Beispiel #1
0
/*
 * Hack -- load a screen dump from a file
 */
void do_cmd_load_screen(void)
{
	s32b i, y, x;

	s32b wid, hgt;
	s32b len;

	byte a = 0;
	char c = ' ';

	bool okay = TRUE;

	PHYSFS_file *fff;

	char buf[1024];


	/* Build the filename */
	path_build(buf, 1024, TENGINE_DIR_USER, "dump.txt");

	/* Append to the file */
	fff = my_fopen(buf, "r");

	/* Oops */
	if (!fff) return;


	/* Retrieve the current screen size */
	Term_get_size(&wid, &hgt);

	/* Enter "icky" mode */
	character_icky++;

	/* Save the screen */
	Term_save();

	/* Clear the screen */
	Term_clear();


	/* Load the screen */
	for (y = 0; okay; y++)
	{
		/* Get a line of data */
		if (my_fgets(fff, buf, 1024)) okay = FALSE;

		/* Stop on blank line */
		if (!buf[0]) break;

		/* Ignore off screen lines */
		if (y >= hgt) continue;

		/* Get width */
		len = strlen(buf);

		/* Truncate if it's longer than current screen width */
		if (len > wid) len = wid;

		/* Show each row */
		for (x = 0; x < len; x++)
		{
			/* Put the attr/char */
			Term_draw(x, y, TERM_WHITE, buf[x]);
		}
	}

	/* Dump the screen */
	for (y = 0; okay; y++)
	{
		/* Get a line of data */
		if (my_fgets(fff, buf, 1024)) okay = FALSE;

		/* Stop on blank line */
		if (!buf[0]) break;

		/* Ignore off screen lines */
		if (y >= hgt) continue;

		/* Get width */
		len = strlen(buf);

		/* Truncate if it's longer than current screen width */
		if (len > wid) len = wid;

		/* Dump each row */
		for (x = 0; x < len; x++)
		{
			/* Get the attr/char */
			(void)(Term_what(x, y, &a, &c));

			/* Look up the attr */
			for (i = 0; i < 16; i++)
			{
				/* Use attr matches */
				if (hack[i] == buf[x]) a = i;
			}

			/* Hack -- fake monochrome */
			if (!use_color) a = TERM_WHITE;

			/* Put the attr/char */
			Term_draw(x, y, a, c);
		}
	}


	/* Close it */
	my_fclose(fff);


	/* Message */
	msg_print("Screen dump loaded.");
	msg_print(NULL);


	/* Restore the screen */
	Term_load();

	/* Leave "icky" mode */
	character_icky--;
}
Beispiel #2
0
/*
 * Observe an item which has been *identify*-ed
 */
void do_cmd_observe(void)
{
	int			item;

	object_type		*o_ptr;

	char		o_name[MAX_NLEN];

	cptr q, s;

	/* Get an item */
#ifdef JP
	q = "どのアイテムを調べますか? ";
	s = "調べられるアイテムがない。";
#else
	q = "Examine which item? ";
	s = "You have nothing to examine.";
#endif

	if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;

	/* 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];
	}


	/* Require full knowledge */
	if (!(o_ptr->ident & IDENT_MENTAL))
	{
#ifdef JP
		msg_print("このアイテムについて特に知っていることはない。");
#else
		msg_print("You have no special knowledge about that item.");
#endif

		return;
	}


	/* Description */
	object_desc(o_name, o_ptr, 0);

	/* Describe */
#ifdef JP
	msg_format("%sを調べている...", o_name);
#else
	msg_format("Examining %s...", o_name);
#endif

	/* Describe it fully */
	if (!identify_fully_aux(o_ptr, TRUE))
#ifdef JP
		msg_print("特に変わったところはないようだ。");
#else
		msg_print("You see nothing special.");
#endif
}
/*
 * Places "streamers" of rock through dungeon
 *
 * Note that their are actually six different terrain features used
 * to represent streamers.  Three each of magma and quartz, one for
 * basic vein, one with hidden gold, and one with known gold.  The
 * hidden gold types are currently unused.
 */
void build_streamer(int feat, int chance)
{
    int        i, tx, ty;
    int        y, x, dir;
    int dummy = 0;

    cave_type *c_ptr;
    feature_type *f_ptr;

    feature_type *streamer_ptr = &f_info[feat];
    bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT);
    bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);

    /* Hack -- Choose starting point */
    y = rand_spread(cur_hgt / 2, cur_hgt / 6);
    x = rand_spread(cur_wid / 2, cur_wid / 6);

    /* Choose a random compass direction */
    dir = ddd[randint0(8)];

    /* Place streamer into dungeon */
    while (dummy < SAFE_MAX_ATTEMPTS)
    {
        dummy++;

        /* One grid per density */
        for (i = 0; i < DUN_STR_DEN; i++)
        {
            int d = DUN_STR_RNG;

            /* Pick a nearby grid */
            while (1)
            {
                ty = rand_spread(y, d);
                tx = rand_spread(x, d);
                if (!in_bounds2(ty, tx)) continue;
                break;
            }

            /* Access the grid */
            c_ptr = &cave[ty][tx];
            f_ptr = &f_info[c_ptr->feat];

            if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
                continue;

            /* Do not convert permanent features */
            if (have_flag(f_ptr->flags, FF_PERMANENT)) continue;

            /* Only convert "granite" walls */
            if (streamer_is_wall)
            {
                if (!is_extra_grid(c_ptr) && !is_inner_grid(c_ptr) && !is_outer_grid(c_ptr) && !is_solid_grid(c_ptr)) continue;
                if (is_closed_door(c_ptr->feat)) continue;
            }

            if (c_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[m_list[c_ptr->m_idx].r_idx], 0)))
            {
                /* Delete the monster (if any) */
                delete_monster(ty, tx);
            }

            if (c_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
            {
                s16b this_o_idx, next_o_idx = 0;

                /* Scan all objects in the grid */
                for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                {
                    /* Acquire object */
                    object_type *o_ptr = &o_list[this_o_idx];

                    /* Acquire next object */
                    next_o_idx = o_ptr->next_o_idx;

                    /* Hack -- Preserve unknown artifacts */
                    if (object_is_fixed_artifact(o_ptr))
                    {
                        /* Mega-Hack -- Preserve the artifact */
                        a_info[o_ptr->name1].cur_num = 0;

                        if (cheat_peek)
                        {
                            char o_name[MAX_NLEN];
                            object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
                            msg_format("Artifact (%s) was deleted by streamer.", o_name);
                        }
                    }
                    else if (o_ptr->name3)
                    {
                        /* Mega-Hack -- Preserve the artifact */
                        a_info[o_ptr->name3].cur_num = 0;

                        if (cheat_peek)
                        {
                            char o_name[MAX_NLEN];
                            object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
                            msg_format("Artifact (%s) was deleted by streamer.", o_name);
                        }
                    }
                    else if (cheat_peek && o_ptr->art_name)
                    {
                        msg_print("One of the random artifacts was deleted by streamer.");
                    }
                }

                /* Delete objects */
                delete_object(ty, tx);
            }

            /* Clear previous contents, add proper vein type */
            c_ptr->feat = feat;

            /* Paranoia: Clear mimic field */
            c_ptr->mimic = 0;

            if (streamer_may_have_gold)
            {
                /* Hack -- Add some known treasure */
                if (one_in_(chance))
                {
                    cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
                }

                /* Hack -- Add some hidden treasure */
                else if (one_in_(chance / 4))
                {
                    cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
                    cave_alter_feat(ty, tx, FF_ENSECRET);
                }
            }
        }

        if (dummy >= SAFE_MAX_ATTEMPTS)
        {
            if (cheat_room)
            {
                msg_print("Warning! Could not place streamer!");

            }
            return;
        }


        /* Advance the streamer */
        y += ddy[dir];
        x += ddx[dir];

        /* Quit before leaving the dungeon */
        if (!in_bounds(y, x)) break;
    }
}
Beispiel #4
0
/*
 * Refuel the players torch (from the pack or floor)
 */
static void do_cmd_refill_torch(void)
{
	int item;

	object_type *o_ptr;
	object_type *j_ptr;

	cptr q, s;


	/* Restrict the choices */
	item_tester_hook = item_tester_refill_torch;

	/* Get an item */
#ifdef JP
	q = "どの松明で明かりを強めますか? ";
	s = "他に松明がない。";
#else
	q = "Refuel with which torch? ";
	s = "You have no extra torches.";
#endif

	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* 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];
	}


	/* Take a partial turn */
	energy_use = 50;

	/* Access the primary torch */
	j_ptr = &inventory[INVEN_LITE];

	/* Refuel */
	j_ptr->xtra3 += o_ptr->xtra3 + 5;

	/* Message */
#ifdef JP
	msg_print("松明を結合した。");
#else
	msg_print("You combine the torches.");
#endif


	/* Over-fuel message */
	if (j_ptr->xtra3 >= FUEL_TORCH)
	{
		j_ptr->xtra3 = FUEL_TORCH;
#ifdef JP
		msg_print("松明の寿命は十分だ。");
#else
		msg_print("Your torch is fully fueled.");
#endif

	}

	/* Refuel message */
	else
	{
#ifdef JP
		msg_print("松明はいっそう明るく輝いた。");
#else
		msg_print("Your torch glows more brightly.");
#endif

	}

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);
}
Beispiel #5
0
/*
 * Drop an item
 */
void do_cmd_drop(void)
{
	int item, amt = 1;

	object_type *o_ptr;

	cptr q, s;

	/* Get an item */
#ifdef JP
	q = "どのアイテムを落としますか? ";
	s = "落とせるアイテムを持っていない。";
#else
	q = "Drop which item? ";
	s = "You have nothing to drop.";
#endif

	if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN))) return;

	/* 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];
	}


	/* Hack -- Cannot remove cursed items */
	if ((item >= INVEN_WIELD) && cursed_p(o_ptr))
	{
		/* Oops */
#ifdef JP
		msg_print("ふーむ、どうやら呪われているようだ。");
#else
		msg_print("Hmmm, it seems to be cursed.");
#endif


		/* Nope */
		return;
	}


	/* See how many items */
	if (o_ptr->number > 1)
	{
		/* Get a quantity */
		amt = get_quantity(NULL, o_ptr->number);

		/* Allow user abort */
		if (amt <= 0) return;
	}


	/* Take a partial turn */
	energy_use = 50;

	/* Drop (some of) the item */
	inven_drop(item, amt);

	p_ptr->redraw |= (PR_EQUIPPY);
}
Beispiel #6
0
void save_char(int exit, int no_ask)
{
    int i;
    int j;
    int flag;
    int error;
    vtype fnam;
    vtype temp;
    double version;
    struct stat buf;
    FILE *f1;
    char char_tmp;
    cave_type *c_ptr;

    flag = FALSE;

    if(!no_ask) {
	prt("Enter Filename:", 0, 0);

	if(!get_string(fnam, 0, 16, 60)) {
	    /* Only return if exit TRUE, i.e. this is not a panic save */
	    if(exit) {
		return;
	    }
	    else {
		strcpy(fnam, "MORIACHR.SAV");
	    }
	}
	else if(strlen(fnam) == 0) {
	    /* If get_string succeeded, but returned zero length */
	    strcpy(fnam, "MORIACHR.SAV");
	}
    }
    else {
	strcpy(fnam, "MORIACHR.SAV");
    }

    no_controlz();

    /* Open the user's save file    -JEW- */
    f1 = fopen(fnam, "w");

    if(f1 == NULL) {
	sprintf(temp, "Error creating %s", fnam);
	msg_print(temp);

	return;
    }

    flag = TRUE;
    clear_screen(0, 0);
    prt("Saving character...", 0, 0);
    put_qio();
    version = CUR_VERSION;
    error = 0;
    error |= !fwrite((char *)&version, sizeof(version), 1, f1);
    error |= !fwrite((char *)&py, sizeof(py), 1, f1);
    error |= !fwrite((char *)&char_row, sizeof(char_row), 1, f1);
    error |= !fwrite((char *)&char_col, sizeof(char_col), 1, f1);
    error |= !fwrite((char *)&inven_ctr, sizeof(inven_ctr), 1, f1);
    error |= !fwrite((char *)&inven_weight, sizeof(inven_weight), 1, f1);
    error |= !fwrite((char *)&equip_ctr, sizeof(equip_ctr), 1, f1);
    error |= !fwrite((char *)&dun_level, sizeof(dun_level), 1, f1);
    error |= !fwrite((char *)&missile_ctr, sizeof(missile_ctr), 1, f1);
    error |= !fwrite((char *)&mon_tot_mult, sizeof(mon_tot_mult), 1, f1);
    error |= !fwrite((char *)&turn, sizeof(turn), 1, f1);
    error |= !fwrite((char *)inventory, sizeof(inventory), 1, f1);
    error |= !fwrite((char *)magic_spell[py.misc.pclass], sizeof(spell_type), 31, f1);
    error |= !fwrite((char *)&cur_height, sizeof(cur_height), 1, f1);
    error |= !fwrite((char *)&cur_width, sizeof(cur_width), 1, f1);
    error |= !fwrite((char *)&max_panel_rows, sizeof(max_panel_rows), 1, f1);
    error |= !fwrite((char *)&max_panel_cols, sizeof(max_panel_cols), 1, f1);

    for(i = 0; i < MAX_HEIGHT; ++i) {
	for(j = 0; j < MAX_WIDTH; ++j) {
	    c_ptr = &cave[i][j];
	    char_tmp = c_ptr->fval | (c_ptr->fopen << 4) | (c_ptr->fm << 5) | (c_ptr->pl << 6) | (c_ptr->tl << 7);
	    error |= !fwrite((char *)&c_ptr->cptr, sizeof(c_ptr->cptr), 1, f1);
	    error |= !fwrite((char *)&c_ptr->tptr, sizeof(c_ptr->tptr), 1, f1);
	    error |= !fwrite((char *)&char_tmp, sizeof(char_tmp), 1, f1);
	}
    }

    error |= !fwrite((char *)t_list, sizeof(t_list), 1, f1);
    error |= !fwrite((char *)&tcptr, sizeof(tcptr), 1, f1);
    error |= !fwrite((char *)object_ident, sizeof(object_ident), 1, f1);
    error |= !fwrite((char *)m_list, sizeof(m_list), 1, f1);
    error |= !fwrite((char *)&mfptr, sizeof(mfptr), 1, f1);
    error |= !fwrite((char *)&muptr, sizeof(muptr), 1, f1);
    error |= !fwrite((char *)store, sizeof(store), 1, f1);

    if(stat(fnam, &buf) == -1) {
	sprintf(temp, "Can not stat file %s", fnam);
	msg_print(temp);

	return;
    }

    error |= !fwrite((char *)&buf, sizeof(buf), 1, f1);
    error |= !fwrite((char *)norm_state, sizeof(norm_state), 1, f1);
    error |= !fwrite((char *)randes_state, sizeof(randes_state), 1, f1);
    error |= !fwrite((char *)&randes_seed, sizeof(randes_seed), 1, f1);
    error |= !fwrite((char *)town_state, sizeof(town_state), 1, f1);
    error |= !fwrite((char *)&town_seed, sizeof(town_seed), 1, f1);

