Source:NetHack 3.3.0/ball.c

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Below is the full text to ball.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/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	3.3	97/04/23	*/
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
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.   		losehp(dmg, "Crunched in the head by an iron ball",
41.   			NO_KILLER_PREFIX);
42.   	}
43.   }
44.   
45.   /*
46.    *  To make this work, we have to mess with the hero's mind.  The rules for
47.    *  ball&chain are:
48.    *
49.    *	1. If the hero can see them, fine.
50.    *	2. If the hero can't see either, it isn't seen.
51.    *	3. If either is felt it is seen.
52.    *	4. If either is felt and moved, it disappears.
53.    *
54.    *  If the hero can see, then when a move is done, the ball and chain are
55.    *  first picked up, the positions under them are corrected, then they
56.    *  are moved after the hero moves.  Not too bad.
57.    *
58.    *  If the hero is blind, then she can "feel" the ball and/or chain at any
59.    *  time.  However, when the hero moves, the felt ball and/or chain become
60.    *  unfelt and whatever was felt "under" the ball&chain appears.  Pretty
61.    *  nifty, but it requires that the ball&chain "remember" what was under
62.    *  them --- i.e. they pick-up glyphs when they are felt and drop them when
63.    *  moved (and felt).  When swallowed, the ball&chain are pulled completely
64.    *  off of the dungeon, but are still on the object chain.  They are placed
65.    *  under the hero when she is expelled.
66.    */
67.   
68.   /*
69.    * from you.h
70.    *	int u.bglyph		glyph under the ball
71.    *	int u.cglyph		glyph under the chain
72.    *	int u.bc_felt		mask for ball/chain being felt
73.    *	#define BC_BALL  0x01	bit mask in u.bc_felt for ball
74.    *	#define BC_CHAIN 0x02	bit mask in u.bc_felt for chain
75.    *	int u.bc_order		ball & chain order
76.    *
77.    * u.bc_felt is also manipulated in display.c and read.c, the others only
78.    * in this file.  None of these variables are valid unless the player is
79.    * Blind.
80.    */
81.   
82.   /* values for u.bc_order */
83.   #define BCPOS_DIFFER	0	/* ball & chain at different positions */
84.   #define BCPOS_CHAIN	1	/* chain on top of ball */
85.   #define BCPOS_BALL	2	/* ball on top of chain */
86.   
87.   
88.   
89.   /*
90.    *  Place the ball & chain under the hero.  Make sure that the ball & chain
91.    *  variables are set (actually only needed when blind, but what the heck).
92.    *  It is assumed that when this is called, the ball and chain are NOT
93.    *  attached to the object list.
94.    *
95.    *  Should not be called while swallowed.
96.    */
97.   void
98.   placebc()
99.   {
100.      if (!uchain || !uball) {
101.  	impossible("Where are your ball and chain?");
102.  	return;
103.      }
104.  
105.      (void) flooreffects(uchain, u.ux, u.uy, "");	/* chain might rust */
106.  
107.      if (carried(uball))		/* the ball is carried */
108.  	u.bc_order = BCPOS_DIFFER;
109.      else {
110.  	/* ball might rust -- already checked when carried */
111.  	(void) flooreffects(uball, u.ux, u.uy, "");
112.  	place_object(uball, u.ux, u.uy);
113.  	u.bc_order = BCPOS_CHAIN;
114.      }
115.  
116.      place_object(uchain, u.ux, u.uy);
117.  
118.      u.bglyph = u.cglyph = levl[u.ux][u.uy].glyph;   /* pick up glyph */
119.  
120.      newsym(u.ux,u.uy);
121.  }
122.  
123.  void
124.  unplacebc()
125.  {
126.      if (u.uswallow) return;	/* ball&chain not placed while swallowed */
127.  
128.      if (!carried(uball)) {
129.  	obj_extract_self(uball);
130.  	if (Blind && (u.bc_felt & BC_BALL))		/* drop glyph */
131.  	    levl[uball->ox][uball->oy].glyph = u.bglyph;
132.  
