static void project_player_handler_PLASMA(project_player_handler_context_t *context) { /* Stun */ if (!player_of_has(player, OF_PROT_STUN)) { int duration = 5 + randint1(context->dam * 3 / 4); if (duration > 35) duration = 35; (void)player_inc_timed(player, TMD_STUN, duration, true, true); } else { equip_learn_flag(player, OF_PROT_STUN); } }
static void project_player_handler_NETHER(project_player_handler_context_t *context) { int drain = 200 + (player->exp / 100) * z_info->life_drain_percent; if (player_resists(player, ELEM_NETHER) || player_of_has(player, OF_HOLD_LIFE)) { msg("You resist the effect!"); equip_learn_flag(player, OF_HOLD_LIFE); return; } /* Life draining */ msg("You feel your life force draining away!"); player_exp_lose(player, drain, false); }
static void project_player_handler_SOUND(project_player_handler_context_t *context) { if (player_resists(player, ELEM_SOUND)) { msg("You resist the effect!"); return; } /* Stun */ if (!player_of_has(player, OF_PROT_STUN)) { int duration = 5 + randint1(context->dam / 3); if (duration > 35) duration = 35; (void)player_inc_timed(player, TMD_STUN, duration, true, true); } else { equip_learn_flag(player, OF_PROT_STUN); } }
static void project_player_handler_GRAVITY(project_player_handler_context_t *context) { msg("Gravity warps around you."); /* Blink */ if (randint1(127) > player->lev) { const char *five = "5"; effect_simple(EF_TELEPORT, context->origin, five, 0, 1, 0, NULL); } /* Slow */ (void)player_inc_timed(player, TMD_SLOW, 4 + randint0(4), true, false); /* Stun */ if (!player_of_has(player, OF_PROT_STUN)) { int duration = 5 + randint1(context->dam / 3); if (duration > 35) duration = 35; (void)player_inc_timed(player, TMD_STUN, duration, true, true); } else { equip_learn_flag(player, OF_PROT_STUN); } }
static void project_player_handler_CHAOS(project_player_handler_context_t *context) { if (player_resists(player, ELEM_CHAOS)) { msg("You resist the effect!"); return; } /* Hallucination */ (void)player_inc_timed(player, TMD_IMAGE, randint1(10), true, false); /* Confusion */ (void)player_inc_timed(player, TMD_CONFUSED, 10 + randint0(20), true, true); /* Life draining */ if (!player_of_has(player, OF_HOLD_LIFE)) { int drain = 5000 + (player->exp / 100) * z_info->life_drain_percent; msg("You feel your life force draining away!"); player_exp_lose(player, drain, false); } else { equip_learn_flag(player, OF_HOLD_LIFE); } }
/** * Handle things that need updating once every 10 game turns */ void process_world(struct chunk *c) { int i, y, x; /* Compact the monster list if we're approaching the limit */ if (cave_monster_count(cave) + 32 > z_info->level_monster_max) compact_monsters(64); /* Too many holes in the monster list - compress */ if (cave_monster_count(cave) + 32 < cave_monster_max(cave)) compact_monsters(0); /*** Check the Time ***/ /* Play an ambient sound at regular intervals. */ if (!(turn % ((10L * z_info->day_length) / 4))) play_ambient_sound(); /*** Handle stores and sunshine ***/ if (!player->depth) { /* Daybreak/Nighfall in town */ if (!(turn % ((10L * z_info->day_length) / 2))) { bool dawn; /* Check for dawn */ dawn = (!(turn % (10L * z_info->day_length))); /* Day breaks */ if (dawn) msg("The sun has risen."); /* Night falls */ else msg("The sun has fallen."); /* Illuminate */ cave_illuminate(c, dawn); } } else { /* Update the stores once a day (while in the dungeon). The changes are not actually made until return to town, to avoid giving details away in the knowledge menu. */ if (!