    /* This indicates 'cheating' if it is a one */
    error |= !fwrite((char *)&panic_save, sizeof(panic_save), 1, f1);
    error |= fclose(f1);
    character_saved = 1;

    if(!wizard1) {
	if(chmod(fnam, 0) == -1) {
	    sprintf(temp, "Can not change file mode for %s", fnam);
	    msg_print(temp);

	    return;
	}
    }

    /* Make sure user can't touch save file for 5 seconds */
    sleep(5);
    controlz();

    if(error) {
	sprintf(temp, "Error writing to file %s", fnam);
	prt(temp, 0, 0);
	prt("Game not saved.", 0, 0);
    }
    else if(flag) {
	sprintf(temp, "Character saved. [Moria Version %lf]", CUR_VERSION);
	prt(temp, 0, 0);

	if(exit) {
	    exit_game();
	}
    }
}
Beispiel #7
0
/*
 * Inscribe an object with a comment
 */
void do_cmd_inscribe(void)
{
	int			item;

	object_type		*o_ptr;

	char		o_name[MAX_NLEN];

	char		out_val[80];

	cptr q, s;

	/* Get an item */
#ifdef JP
	q = "どのアイテムに銘を刻みますか? ";
	s = "銘を刻めるアイテムがない。";
#else
	q = "Inscribe which item? ";
	s = "You have nothing to inscribe.";
#endif

	if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;

	/* 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];
	}

	/* Describe the activity */
	object_desc(o_name, o_ptr, 0);

	/* Message */
#ifdef JP
	msg_format("%sに銘を刻む。", o_name);
#else
	msg_format("Inscribing %s.", o_name);
#endif

	msg_print(NULL);

	/* Start with nothing */
	strcpy(out_val, "");

	/* Use old inscription */
	if (o_ptr->inscription)
	{
		/* Start with the old inscription */
		strcpy(out_val, quark_str(o_ptr->inscription));
	}

	/* Get a new inscription (possibly empty) */
#ifdef JP
	if (get_string("銘: ", out_val, 80))
#else
	if (get_string("Inscription: ", out_val, 80))
#endif

	{
		/* Auto flag inscription */
		o_ptr->inscription = quark_add(out_val);

		/* Combine the pack */
		p_ptr->notice |= (PN_COMBINE);

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Updare stuff */
		p_ptr->update |= (PU_BONUS);
	}
}
static bool use_staff(object_type *o_ptr, bool *ident)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int k;

	bool use_charge = TRUE;

	/* Analyze the staff */
	switch (o_ptr->sval)
	{
		case SV_STAFF_DARKNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + 3 + randint(5))) *ident = TRUE;
			}
			if (unlite_area(10, 3)) *ident = TRUE;
			break;
		}

		case SV_STAFF_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(30) + 15)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HASTE_MONSTERS:
		{
			if (speed_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SUMMONING:
		{
			for (k = 0; k < randint(4); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_STAFF_TELEPORTATION:
		{
			teleport_player(100);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_IDENTIFY:
		{
			if (!ident_spell()) use_charge = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_STAFF_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				if (!p_ptr->blind)
				{
					msg_print("Посох светится синим светом...");
				}
				*ident = TRUE;
			}
			break;
		}

		case SV_STAFF_STARLITE:
		{
			if (!p_ptr->blind)
			{
				msg_print("Конец посоха ярко вспыхивает...");
			}
			for (k = 0; k < 8; k++) lite_line(ddd[k]);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_LITE:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_STAFF_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_GOLD:
		{
			if (detect_treasure()) *ident = TRUE;
			if (detect_objects_gold()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_ITEM:
		{
			if (detect_objects_normal()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_INVIS:
		{
			if (detect_monsters_invis()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_EVIL:
		{
			if (detect_monsters_evil()) *ident = TRUE;
			break;
		}

		case SV_STAFF_CURE_LIGHT:
		{
			if (hp_player(randint(8))) *ident = TRUE;
			break;
		}

		case SV_STAFF_CURING:
		{
			if (set_blind(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_THE_MAGI:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				*ident = TRUE;
				msg_print("Ваша голова проясняется.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
			}
			break;
		}

		case SV_STAFF_SLEEP_MONSTERS:
		{
			if (sleep_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SLOW_MONSTERS:
		{
			if (slow_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(30) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_STAFF_PROBING:
		{
			probing();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DISPEL_EVIL:
		{
			if (dispel_evil(60)) *ident = TRUE;
			break;
		}

		case SV_STAFF_POWER:
		{
			if (dispel_monsters(120)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HOLINESS:
		{
			if (dispel_evil(120)) *ident = TRUE;
			k = 3 * p_ptr->lev;
			if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (hp_player(50)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_BANISHMENT:
		{
			if (!banishment()) use_charge = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_STAFF_EARTHQUAKES:
		{
			earthquake(py, px, 10);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			break;
		}
	}

	return (use_charge);
}
static bool aim_wand(object_type *o_ptr, bool *ident)
{
	int lev, chance, dir, sval;


	/* Allow direction to be cancelled for free */
	if (!get_aim_dir(&dir)) return (FALSE);

	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Not identified yet */
	*ident = FALSE;

	/* Get the level */
	lev = k_info[o_ptr->k_idx].level;

	/* Base chance of success */
	chance = p_ptr->skill_dev;

	/* Confusion hurts skill */
	if (p_ptr->confused) chance = chance / 2;

	/* High level objects are harder */
	chance = chance - ((lev > 50) ? 50 : lev);

	/* Give everyone a (slight) chance */
	if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
	{
		chance = USE_DEVICE;
	}

	/* Roll for usage */
	if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE))
	{
		if (flush_failure) flush();
		msg_print("Вы не смогли использовать палочку.");
		return (FALSE);
	}

	/* The wand is already empty! */
	if (o_ptr->pval <= 0)
	{
		if (flush_failure) flush();
		msg_print("В палочке кончились заряды.");
		o_ptr->ident |= (IDENT_EMPTY);
		p_ptr->notice |= (PN_COMBINE | PN_REORDER);
		p_ptr->window |= (PW_INVEN);
		return (FALSE);
	}


	/* Sound */
	sound(MSG_ZAP);


	/* XXX Hack -- Extract the "sval" effect */
	sval = o_ptr->sval;

	/* XXX Hack -- Wand of wonder can do anything before it */
	if (sval == SV_WAND_WONDER) sval = rand_int(SV_WAND_WONDER);

	/* Analyze the wand */
	switch (sval)
	{
		case SV_WAND_HEAL_MONSTER:
		{
			if (heal_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_HASTE_MONSTER:
		{
			if (speed_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_CLONE_MONSTER:
		{
			if (clone_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_TELEPORT_AWAY:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_TRAP_DOOR_DEST:
		{
			if (destroy_door(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_STONE_TO_MUD:
		{
			if (wall_to_mud(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_LITE:
		{
			msg_print("Появляется коридор синего мерцающего света.");
			lite_line(dir);
			*ident = TRUE;
			break;
		}

		case SV_WAND_SLEEP_MONSTER:
		{
			if (sleep_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_SLOW_MONSTER:
		{
			if (slow_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_CONFUSE_MONSTER:
		{
			if (confuse_monster(dir, 10)) *ident = TRUE;
			break;
		}

		case SV_WAND_FEAR_MONSTER:
		{
			if (fear_monster(dir, 10)) *ident = TRUE;
			break;
		}

		case SV_WAND_DRAIN_LIFE:
		{
			if (drain_life(dir, 150)) *ident = TRUE;
			break;
		}

		case SV_WAND_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_WAND_STINKING_CLOUD:
		{
			fire_ball(GF_POIS, dir, 12, 2);
			*ident = TRUE;
			break;
		}

		case SV_WAND_MAGIC_MISSILE:
		{
			fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(3, 4));
			*ident = TRUE;
			break;
		}

		case SV_WAND_ACID_BOLT:
		{
			fire_bolt_or_beam(20, GF_ACID, dir, damroll(10, 8));
			*ident = TRUE;
			break;
		}

		case SV_WAND_ELEC_BOLT:
		{
			fire_bolt_or_beam(20, GF_ELEC, dir, damroll(6, 6));
			*ident = TRUE;
			break;
		}

		case SV_WAND_FIRE_BOLT:
		{
			fire_bolt_or_beam(20, GF_FIRE, dir, damroll(12, 8));
			*ident = TRUE;
			break;
		}

		case SV_WAND_COLD_BOLT:
		{
			fire_bolt_or_beam(20, GF_COLD, dir, damroll(6, 8));
			*ident = TRUE;
			break;
		}

		case SV_WAND_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 120, 2);
			*ident = TRUE;
			break;
		}

		case SV_WAND_ELEC_BALL:
		{
			fire_ball(GF_ELEC, dir, 64, 2);
			*ident = TRUE;
			break;
		}

		case SV_WAND_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 144, 2);
			*ident = TRUE;
			break;
		}

		case SV_WAND_COLD_BALL:
		{
			fire_ball(GF_COLD, dir, 96, 2);
			*ident = TRUE;
			break;
		}

		case SV_WAND_WONDER:
		{
			msg_print("Oops.  Wand of wonder activated.");
			break;
		}

		case SV_WAND_DRAGON_FIRE:
		{
			fire_ball(GF_FIRE, dir, 200, 3);
			*ident = TRUE;
			break;
		}

		case SV_WAND_DRAGON_COLD:
		{
			fire_ball(GF_COLD, dir, 160, 3);
			*ident = TRUE;
			break;
		}

		case SV_WAND_DRAGON_BREATH:
		{
			switch (randint(5))
			{
				case 1:
				{
					fire_ball(GF_ACID, dir, 200, 3);
					break;
				}

				case 2:
				{
					fire_ball(GF_ELEC, dir, 160, 3);
					break;
				}

				case 3:
				{
					fire_ball(GF_FIRE, dir, 200, 3);
					break;
				}

				case 4:
				{
					fire_ball(GF_COLD, dir, 160, 3);
					break;
				}

				default:
				{
					fire_ball(GF_POIS, dir, 120, 3);
					break;
				}
			}

			*ident = TRUE;
			break;
		}

		case SV_WAND_ANNIHILATION:
		{
			if (drain_life(dir, 250)) *ident = TRUE;
			break;
		}
	}

	return (TRUE);
}
Beispiel #10
0
bool leprechaun_steal(int m_idx)
{
    bool result = FALSE;
    monster_type *m_ptr = &m_list[m_idx];
    monster_race *r_ptr = &r_info[m_ptr->r_idx];

    if ( !mon_save_p(m_ptr->r_idx, A_DEX) 
      || (MON_CSLEEP(m_ptr) && !mon_save_p(m_ptr->r_idx, A_DEX)))
    {
        object_type loot = {0};

        if (m_ptr->hold_o_idx && one_in_(2))
        {
            object_copy(&loot, &o_list[m_ptr->hold_o_idx]);
            delete_object_idx(m_ptr->hold_o_idx);
            loot.held_m_idx = 0;
        }
        else if (m_ptr->drop_ct > m_ptr->stolen_ct)
        {
            if (get_monster_drop(m_idx, &loot))
            {
                m_ptr->stolen_ct++;
                if (r_ptr->flags1 & RF1_UNIQUE)
                    r_ptr->stolen_ct++;
            }
        }

        if (!loot.k_idx)
        {
            msg_print("There is nothing to steal!");
        }
        else 
        {
            char o_name[MAX_NLEN];

            result = TRUE;
            object_desc(o_name, &loot, 0);
            if (mon_save_p(m_ptr->r_idx, A_DEX))
            {
                msg_format("Oops! You drop %s.", o_name);
                drop_near(&loot, -1, py, px);
            }
            else if (loot.tval == TV_GOLD)
            {
                msg_format("You steal %d gold pieces worth of %s.", (int)loot.pval, o_name);
                sound(SOUND_SELL);
                p_ptr->au += loot.pval;
                stats_on_gold_find(loot.pval);
                p_ptr->redraw |= (PR_GOLD);
                if (prace_is_(RACE_MON_LEPRECHAUN))
                    p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA);
            }
            else if (!inven_carry_okay(&loot))
            {
                msg_format("You have no room for %s.", o_name);
                drop_near(&loot, -1, py, px);
            }
            else
            {
                int slot = inven_carry(&loot);

                msg_format("You steal %s (%c).", o_name, index_to_label(slot));
                autopick_alter_item(slot, TRUE);
            }
        }
    }
    return result;
}
Beispiel #11
0
/**
 * Handle character death
 */
void death_screen(void)
{
    const region area = { 51, 2, 0, N_ELEMENTS(death_actions) };

    /* Dump bones file */
    make_bones();

    /* Handle retirement */
    if (p_ptr->total_winner)
	kingly();

    /* Save dead player */
    if (!old_save())
    {
	msg_print("death save failed!");
	message_flush();
    }

    /* Get time of death */
#ifdef _WIN32_WCE
    {
	unsigned long fake_time(unsigned long *fake_time_t);
	fake_time(&death_time);
    }
#else
    (void) time(&death_time);
#endif

    /* Hack - Know everything upon death */
    death_knowledge();

    event_signal(EVENT_INVENTORY);
    event_signal(EVENT_EQUIPMENT);

    /* Handle stuff */
    notice_stuff();
    handle_stuff();

    /* You are dead */
    print_tomb();

    /* Enter player in high score list */
    enter_score(&death_time);

    /* Flush all input keys */
    flush();

    /* Flush messages */
    msg_print(NULL);

    if (!death_menu)
    {
	death_menu = menu_new_action(death_actions,
				     N_ELEMENTS(death_actions));

	death_menu->flags = MN_CASELESS_TAGS;
    }

    menu_layout(death_menu, &area);

    do
    {
	menu_select(death_menu, 0);
    } while (!get_check("Do you want to quit? "));
}
Beispiel #12
0
/*
 * Interact with "macros"
 *
 * Note that the macro "action" must be defined before the trigger.
 *
 * Could use some helpful instructions on this page.  XXX XXX XXX
 */
void do_cmd_macros(void)
{
	s32b i;

	char tmp[1024];

	char buf[1024];

	s32b mode;


	/* Roguelike */
	if (rogue_like_commands)
	{
		mode = KEYMAP_MODE_ROGUE;
	}

	/* Original */
	else
	{
		mode = KEYMAP_MODE_ORIG;
	}

	/* Enter "icky" mode */
	character_icky++;