133.  	newsym(uball->ox,uball->oy);
134.      }
135.      obj_extract_self(uchain);
136.      if (Blind && (u.bc_felt & BC_CHAIN))		/* drop glyph */
137.  	levl[uchain->ox][uchain->oy].glyph = u.cglyph;
138.  
139.      newsym(uchain->ox,uchain->oy);
140.      u.bc_felt = 0;					/* feel nothing */
141.  }
142.  
143.  
144.  /*
145.   *  Return the stacking of the hero's ball & chain.  This assumes that the
146.   *  hero is being punished.
147.   */
148.  STATIC_OVL int
149.  bc_order()
150.  {
151.      struct obj *obj;
152.  
153.      if (uchain->ox != uball->ox || uchain->oy != uball->oy || carried(uball)
154.  		|| u.uswallow)
155.  	return BCPOS_DIFFER;
156.  
157.      for (obj = level.objects[uball->ox][uball->oy]; obj; obj = obj->nexthere) {
158.  	if (obj == uchain) return BCPOS_CHAIN;
159.  	if (obj == uball) return BCPOS_BALL;
160.      }
161.      impossible("bc_order:  ball&chain not in same location!");
162.      return BCPOS_DIFFER;
163.  }
164.  
165.  /*
166.   *  set_bc()
167.   *
168.   *  The hero is either about to go blind or already blind and just punished.
169.   *  Set up the ball and chain variables so that the ball and chain are "felt".
170.   */
171.  void
172.  set_bc(already_blind)
173.  int already_blind;
174.  {
175.      int ball_on_floor = !carried(uball);
176.  
177.      u.bc_order = bc_order();				/* get the order */
178.      u.bc_felt = ball_on_floor ? BC_BALL|BC_CHAIN : BC_CHAIN;	/* felt */
179.  
180.      if (already_blind || u.uswallow) {
181.  	u.cglyph = u.bglyph = levl[u.ux][u.uy].glyph;
182.  	return;
183.      }
184.  
185.      /*
186.       *  Since we can still see, remove the ball&chain and get the glyph that
187.       *  would be beneath them.  Then put the ball&chain back.  This is pretty
188.       *  disgusting, but it will work.
189.       */
190.      remove_object(uchain);
191.      if (ball_on_floor) remove_object(uball);
192.  
193.      newsym(uchain->ox, uchain->oy);
194.      u.cglyph = levl[uchain->ox][uchain->oy].glyph;
195.  
196.      if (u.bc_order == BCPOS_DIFFER) {		/* different locations */
197.  	place_object(uchain, uchain->ox, uchain->oy);
198.  	newsym(uchain->ox, uchain->oy);
199.  	if (ball_on_floor) {
200.  	    newsym(uball->ox, uball->oy);		/* see under ball */
201.  	    u.bglyph = levl[uball->ox][uball->oy].glyph;
202.  	    place_object(uball,  uball->ox, uball->oy);
203.  	    newsym(uball->ox, uball->oy);		/* restore ball */
204.  	}
205.      } else {
206.  	u.bglyph = u.cglyph;
207.  	if (u.bc_order == BCPOS_CHAIN) {
208.  	    place_object(uball,  uball->ox, uball->oy);
209.  	    place_object(uchain, uchain->ox, uchain->oy);
210.  	} else {
211.  	    place_object(uchain, uchain->ox, uchain->oy);
212.  	    place_object(uball,  uball->ox, uball->oy);
213.  	}
214.  	newsym(uball->ox, uball->oy);
215.      }
216.  }
217.  
218.  
219.  /*
220.   *  move_bc()
221.   *
222.   *  Move the ball and chain.  This is called twice for every move.  The first
223.   *  time to pick up the ball and chain before the move, the second time to
224.   *  place the ball and chain after the move.  If the ball is carried, this
225.   *  function should never have BC_BALL as part of its control.
226.   *
227.   *  Should not be called while swallowed.
