Beispiel #1
0
/* Handle the Terrifying Aura of Fear! */
void fear_process_p(void)
{
    int i, r_level;
    for (i = 1; i < m_max; i++)
    {
        monster_type *m_ptr = &m_list[i];
        monster_race *r_ptr;

        if (!m_ptr->r_idx) continue;
        if (!m_ptr->ml) continue;

        r_ptr = &r_info[m_ptr->ap_r_idx];

        if (!(r_ptr->flags2 & RF2_AURA_FEAR)) continue;
        if (is_pet(m_ptr) || is_friendly(m_ptr)) continue;
        if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) continue;

        r_level = _r_level(r_ptr);
        if (!fear_save_p(r_level/MAX(1, m_ptr->cdis-2)))
        {
            char m_name[80];
            monster_desc(m_name, m_ptr, 0);
            msg_format("You behold the terrifying visage of %s!", m_name);
            mon_lore_2(m_ptr, RF2_AURA_FEAR);
            fear_add_p(r_level/MAX(1, m_ptr->cdis-2));
        }
    }
}
Beispiel #2
0
bool fear_p_hurt_m(int m_idx, int dam)
{
    monster_type *m_ptr = &m_list[m_idx];
    monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
    bool          result = FALSE;

    /* Apply Aura of Fear to the Player for non-melee damage */
    if (!melee_hack && (r_ptr->flags2 & RF2_AURA_FEAR))
    {
        int r_level = _r_level(r_ptr);
        if (!fear_save_p(r_level))
        {
            mon_lore_2(m_ptr, RF2_AURA_FEAR);
            fear_add_p(r_level/MAX(1, m_ptr->cdis - 2));
        }
    }

    if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
    {
        int percentage = (100 * m_ptr->hp) / m_ptr->maxhp;
        int n = 10;

        n = n * adj_fear_m[p_ptr->stat_ind[A_CHR]] / 100;

        if ((n >= percentage) || (dam >= m_ptr->hp && randint0(100) < 80))
        {
            if (!fear_save_m(m_ptr))
            {
                result = TRUE;
                set_monster_monfear(m_idx, randint1(10) + 20);
            }
        }
    }
    return result;
}
Beispiel #3
0
bool fear_allow_melee(int m_idx)
{
    if (p_ptr->afraid)
    {
        if ( p_ptr->pclass == CLASS_DUELIST
            && p_ptr->lev >= 5
            && p_ptr->duelist_target_idx == m_idx )
        {
            /* Duelist: Fearless Duel */
            if (!fear_save_p(p_ptr->afraid)) return FALSE;
        }
        else if (!fear_save_p(3*p_ptr->afraid))
            return FALSE;
    }
    return TRUE;
}
void vampire_check_light_status(void)
{
    static int _last_light_penalty = -1;

    if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
    {
        _light_penalty = 1;
        if (!dun_level && is_daytime())
            _light_penalty++;
        if (res_pct(RES_LITE) < 0)
            _light_penalty++;
    }
    else
        _light_penalty = 0;

    if (_light_penalty != _last_light_penalty)
    {
        _last_light_penalty = _light_penalty;
        if (_light_penalty)
        {
            int n = _light_penalty * _light_penalty * _light_penalty * MAX(1, dun_level/5);
            if (!fear_save_p(n))
            {
                msg_print("You fear the light!");
                fear_add_p(FEAR_SCARED);
            }
        }
        p_ptr->update |= PU_BONUS;
        p_ptr->redraw |= PR_STATUS;
    }
}
Beispiel #5
0
void fear_hurt_p(int old_hp, int new_hp)
{
    if (p_ptr->pclass != CLASS_BLOOD_KNIGHT && p_ptr->pclass != CLASS_BLOOD_MAGE)
    {
        int old_hurt = _get_hurt_level(old_hp);
        int new_hurt = _get_hurt_level(new_hp);
        if (new_hurt > old_hurt)
        {
            if ( !fear_save_p(fear_threat_level())
              || (new_hurt > HURT_50 && !fear_save_p(fear_threat_level())) )
            {
                fear_add_p(new_hurt);
            }
            else
                msg_format("You stand your ground!");
        }
    }
}
Beispiel #6
0
void fear_scare_p(monster_type *m_ptr)
{
    monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
    int           r_level = _r_level(r_ptr);