	/* Save screen */
	Term_save();


	/* Process requests until done */
	while (1)
	{
		/* Clear screen */
		Term_clear();

		/* Describe */
		prt("Interact with Macros", 2, 0);


		/* Describe that action */
		prt("Current action (if any) shown below:", 20, 0);

		/* Analyze the current action */
		ascii_to_text(buf, macro__buf);

		/* Display the current action */
		prt(buf, 22, 0);


		/* Selections */
		prt("(1) Load a user pref file", 4, 5);
#ifdef ALLOW_MACROS
		prt("(2) Append macros to a file", 5, 5);
		prt("(3) Query a macro", 6, 5);
		prt("(4) Create a macro", 7, 5);
		prt("(5) Remove a macro", 8, 5);
		prt("(6) Append keymaps to a file", 9, 5);
		prt("(7) Query a keymap", 10, 5);
		prt("(8) Create a keymap", 11, 5);
		prt("(9) Remove a keymap", 12, 5);
		prt("(0) Enter a new action", 13, 5);
#endif /* ALLOW_MACROS */

		/* Prompt */
		prt("Command: ", 16, 0);

		/* Get a command */
		i = inkey();

		/* Leave */
		if (i == ESCAPE) break;

		/* Load a 'macro' file */
		else if (i == '1')
		{
			/* Prompt */
			prt("Command: Load a user pref file", 16, 0);

			/* Prompt */
			prt("File: ", 18, 0);

			/* Default filename */
			strnfmt(tmp, 1024, "%s.prf", player_name);

			/* Ask for a file */
			if (!askfor_aux(tmp, 80)) continue;

			/* Process the given filename */
			if (0 != process_pref_file(tmp))
			{
				/* Prompt */
				msg_print("Could not load file!");
			}
		}

#ifdef ALLOW_MACROS

		/* Save macros */
		else if (i == '2')
		{
			/* Prompt */
			prt("Command: Append macros to a file", 16, 0);

			/* Prompt */
			prt("File: ", 18, 0);

			/* Default filename */
			strnfmt(tmp, 1024, "%s.prf", player_name);

			/* Ask for a file */
			if (!askfor_aux(tmp, 80)) continue;

			/* Dump the macros */
			(void)macro_dump(tmp);

			/* Prompt */
			msg_print("Appended macros.");
		}

		/* Query a macro */
		else if (i == '3')
		{
			s32b k;

			/* Prompt */
			prt("Command: Query a macro", 16, 0);

			/* Prompt */
			prt("Trigger: ", 18, 0);

			/* Get a macro trigger */
			do_cmd_macro_aux(buf, TRUE);

			/* Acquire action */
			k = macro_find_exact(buf);

			/* Nothing found */
			if (k < 0)
			{
				/* Prompt */
				msg_print("Found no macro.");
			}

			/* Found one */
			else
			{
				/* Obtain the action */
				strcpy(macro__buf, macro__act[k]);

				/* Analyze the current action */
				ascii_to_text(buf, macro__buf);

				/* Display the current action */
				prt(buf, 22, 0);

				/* Prompt */
				msg_print("Found a macro.");
			}
		}

		/* Create a macro */
		else if (i == '4')
		{
			/* Prompt */
			prt("Command: Create a macro", 16, 0);

			/* Prompt */
			prt("Trigger: ", 18, 0);

			/* Get a macro trigger */
			do_cmd_macro_aux(buf, TRUE);

			/* Clear */
			clear_from(20);

			/* Prompt */
			prt("Action: ", 20, 0);

			/* Convert to text */
			ascii_to_text(tmp, macro__buf);

			/* Get an encoded action */
			if (askfor_aux(tmp, 80))
			{
				/* Convert to ascii */
				text_to_ascii(macro__buf, tmp);

				/* Link the macro */
				macro_add(buf, macro__buf);

				/* Prompt */
				msg_print("Added a macro.");
			}
		}

		/* Remove a macro */
		else if (i == '5')
		{
			/* Prompt */
			prt("Command: Remove a macro", 16, 0);

			/* Prompt */
			prt("Trigger: ", 18, 0);

			/* Get a macro trigger */
			do_cmd_macro_aux(buf, TRUE);

			/* Link the macro */
			macro_add(buf, buf);

			/* Prompt */
			msg_print("Removed a macro.");
		}

		/* Save keymaps */
		else if (i == '6')
		{
			/* Prompt */
			prt("Command: Append keymaps to a file", 16, 0);

			/* Prompt */
			prt("File: ", 18, 0);

			/* Default filename */
			strnfmt(tmp, 1024, "%s.prf", player_name);

			/* Ask for a file */
			if (!askfor_aux(tmp, 80)) continue;

			/* Dump the macros */
			(void)keymap_dump(tmp);

			/* Prompt */
			msg_print("Appended keymaps.");
		}

		/* Query a keymap */
		else if (i == '7')
		{
			cptr act;

			/* Prompt */
			prt("Command: Query a keymap", 16, 0);

			/* Prompt */
			prt("Keypress: ", 18, 0);

			/* Get a keymap trigger */
			do_cmd_macro_aux_keymap(buf);

			/* Look up the keymap */
			act = keymap_act[mode][(byte)(buf[0])];

			/* Nothing found */
			if (!act)
			{
				/* Prompt */
				msg_print("Found no keymap.");
			}

			/* Found one */
			else
			{
				/* Obtain the action */
				strcpy(macro__buf, act);

				/* Analyze the current action */
				ascii_to_text(buf, macro__buf);

				/* Display the current action */
				prt(buf, 22, 0);

				/* Prompt */
				msg_print("Found a keymap.");
			}
		}

		/* Create a keymap */
		else if (i == '8')
		{
			/* Prompt */
			prt("Command: Create a keymap", 16, 0);

			/* Prompt */
			prt("Keypress: ", 18, 0);

			/* Get a keymap trigger */
			do_cmd_macro_aux_keymap(buf);

			/* Clear */
			clear_from(20);

			/* Prompt */
			prt("Action: ", 20, 0);

			/* Convert to text */
			ascii_to_text(tmp, macro__buf);

			/* Get an encoded action */
			if (askfor_aux(tmp, 80))
			{
				/* Convert to ascii */
				text_to_ascii(macro__buf, tmp);

				/* Free old keymap */
				string_free(keymap_act[mode][(byte)(buf[0])]);

				/* Make new keymap */
				keymap_act[mode][(byte)(buf[0])] = string_make(macro__buf);

				/* Prompt */
				msg_print("Added a keymap.");
			}
		}

		/* Remove a keymap */
		else if (i == '9')
		{
			/* Prompt */
			prt("Command: Remove a keymap", 16, 0);

			/* Prompt */
			prt("Keypress: ", 18, 0);

			/* Get a keymap trigger */
			do_cmd_macro_aux_keymap(buf);

			/* Free old keymap */
			string_free(keymap_act[mode][(byte)(buf[0])]);

			/* Make new keymap */
			keymap_act[mode][(byte)(buf[0])] = NULL;

			/* Prompt */
			msg_print("Removed a keymap.");
		}

		/* Enter a new action */
		else if (i == '0')
		{
			/* Prompt */
			prt("Command: Enter a new action", 16, 0);

			/* Go to the correct location */
			Term_gotoxy(0, 22);

			/* Hack -- limit the value */
			tmp[80] = '\0';

			/* Get an encoded action */
			if (!askfor_aux(buf, 80)) continue;

			/* Extract an action */
			text_to_ascii(macro__buf, buf);
		}

#endif /* ALLOW_MACROS */

		/* Oops */
		else
		{
			/* Oops */
			bell();
		}

		/* Flush messages */
		msg_print(NULL);
	}

	/* Load screen */
	Term_load();

	/* Leave "icky" mode */
	character_icky--;
}
Beispiel #13
0
void macro_recorder_start()
{
	msg_print("Starting macro recording, press this key again to stop. Note that if the action you want to record accepts the @ key, use it, it will remove your the need to inscribe stuff.");
	C_MAKE(macro_recorder_current, 1, char);
	macro_recorder_current[0] = '\0';
}
Beispiel #14
0
/*
 * Hack -- save a screen dump to a file
 */
void do_cmd_save_screen(void)
{
	/* Do we use a special screendump function ? */
	if (screendump_aux)
	{
		/* Dump the screen to a graphics file */
		(*screendump_aux)();
	}

	/* Dump the screen as text */
	else
	{
		s32b y, x;
		s32b wid, hgt;

		byte a = 0;
		char c = ' ';

		PHYSFS_file *fff;

		char buf[1024];


		/* Build the filename */
		path_build(buf, 1024, TENGINE_DIR_USER, "dump.txt");

		/* Append to the file */
		fff = my_fopen(buf, "w");

		/* Oops */
		if (!fff) return;


		/* Retrieve the current screen size */
		Term_get_size(&wid, &hgt);

		/* Enter "icky" mode */
		character_icky++;

		/* Save the screen */
		Term_save();


		/* Dump the screen */
		for (y = 0; y < hgt; y++)
		{
			/* Dump each row */
			for (x = 0; x < wid; x++)
			{
				/* Get the attr/char */
				(void)(Term_what(x, y, &a, &c));

				/* Dump it */
				buf[x] = c;
			}

			/* Terminate */
			buf[x] = '\0';

			/* End the row */
			fprintf(fff, "%s\n", buf);
		}

		/* Skip a line */
		fprintf(fff, "\n");


		/* Dump the screen */
		for (y = 0; y < hgt; y++)
		{
			/* Dump each row */
			for (x = 0; x < wid; x++)
			{
				/* Get the attr/char */
				(void)(Term_what(x, y, &a, &c));

				/* Dump it */
				buf[x] = hack[a & 0x0F];
			}

			/* Terminate */
			buf[x] = '\0';

			/* End the row */
			fprintf(fff, "%s\n", buf);
		}

		/* Skip a line */
		fprintf(fff, "\n");


		/* Close it */
		my_fclose(fff);


		/* Message */
		msg_print("Screen dump saved.");
		msg_print(NULL);


		/* Restore the screen */
		Term_load();

		/* Leave "icky" mode */
		character_icky--;
	}
}
Beispiel #15
0
/*
 * do_cmd_cast calls this function if the player's class
 * is 'imitator'.
 */
static bool use_mane(int spell)
{
    int             dir;
    int             plev = p_ptr->lev;
    u32b mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
    u32b u_mode = 0L;

    if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;

    /* spell code */
    switch (spell)
    {
    case MS_SHRIEK:
        msg_print("You make a high pitched shriek.");
        aggravate_monsters(0);
        break;
    case MS_XXX1:
        break;
    case MS_DISPEL:
    {
        int m_idx;

        if (!target_set(TARGET_KILL)) return FALSE;
        m_idx = cave[target_row][target_col].m_idx;
        if (!m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        dispel_monster_status(m_idx);
        break;
    }
    case MS_ROCKET:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You fire a rocket.");
        fire_rocket(GF_ROCKET, dir, damage, 2);
        break;
    case MS_SHOOT:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You fire an arrow.");
        fire_bolt(GF_ARROW, dir, damage);
        break;
    case MS_XXX2:
        break;
    case MS_XXX3:
        break;
    case MS_BR_STORM:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe storm.");
        fire_ball(GF_STORM, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_ACID:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe acid.");
        fire_ball(GF_ACID, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_ELEC:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe lightning.");
        fire_ball(GF_ELEC, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_FIRE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe fire.");
        fire_ball(GF_FIRE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_COLD:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe frost.");
        fire_ball(GF_COLD, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_POIS:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe gas.");
        fire_ball(GF_POIS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_NETHER:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe nether.");
        fire_ball(GF_NETHER, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_LITE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe light.");
        fire_ball(GF_LITE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_DARK:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe darkness.");
        fire_ball(GF_DARK, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_CONF:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe confusion.");
        fire_ball(GF_CONFUSION, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_SOUND:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe sound.");
        fire_ball(GF_SOUND, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_CHAOS:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe chaos.");
        fire_ball(GF_CHAOS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_DISEN:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe disenchantment.");
        fire_ball(GF_DISENCHANT, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_NEXUS:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe nexus.");
        fire_ball(GF_NEXUS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_TIME:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe time.");
        fire_ball(GF_TIME, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_INERTIA:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe inertia.");
        fire_ball(GF_INERT, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_GRAVITY:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe gravity.");
        fire_ball(GF_GRAVITY, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_SHARDS:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe shards.");
        fire_ball(GF_SHARDS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_PLASMA:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe plasma.");
        fire_ball(GF_PLASMA, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_FORCE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe force.");
        fire_ball(GF_FORCE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_MANA:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe mana.");
        fire_ball(GF_MANA, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_NUKE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a ball of radiation.");
        fire_ball(GF_NUKE, dir, damage, 2);
        break;
    case MS_BR_NUKE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe toxic waste.");
        fire_ball(GF_NUKE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_CHAOS:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You invoke a raw Logrus.");
        fire_ball(GF_CHAOS, dir, damage, 4);
        break;
    case MS_BR_DISI:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You breathe disintegration.");
        fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_ACID:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast an acid ball.");
        fire_ball(GF_ACID, dir, damage, 2);
        break;
    case MS_BALL_ELEC:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a lightning ball.");
        fire_ball(GF_ELEC, dir, damage, 2);
        break;
    case MS_BALL_FIRE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a fire ball.");
        fire_ball(GF_FIRE, dir, damage, 2);
        break;
    case MS_BALL_COLD:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a frost ball.");
        fire_ball(GF_COLD, dir, damage, 2);
        break;
    case MS_BALL_POIS:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a stinking cloud.");
        fire_ball(GF_POIS, dir, damage, 2);
        break;
    case MS_BALL_NETHER:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a nether ball.");
        fire_ball(GF_NETHER, dir, damage, 2);
        break;
    case MS_BALL_WATER:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You gesture fluidly.");
        fire_ball(GF_WATER, dir, damage, 4);
        break;
    case MS_BALL_MANA:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You invoke a mana storm.");
        fire_ball(GF_MANA, dir, damage, 4);
        break;
    case MS_BALL_DARK:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You invoke a darkness storm.");
        fire_ball(GF_DARK, dir, damage, 4);
        break;
    case MS_DRAIN_MANA:
        if (!get_fire_dir(&dir)) return FALSE;
        fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0);
        break;
    case MS_MIND_BLAST:
        if (!get_fire_dir(&dir)) return FALSE;
        fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
        break;
    case MS_BRAIN_SMASH:
        if (!get_fire_dir(&dir)) return FALSE;
        fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
        break;
    case MS_CAUSE_1:
        if (!get_fire_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
        break;
    case MS_CAUSE_2:
        if (!get_fire_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
        break;
    case MS_CAUSE_3:
        if (!get_fire_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
        break;
    case MS_CAUSE_4:
        if (!get_fire_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
        break;
    case MS_BOLT_ACID:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast an acid bolt.");
        fire_bolt(GF_ACID, dir, damage);
        break;
    case MS_BOLT_ELEC:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a lightning bolt.");
        fire_bolt(GF_ELEC, dir, damage);
        break;
    case MS_BOLT_FIRE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a fire bolt.");
        fire_bolt(GF_FIRE, dir, damage);
        break;
    case MS_BOLT_COLD:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a frost bolt.");
        fire_bolt(GF_COLD, dir, damage);
        break;
    case MS_STARBURST:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You invoke a starburst.");
        fire_ball(GF_LITE, dir, damage, 4);
        break;
    case MS_BOLT_NETHER:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a nether bolt.");
        fire_bolt(GF_NETHER, dir, damage);
        break;
    case MS_BOLT_WATER:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a water bolt.");
        fire_bolt(GF_WATER, dir, damage);
        break;
    case MS_BOLT_MANA:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a mana bolt.");
        fire_bolt(GF_MANA, dir, damage);
        break;
    case MS_BOLT_PLASMA:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a plasma bolt.");
        fire_bolt(GF_PLASMA, dir, damage);
        break;
    case MS_BOLT_ICE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a ice bolt.");
        fire_bolt(GF_ICE, dir, damage);
        break;
    case MS_MAGIC_MISSILE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a magic missile.");
        fire_bolt(GF_MISSILE, dir, damage);
        break;
    case MS_SCARE:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a fearful illusion.");
        fear_monster(dir, plev+10);
        break;
    case MS_BLIND:
        if (!get_fire_dir(&dir)) return FALSE;
        confuse_monster(dir, plev * 2);
        break;
    case MS_CONF:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You cast a mesmerizing illusion.");
        confuse_monster(dir, plev * 2);
        break;
    case MS_SLOW:
        if (!get_fire_dir(&dir)) return FALSE;
        slow_monster(dir);
        break;
    case MS_SLEEP:
        if (!get_fire_dir(&dir)) return FALSE;
        sleep_monster(dir, plev*3);
        break;
    case MS_SPEED:
        (void)set_fast(randint1(20 + plev) + plev, FALSE);
        break;
    case MS_HAND_DOOM:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You invoke the Hand of Doom!");
        fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
        break;
    case MS_HEAL:
        msg_print("You concentrate on your wounds!");
        (void)hp_player(plev*6);
        (void)set_stun(0, TRUE);
        (void)set_cut(0, TRUE);
        break;
    case MS_INVULNER:
        msg_print("You cast a Globe of Invulnerability.");
        (void)set_invuln(randint1(7) + 7, FALSE);
        break;
    case MS_BLINK:
        if (mut_present(MUT_ASTRAL_GUIDE))
            energy_use = 30;
        teleport_player(10, 0L);
        break;
    case MS_TELEPORT:
        if (mut_present(MUT_ASTRAL_GUIDE))
            energy_use = 30;
        teleport_player(plev * 5, 0L);
        break;
    case MS_WORLD:
        world_player = TRUE;
        if (damage == 1 || damage == 2)
            msg_print("You yell 'The World! Time has stopped!'");
        else if (damage == 3 || damage == 6)
            msg_print("You yell 'Time!'");
        else
            msg_print("hek!");
        msg_print(NULL);

