538.  	    u.cglyph = (u.bc_order) ? u.bglyph : levl[u.ux][u.uy].glyph;
539.  	}
540.  	movobj(uchain,u.ux,u.uy);	/* has a newsym */
541.  	if (Blind) {
542.  	    u.bc_order = bc_order();
543.  	}
544.  	newsym(u.ux0,u.uy0);		/* clean up old position */
545.  	if (u.ux0 != u.ux || u.uy0 != u.uy)
546.  	    spoteffects();
547.      }
548.  }
549.  
550.  
551.  static void
552.  litter()
553.  {
554.  	struct obj *otmp = invent, *nextobj;
555.  	int capacity = weight_cap();
556.  
557.  	while (otmp) {
558.  		nextobj = otmp->nobj;
559.  		if ((otmp != uball) && (rnd(capacity) <= (int)otmp->owt)) {
560.  			if (otmp == uwep)
561.  				setuwep((struct obj *)0);
562.  			if ((otmp != uwep) && (canletgo(otmp, ""))) {
563.  				Your("%s you down the stairs.",
564.  				     aobjnam(otmp, "follow"));
565.  				dropx(otmp);
566.  			}
567.  		}
568.  		otmp = nextobj;
569.  	}
570.  }
571.  
572.  void
573.  drag_down()
574.  {
575.  	boolean forward;
576.  	uchar dragchance = 3;
577.  
578.  	/*
579.  	 *	Assume that the ball falls forward if:
580.  	 *
581.  	 *	a) the character is wielding it, or
582.  	 *	b) the character has both hands available to hold it (i.e. is
583.  	 *	   not wielding any weapon), or
584.  	 *	c) (perhaps) it falls forward out of his non-weapon hand
585.  	 */
586.  
587.  	forward = carried(uball) && (uwep == uball || !uwep || !rn2(3));
588.  
589.  	if (carried(uball))
590.  		You("lose your grip on the iron ball.");
591.  
592.  	if (forward) {
593.  		if(rn2(6)) {
594.  			pline_The("iron ball drags you downstairs!");
595.  			losehp(rnd(6), "dragged downstairs by an iron ball",
596.  				NO_KILLER_PREFIX);
597.  			litter();
598.  		}
599.  	} else {
600.  		if(rn2(2)) {
601.  			pline_The("iron ball smacks into you!");
602.  			losehp(rnd(20), "iron ball collision", KILLED_BY_AN);
603.  			exercise(A_STR, FALSE);
604.  			dragchance -= 2;
605.  		}
606.  		if( (int) dragchance >= rnd(6)) {
607.  			pline_The("iron ball drags you downstairs!");
608.  			losehp(rnd(3), "dragged downstairs by an iron ball",
609.  				NO_KILLER_PREFIX);
610.  			exercise(A_STR, FALSE);
611.  			litter();
612.  		}
613.  	}
614.  }
615.  
616.  /*ball.c*/