    if (fear_save_p(r_level))
        msg_print("You refuse to be frightened.");
    else
        fear_add_p(r_level);
}
Beispiel #7
0
void fear_heal_p(int old_hp, int new_hp)
{
    if (p_ptr->pclass != CLASS_BLOOD_KNIGHT && p_ptr->pclass != CLASS_BLOOD_MAGE && p_ptr->afraid)
    {
        int old_hurt = _get_hurt_level(old_hp);
        int new_hurt = _get_hurt_level(new_hp);

        if (new_hurt < old_hurt && fear_save_p(fear_threat_level()))
            _decrease_p(1);
    }
}
void vampire_take_light_damage(int amt)
{
    if (!fear_save_p(amt))
    {
        msg_print("You fear the light!");
        fear_add_p(FEAR_SCARED);
    }

    if (randint1(p_ptr->chp) < amt && !res_save_default(RES_LITE))
    {
        int k = 0;
        cptr act = NULL;

        switch (randint1(12))
        {
        case 1: case 2: case 3: case 4: case 5:
            msg_print("You feel your unlife force diminish.");
            lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
            break;

        case 6: case 7: case 8: case 9:
            switch (randint1(6))
            {
                case 1: k = A_STR; act = "strong"; break;
                case 2: k = A_INT; act = "bright"; break;
                case 3: k = A_WIS; act = "wise"; break;
                case 4: k = A_DEX; act = "agile"; break;
                case 5: k = A_CON; act = "hale"; break;
                case 6: k = A_CHR; act = "confident"; break;
            }
            msg_format("You're not as %s as you used to be.", act);
            p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 3) / 4;
            if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
            break;

        case 10:
            msg_print("You're not as powerful as you used to be.");
            for (k = 0; k < 6; k++)
            {
                p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
                if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
            }
            break;

        case 11: case 12:
            if (disenchant_player())
                msg_print("You feel diminished!");
            break;
        }

        p_ptr->update |= PU_BONUS;
    }
}
Beispiel #9
0
void fear_terrify_p(monster_type *m_ptr)
{
    monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
    int           r_level = _r_level(r_ptr);

    if (fear_save_p(r_level))
    {
        if (disturb_minor)
            msg_print("You stand your ground!");
    }
    else
        fear_add_p(r_level);
}
Beispiel #10
0
bool fear_set_p(int v)
{
    int old_lvl, new_lvl;
    bool notice = FALSE;

    /* Hack -- Force good values */
    v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;

    if (p_ptr->is_dead) return FALSE;

    old_lvl = _get_level(p_ptr->afraid);
    new_lvl = _get_level(v);

    if (new_lvl > old_lvl)
    {
        msg_format("You feel <color:%c>%s</color>.", _get_level_color(new_lvl), _get_level_name(new_lvl));
        if (old_lvl <= FEAR_SCARED && one_in_(6) && !fear_save_p(v/5))
            do_dec_stat(A_CHR);
        if (p_ptr->special_defense & KATA_MASK)
        {
            msg_print("Your posture gets loose.");
            p_ptr->special_defense &= ~KATA_MASK;
            p_ptr->update |= PU_BONUS;
            p_ptr->update |= PU_MONSTERS;
            p_ptr->redraw |= PR_STATE;
            p_ptr->redraw |= PR_STATUS;
            p_ptr->action = ACTION_NONE;
        }
        notice = TRUE;
        p_ptr->counter = FALSE;
        virtue_add(VIRTUE_VALOUR, -1);
    }
    else if (new_lvl < old_lvl)
    {
        if (new_lvl == FEAR_BOLD)
            msg_print("Your fears finally subside.");
        else
        {
            msg_format("You are no longer %s, but you still feel %s.",
                        _get_level_name(old_lvl), _get_level_name(new_lvl));
        }
        notice = TRUE;
    }

    p_ptr->afraid = v;
    p_ptr->redraw |= PR_EFFECTS;
    if (!notice) return FALSE;
    if (disturb_state) disturb(0, 0);
    handle_stuff();
    return TRUE;
}
Beispiel #11
0
void fear_p_touch_m(monster_type *m_ptr)
{
    monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];