        p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
        p_ptr->redraw |= (PR_MAP);
        p_ptr->update |= (PU_MONSTERS);
        p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
        handle_stuff();
        break;
    case MS_SPECIAL:
        break;
    case MS_TELE_TO:
    {
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        if (!cave[target_row][target_col].m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[cave[target_row][target_col].m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        if (r_ptr->flagsr & RFR_RES_TELE)
        {
            if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
            {
                mon_lore_r(m_ptr, RFR_RES_TELE);
                msg_format("%s is unaffected!", m_name);
                break;
            }
            else if (r_ptr->level > randint1(100))
            {
                mon_lore_r(m_ptr, RFR_RES_TELE);
                msg_format("%s resists!", m_name);
                break;
            }
        }
        msg_format("You command %s to return.", m_name);
        teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
        break;
    }
    case MS_TELE_AWAY:
        if (!get_fire_dir(&dir)) return FALSE;
        (void)fire_beam(GF_AWAY_ALL, dir, plev);
        break;
    case MS_TELE_LEVEL:
    {
        int target_m_idx;
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        target_m_idx = cave[target_row][target_col].m_idx;
        if (!target_m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[target_m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        msg_format("You gesture at %^s's feet.", m_name);
        if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
            (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
        {
            msg_format("%^s is unaffected!", m_name);
        }
        else teleport_level(target_m_idx);
        break;
    }
    case MS_PSY_SPEAR:
        if (!get_fire_dir(&dir)) return FALSE;
        else msg_print("You throw a psycho-spear.");
        fire_beam(GF_PSY_SPEAR, dir, damage);
        break;
    case MS_DARKNESS:
        msg_print("You gesture in shadow.");
        unlite_area(10, 3);
        break;
    case MS_MAKE_TRAP:
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You cast a spell and cackle evilly.");
        trap_creation(target_row, target_col);
        break;
    case MS_FORGET:
        msg_print("Nothing happens.");
        /* TODO: forget_spell(m_idx) ... */
        break;
    case MS_RAISE_DEAD:
        msg_print("You cast a animate dead.");
        animate_dead(0, py, px);
        break;
    case MS_S_KIN:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon minions.");
        for (k = 0;k < 4; k++)
        {
            (void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
        }
        break;
    }
    case MS_S_CYBER:
    {
        int k;
        int max_cyber = (dun_level / 50) + randint1(3);
        if (!target_set(TARGET_KILL)) return FALSE;
            msg_print("You summon Cyberdemons!");
        if (max_cyber > 4) max_cyber = 4;
        for (k = 0;k < max_cyber; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode);
        break;
    }
    case MS_S_MONSTER:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon help.");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
        break;
    }
    case MS_S_MONSTERS:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
            msg_print("You summon monsters!");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
        break;
    }
    case MS_S_ANT:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon ants.");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode);
        break;
    }
    case MS_S_SPIDER:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon spiders.");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode);
        break;
    }
    case MS_S_HOUND:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon hounds.");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode);
        break;
    }
    case MS_S_HYDRA:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon hydras.");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode);
        break;
    }
    case MS_S_ANGEL:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon angel!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode);
        break;
    }
    case MS_S_DEMON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon a demon from the Courts of Chaos!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode));
        break;
    }
    case MS_S_UNDEAD:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon an undead adversary!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode));
        break;
    }
    case MS_S_DRAGON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon dragon!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode));
        break;
    }
    case MS_S_HI_UNDEAD:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon greater undead!");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
        break;
    }
    case MS_S_HI_DRAGON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon ancient dragons!");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode));
        break;
    }
    case MS_S_AMBERITE:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon Lords of Amber!");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITE, (mode | PM_ALLOW_UNIQUE));
        break;
    }
    case MS_S_UNIQUE:
    {
        int k, count = 0;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon special opponents!");
        for (k = 0;k < 4; k++)
            if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE))) count++;
        for (k = count;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
        break;
    }
    default:
        msg_print("hoge?");
    }

    return TRUE;
}
static bool zap_rod(object_type *o_ptr, bool *ident)
{
	int chance, dir, lev;
	bool used_charge = TRUE;
	object_kind *k_ptr = &k_info[o_ptr->k_idx];


	/* Get a direction (unless KNOWN not to need it) */
	if ((o_ptr->sval >= SV_ROD_MIN_DIRECTION) || !object_aware_p(o_ptr))
	{
		/* Get a direction, allow cancel */
		if (!get_aim_dir(&dir)) return FALSE;
	}


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Not identified yet */
	*ident = FALSE;

	/* Extract the item level */
	lev = k_info[o_ptr->k_idx].level;

	/* Base chance of success */
	chance = p_ptr->skill_dev;

	/* Confusion hurts skill */
	if (p_ptr->confused) chance = chance / 2;

	/* High level objects are harder */
	chance = chance - ((lev > 50) ? 50 : lev);

	/* Give everyone a (slight) chance */
	if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
	{
		chance = USE_DEVICE;
	}

	/* Roll for usage */
	if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE))
	{
		if (flush_failure) flush();
		msg_print("Вы не смогли использовать жезл.");
		return FALSE;
	}

	/* Still charging? */
	if (o_ptr->timeout > (o_ptr->pval - k_ptr->pval))
	{
		if (flush_failure) flush();
		
		if (o_ptr->number == 1)
			msg_print("Жезл все еще заряжается.");
		else
			msg_print("Все жезлы все еще заряжаются.");

		return FALSE;
	}


	/* Sound */
	sound(MSG_ZAP);


	/* Analyze the rod */
	switch (o_ptr->sval)
	{
		case SV_ROD_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_ROD_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_ROD_IDENTIFY:
		{
			*ident = TRUE;
			if (ident_spell()) used_charge = FALSE;
			break;
		}

		case SV_ROD_RECALL:
		{
			set_recall();
			*ident = TRUE;
			break;
		}

		case SV_ROD_ILLUMINATION:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_ROD_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_ROD_DETECTION:
		{
			detect_all();
			*ident = TRUE;
			break;
		}

		case SV_ROD_PROBING:
		{
			probing();
			*ident = TRUE;
			break;
		}

		case SV_ROD_CURING:
		{
			if (set_blind(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_ROD_HEALING:
		{
			if (hp_player(500)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_ROD_RESTORATION:
		{
			if (restore_level()) *ident = TRUE;
			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_ROD_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(30) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_ROD_TELEPORT_AWAY:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_LITE:
		{
			msg_print("Появляется коридор синего мерцающего света.");
			lite_line(dir);
			*ident = TRUE;
			break;
		}

		case SV_ROD_SLEEP_MONSTER:
		{
			if (sleep_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_SLOW_MONSTER:
		{
			if (slow_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_DRAIN_LIFE:
		{
			if (drain_life(dir, 150)) *ident = TRUE;
			break;
		}

		case SV_ROD_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_ACID_BOLT:
		{
			fire_bolt_or_beam(10, GF_ACID, dir, damroll(12, 8));
			*ident = TRUE;
			break;
		}

		case SV_ROD_ELEC_BOLT:
		{
			fire_bolt_or_beam(10, GF_ELEC, dir, damroll(6, 6));
			*ident = TRUE;
			break;
		}

		case SV_ROD_FIRE_BOLT:
		{
			fire_bolt_or_beam(10, GF_FIRE, dir, damroll(16, 8));
			*ident = TRUE;
			break;
		}

		case SV_ROD_COLD_BOLT:
		{
			fire_bolt_or_beam(10, GF_COLD, dir, damroll(10, 8));
			*ident = TRUE;
			break;
		}

		case SV_ROD_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 120, 2);
			*ident = TRUE;
			break;
		}

		case SV_ROD_ELEC_BALL:
		{
			fire_ball(GF_ELEC, dir, 64, 2);
			*ident = TRUE;
			break;
		}

		case SV_ROD_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 144, 2);
			*ident = TRUE;
			break;
		}

		case SV_ROD_COLD_BALL:
		{
			fire_ball(GF_COLD, dir, 96, 2);
			*ident = TRUE;
			break;
		}
	}

	/* Drain the charge */
	if (used_charge) o_ptr->timeout += k_ptr->pval;

	return TRUE;
}
Beispiel #17
0
bool imitator_cast(bool revenge)
{
    int             n = 0, j;
    int             chance;
    int             minfail = 0;
    int             plev = p_ptr->lev;
    monster_power   spell;
    bool            cast;

    if (p_ptr->confused)
    {
        msg_print("You are too confused!");
        return TRUE;
    }

    if (!p_ptr->mane_num)
    {
        msg_print("You don't remember any action!");
        return FALSE;
    }

    /* get power */
    if (!get_mane_power(&n, revenge)) return FALSE;

    spell = monster_powers[p_ptr->mane_spell[n]];

    /* Spell failure chance */
    chance = spell.manefail;

    /* Reduce failure rate by "effective" level adjustment */
    if (plev > spell.level) chance -= 3 * (plev - spell.level);

    /* Reduce failure rate by 1 stat and DEX adjustment */
    chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;

    if (spell.manedam) chance = chance * damage / spell.manedam;

    chance += p_ptr->to_m_chance;

    /* Extract the minimum failure rate */
    minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];

    /* Minimum failure rate */
    if (chance < minfail) chance = minfail;

    /* Stunning makes spells harder */
    if (p_ptr->stun > 50) chance += 25;
    else if (p_ptr->stun) chance += 15;

    /* Always a 5 percent chance of working */
    if (chance > 95) chance = 95;

    /* Failed spell */
    if (randint0(100) < chance)
    {
        if (flush_failure) flush();
        msg_print("You failed to concentrate hard enough!");
        sound(SOUND_FAIL);
    }
    else
    {
        sound(SOUND_ZAP);
        cast = use_mane(p_ptr->mane_spell[n]);
        if (!cast) return FALSE;
    }

    p_ptr->mane_num--;
    for (j = n; j < p_ptr->mane_num;j++)
    {
        p_ptr->mane_spell[j] = p_ptr->mane_spell[j+1];
        p_ptr->mane_dam[j] = p_ptr->mane_dam[j+1];
    }

    energy_use = 100;
    p_ptr->redraw |= PR_EFFECTS;
    p_ptr->window |= (PW_SPELL);
    return TRUE;
}
static bool eat_food(object_type *o_ptr, bool *ident)
{
	/* Analyze the food */
	switch (o_ptr->sval)
	{
		case SV_FOOD_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(10) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(200) + 200))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_PARANOIA:
		{
			if (!p_ptr->resist_fear)
			{
				if (set_afraid(p_ptr->afraid + rand_int(10) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(10) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_HALLUCINATION:
		{
			if (!p_ptr->resist_chaos)
			{
				if (set_image(p_ptr->image + rand_int(250) + 250))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_PARALYSIS:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(10) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_WEAKNESS:
		{
			take_hit(damroll(6, 6), "отравленная еда");
			(void)do_dec_stat(A_STR);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_SICKNESS:
		{
			take_hit(damroll(6, 6), "отравленная еда");
			(void)do_dec_stat(A_CON);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_STUPIDITY:
		{
			take_hit(damroll(8, 8), "отравленная еда");
			(void)do_dec_stat(A_INT);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_NAIVETY:
		{
			take_hit(damroll(8, 8), "отравленная еда");
			(void)do_dec_stat(A_WIS);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_UNHEALTH:
		{
			take_hit(damroll(10, 10), "отравленная еда");
			(void)do_dec_stat(A_CON);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_DISEASE:
		{
			take_hit(damroll(10, 10), "отравленная еда");
			(void)do_dec_stat(A_STR);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_BLINDNESS:
		{
			if (set_blind(0)) *ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_PARANOIA:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_CONFUSION:
		{
			if (set_confused(0)) *ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *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("Вкусно!");
			*ident = TRUE;
			break;
		}

		case SV_FOOD_WAYBREAD:
		{
			msg_print("Очень вкусно!");
			(void)set_poisoned(0);
			(void)hp_player(damroll(4, 8));
			*ident = TRUE;
			break;
		}

		case SV_FOOD_PINT_OF_ALE:
		case SV_FOOD_PINT_OF_WINE:
		{
			msg_print("Вкусно!");
			*ident = TRUE;
			break;
		}
	}