228.   */
229.  void
230.  move_bc(before, control, ballx, bally, chainx, chainy)
231.  int   before, control;
232.  xchar ballx, bally, chainx, chainy;	/* only matter !before */
233.  {
234.      if (Blind) {
235.  	/*
236.  	 *  The hero is blind.  Time to work hard.  The ball and chain that
237.  	 *  are attached to the hero are very special.  The hero knows that
238.  	 *  they are attached, so when they move, the hero knows that they
239.  	 *  aren't at the last position remembered.  This is complicated
240.  	 *  by the fact that the hero can "feel" the surrounding locations
241.  	 *  at any time, hence, making one or both of them show up again.
242.  	 *  So, we have to keep track of which is felt at any one time and
243.  	 *  act accordingly.
244.  	 */
245.  	if (!before) {
246.  	    if ((control & BC_CHAIN) && (control & BC_BALL)) {
247.  		/*
248.  		 *  Both ball and chain moved.  If felt, drop glyph.
249.  		 */
250.  		if (u.bc_felt & BC_BALL)
251.  		    levl[uball->ox][uball->oy].glyph = u.bglyph;
252.  		if (u.bc_felt & BC_CHAIN)
253.  		    levl[uchain->ox][uchain->oy].glyph = u.cglyph;
254.  		u.bc_felt = 0;
255.  
256.  		/* Pick up glyph at new location. */
257.  		u.bglyph = levl[ballx][bally].glyph;
258.  		u.cglyph = levl[chainx][chainy].glyph;
259.  
260.  		movobj(uball,ballx,bally);
261.  		movobj(uchain,chainx,chainy);
262.  	    } else if (control & BC_BALL) {
263.  		if (u.bc_felt & BC_BALL) {
264.  		    if (u.bc_order == BCPOS_DIFFER) {	/* ball by itself */
265.  			levl[uball->ox][uball->oy].glyph = u.bglyph;
266.  		    } else if (u.bc_order == BCPOS_BALL) {
267.  			if (u.bc_felt & BC_CHAIN) {   /* know chain is there */
268.  			    map_object(uchain, 0);
269.  			} else {
270.  			    levl[uball->ox][uball->oy].glyph = u.bglyph;
271.  			}
272.  		    }
273.  		    u.bc_felt &= ~BC_BALL;	/* no longer feel the ball */
274.  		}
275.  
276.  		/* Pick up glyph at new position. */
277.  		u.bglyph = (ballx != chainx || bally != chainy) ?
278.  					levl[ballx][bally].glyph : u.cglyph;
279.  
280.  		movobj(uball,ballx,bally);
281.  	    } else if (control & BC_CHAIN) {
282.  		if (u.bc_felt & BC_CHAIN) {
283.  		    if (u.bc_order == BCPOS_DIFFER) {
284.  			levl[uchain->ox][uchain->oy].glyph = u.cglyph;
285.  		    } else if (u.bc_order == BCPOS_CHAIN) {
286.  			if (u.bc_felt & BC_BALL) {
287.  			    map_object(uball, 0);
288.  			} else {
289.  			    levl[uchain->ox][uchain->oy].glyph = u.cglyph;
290.  			}
291.  		    }
292.  		    u.bc_felt &= ~BC_CHAIN;
293.  		}
294.  		/* Pick up glyph at new position. */
295.  		u.cglyph = (ballx != chainx || bally != chainy) ?
296.  					levl[chainx][chainy].glyph : u.bglyph;
297.  
298.  		movobj(uchain,chainx,chainy);
299.  	    }
300.  
301.  	    u.bc_order = bc_order();	/* reset the order */
302.  	}
303.  
304.      } else {
305.  	/*
306.  	 *  The hero is not blind.  To make this work correctly, we need to
307.  	 *  pick up the ball and chain before the hero moves, then put them
308.  	 *  in their new positions after the hero moves.