    if (r_ptr->flags2 & RF2_AURA_FEAR)
    {
        int r_level = _r_level(r_ptr);
        if (!fear_save_p(r_level))
        {
            mon_lore_2(m_ptr, RF2_AURA_FEAR);
            fear_add_p(r_level);
        }
    }
}
Beispiel #12
0
/* Recovery from Fear */
void fear_recover_p(void)
{
    if (p_ptr->afraid)
    {
        int threat = fear_threat_level();
        if (fear_save_p(threat + p_ptr->afraid / 10))
        {
            int lvls = 1;

            while (lvls < 3 && fear_save_p(threat + p_ptr->afraid))
                lvls++;

            _decrease_p(lvls);
        }
        else if (p_ptr->afraid >= FEAR_SCARED && !fear_save_p((threat + p_ptr->afraid)/6))
        {
            if (p_ptr->afraid >= FEAR_PETRIFIED)
            {
                p_ptr->energy_need += 100 * TURNS_PER_TICK / 10;
                msg_print("You are scared stiff!");
                disturb(1, 0);
            }
            else if (p_ptr->afraid >= FEAR_TERRIFIED)
            {
                p_ptr->energy_need += 60 * TURNS_PER_TICK / 10;
                msg_print("You shudder uncontrollably!");
                disturb(1, 0);
            }
            else
            {
                p_ptr->energy_need += 30 * TURNS_PER_TICK / 10;
                msg_print("You tremble in terror!");
                disturb(1, 0);
            }
        }
    }
}
Beispiel #13
0
void fear_update_m(monster_type *m_ptr)
{
    monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
    if ((r_ptr->flags2 & RF2_AURA_FEAR) && m_ptr->ml && !is_pet(m_ptr) && !is_friendly(m_ptr))
    {
        int r_level = _r_level(r_ptr);
        if (!fear_save_p(r_level))
        {
            char m_name[80];
            monster_desc(m_name, m_ptr, 0);
            msg_format("You behold the terrifying visage of %s!", m_name);
            mon_lore_2(m_ptr, RF2_AURA_FEAR);
            fear_add_p(r_level);
        }
    }
}
Beispiel #14
0
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;
                    }
                }
                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);
    }
Beispiel #15
0
bool fear_allow_magic(void)
{
    if (p_ptr->afraid && !fear_save_p(p_ptr->afraid)) return FALSE;
    return TRUE;
}
static void do_cmd_eat_food_aux(obj_ptr obj)
{
    int  lev = k_info[obj->k_idx].level;
    bool ident = FALSE;

    if (music_singing_any()) bard_stop_singing();
    if (hex_spelling_any()) stop_hex_spell_all();
    warlock_stop_singing();

    if (object_is_mushroom(obj) && obj->art_name && obj->timeout)
    {
        msg_print("Your mushroom is still charging.");
        return;
    }

    sound(SOUND_EAT);
    energy_use = 100;
    ident = FALSE;

    /* Food may have effects */
    if (obj->tval == TV_FOOD)
    {
        switch (obj->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);
                do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_SICKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_STUPIDITY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                do_dec_stat(A_INT);
                ident = TRUE;
                break;
            }

            case SV_FOOD_NAIVETY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                do_dec_stat(A_WIS);
                ident = TRUE;
                break;
            }

            case SV_FOOD_UNHEALTH:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_DISEASE:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                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.");
                set_poisoned(0, TRUE);
                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(obj))
    {
        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);
    }

    if (!object_is_aware(obj))
    {
        virtue_add(VIRTUE_KNOWLEDGE, -1);
        virtue_add(VIRTUE_PATIENCE, -1);
        virtue_add(VIRTUE_CHANCE, 1);
    }

    /* We have tried it */
    if (obj->tval == TV_FOOD) object_tried(obj);

    stats_on_use(obj, 1);

    /* The player is now aware of the object */
    if (ident && !object_is_aware(obj))
    {
        object_aware(obj);
        stats_on_notice(obj, 1);
        gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
        p_ptr->notice |= PN_OPTIMIZE_PACK;
    }
Beispiel #17
0
bool fear_allow_shoot(void)
{
    if (p_ptr->afraid && !fear_save_p(3*p_ptr->afraid)) return FALSE;
    return TRUE;
}