	/* Food can feed the player */
	(void)set_food(p_ptr->food + o_ptr->pval);

	return (TRUE);
}
Beispiel #19
0
int get_char(char *fnam)
{
    int i;
    int j;
    FILE *f1;
    int error;
    vtype temp;
    double version;

#ifdef USG
    struct stat buf;
    struct stat buf2;

#else

    struct stat lbuf;
    struct stat buf;
    struct stat buf2;
#endif

    char char_tmp;
    char char_tmp_array[3];
    cave_type *c_ptr;
    long age;

    clear_screen(0, 0);
    no_controlz();

#ifdef USG
    /* No symbolic links */
    if(stat(fnam, &buf) == -1) {
	sprintf(temp, "Cannot stat file &s", fnam);
	prt(temp, 0, 0);

	exit_game();
    }
    
#else

    if((lstat(fnam, &lbuf) == -1) || (stat(fnam, &buf) == -1)) {
	sprintf(temp, "Cannot stat file %s", fnam);
	prt(temp, 0, 0);

	exit_game();
    }
#endif

#ifdef USG
    /* No symbolic links */
    
#else
    
    if(lbuf.st_ino != buf.st_ino) {
	sprintf(temp, "Cannot restore from symbolic link %s", fnam);
	prt(temp, 0, 0);

	exit_game();
    }
#endif

    if(buf.st_nlink != 1) {
	sprintf(temp, "Too many links to file %s", fnam);
	prt(temp, 0, 0);

	exit_game();
    }

    if(chmod(fnam, (IREAD | IWRITE)) == -1) {
	sprintf(temp, "Can not change file mode for %s", fnam);
	prt(temp, 0, 0);
    }

    f1 = fopen(fnam, "r");

    if(f1 == NULL) {
	sprintf(temp, "Cannot open file %s for reading", fnam);
	prt(temp, 0, 0);

	exit_game();
    }

    prt("Restoring Character...", 0, 0);
    put_qio();
    error = 0;
    error |= !fread((char *)&version, sizeof(version), 1, f1);
    error |= !fread((char *)&py, sizeof(py), 1, f1);
    error |= !fread((char *)&char_row, sizeof(char_row), 1, f1);
    error |= !fread((char *)&char_col, sizeof(char_col), 1, f1);
    error |= !fread((char *)&inven_ctr, sizeof(inven_ctr), 1, f1);
    error |= !fread((char *)&inven_weight, sizeof(inven_weight), 1, f1);
    error |= !fread((char *)&equip_ctr, sizeof(equip_ctr), 1, f1);
    error |= !fread((char *)&dun_level, sizeof(dun_level), 1, f1);
    error |= !fread((char *)&missile_ctr, sizeof(missile_ctr), 1, f1);
    error |= !fread((char *)&mon_tot_mult, sizeof(mon_tot_mult), 1, f1);
    error |= !fread((char *)&turn, sizeof(turn), 1, f1);
    error |= !fread((char *)inventory, sizeof(inventory), 1, f1);
    error |= !fread((char *)magic_spell[py.misc.pclass], sizeof(spell_type), 31, f1);
    error |= !fread((char *)&cur_height, sizeof(cur_height), 1, f1);
    error |= !fread((char *)&cur_width, sizeof(cur_width), 1, f1);
    error |= !fread((char *)&max_panel_rows, sizeof(max_panel_rows), 1, f1);
    error |= !fread((char *)&max_panel_cols, sizeof(max_panel_cols), 1, f1);

    for(i = 0; i < MAX_HEIGHT; ++i) {
	for(j = 0; j < MAX_WIDTH; ++j) {
	    c_ptr = &cave[i][j];
	    error |= !fread((char *)&c_ptr->cptr, sizeof(c_ptr->cptr), 1, f1);
	    error |= !fread((char *)&c_ptr->tptr, sizeof(c_ptr->tptr), 1, f1);
	    error |= !fread((char *)&char_tmp, sizeof(char_tmp), 1, f1);
	    c_ptr->fval = char_tmp & 0xF;
	    c_ptr->fopen = (char_tmp >> 4) & 0x1;
	    c_ptr->fm = (char_tmp >> 5) & 0x1;
	    c_ptr->pl = (char_tmp >> 6) & 0x1;
	    c_ptr->tl = (char_tmp >> 7) & 0x1;
	}
    }

    error |= !fread((char *)t_list, sizeof(t_list), 1, f1);
    error |= !fread((char *)&tcptr, sizeof(tcptr), 1, f1);
    error |= !fread((char *)object_ident, sizeof(object_ident), 1, f1);
    error |= !fread((char *)m_list, sizeof(m_list), 1, f1);
    error |= !fread((char *)&mfptr, sizeof(mfptr), 1, f1);
    error |= !fread((char *)&muptr, sizeof(muptr), 1, f1);

    if(version == 4.83) {
	/* insult_cur was a byte in 4.83, but is now a short */
	for(i = 0; i < MAX_STORES; ++i) {
	    error |= !fread((char *)&store[i].store_open, sizeof(short), 1, f1);

	    /* This is different */
	    error |= !fread((char *)&char_tmp, sizeof(char), 1, f1);
	    store[i].insult_cur = (short)char_tmp;
	    error |= !fread((char *)&store[i].owner, sizeof(char), 1, f1);
	    error |= !fread((char *)&store[i].store_ctr, sizeof(char), 1, f1);

	    /*
	     * Quick compatibility hack for a local vax ignore three bytes of
	     * fill character
	     */
	    error |= !fread((char *)char_tmp_array, sizeof(char), 3, f1);
	    error |= !fread((char *)store[i].store_inven, sizeof(inven_record), STORE_INVEN_MAX, f1);
	}
    }
    else {
	error |= !fread((char *)store, sizeof(store), 1, f1);
    }

    error |= !fread((char *)&buf2, sizeof(buf2), 1, f1);
    error |= !fread((char *)norm_state, sizeof(norm_state), 1, f1);
    error |= !fread((char *)randes_state, sizeof(randes_state), 1, f1);
    error |= !fread((char *)&randes_seed, sizeof(randes_seed), 1, f1);
    error |= !fread((char *)town_state, sizeof(town_state), 1, f1);
    error |= !fread((char *)&town_seed, sizeof(town_seed), 1, f1);

    if(version >= 4.87) {
	error |= !fread((char *)&panic_save, sizeof(panic_save), 1, f1);
    }

    error |= fclose(f1);
    controlz();

    if(buf.st_atime >= (buf2.st_atime + 5)) {
	sprintf(temp, "File %s has been touched, sorry.", fnam);
	prt(temp, 0, 0);

	exit_game();
    }

    if(error) {
	sprintf(temp, "Error reading in file %s", fnam);
	prt(temp, 0, 0);

	exit_game();
    }

    /*
     * Rotate store inventory, depending on how old the save file is foreach day
     * or fraction thereof old, call store_maint once must do this before delete
     * file
     */
    if(stat(fnam, &buf2) == -1) {
	sprintf(temp, "Cannot stat file %s?", fnam);
	prt(temp, 0, 0);
    }
    else {
	/* Age in seconds */
	age = (long)buf2.st_atime - (long)buf.st_atime;

	/* Age in days */
	age = (age / 86400) + 1;

	for(i = 0; i < age; ++i) {
	    store_maint();
	}
    }

    if(unlink(fnam) == -1) {
	sprintf(temp, "Cannot delete file %s", fnam);
	prt(temp, 0, 0);

	exit_game();
    }

    if(panic_save == 1) {
	sprintf(temp, "This game is from a panic save. Score will not be added to scoreboard.");
	msg_print(temp);

	/* Make sure player will see message before change_name is called */
	msg_print(" ");
    }

    /* 
     * Reidentify objects.
     * Very inefficient, should write new routine perhaps?
     */
    for(i = 0; i < MAX_OBJECTS; ++i) {
	if(object_ident[i] == TRUE) {
	    identify(object_list[i]);
	}
    }

    /*
     * In case restoring a dead character, this can happen if a signal is caught
     * after a character's hit points go below zero, but before the game ends
     */
    if(py.misc.chp <= -1) {
	prt("Your character has already died.", 23, 0);
	strcpy(died_from, "Unknown.");
	death = 1;
    }

    return FALSE;
}
/*
 * Activate a wielded object.  Wielded objects never stack.
 * And even if they did, activatable objects never stack.
 *
 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
 * But one could, for example, easily make an activatable "Ring of Plasma".
 *
 * Note that it always takes a turn to activate an artifact, even if
 * the user hits "escape" at the "direction" prompt.
 */
static bool activate_object(object_type *o_ptr, bool *ident)
{
	int k, dir, i, chance, rod;
	char o_name[80];

	/* Get the basic name of the object */
	rod = object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0, PAD_IMEN);

	/* Check the recharge */
	if (o_ptr->timeout)
	{
		msg_format("Он%s светится и затухает...",
			(rod == ROD_M ? "" : rod == ROD_F ? "а" : rod == ROD_N ? "о" : "и"));
		return FALSE;
	}

	/* Activate the artifact */
	message(MSG_ZAP, 0, "Вы активируете его...");

	/* Artifacts */
	if (o_ptr->name1)
	{
		artifact_type *a_ptr = &a_info[o_ptr->name1];

		switch (a_ptr->activation)
		{
			case ACT_ILLUMINATION:
			{
				msg_format("%s озаряется чистым светом...", o_name);
				lite_area(damroll(2, 15), 3);
				break;
			}

			case ACT_MAGIC_MAP:
			{
				msg_format("%s ярко сверкает...", o_name);
				map_area();
				break;
			}

			case ACT_CLAIRVOYANCE:
			{
				msg_format("%s светится глубоким зеленым...", o_name);
				wiz_lite();
				(void)detect_traps();
				(void)detect_doors();
				(void)detect_stairs();
				break;
			}

			case ACT_PROT_EVIL:
			{
				msg_format("%s издает протяжный стон...", o_name);
				k = 3 * p_ptr->lev;
				(void)set_protevil(p_ptr->protevil + randint(25) + k);
				break;
			}

			case ACT_DISP_EVIL:
			{
				msg_format("%s заполняет подземелье добром...", o_name);
				dispel_evil(p_ptr->lev * 5);
				break;
			}

			case ACT_HASTE2:
			{
				msg_format("%s ярко светится...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(75) + 75);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_FIRE3:
			{
				msg_format("%s светится глубоким красным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 120, 3);
				break;
			}

			case ACT_FROST5:
			{
				msg_format("%s светится ярко-белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 200, 3);
				break;
			}

			case ACT_ELEC2:
			{
				msg_format("%s светится глубоким синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_ELEC, dir, 250, 3);
				break;
			}

			case ACT_BIZZARE:
			{
				msg_format("%s светится черным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				ring_of_power(dir);
				break;
			}


			case ACT_STAR_BALL:
			{
				msg_format("%s окружается молнией...", o_name);
				for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3);
				break;
			}

			case ACT_RAGE_BLESS_RESIST:
			{
				msg_format("%s светится всеми цветами...", o_name);
				(void)hp_player(30);
				(void)set_afraid(0);
				(void)set_shero(p_ptr->shero + randint(50) + 50);
				(void)set_blessed(p_ptr->blessed + randint(50) + 50);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50);
				break;
			}

			case ACT_HEAL2:
			{
				msg_format("%s светится ярким белым...", o_name);
				msg_print("Вы чувствуете себя намного лучше...");
				(void)hp_player(1000);
				(void)set_cut(0);
				break;
			}

			case ACT_PHASE:
			{
				msg_format("%s искривляет пространство вокруг вас...", o_name);
				teleport_player(10);
				break;
			}

			case ACT_BANISHMENT:
			{
				msg_format("%s светится угрожающим синим...", o_name);
				if (!banishment()) return FALSE;
				break;
			}

			case ACT_TRAP_DOOR_DEST:
			{
				msg_format("%s светится ярко-красным...", o_name);
				destroy_doors_touch();
				break;
			}

			case ACT_DETECT:
			{
				msg_format("%s светится лучистым белым...", o_name);
				msg_print("Изображение формируется в вашей голове...");
				detect_all();
				break;
			}

			case ACT_HEAL1:
			{
				msg_format("%s светится спокойным синим...", o_name);
				msg_print("Вы чувствуете теплое покалывание...");
				(void)hp_player(500);
				(void)set_cut(0);
				break;
			}

			case ACT_RESIST:
			{
				msg_format("%s светится цветами радуги...", o_name);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20);
				break;
			}

			case ACT_SLEEP:
			{
				msg_format("%s светится ярко-синим...", o_name);
				sleep_monsters_touch();
				break;
			}

			case ACT_RECHARGE1:
			{
				msg_format("%s светится ярко-желтым...", o_name);
				recharge(60);
				break;
			}

			case ACT_TELEPORT:
			{
				msg_format("%s распрямляет пространство вокруг вас...", o_name);
				teleport_player(100);
				break;
			}

			case ACT_RESTORE_LIFE:
			{
				msg_format("%s светится спокойным красным...", o_name);
				restore_level();
				break;
			}

			case ACT_MISSILE:
			{
				msg_format("%s ярко горит...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MISSILE, dir, damroll(2, 6));
				break;
			}

			case ACT_FIRE1:
			{
				msg_format("%s покрывается пламенем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_FIRE, dir, damroll(9, 8));
				break;
			}

			case ACT_FROST1:
			{
				msg_format("%s излучает холод...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(6, 8));
				break;
			}

			case ACT_LIGHTNING_BOLT:
			{
				msg_format("%s сыплет искрамиs...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ELEC, dir, damroll(4, 8));
				break;
			}

			case ACT_ACID1:
			{
				msg_format("%s покрывается кислотой...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ACID, dir, damroll(5, 8));
				break;
			}

			case ACT_ARROW:
			{
				msg_format("%s покрывается шипами...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ARROW, dir, 150);
				break;
			}

			case ACT_HASTE1:
			{
				msg_format("%s светится ярко-зеленым...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(20) + 20);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_REM_FEAR_POIS:
			{
				msg_format("%s вспыхивает синим...", o_name);
				(void)set_afraid(0);
				(void)set_poisoned(0);
				break;
			}