309.  	 */
310.  	if (before) {
311.  	    if (!control) {
312.  		/*
313.  		 * Neither ball nor chain is moving, so remember which was
314.  		 * on top until !before.  Use the variable u.bc_order
315.  		 * since it is only valid when blind.
316.  		 */
317.  		u.bc_order = bc_order();
318.  	    }
319.  
320.  	    remove_object(uchain);
321.  	    newsym(uchain->ox, uchain->oy);
322.  	    if (!carried(uball)) {
323.  		remove_object(uball);
324.  		newsym(uball->ox,  uball->oy);
325.  	    }
326.  	} else {
327.  	    int on_floor = !carried(uball);
328.  
329.  	    if ((control & BC_CHAIN) ||
330.  				(!control && u.bc_order == BCPOS_CHAIN)) {
331.  		/* If the chain moved or nothing moved & chain on top. */
332.  		if (on_floor) place_object(uball,  ballx, bally);
333.  		place_object(uchain, chainx, chainy);	/* chain on top */
334.  	    } else {
335.  		place_object(uchain, chainx, chainy);
336.  		if (on_floor) place_object(uball,  ballx, bally);
337.  							    /* ball on top */
338.  	    }
339.  	    newsym(chainx, chainy);
340.  	    if (on_floor) newsym(ballx, bally);
341.  	}
342.      }
343.  }
344.  
345.  /* return TRUE if ball could be dragged
346.   *
347.   *  Should not be called while swallowed.
348.   */
349.  boolean
350.  drag_ball(x, y, bc_control, ballx, bally, chainx, chainy, cause_delay)
351.  xchar x, y;
352.  int *bc_control;
353.  xchar *ballx, *bally, *chainx, *chainy;
354.  boolean *cause_delay;
355.  {
356.  	struct trap *t = (struct trap *)0;
357.  
358.  	*ballx  = uball->ox;
359.  	*bally  = uball->oy;
360.  	*chainx = uchain->ox;
361.  	*chainy = uchain->oy;
362.  	*bc_control = 0;
363.  	*cause_delay = FALSE;
364.  
365.  	if (dist2(x, y, uchain->ox, uchain->oy) <= 2) {	/* nothing moved */
366.  	    move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
367.  	    return TRUE;
368.  	}
369.  
370.  	if (carried(uball) || dist2(x, y, uball->ox, uball->oy) < 3 ||
371.  		(uball->ox == uchain->ox && uball->oy == uchain->oy)) {
372.  	    /*
373.  	     * Case where the ball doesn't move but the chain can't just move
374.  	     * to the player's position:
375.  	     *   @                                             _
376.  	     *    _    moving southwest becomes  @_  and not  @
377.  	     *   0                                0            0
378.  	     */
379.  	    *bc_control = BC_CHAIN;
380.  	    move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
381.  	    if (dist2(x, y, uball->ox, uball->oy) == 2 &&
382.  		    dist2(x, y, uchain->ox, uchain->oy) == 4) {
383.  		if (uchain->oy == y)
384.  		    *chainx = uball->ox;
385.  		else
386.  		    *chainy = uball->oy;
387.  	    } else {
388.  		*chainx = u.ux;
389.  		*chainy = u.uy;
390.  	    }
391.  	    return TRUE;
392.  	}
393.  
394.  	if (near_capacity() > SLT_ENCUMBER) {
395.  	    You("cannot %sdrag the heavy iron ball.",
396.  			    invent ? "carry all that and also " : "");
397.  	    nomul(0);
398.  	    return FALSE;
399.  	}
400.  
401.  	if ((is_pool(uchain->ox, uchain->oy) &&
402.  			/* water not mere continuation of previous water */
403.  			(levl[uchain->ox][uchain->oy].typ == POOL ||
404.  			 !is_pool(uball->ox, uball->oy) ||
405.  			 levl[uball->ox][uball->oy].typ == POOL))
406.  	    || ((t = t_at(uchain->ox, uchain->oy)) &&
407.  			(t->ttyp == PIT ||
408.  			 t->ttyp == SPIKED_PIT ||
409.  			 t->ttyp == HOLE ||
410.  			 t->ttyp == TRAPDOOR)) ) {
411.  