(turn % (10L * z_info->store_turns))) daycount++; } /* Check for creature generation */ if (one_in_(z_info->alloc_monster_chance)) (void)pick_and_place_distant_monster(cave, player, z_info->max_sight + 5, true, player->depth); /*** Damage over Time ***/ /* Take damage from poison */ if (player->timed[TMD_POISONED]) take_hit(player, 1, "poison"); /* Take damage from cuts */ if (player->timed[TMD_CUT]) { /* Mortal wound or Deep Gash */ if (player->timed[TMD_CUT] > TMD_CUT_SEVERE) i = 3; /* Severe cut */ else if (player->timed[TMD_CUT] > TMD_CUT_NASTY) i = 2; /* Other cuts */ else i = 1; /* Take damage */ take_hit(player, i, "a fatal wound"); } /*** Check the Food, and Regenerate ***/ /* Digest normally */ if (!(turn % 100)) { /* Basic digestion rate based on speed */ i = turn_energy(player->state.speed) * 2; /* Regeneration takes more food */ if (player_of_has(player, OF_REGEN)) i += 30; /* Slow digestion takes less food */ if (player_of_has(player, OF_SLOW_DIGEST)) i /= 5; /* Minimal digestion */ if (i < 1) i = 1; /* Digest some food */ player_set_food(player, player->food - i); } /* Getting Faint */ if (player->food < PY_FOOD_FAINT) { /* Faint occasionally */ if (!player->timed[TMD_PARALYZED] && one_in_(10)) { /* Message */ msg("You faint from the lack of food."); disturb(player, 1); /* Faint (bypass free action) */ (void)player_inc_timed(player, TMD_PARALYZED, 1 + randint0(5), true, false); } } /* Starve to death (slowly) */ if (player->food < PY_FOOD_STARVE) { /* Calculate damage */ i = (PY_FOOD_STARVE - player->food) / 10; /* Take damage */ take_hit(player, i, "starvation"); } /* Regenerate Hit Points if needed */ if (player->chp < player->mhp) player_regen_hp(player); /* Regenerate mana if needed */ if (player->csp < player->msp) player_regen_mana(player); /* Timeout various things */ decrease_timeouts(); /* Process light */ player_update_light(player); /*** Process Inventory ***/ /* Handle experience draining */ if (player_of_has(player, OF_DRAIN_EXP)) { if ((player->exp > 0) && one_in_(10)) { s32b d = damroll(10, 6) + (player->exp / 100) * z_info->life_drain_percent; player_exp_lose(player, d / 10, false); } equip_learn_flag(player, OF_DRAIN_EXP); } /* Recharge activatable objects and rods */ recharge_objects(); /* Notice things after time */ if (!(turn % 100)) equip_learn_after_time(player); /* Decrease trap timeouts */ for (y = 0; y < cave->height; y++) { for (x = 0; x < cave->width; x++) { struct trap *trap = cave->squares[y][x].trap; while (trap) { if (trap->timeout) { trap->timeout--; if (!trap->timeout) square_light_spot(cave, y, x); } trap = trap->next; } } } /*** Involuntary Movement ***/ /* Delayed Word-of-Recall */ if (player->word_recall) { /* Count down towards recall */ player->word_recall--; /* Activate the recall */ if (!player->word_recall) { /* Disturbing! */ disturb(player, 0); /* Determine the level */ if (player->depth) { msgt(MSG_TPLEVEL, "You feel yourself yanked upwards!"); dungeon_change_level(player, 0); } else { msgt(MSG_TPLEVEL, "You feel yourself yanked downwards!"); /* Force descent to a lower level if allowed */ if (OPT(player, birth_force_descend) && player->max_depth < z_info->max_depth - 1 && !is_quest(player->max_depth)) { player->max_depth = dungeon_get_next_level(player->max_depth, 1); } /* New depth - back to max depth or 1, whichever is deeper */ dungeon_change_level(player, player->max_depth < 1 ? 1: player->max_depth); } } } /* Delayed Deep Descent */ if (player->deep_descent) { /* Count down towards recall */ player->deep_descent--; /* Activate the recall */ if (player->deep_descent == 0) { int target_increment; int target_depth = player->max_depth; /* Calculate target depth */ target_increment = (4 / z_info->stair_skip) + 1; target_depth = dungeon_get_next_level(player->max_depth, target_increment); disturb(player, 0); /* Determine the level */ if (target_depth > player->depth) { msgt(MSG_TPLEVEL, "The floor opens beneath you!"); dungeon_change_level(player, target_depth); } else { /* Otherwise do something disastrous */ msgt(MSG_TPLEVEL, "You are thrown back in an explosion!"); effect_simple(EF_DESTRUCTION, "0", 0, 5, 0, NULL); } } } }