			case ACT_STINKING_CLOUD:
			{
				msg_format("%s светится ядовито-зеленым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_POIS, dir, 12, 3);
				break;
			}

			case ACT_FROST2:
			{
				msg_format("%s покрывается инеем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 48, 2);
				break;
			}

			case ACT_FROST4:
			{
				msg_format("%s горит бледно-синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(12, 8));
				break;
			}

			case ACT_FROST3:
			{
				msg_format("%s светится насыщенным синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 100, 2);
				break;
			}

			case ACT_FIRE2:
			{
				msg_format("%s пылает огнем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 72, 2);
				break;
			}

			case ACT_DRAIN_LIFE2:
			{
				msg_format("%s светится черным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 120);
				break;
			}

			case ACT_STONE_TO_MUD:
			{
				msg_format("%s пульсирует...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				wall_to_mud(dir);
				break;
			}

			case ACT_MASS_BANISHMENT:
			{
				msg_format("%s издает протяжную ноту...", o_name);
				(void)mass_banishment();
				break;
			}

			case ACT_CURE_WOUNDS:
			{
				msg_format("%s светится глубоким фиолетовым...", o_name);
				hp_player(damroll(4, 8));
				(void)set_cut((p_ptr->cut / 2) - 50);
				break;
			}

			case ACT_TELE_AWAY:
			{
				msg_format("%s вспыхивает глубоким красным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				teleport_monster(dir);
				break;
			}

			case ACT_WOR:
			{
				msg_format("%s светится мягким белым...", o_name);
				set_recall();
				break;
			}

			case ACT_CONFUSE:
			{
				msg_format("%s светится странными цветами...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				confuse_monster(dir, 20);
				break;
			}

			case ACT_IDENTIFY:
			{
				msg_format("%s вспыхивает желтым...", o_name);
				if (!ident_spell()) return FALSE;
				break;
			}

			case ACT_PROBE:
			{
				msg_format("%s ярко загорается...", o_name);
				probing();
				break;
			}

			case ACT_DRAIN_LIFE1:
			{
				msg_format("%s горит белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 90);
				break;
			}

			case ACT_FIREBRAND:
			{
				msg_format("%s светится огненно-красным...", o_name);
				(void)brand_bolts();
				break;
			}

			case ACT_STARLIGHT:
			{
				msg_format("%s вспыхивает светом тысячи звезд...", o_name);
				for (k = 0; k < 8; k++) strong_lite_line(ddd[k]);
				break;
			}

			case ACT_MANA_BOLT:
			{
				msg_format("%s светится белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MANA, dir, damroll(12, 8));
				break;
			}

			case ACT_BERSERKER:
			{
				msg_format("%s горит яростью...", o_name);
				set_shero(p_ptr->shero + randint(50) + 50);
				break;
			}
		}

		/* Set the recharge time */
		if (a_ptr->randtime)
			o_ptr->timeout = a_ptr->time + (byte)randint(a_ptr->randtime);
		else
			o_ptr->timeout = a_ptr->time;

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Done */
		return FALSE;
	}


	/* Hack -- Dragon Scale Mail can be activated as well */
	if (o_ptr->tval == TV_DRAG_ARMOR)
	{
		/* Get a direction for breathing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_DRAGON_BLUE:
			{
				msg_print("Вы дышите молнией.");
				fire_ball(GF_ELEC, dir, 100, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_WHITE:
			{
				msg_print("Вы дышите холодом.");
				fire_ball(GF_COLD, dir, 110, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_BLACK:
			{
				msg_print("Вы дышите кислотой.");
				fire_ball(GF_ACID, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GREEN:
			{
				msg_print("Вы дышите ядовитым газом.");
				fire_ball(GF_POIS, dir, 150, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_RED:
			{
				msg_print("Вы дышите огнем.");
				fire_ball(GF_FIRE, dir, 200, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_MULTIHUED:
			{
				chance = rand_int(5);
				msg_format("Вы дышите %s.",
				           ((chance == 1) ? "молнией" :
				            ((chance == 2) ? "холодом" :
				             ((chance == 3) ? "кислотой" :
				              ((chance == 4) ? "ядовитым газом" : "огнем")))));
				fire_ball(((chance == 1) ? GF_ELEC :
				           ((chance == 2) ? GF_COLD :
				            ((chance == 3) ? GF_ACID :
				             ((chance == 4) ? GF_POIS : GF_FIRE)))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(225) + 225;
				break;
			}

			case SV_DRAGON_BRONZE:
			{
				msg_print("Вы дышите контузией.");
				fire_ball(GF_CONFUSION, dir, 120, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GOLD:
			{
				msg_print("Вы дышите звуком.");
				fire_ball(GF_SOUND, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_CHAOS:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 1 ? "хаосом" : "антимагией")));
				fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
				          dir, 220, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_LAW:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 1 ? "звуком" : "осколками")));
				fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
				          dir, 230, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_BALANCE:
			{
				chance = rand_int(4);
				msg_format("Вы дышите %s.",
				           ((chance == 1) ? "хаосом" :
				            ((chance == 2) ? "антимагией" :
				             ((chance == 3) ? "звуком" : "осколками"))));
				fire_ball(((chance == 1) ? GF_CHAOS :
				           ((chance == 2) ? GF_DISENCHANT :
				            ((chance == 3) ? GF_SOUND : GF_SHARD))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_SHINING:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 0 ? "светом" : "темнотой")));
				fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_POWER:
			{
				msg_print("Вы дышите элементами.");
				fire_ball(GF_MISSILE, dir, 300, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Hack -- some Rings can be activated for double resist and element ball */
	if (o_ptr->tval == TV_RING)
	{
		/* Get a direction for firing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_RING_ACID:
			{
				fire_ball(GF_ACID, dir, 70, 2);
				set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_FLAMES:
			{
				fire_ball(GF_FIRE, dir, 80, 2);
				set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_ICE:
			{
				fire_ball(GF_COLD, dir, 75, 2);
				set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_LIGHTNING:
			{
				fire_ball(GF_ELEC, dir, 85, 2);
				set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Mistake */
	msg_print("Oops.  That object cannot be activated.");

	/* Not used up */
	return (FALSE);
}
Beispiel #21
0
/*
 * Refill the players lamp (from the pack or floor)
 */
static void do_cmd_refill_lamp(void)
{
	int item;
	int fuel;

	object_type *o_ptr;
	object_type *j_ptr;

	cptr q, s;


	/* Restrict the choices */
	item_tester_hook = item_tester_refill_lantern;

	/* Get an item */
#ifdef JP
	q = "どの油つぼから注ぎますか? ";
	s = "油を補給するものがない。";
#else
	q = "Refill with which source of oil? ";
	s = "You have no sources of oil.";
#endif

	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* 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];
	}


	/* Take a partial turn */
	energy_use = 50;

	/* Access the lantern */
	j_ptr = &inventory[INVEN_LITE];

	/* Lantern */
	if (o_ptr->tval == TV_LITE && o_ptr->sval == SV_LITE_LANTERN)
	{
		fuel = o_ptr->xtra3;
	}

	/* Other (Flask of oil) */
	else
	{
		fuel = o_ptr->pval;
	}

	/* Refuel */
	j_ptr->xtra3 += fuel;

	/* Message */
#ifdef JP
	msg_print("ランプに油を注いだ。");
#else
	msg_print("You fuel your lamp.");
#endif


	/* Comment */
	if (j_ptr->xtra3 >= FUEL_LAMP)
	{
		j_ptr->xtra3 = FUEL_LAMP;
#ifdef JP
		msg_print("ランプの油は一杯だ。");
#else
		msg_print("Your lamp is full.");
#endif

	}

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);
}
static bool quaff_potion(object_type *o_ptr, bool *ident)
{
	/* Analyze the potion */
	switch (o_ptr->sval)
	{
		case SV_POTION_WATER:
		case SV_POTION_APPLE_JUICE:
		case SV_POTION_SLIME_MOLD:
		{
			msg_print("Вы утолили жажду.");
			*ident = TRUE;
			break;
		}

		case SV_POTION_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE;
			break;
		}

		case SV_POTION_SALT_WATER:
		{
			msg_print("Вя-а-а! Вас стошнило!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)set_poisoned(0);
			(void)set_paralyzed(p_ptr->paralyzed + 4);
			*ident = TRUE;
			break;
		}

		case SV_POTION_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(100) + 100))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(20) + 15))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_SLEEP:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_LOSE_MEMORIES:
		{
			if (!p_ptr->hold_life && (p_ptr->exp > 0))
			{
				msg_print("Ваша жизнь меркнет.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RUINATION:
		{
			msg_print("Ваши нервы и мускулы кажутся слабыми и безжизненными!");
			take_hit(damroll(10, 10), "зельем Ослабевания");
			(void)dec_stat(A_DEX, 25, TRUE);
			(void)dec_stat(A_WIS, 25, TRUE);
			(void)dec_stat(A_CON, 25, TRUE);
			(void)dec_stat(A_STR, 25, TRUE);
			(void)dec_stat(A_CHR, 25, TRUE);
			(void)dec_stat(A_INT, 25, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEC_STR:
		{
			if (do_dec_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_INT:
		{
			if (do_dec_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_WIS:
		{
			if (do_dec_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_DEX:
		{
			if (do_dec_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CON:
		{
			if (do_dec_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CHR:
		{
			if (do_dec_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DETONATIONS:
		{
			msg_print("Массивные взрывы сотрясают ваше тело!");
			take_hit(damroll(50, 20), "зельем взрыва");
			(void)set_stun(p_ptr->stun + 75);
			(void)set_cut(p_ptr->cut + 5000);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEATH:
		{
			msg_print("Чувство Смерти протекает сквозь вас...");
			take_hit(5000, "зельем Смерти");
			*ident = TRUE;
			break;
		}

		case SV_POTION_INFRAVISION:
		{
			if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_DETECT_INVIS:
		{
			if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_SLOW_POISON:
		{
			if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_BOLDNESS:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(25) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_POTION_RESIST_HEAT:
		{
			if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESIST_COLD:
		{
			if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_HEROISM:
		{
			if (hp_player(10)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_BERSERK_STRENGTH:
		{
			if (hp_player(30)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_LIGHT:
		{
			if (hp_player(damroll(2, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_cut(p_ptr->cut - 10)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_CRITICAL:
		{
			if (hp_player(damroll(6, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_STAR_HEALING:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_LIFE:
		{
			msg_print("Чуство Жизни протекает в вас!");
			restore_level();
			(void)set_poisoned(0);
			(void)set_blind(0);
			(void)set_confused(0);
			(void)set_image(0);
			(void)set_stun(0);
			(void)set_cut(0);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			break;
		}

		case SV_POTION_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Ваша голова проясняется.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_INT:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_WIS:
		{
			if (do_res_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_DEX:
		{
			if (do_res_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CHR:
		{
			if (do_res_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_STR:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_INT:
		{
			if (do_inc_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_WIS:
		{
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_DEX:
		{
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CON:
		{
			if (do_inc_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CHR:
		{
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_AUGMENTATION:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			if (do_inc_stat(A_INT)) *ident = TRUE;
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			if (do_inc_stat(A_CON)) *ident = TRUE;
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_ENLIGHTENMENT:
		{
			msg_print("Изображение подземелья формируется у вас в голове...");
			wiz_lite();
			*ident = TRUE;
			break;
		}

		case SV_POTION_STAR_ENLIGHTENMENT:
		{
			msg_print("Вы чувствуете себя просвещенным...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps();
			(void)detect_doors();
			(void)detect_stairs();
			(void)detect_treasure();
			(void)detect_objects_gold();
			(void)detect_objects_normal();
			identify_pack();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_SELF_KNOWLEDGE:
		{
			msg_print("Вы познаете себя немного лучше...");
			message_flush();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_EXPERIENCE:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				s32b ee = (p_ptr->exp / 2) + 10;
				if (ee > 100000L) ee = 100000L;
				msg_print("Вы чувствуете себя более опытным.");
				gain_exp(ee);
				*ident = TRUE;
			}
			break;
		}
	}

	return (TRUE);
}
Beispiel #23
0
/*
 * Wield or wear a single item from the pack or floor
 */
void do_cmd_wield(void)
{
	int i, item, slot;

	object_type forge;
	object_type *q_ptr;
	object_type *o_ptr;

	cptr act;
	char o_name[MAX_NLEN];
	cptr q, s;

	bool newrace = FALSE;

	/* Restrict the choices */
	item_tester_hook = item_tester_hook_wear;

	/* Get an item */
#ifdef JP
	q = "どれを装備しますか? ";
	s = "装備可能なアイテムがない。";
#else
	q = "Wear/Wield which item? ";
	s = "You have nothing you can wear or wield.";
#endif

	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* 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];
	}


	/* Check the slot */
	slot = wield_slot(o_ptr);

	/* Where is the item now */
	if (slot == INVEN_WIELD)
	{
#ifdef JP
		act = "を打撃用に装備した";
#else
		act = "You are wielding";
#endif

	}
	else if (slot == INVEN_BOW)
	{
#ifdef JP
		act = "を射撃用に装備した";
#else
		act = "You are shooting with";
#endif

	}
	else if (slot == INVEN_LITE)
	{
#ifdef JP
		act = "を光源にした";
#else
		act = "Your light source is";
#endif

	}
	else
	{
#ifdef JP
		act = "を装備した";
#else
		act = "You are wearing";
#endif

	}

	if ((o_ptr->tval == TV_RING) && inventory[INVEN_LEFT].k_idx &&
		inventory[INVEN_RIGHT].k_idx)
	{
		/* Restrict the choices */
		item_tester_tval = TV_RING;

		/* Choose a ring from the equipment only */
#ifdef JP
		q = "どちらの指輪と取り替えますか?";
		s = "おっと。";
#else
		q = "Replace which ring? ";
		s = "Oops.";
#endif

		if (!get_item(&slot, q, s, (USE_EQUIP)))
			return;
	}

	if (slot == INVEN_WIELD)
	{
		if (is_two_handed())
		{
			/* Restrict the choices */
			item_tester_hook = item_tester_hook_melee_weapon;

			/* Choose a ring from the equipment only */
#ifdef JP
			q = "どちらの武器と取り替えますか?";
			s = "おっと。";
#else
			q = "Replace which weapon? ";
			s = "Oops.";
#endif

			if (!get_item(&slot, q, s, (USE_EQUIP)))
				return;
		}
		else if (inventory[slot].k_idx)
		{
			/* Confirm doing two handed combat */
#ifdef JP
			if (get_check("二刀流を行いますか?"))
#else
			if (get_check("Do you want to do two handed combat?"))
#endif
			{
				slot = INVEN_ARM;
			}
		}
	}