412.  	    if (Levitation) {
413.  		You_feel("a tug from the iron ball.");
414.  		if (t) t->tseen = 1;
415.  	    } else {
416.  		struct monst *victim;
417.  
418.  		You("are jerked back by the iron ball!");
419.  		if ((victim = m_at(uchain->ox, uchain->oy)) != 0) {
420.  		    int tmp;
421.  
422.  		    tmp = -2 + Luck + find_mac(victim);
423.  		    tmp += omon_adj(victim, uball, TRUE);
424.  		    if (tmp >= rnd(20))
425.  			(void) hmon(victim,uball,1);
426.  		    else
427.  			miss(xname(uball), victim);
428.  
429.  		}		/* now check again in case mon died */
430.  		if (!m_at(uchain->ox, uchain->oy)) {
431.  		    u.ux = uchain->ox;
432.  		    u.uy = uchain->oy;
433.  		    newsym(u.ux0, u.uy0);
434.  		}
435.  		nomul(0);
436.  
437.  		*bc_control = BC_BALL;
438.  		move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
439.  		*ballx = uchain->ox;
440.  		*bally = uchain->oy;
441.  		move_bc(0, *bc_control, *ballx, *bally, *chainx, *chainy);
442.  		spoteffects();
443.  		return FALSE;
444.  	    }
445.  	}
446.  
447.  	*bc_control = BC_BALL|BC_CHAIN;;
448.  
449.  	move_bc(1, *bc_control, *ballx, *bally, *chainx, *chainy);
450.  	*ballx  = uchain->ox;
451.  	*bally  = uchain->oy;
452.  	*chainx = u.ux;
453.  	*chainy = u.uy;
454.  	*cause_delay = TRUE;
455.  	return TRUE;
456.  }
457.  
458.  /*
459.   *  drop_ball()
460.   *
461.   *  The punished hero drops or throws her iron ball.  If the hero is
462.   *  blind, we must reset the order and glyph.  Check for side effects.
463.   *  This routine expects the ball to be already placed.
464.   *
465.   *  Should not be called while swallowed.
466.   */
467.  void
468.  drop_ball(x, y)
469.  xchar x, y;
470.  {
471.      if (Blind) {
472.  	u.bc_order = bc_order();			/* get the order */
473.  							/* pick up glyph */
474.  	u.bglyph = (u.bc_order) ? u.cglyph : levl[x][y].glyph;
475.      }
476.  
477.      if (x != u.ux || y != u.uy) {
478.  	struct trap *t;
479.  	const char *pullmsg = "The ball pulls you out of the %s!";
480.  
481.  	if (u.utrap && u.utraptype != TT_INFLOOR) {
482.  	    switch(u.utraptype) {
483.  	    case TT_PIT:
484.  		pline(pullmsg, "pit");
485.  		break;
486.  	    case TT_WEB:
487.  		pline(pullmsg, "web");
488.  		pline_The("web is destroyed!");
489.  		deltrap(t_at(u.ux,u.uy));
490.  		break;
491.  	    case TT_LAVA:
492.  		pline(pullmsg, "lava");
493.  		break;
494.  	    case TT_BEARTRAP: {
495.  		register long side = rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
496.  		pline(pullmsg, "bear trap");
497.  		set_wounded_legs(side, rn1(1000, 500));
498.  #ifdef STEED
499.  		if (!u.usteed)
500.  #endif
501.  		{
502.  		    Your("%s %s is severely damaged.",
503.  					(side == LEFT_SIDE) ? "left" : "right",
504.  					body_part(LEG));
505.  		    losehp(2, "leg damage from being pulled out of a bear trap",
506.  					KILLED_BY);
507.  		}
508.  		break;
509.  	      }
510.  	    }
511.  	    u.utrap = 0;
512.  	    fill_pit(u.ux, u.uy);
513.  	}
514.  
