<email deleted> > comments: When dieing from an iron ball landing on your head, the death is > listed as: "Crunched in the head by an iron ball" > However no other deaths start with a capital letter.
791 lines
22 KiB
C
791 lines
22 KiB
C
/* 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*/
|