	/* Prevent wielding into a cursed slot */
	if (cursed_p(&inventory[slot]))
	{
		/* Describe it */
		object_desc(o_name, &inventory[slot], OD_OMIT_PREFIX | OD_NAME_ONLY);

		/* Message */
#ifdef JP
		msg_format("%s%sは呪われているようだ。",
			   describe_use(slot) , o_name );
#else
		msg_format("The %s you are %s appears to be cursed.",
			   o_name, describe_use(slot));
#endif


		/* Cancel the command */
		return;
	}

	if (cursed_p(o_ptr) &&
	    (object_known_p(o_ptr) || (o_ptr->ident & IDENT_SENSE)))
	{
		char dummy[512];

		/* Describe it */
		object_desc(o_name, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);

#ifdef JP
		sprintf(dummy, "本当に%s{呪われている}を使いますか?", o_name);
#else
		sprintf(dummy, "Really use the %s {cursed}? ", o_name);
#endif
		if (!get_check(dummy))
			return;
	}
#if 0
	if ((o_ptr->name1 == ART_STONEMASK) && object_known_p(o_ptr) && (p_ptr->prace != RACE_VAMPIRE))
	{
		char dummy[MAX_NLEN+80];

		/* Describe it */
		object_desc(o_name, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);

#ifdef JP
		sprintf(dummy, "%sを装備すると吸血鬼になります。よろしいですか?", o_name);
#else
		msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
		sprintf(dummy, "Do you become a vampire?");
#endif


		if (!get_check(dummy))
			return;
	}
#endif
	/* Check if completed a quest */
	for (i = 0; i < max_quests; i++)
	{
		if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
		    (quest[i].status == QUEST_STATUS_TAKEN) &&
		    (quest[i].k_idx == o_ptr->name1))
		{
			quest[i].status = QUEST_STATUS_COMPLETED;
			quest[i].complev = (byte)p_ptr->lev;
#ifdef JP
			msg_print("クエストを達成した!");
#else
			msg_print("You completed your quest!");
#endif
	  		sound(SOUND_LEVEL); /* (Sound substitute) No quest sound */
			msg_print(NULL);
		}
	}

	/* Take a turn */
	energy_use = 100;

	/* Get local object */
	q_ptr = &forge;

	/* Obtain local object */
	object_copy(q_ptr, o_ptr);

	/* Modify quantity */
	q_ptr->number = 1;

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}

	/* Access the wield slot */
	o_ptr = &inventory[slot];

	/* Take off existing item */
	if (o_ptr->k_idx)
	{
		/* Take off existing item */
		(void)inven_takeoff(slot, 255);
	}

	/* Wear the new stuff */
	object_copy(o_ptr, q_ptr);

	/* Player touches it */
	o_ptr->marked |= OM_TOUCHED;

	/* Forget stack */
	o_ptr->next_o_idx = 0;

	/* Forget location */
	o_ptr->iy = o_ptr->ix = 0;

	/* Increase the weight */
	p_ptr->total_weight += q_ptr->weight;

	/* Increment the equip counter by hand */
	equip_cnt++;

	/* Describe the result */
	object_desc(o_name, o_ptr, 0);

	/* Message */
#ifdef JP
	msg_format("%s(%c)%s。", o_name, index_to_label(slot), act );
#else
	msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
#endif

    sound(SOUND_WIELD);

	/* Cursed! */
	if (cursed_p(o_ptr))
	{
		/* Warn the player */
#ifdef JP
		msg_print("うわ! すさまじく冷たい!");
#else
		msg_print("Oops! It feels deathly cold!");
#endif
		sound(SOUND_CURSED);
	  
		/* Note the curse */
		o_ptr->ident |= (IDENT_SENSE);
	}
#if 0
	/* if you weild stonemask, you morph into vampire */
	if ((o_ptr->name1 == ART_STONEMASK) && (!is_undead()))
	{
		p_ptr->prace = RACE_VAMPIRE;
		newrace = TRUE;
#ifdef JP
		msg_format("あなたは吸血鬼に変化した!");
#else
		msg_format("You polymorphed into a vampire!");
#endif
	}
#endif
	if (newrace)
	{
		rp_ptr = &race_info[p_ptr->prace];

		/* Experience factor */
		calc_expfact();

		/* Get new height and weight */
		get_ahw(FALSE);

		check_experience();

		/* Hitdice */
		p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp;

		do_cmd_rerate(TRUE);

		p_ptr->redraw |= (PR_BASIC);
		p_ptr->update |= (PU_BONUS);
		handle_stuff();

		/* Load an autopick preference file */
		autopick_load_pref(FALSE);

		lite_spot(py, px);
	}

	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);

	/* Recalculate mana */
	p_ptr->update |= (PU_MANA);

	p_ptr->redraw |= (PR_EQUIPPY);

	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER | PW_STATS);
}
static bool read_scroll(object_type *o_ptr, bool *ident)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int k;

	bool used_up = TRUE;


	/* Analyze the scroll */
	switch (o_ptr->sval)
	{
		case SV_SCROLL_DARKNESS:
		{
			if (!p_ptr->resist_blind)
			{
				(void)set_blind(p_ptr->blind + 3 + randint(5));
			}
			if (unlite_area(10, 3)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_AGGRAVATE_MONSTER:
		{
			msg_print("Вы слышите громкий противный звук.");
			aggravate_monsters(0);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_CURSE_ARMOR:
		{
			if (curse_armor()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_CURSE_WEAPON:
		{
			if (curse_weapon()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_SUMMON_MONSTER:
		{
			for (k = 0; k < randint(3); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_SCROLL_SUMMON_UNDEAD:
		{
			for (k = 0; k < randint(3); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, SUMMON_UNDEAD))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_SCROLL_TRAP_CREATION:
		{
			if (trap_creation()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_PHASE_DOOR:
		{
			teleport_player(10);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TELEPORT:
		{
			teleport_player(100);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TELEPORT_LEVEL:
		{
			(void)teleport_player_level();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_WORD_OF_RECALL:
		{
			set_recall();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_IDENTIFY:
		{
			*ident = TRUE;
			if (!ident_spell()) used_up = FALSE;
			break;
		}

		case SV_SCROLL_STAR_IDENTIFY:
		{
			*ident = TRUE;
			if (!identify_fully()) used_up = FALSE;
			break;
		}

		case SV_SCROLL_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				msg_print("Вы чувствуете, как кто-то присматривает за вами.");
				*ident = TRUE;
			}
			break;
		}

		case SV_SCROLL_STAR_REMOVE_CURSE:
		{
			remove_all_curse();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ENCHANT_ARMOR:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 0, 1)) used_up = FALSE;
			break;
		}

		case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
		{
			if (!enchant_spell(1, 0, 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
		{
			if (!enchant_spell(0, 1, 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ENCHANT_ARMOR:
		{
			if (!enchant_spell(0, 0, randint(3) + 2)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ENCHANT_WEAPON:
		{
			if (!enchant_spell(randint(3), randint(3), 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_RECHARGING:
		{
			if (!recharge(60)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_LIGHT:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_GOLD:
		{
			if (detect_treasure()) *ident = TRUE;
			if (detect_objects_gold()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_ITEM:
		{
			if (detect_objects_normal()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_INVIS:
		{
			if (detect_monsters_invis()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_SATISFY_HUNGER:
		{
			if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_BLESSING:
		{
			if (set_blessed(p_ptr->blessed + randint(12) + 6)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_HOLY_CHANT:
		{
			if (set_blessed(p_ptr->blessed + randint(24) + 12)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_HOLY_PRAYER:
		{
			if (set_blessed(p_ptr->blessed + randint(48) + 24)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_MONSTER_CONFUSION:
		{
			if (p_ptr->confusing == 0)
			{
				msg_print("Ваши руки начинают светиться.");
				p_ptr->confusing = TRUE;
				*ident = TRUE;
			}
			break;
		}

		case SV_SCROLL_PROTECTION_FROM_EVIL:
		{
			k = 3 * p_ptr->lev;
			if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_RUNE_OF_PROTECTION:
		{
			warding_glyph();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
		{
			if (destroy_doors_touch()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_DISPEL_UNDEAD:
		{
			if (dispel_undead(60)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_BANISHMENT:
		{
			if (!banishment()) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_MASS_BANISHMENT:
		{
			(void)mass_banishment();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ACQUIREMENT:
		{
			acquirement(py, px, 1, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ACQUIREMENT:
		{
			acquirement(py, px, randint(2) + 1, TRUE);
			*ident = TRUE;
			break;
		}
	}

	return (used_up);
}
Beispiel #25
0
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
	int			item, amt = 1;
	int			old_number;

	bool		force = FALSE;

	object_type		*o_ptr;

	char		o_name[MAX_NLEN];

	char		out_val[160];

	cptr q, s;

	/* Hack -- force destruction */
	if (command_arg > 0) force = TRUE;


	/* Get an item */
#ifdef JP
	q = "どのアイテムを壊しますか? ";
	s = "壊せるアイテムを持っていない。";
#else
	q = "Destroy which item? ";
	s = "You have nothing to destroy.";
#endif

	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* 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];
	}


	/* Verify unless quantity given */
	if (!force && (!(auto_destroy && (object_value(o_ptr) < 1))))
	{
		object_desc(o_name, o_ptr, OD_OMIT_PREFIX);

		/* Make a verification */
		sprintf(out_val, 
#ifdef JP
			"本当に%sを壊しますか? [y/n/Auto]",
#else
			"Really destroy %s? [y/n/Auto]",
#endif
			o_name);

		msg_print(NULL);

		/* HACK : Add the line to message buffer */
		message_add(out_val);
		p_ptr->window |= (PW_MESSAGE);
		window_stuff();

		/* Get an acceptable answer */
		while (TRUE)
		{
			char i;

			/* Prompt */
			prt(out_val, 0, 0);

			i = inkey();

			/* Erase the prompt */
			prt("", 0, 0);

			if (i == 'y' || i == 'Y')
			{
				break;
			}
			if (i == ESCAPE || i == 'n' || i == 'N')
			{
				/* Cancel */
				return;
			}
			if (i == 'A')
			{
				/* Add an auto-destroy preference line */
				if (autopick_autoregister(o_ptr))
				{
					/* Auto-destroy it */
					autopick_alter_item(item, TRUE);
				}

				/* The object is already destroyed. */
				return;
			}
		} /* while (TRUE) */
	}

	/* See how many items */
	if (o_ptr->number > 1)
	{
		/* Get a quantity */
		amt = get_quantity(NULL, o_ptr->number);

		/* Allow user abort */
		if (amt <= 0) return;
	}

	/* Describe the object */
	old_number = o_ptr->number;
	o_ptr->number = amt;
	object_desc(o_name, o_ptr, 0);
	o_ptr->number = old_number;

	/* Take a turn */
	energy_use = 100;

	/* Can the player destroy the object? */
	if (!can_player_destroy_object(o_ptr))
	{
		/* Don't take a turn */
		energy_use = 0;

		/* Message */
#ifdef JP
		msg_format("%sは破壊不可能だ。", o_name);
#else
		msg_format("You cannot destroy %s.", o_name);
#endif

		/* Done */
		return;
	}

	/* Message */
#ifdef JP
	msg_format("%sを壊した。", o_name);
#else
	msg_format("You destroy %s.", o_name);
#endif

	sound(SOUND_DESTROY);

	if (high_level_book(o_ptr))
	{
		bool gain_expr = FALSE;

		if (p_ptr->pclass == CLASS_WARRIOR)
		{
			gain_expr = TRUE;
		}
		else if (p_ptr->pclass == CLASS_PALADIN)
		{
			if (p_ptr->realm1 == REALM_LIFE)
			{
				if (o_ptr->tval != TV_LIFE_BOOK) gain_expr = TRUE;
			}
			else
			{
				if (o_ptr->tval == TV_LIFE_BOOK) gain_expr = TRUE;
			}
		}

		if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
		{
			s32b tester_exp = p_ptr->max_exp / 20;
			if (tester_exp > 10000) tester_exp = 10000;
			if (o_ptr->sval < 3) tester_exp /= 4;
			if (tester_exp < 1) tester_exp = 1;

#ifdef JP
msg_print("更に経験を積んだような気がする。");
#else
			msg_print("You feel more experienced.");
#endif

			gain_exp(tester_exp * amt);
		}
	}

	/* Reduce the charges of rods/wands */
	reduce_charges(o_ptr, amt);

	/* Eliminate the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -amt);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Eliminate the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -amt);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}
}
Beispiel #26
0
void banish_evil_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Banish Evil");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attempts to remove a single evil opponent.");
        break;
    case SPELL_GAIN_MUT:
        msg_print("You feel a holy wrath fill you.");
        break;
    case SPELL_LOSE_MUT:
        msg_print("You no longer feel a holy wrath.");
        break;
    case SPELL_MUT_DESC:
        var_set_string(res, "You can send evil creatures directly to Hell.");
        break;
    case SPELL_CAST:
    {
        int dir = 0;
        int x, y;
        cave_type *c_ptr;
        monster_type *m_ptr;
        monster_race *r_ptr;

        if (!get_rep_dir2(&dir)) 
        {
            var_set_bool(res, FALSE);
            break;
        }

        var_set_bool(res, TRUE);

        y = py + ddy[dir];
        x = px + ddx[dir];
        c_ptr = &cave[y][x];

        if (!c_ptr->m_idx)
        {
            msg_print("You sense no evil there!");
            break;
        }

        m_ptr = &m_list[c_ptr->m_idx];
        r_ptr = &r_info[m_ptr->r_idx];

        if ((r_ptr->flags3 & RF3_EVIL) &&
            !(r_ptr->flags1 & RF1_QUESTOR) &&
            !(r_ptr->flags1 & RF1_UNIQUE) &&
            !p_ptr->inside_arena && !p_ptr->inside_quest &&
            (r_ptr->level < randint1(p_ptr->lev+50)) &&
            !(m_ptr->mflag2 & MFLAG2_NOGENO))
        {
            /* Delete the monster, rather than killing it. */
            delete_monster_idx(c_ptr->m_idx);
            msg_print("The evil creature vanishes in a puff of sulfurous smoke!");
        }
        else
        {
            msg_print("Your invocation is ineffectual!");
            if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
        }
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Beispiel #27
0
/*
 * Remove the inscription from an object
 * XXX Mention item (when done)?
 */
void do_cmd_uninscribe(void)
{
	int   item;

	object_type *o_ptr;

	cptr q, s;

	/* Get an item */
#ifdef JP
	q = "どのアイテムの銘を消しますか? ";
	s = "銘を消せるアイテムがない。";
#else
	q = "Un-inscribe which item? ";
	s = "You have nothing to un-inscribe.";
#endif

	if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;