static void do_cmd_eat_food_aux(int item) { int ident, lev; object_type *o_ptr; if (music_singing_any()) bard_stop_singing(); if (hex_spelling_any()) stop_hex_spell_all(); warlock_stop_singing(); /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } if (object_is_mushroom(o_ptr) && o_ptr->art_name && o_ptr->timeout) { msg_print("Your mushroom is still charging."); return; } /* Sound */ sound(SOUND_EAT); /* Take a turn */ energy_use = 100; /* Identity not known yet */ ident = FALSE; /* Object level */ lev = k_info[o_ptr->k_idx].level; if (o_ptr->tval == TV_FOOD) { /* Analyze the food */ switch (o_ptr->sval) { case SV_FOOD_POISON: { if (!res_save_default(RES_POIS)) { if (set_poisoned(p_ptr->poisoned + randint0(10) + 10, FALSE)) ident = TRUE; } break; } case SV_FOOD_BLINDNESS: { if (!res_save_default(RES_BLIND)) { if (set_blind(p_ptr->blind + randint0(200) + 200, FALSE)) ident = TRUE; } break; } case SV_FOOD_PARANOIA: { if (!fear_save_p(fear_threat_level())) ident = fear_add_p(FEAR_SCARED); break; } case SV_FOOD_CONFUSION: { if (!res_save_default(RES_CONF)) { if (set_confused(p_ptr->confused + randint0(10) + 10, FALSE)) ident = TRUE; } break; } case SV_FOOD_HALLUCINATION: { if (!res_save_default(RES_CHAOS)) { if (set_image(p_ptr->image + randint0(25) + 25, FALSE)) ident = TRUE; } break; } case SV_FOOD_PARALYSIS: { if (!p_ptr->free_act) { if (set_paralyzed(randint1(4), FALSE)) { ident = TRUE; } } else equip_learn_flag(OF_FREE_ACT); break; } case SV_FOOD_WEAKNESS: { take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1); (void)do_dec_stat(A_STR); ident = TRUE; break; } case SV_FOOD_SICKNESS: { take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1); (void)do_dec_stat(A_CON); ident = TRUE; break; } case SV_FOOD_STUPIDITY: { take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1); (void)do_dec_stat(A_INT); ident = TRUE; break; } case SV_FOOD_NAIVETY: { take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1); (void)do_dec_stat(A_WIS); ident = TRUE; break; } case SV_FOOD_UNHEALTH: { take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1); (void)do_dec_stat(A_CON); ident = TRUE; break; } case SV_FOOD_DISEASE: { take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1); (void)do_dec_stat(A_STR); ident = TRUE; break; } case SV_FOOD_CURE_POISON: { if (set_poisoned(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_BLINDNESS: { if (set_blind(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_PARANOIA: { if (p_ptr->afraid) { fear_clear_p(); ident = TRUE; } break; } case SV_FOOD_CURE_CONFUSION: { if (set_confused(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_SERIOUS: { if (hp_player(damroll(6, 8))) ident = TRUE; if (set_cut((p_ptr->cut / 2) - 50, TRUE)) ident = TRUE; break; } case SV_FOOD_RESTORE_STR: { if (do_res_stat(A_STR)) ident = TRUE; break; } case SV_FOOD_RESTORE_CON: { if (do_res_stat(A_CON)) ident = TRUE; break; } case SV_FOOD_RESTORING: { if (do_res_stat(A_STR)) ident = TRUE; if (do_res_stat(A_INT)) ident = TRUE; if (do_res_stat(A_WIS)) ident = TRUE; if (do_res_stat(A_DEX)) ident = TRUE; if (do_res_stat(A_CON)) ident = TRUE; if (do_res_stat(A_CHR)) ident = TRUE; break; } case SV_FOOD_RATION: case SV_FOOD_BISCUIT: case SV_FOOD_JERKY: case SV_FOOD_SLIME_MOLD: { msg_print("That tastes good."); ident = TRUE; break; } case SV_FOOD_AMBROSIA: { msg_print("That tastes divine!"); set_poisoned(0, TRUE); hp_player(damroll(15, 