515.  	u.ux0 = u.ux;
516.  	u.uy0 = u.uy;
517.  	if (!Levitation && !MON_AT(x, y) && !u.utrap &&
518.  			    (is_pool(x, y) ||
519.  			     ((t = t_at(x, y)) &&
520.  			      (t->ttyp == PIT || t->ttyp == SPIKED_PIT ||
521.  			       t->ttyp == TRAPDOOR || t->ttyp == HOLE)))) {
522.  	    u.ux = x;
523.  	    u.uy = y;
524.  	} else {
525.  	    u.ux = x - u.dx;
526.  	    u.uy = y - u.dy;
527.  	}
528.  	vision_full_recalc = 1;	/* hero has moved, recalculate vision later */
529.  
530.  	if (Blind) {
531.  	    /* drop glyph under the chain */
532.  	    if (u.bc_felt & BC_CHAIN)
533.  		levl[uchain->ox][uchain->oy].glyph = u.cglyph;
534.  	    u.bc_felt  = 0;		/* feel nothing */
535.  	    /* pick up new glyph */
536.  	    u.cglyph = (u.bc_order) ? u.bglyph : levl[u.ux][u.uy].glyph;
537.  	}
538.  	movobj(uchain,u.ux,u.uy);	/* has a newsym */
539.  	if (Blind) {
540.  	    u.bc_order = bc_order();
541.  	}
542.  	newsym(u.ux0,u.uy0);		/* clean up old position */
543.  	if (u.ux0 != u.ux || u.uy0 != u.uy)
544.  	    spoteffects();
545.      }
546.  }
547.  
548.  
549.  STATIC_OVL void
550.  litter()
551.  {
552.  	struct obj *otmp = invent, *nextobj;
553.  	int capacity = weight_cap();
554.  
555.  	while (otmp) {
556.  		nextobj = otmp->nobj;
557.  		if ((otmp != uball) && (rnd(capacity) <= (int)otmp->owt)) {
558.  			if (otmp == uwep)
559.  				setuwep((struct obj *)0);
560.  			if ((otmp != uwep) && (canletgo(otmp, ""))) {
561.  				Your("%s you down the stairs.",
562.  				     aobjnam(otmp, "follow"));
563.  				dropx(otmp);
564.  			}
565.  		}
566.  		otmp = nextobj;
567.  	}
568.  }
569.  
570.  void
571.  drag_down()
572.  {
573.  	boolean forward;
574.  	uchar dragchance = 3;
575.  
576.  	/*
577.  	 *	Assume that the ball falls forward if:
578.  	 *
579.  	 *	a) the character is wielding it, or
580.  	 *	b) the character has both hands available to hold it (i.e. is
581.  	 *	   not wielding any weapon), or
582.  	 *	c) (perhaps) it falls forward out of his non-weapon hand
583.  	 */
584.  
585.  	forward = carried(uball) && (uwep == uball || !uwep || !rn2(3));
586.  
587.  	if (carried(uball))
588.  		You("lose your grip on the iron ball.");
589.  
590.  	if (forward) {
591.  		if(rn2(6)) {
592.  			pline_The("iron ball drags you downstairs!");
593.  			losehp(rnd(6), "dragged downstairs by an iron ball",
594.  				NO_KILLER_PREFIX);
595.  			litter();
596.  		}
597.  	} else {
598.  		if(rn2(2)) {
599.  			pline_The("iron ball smacks into you!");
600.  			losehp(rnd(20), "iron ball collision", KILLED_BY_AN);
601.  			exercise(A_STR, FALSE);
602.  			dragchance -= 2;
603.  		}
604.  		if( (int) dragchance >= rnd(6)) {
605.  			pline_The("iron ball drags you downstairs!");
606.  			losehp(rnd(3), "dragged downstairs by an iron ball",
607.  				NO_KILLER_PREFIX);
608.  			exercise(A_STR, FALSE);
609.  			litter();
610.  		}
611.  	}
612.  }
613.  
614.  /*ball.c*/