	/* 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];
	}

	/* Nothing to remove */
	if (!o_ptr->inscription)
	{
#ifdef JP
		msg_print("このアイテムには消すべき銘がない。");
#else
		msg_print("That item had no inscription to remove.");
#endif

		return;
	}

	/* Message */
#ifdef JP
	msg_print("銘を消した。");
#else
	msg_print("Inscription removed.");
#endif


	/* Remove the incription */
	o_ptr->inscription = 0;

	/* Combine the pack */
	p_ptr->notice |= (PN_COMBINE);

	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP);

	/* Update stuff */
	p_ptr->update |= (PU_BONUS);
}
Beispiel #28
0
/*
 * Set "p_ptr->food", notice observable changes
 *
 * The "p_ptr->food" variable can get as large as 20000, allowing the
 * addition of the most "filling" item, Elvish Waybread, which adds
 * 7500 food units, without overflowing the 32767 maximum limit.
 *
 * Perhaps we should disturb the player with various messages,
 * especially messages about hunger status changes.  XXX XXX XXX
 *
 * Digestion of food is handled in "dungeon.c", in which, normally,
 * the player digests about 20 food units per 100 game turns, more
 * when "fast", more when "regenerating", less with "slow digestion",
 * but when the player is "gorged", he digests 100 food units per 10
 * game turns, or a full 1000 food units per 100 game turns.
 *
 * Note that the player's speed is reduced by 10 units while gorged,
 * so if the player eats a single food ration (5000 food units) when
 * full (15000 food units), he will be gorged for (5000/100)*10 = 500
 * game turns, or 500/(100/5) = 25 player turns (if nothing else is
 * affecting the player speed).
 */
bool set_food(int v)
{
	int old_aux, new_aux;

	bool notice = FALSE;

	/* Hack -- Force good values */
	v = MIN(v, PY_FOOD_UPPER);
	v = MAX(v, 0);

	/* Fainting / Starving */
	if (p_ptr->food < PY_FOOD_FAINT)
	{
		old_aux = 0;
	}

	/* Weak */
	else if (p_ptr->food < PY_FOOD_WEAK)
	{
		old_aux = 1;
	}

	/* Hungry */
	else if (p_ptr->food < PY_FOOD_ALERT)
	{
		old_aux = 2;
	}

	/* Normal */
	else if (p_ptr->food < PY_FOOD_FULL)
	{
		old_aux = 3;
	}

	/* Full */
	else if (p_ptr->food < PY_FOOD_MAX)
	{
		old_aux = 4;
	}

	/* Gorged */
	else
	{
		old_aux = 5;
	}

	/* Fainting / Starving */
	if (v < PY_FOOD_FAINT)
	{
		new_aux = 0;
	}

	/* Weak */
	else if (v < PY_FOOD_WEAK)
	{
		new_aux = 1;
	}

	/* Hungry */
	else if (v < PY_FOOD_ALERT)
	{
		new_aux = 2;
	}

	/* Normal */
	else if (v < PY_FOOD_FULL)
	{
		new_aux = 3;
	}

	/* Full */
	else if (v < PY_FOOD_MAX)
	{
		new_aux = 4;
	}

	/* Gorged */
	else
	{
		new_aux = 5;
	}

	/* Food increase */
	if (new_aux > old_aux)
	{
		/* Describe the state */
		switch (new_aux)
		{
			/* Weak */
			case 1:
			{
				msg_print("You are still weak.");
				break;
			}

			/* Hungry */
			case 2:
			{
				msg_print("You are still hungry.");
				break;
			}

			/* Normal */
			case 3:
			{
				msg_print("You are no longer hungry.");
				break;
			}

			/* Full */
			case 4:
			{
				msg_print("You are full!");
				break;
			}

			/* Bloated */
			case 5:
			{
				message(MSG_HUNGRY, 0, "You have gorged yourself!");
				break;
			}
		}

		/* Change */
		notice = TRUE;
	}

	/* Food decrease */
	else if (new_aux < old_aux)
	{
		/* Describe the state */
		switch (new_aux)
		{
			/* Fainting / Starving */
			case 0:
			{
				sound(MSG_NOTICE);
				message(MSG_PARALYZED, 0, "You are getting faint from hunger!");
				break;
			}

			/* Weak */
			case 1:
			{
				sound(MSG_NOTICE);
				message(MSG_HUNGRY, 0, "You are getting weak from hunger!");
				break;
			}

			/* Hungry */
			case 2:
			{
				sound(MSG_HUNGRY);
				message(MSG_HUNGRY, 0, "You are getting hungry.");
				break;
			}

			/* Normal */
			case 3:
			{
				sound(MSG_NOTICE);
				msg_print("You are no longer full.");
				break;
			}

			/* Full */
			case 4:
			{
				sound(MSG_NOTICE);
				msg_print("You are no longer gorged.");
				break;
			}
		}

		/* Change */
		notice = TRUE;
	}

	/* Use the value */
	p_ptr->food = v;

	/* Nothing to notice */
	if (!notice) return (FALSE);

	/* Disturb */
	if (disturb_state) disturb(0, 0);

	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);

	/* Redraw hunger */
	p_ptr->redraw |= (PR_STATUS|PR_HP);

	/* Handle stuff */
	handle_stuff();

	/* Result */
	return (TRUE);
}
Beispiel #29
0
static void _shatter_device_spell(int cmd, variant *res)
{
	switch (cmd)
	{
	case SPELL_NAME:
		var_set_string(res, T("Shatter Device", ""));
		break;
	case SPELL_DESC:
		var_set_string(res, T("Destroy a magical device in your inventory for various effects.", ""));
		break;
	case SPELL_CAST:
	{
		int item;
		object_type *o_ptr;
		
		var_set_bool(res, FALSE);
		item_tester_hook = item_tester_hook_recharge;
		if (!get_item(&item, "Shatter which device?", "You have nothing to shatter.", USE_INVEN)) return;
		o_ptr = &inventory[item];
		var_set_bool(res, TRUE);
		
		if (_object_is_(o_ptr, TV_STAFF, SV_STAFF_DESTRUCTION))
		{
			if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev))
				msg_print("The dungeon collapses...");
			else
				msg_print("The dungeon trembles.");
		}
		else if ( _object_is_(o_ptr, TV_STAFF, SV_STAFF_HEALING)
		       || _object_is_(o_ptr, TV_ROD, SV_ROD_HEALING)
		       || _object_is_(o_ptr, TV_ROD, SV_ROD_RESTORATION) )
		{
			msg_print("You feel life flow through your body!");
			restore_level();
			(void)set_poisoned(0, TRUE);
			(void)set_blind(0, TRUE);
			(void)set_confused(0, TRUE);
			(void)set_image(0, TRUE);
			(void)set_stun(0, TRUE);
			(void)set_cut(0, TRUE);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);
			update_stuff();
			hp_player(5000);
		}
		else if (_object_is_(o_ptr, TV_ROD, SV_ROD_TELEPORT_AWAY))
		{
			banish_monsters(p_ptr->lev * 4);
		}
		else
		{
			project(0, 5, py, px, 
				k_info[o_ptr->k_idx].level * 16, 
				_object_dam_type(o_ptr), 
				PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
		}
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
		break;
	}
	default:
		default_spell(cmd, res);
		break;
	}
}
Beispiel #30
0
/*
 * Interact with "colors"
 */
void do_cmd_colors(void)
{
	s32b i;

	PHYSFS_file *fff;

	char tmp[160];

	char buf[1024];


	/* Enter "icky" mode */
	character_icky++;

	/* Save the screen */
	Term_save();


	/* Interact until done */
	while (1)
	{
		/* Clear screen */
		Term_clear();

		/* Ask for a choice */
		prt("Interact with Colors", 2, 0);

		/* Give some choices */
		prt("(1) Load a user pref file", 4, 5);
#ifdef ALLOW_COLORS
		prt("(2) Dump colors", 5, 5);
		prt("(3) Modify colors", 6, 5);
# ifdef SUPPORT_GAMMA
		prt("(4) Gamma correction", 7, 5);
# endif  /* SUPPORT_GAMMA */
#endif

		/* Prompt */
		prt("Command: ", 8, 0);

		/* Prompt */
		i = inkey();

		/* Done */
		if (i == ESCAPE) break;

		/* Load a 'pref' file */
		if (i == '1')
		{
			/* Prompt */
			prt("Command: Load a user pref file", 8, 0);

			/* Prompt */
			prt("File: ", 10, 0);

			/* Default file */
			strnfmt(tmp, 160, "user-%s.prf", ANGBAND_SYS);

			/* Query */
			if (!askfor_aux(tmp, 70)) continue;

			/* Process the given filename */
			(void)process_pref_file(tmp);

			/* Mega-Hack -- react to changes */
			Term_xtra(TERM_XTRA_REACT, 0);

			/* Mega-Hack -- redraw */
			Term_redraw();
		}

#ifdef ALLOW_COLORS

		/* Dump colors */
		else if (i == '2')
		{
			/* Prompt */
			prt("Command: Dump colors", 8, 0);

			/* Prompt */
			prt("File: ", 10, 0);

			/* Default filename */
			strnfmt(tmp, 160, "user-%s.prf", ANGBAND_SYS);

			/* Get a filename */
			if (!askfor_aux(tmp, 70)) continue;

			/* Build the filename */
			path_build(buf, 1024, TENGINE_DIR_USER, tmp);

			/* Append to the file */
			fff = my_fopen(buf, "a");

			/* Failure */
			if (!fff) continue;

			/* Start dumping */
			fprintf(fff, "\n\n");
			fprintf(fff, "# Color redefinitions\n\n");

			/* Dump colors */
			for (i = 0; i < 256; i++)
			{
				s32b kv = angband_color_table[i][0];
				s32b rv = angband_color_table[i][1];
				s32b gv = angband_color_table[i][2];
				s32b bv = angband_color_table[i][3];

				cptr name = "unknown";

				/* Skip non-entries */
				if (!kv && !rv && !gv && !bv) continue;

				/* Extract the color name */
				name = color_names[i];

				/* Dump a comment */
				fprintf(fff, "# Color '%s'\n", name);

				/* Dump the monster attr/char info */
				fprintf(fff, "V:%d:0x%02X:0x%02X:0x%02X:0x%02X\n\n",
				        i, kv, rv, gv, bv);
			}

			/* All done */
			fprintf(fff, "\n\n\n\n");

			/* Close */
			my_fclose(fff);

			/* Message */
			msg_print("Dumped color redefinitions.");
		}

		/* Edit colors */
		else if (i == '3')
		{
			static byte a = 0;

			/* Prompt */
			prt("Command: Modify colors", 8, 0);

			/* Hack -- query until done */
			while (1)
			{
				cptr name;

				/* Clear */
				clear_from(10);

				/* Exhibit the normal colors */
				for (i = 0; i < 16; i++)
				{
					/* Exhibit this color */
					Term_putstr(i*4, 20, -1, a, "###");

					/* Exhibit all colors */
					Term_putstr(i*4, 22, -1, i, format("%3d", i));
				}

				/* Describe the color */
				name = ((color_names[a]) ? color_names[a] : "undefined");

				/* Describe the color */
				Term_putstr(5, 10, -1, TERM_WHITE,
				            format("Color = %d, Name = %s", a, name));

				/* Label the Current values */
				Term_putstr(5, 12, -1, TERM_WHITE,
				            format("K = 0x%02x / R,G,B = 0x%02x,0x%02x,0x%02x",
				                   angband_color_table[a][0],
				                   angband_color_table[a][1],
				                   angband_color_table[a][2],
				                   angband_color_table[a][3]));

				/* Prompt */
				Term_putstr(0, 14, -1, TERM_WHITE,
				            "Command (n/N/k/K/r/R/g/G/b/B): ");

				/* Get a command */
				i = inkey();

				/* All done */
				if (i == ESCAPE) break;

				/* Analyze */
				if (i == 'n') a = (byte)(a + 1);
				if (i == 'N') a = (byte)(a - 1);
				if (i == 'k') angband_color_table[a][0] = (byte)(angband_color_table[a][0] + 1);
				if (i == 'K') angband_color_table[a][0] = (byte)(angband_color_table[a][0] - 1);
				if (i == 'r') angband_color_table[a][1] = (byte)(angband_color_table[a][1] + 1);
				if (i == 'R') angband_color_table[a][1] = (byte)(angband_color_table[a][1] - 1);
				if (i == 'g') angband_color_table[a][2] = (byte)(angband_color_table[a][2] + 1);
				if (i == 'G') angband_color_table[a][2] = (byte)(angband_color_table[a][2] - 1);
				if (i == 'b') angband_color_table[a][3] = (byte)(angband_color_table[a][3] + 1);
				if (i == 'B') angband_color_table[a][3] = (byte)(angband_color_table[a][3] - 1);

				/* Hack -- react to changes */
				Term_xtra(TERM_XTRA_REACT, 0);

				/* Hack -- redraw */
				Term_redraw();
			}
		}

# ifdef SUPPORT_GAMMA

		/* Gamma correction */
		else if (i == '4')
		{
			s32b gamma;

			/* Prompt */
			prt("Command: Gamma correction", 8, 0);

			/* gamma_val isn't set - assume 1.0 */
			if (gamma_val == 0) gamma = 10;

			/* It's set - convert to usual notation (times 10) */
			else gamma = 2560 / gamma_val;

			/* Hack -- query until done */
			while (1)
			{
				/* Clear */
				clear_from(10);

				/* Exhibit the normal colors */
				for (i = 0; i < 16; i++)
				{
					/* Exhibit all colors */
					Term_putstr(i*4, 22, -1, i, format("%3d", i));
				}

				/* Describe the gamma */
				Term_putstr(5, 10, -1, TERM_WHITE,
				            format("Gamma = %d.%d", gamma / 10, gamma % 10));

				/* Prompt */
				Term_putstr(0, 12, -1, TERM_WHITE, "Command (g/G): ");

				/* Get a command */
				i = inkey();

				/* All done */
				if (i == ESCAPE) break;

				/* Analyze */
				if (i == 'g') gamma = (byte)(gamma + 1);
				else if (i == 'G') gamma = (byte)(gamma - 1);
				else continue;

				/* Force limits ([1.0, 2.5]) */
				if (gamma < 10) gamma = 10;
				if (gamma > 25) gamma = 25;

				/* Hack - 1.0 means no correction */
				if (gamma == 10) gamma_val = 0;

				/* otherwise, calculate gamma_val */
				else gamma_val = 2560 / gamma;

				/* Hack -- react to changes */
				Term_xtra(TERM_XTRA_REACT, 0);

				/* Hack -- redraw */
				Term_redraw();
			}
		}

# endif  /* SUPPORT_GAMMA */

#endif

		/* Unknown option */
		else
		{
			bell();
		}

		/* Flush messages */
		msg_print(NULL);
	}


	/* Restore the screen */
	Term_load();

	/* Leave "icky" mode */
	character_icky--;
}