15)); do_res_stat(A_STR); do_res_stat(A_INT); do_res_stat(A_WIS); do_res_stat(A_DEX); do_res_stat(A_CON); do_res_stat(A_CHR); restore_level(); ident = TRUE; break; } case SV_FOOD_WAYBREAD: { msg_print("That tastes good."); (void)set_poisoned(0, TRUE); (void)hp_player(damroll(4, 8)); ident = TRUE; break; } case SV_FOOD_PINT_OF_ALE: case SV_FOOD_PINT_OF_WINE: { msg_print("That tastes good."); ident = TRUE; break; } } } if (prace_is_(RACE_SNOTLING) && object_is_mushroom(o_ptr)) { int lev = k_info[o_ptr->k_idx].level; int dur = lev + randint1(lev); set_fast(p_ptr->fast + dur, FALSE); set_shield(p_ptr->shield + dur, FALSE); set_hero(p_ptr->hero + dur, FALSE); set_tim_building_up(p_ptr->tim_building_up + dur, FALSE); } /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); if (!(object_is_aware(o_ptr))) { virtue_add(VIRTUE_KNOWLEDGE, -1); virtue_add(VIRTUE_PATIENCE, -1); virtue_add(VIRTUE_CHANCE, 1); } /* We have tried it */ if (o_ptr->tval == TV_FOOD) object_tried(o_ptr); stats_on_use(o_ptr, 1); /* The player is now aware of the object */ if (ident && !object_is_aware(o_ptr)) { object_aware(o_ptr); stats_on_notice(o_ptr, 1); gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev); }
/** * Hit a trap. */ extern void hit_trap(int y, int x) { bool ident = false; struct trap *trap; struct effect *effect; /* Count the hidden traps here */ int num = num_traps(cave, y, x, -1); /* The player is safe from all traps */ if (player_is_trapsafe(player)) return; /* Oops. We've walked right into trouble. */ if (num == 1) msg("You stumble upon a trap!"); else if (num > 1) msg("You stumble upon some traps!"); /* Look at the traps in this grid */ for (trap = square_trap(cave, y, x); trap; trap = trap->next) { int flag; bool saved = false; /* Require that trap be capable of affecting the character */ if (!trf_has(trap->kind->flags, TRF_TRAP)) continue; if (trap->timeout) continue; /* Disturb the player */ disturb(player, 0); /* Give a message */ if (trap->kind->msg) msg(trap->kind->msg); /* Test for save due to flag */ for (flag = of_next(trap->kind->save_flags, FLAG_START); flag != FLAG_END; flag = of_next(trap->kind->save_flags, flag + 1)) if (player_of_has(player, flag)) { saved = true; equip_learn_flag(player, flag); } /* Test for save due to armor */ if (trf_has(trap->kind->flags, TRF_SAVE_ARMOR) && !trap_check_hit(125)) saved = true; /* Test for save due to saving throw */ if (trf_has(trap->kind->flags, TRF_SAVE_THROW) && (randint0(100) < player->state.skills[SKILL_SAVE])) saved = true; /* Save, or fire off the trap */ if (saved) { if (trap->kind->msg_good) msg(trap->kind->msg_good); } else { if (trap->kind->msg_bad) msg(trap->kind->msg_bad); effect = trap->kind->effect; effect_do(effect, source_trap(trap), NULL, &ident, false, 0, 0, 0); /* Do any extra effects */ if (trap->kind->effect_xtra && one_in_(2)) { if (trap->kind->msg_xtra) msg(trap->kind->msg_xtra); effect = trap->kind->effect_xtra; effect_do(effect, source_trap(trap), NULL, &ident, false, 0, 0, 0); } } /* Some traps drop you a dungeon level */ if (trf_has(trap->kind->flags, TRF_DOWN)) dungeon_change_level(player, dungeon_get_next_level(player->depth, 1)); /* Some traps drop you onto them */ if (trf_has(trap->kind->flags, TRF_PIT)) monster_swap(player->py, player->px, trap->fy, trap->fx); /* Some traps disappear after activating, all have a chance to */ if (trf_has(trap->kind->flags, TRF_ONETIME) || one_in_(3)) { square_destroy_trap(cave, y, x); square_forget(cave, y, x); } /* Trap may have gone */ if (!square_trap(cave, y, x)) break; /* Trap becomes visible (always XXX) */ trf_on(trap->flags, TRF_VISIBLE); square_memorize(cave, y, x); } /* Verify traps (remove marker if appropriate) */ (void)square_verify_trap(cave, y, x, 0); }