Example #1
0
/**
 * Handle player hitting a real trap.  Rewritten in Oangband to allow a
 * greater variety of traps, with effects controlled by dungeon level.
 * To allow a trap to choose one of a variety of effects consistantly,
 * the quick RNG is often used, and xy coordinates input as a seed value.
 */
extern void hit_trap(int y, int x)
{
    int i, j, k, num;
    int dam = 0;

    int nastyness, selection;

    feature_type *f_ptr = &f_info[cave_feat[y][x]];

    cptr name = f_ptr->name;

    /* Use the "simple" RNG to insure that traps are consistant. */
    Rand_quick = TRUE;

    /* Use the coordinates of the trap to seed the RNG. */
    Rand_value = y * x;

    /* Disturb the player */
    disturb(0, 0);

    /* Analyze XXX XXX XXX */
    switch (cave_feat[y][x]) {
    /* trap door. */
    case FEAT_TRAP_HEAD + 0x00:
    {
        Rand_quick = FALSE;

        /* Paranoia -NRM- */
        if (((stage_map[p_ptr->stage][STAGE_TYPE] == CAVE)
                || (stage_map[p_ptr->stage][STAGE_TYPE] == VALLEY))
                && (!stage_map[p_ptr->stage][DOWN])) {
            cave_info[y][x] &= ~(CAVE_MARK);
            cave_set_feat(y, x, FEAT_FLOOR);
            msg_print("The trap fails!");
            break;
        }


        msg_print("You fall through a trap door!");
        if (p_ptr->state.ffall) {
            notice_obj(OF_FEATHER, 0);
            msg_print("You float gently down to the next level.");
        } else {
            dam = damroll(2, 8);
            take_hit(dam, name);
        }
        /* Remember where we came from */
        p_ptr->last_stage = p_ptr->stage;

        if (!stage_map[p_ptr->stage][DOWN]) {
            /* Set the ways forward and back */
            stage_map[255][UP] = p_ptr->stage;
            stage_map[p_ptr->stage][DOWN] = 255;
            stage_map[255][DEPTH] = p_ptr->depth + 1;
        }

        /* New stage */
        p_ptr->stage = stage_map[p_ptr->stage][DOWN];

        /* New depth */
        p_ptr->depth = stage_map[p_ptr->stage][DEPTH];

        /* Leaving */
        p_ptr->leaving = TRUE;

        Rand_quick = TRUE;

        break;
    }

    /* pits. */
    case FEAT_TRAP_HEAD + 0x01:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(20) == 1)
            nastyness += 20;
        else if (randint1(5) == 1)
            nastyness += 10;

        /* Player is now in pit. */
        monster_swap(p_ptr->py, p_ptr->px, y, x);

        /* Center on player. */
        y = p_ptr->py;
        x = p_ptr->px;

        /* pit of daggers. */
        if ((nastyness > 80) && (randint1(3) != 3)) {
            msg_print("You fall into a pit of daggers!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid setting off the daggers.");
            }

            else {
                /* a trap of morgul. */
                if (randint1(6) == 1) {
                    Rand_quick = FALSE;


                    msg_print
                    ("A single coldly gleaming dagger pierces you deeply!");
                    msg_print
                    ("You feel a deadly chill slowly withering your soul.");

                    /* activate the Black Breath. */
                    p_ptr->black_breath = TRUE;

                    /* lots of damage. */
                    dam = damroll(20, 15);

                    /* undead may be attracted. */
                    if (randint1(2) == 1) {
                        msg_print
                        ("Undead suddenly appear and call you to them!");

                        k = randint1(3) + 2;
                        for (i = 0; i < k; i++) {
                            summon_specific(y, x, FALSE, p_ptr->depth,
                                            SUMMON_UNDEAD);
                        }
                    }

                    /* morgul-traps are one-time only. */
                    cave_info[y][x] &= ~(CAVE_MARK);
                    cave_set_feat(y, x, FEAT_FLOOR);

                    Rand_quick = TRUE;
                }

                else {
                    Rand_quick = FALSE;

                    /* activate the ordinary daggers. */
                    msg_print("Daggers pierce you everywhere!");

                    k = randint1(10) + 5;
                    for (i = 0; i < k; i++) {
                        dam += damroll(3, 4);
                    }

                    Rand_quick = TRUE;
                }

                /* cut the player. */
                (void) inc_timed(TMD_CUT, randint1(dam), TRUE);

                /* Take the damage. */
                take_hit(dam, name);
            }
        }

        /* poisoned spiked pit. */
        else if ((nastyness > 55) && (randint1(3) != 3)) {
            msg_print("You fall into a spiked pit!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid touching the spikes.");
            }

            else {
                Rand_quick = FALSE;

                /* Base damage */
                dam = damroll(2, 6);

                /* Extra spike damage */
                if (randint0(100) < 85) {
                    bool was_poisoned;

                    msg_print("You are impaled on poisonous spikes!");

                    dam = dam * (randint1(6) + 3);
                    (void) inc_timed(TMD_CUT, randint1(dam), TRUE);

                    was_poisoned = pois_hit(dam);

                    if (!was_poisoned)
                        msg_print("The poison does not affect you!");
                }

                /* Take the damage */
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        /* spiked pit. */
        else if ((nastyness > 30) && (randint1(3) != 3)) {
            msg_print("You fall into a spiked pit!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid touching the spikes.");
            }

            else {
                Rand_quick = FALSE;

                /* Base damage */
                dam = damroll(2, 6);

                /* Extra spike damage */
                if (randint0(100) < 85) {
                    msg_print("You are impaled!");

                    dam = dam * (2 + randint1(4));
                    (void) inc_timed(TMD_CUT, randint1(dam), TRUE);
                }

                /* Take the damage */
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        /* ordinary pit in all other cases. */
        else {
            msg_print("You fall into a pit!");
            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the bottom of the pit.");
            } else {
                Rand_quick = FALSE;

                dam = damroll(2, 6);
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        break;
    }

    /* stat-reducing dart traps. */
    case FEAT_TRAP_HEAD + 0x02:
    {
        /* decide if the dart hits. */
        if (check_trap_hit(50 + p_ptr->depth)) {
            /* select a stat to drain. */
            selection = randint0(6);

            Rand_quick = FALSE;

            msg_print("A small dart hits you!");
            dam = damroll(1, 4);
            take_hit(dam, name);

            /* Determine how dangerous the trap is allowed to be. */
            nastyness = randint1(p_ptr->depth);

            /* decide how much to drain the stat by. */
            if ((nastyness > 50) && (randint1(3) == 1)) {
                num = randint1(4);
            } else
                num = 1;

            /* drain the stat. */
            for (i = 0; i < num; i++) {
                (void) do_dec_stat(selection);
            }

            Rand_quick = TRUE;
        } else {
            msg_print("A small dart barely misses you.");
        }
        break;
    }

    /* discolored spots. */
    case FEAT_TRAP_HEAD + 0x03:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(5) == 1)
            nastyness += 10;

        /* pick a elemental attack type. */
        selection = randint1(4);


        /* electicity trap. */
        if (selection == 1) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are struck by lightning!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You get zapped!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            elec_dam(dam, "an electricity trap");
            Rand_quick = TRUE;

        }

        /* frost trap. */
        if (selection == 2) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are lost within a blizzard!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are coated in frost!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            cold_dam(dam, "a frost trap");
            Rand_quick = TRUE;
        }

        /* fire trap. */
        if (selection == 3) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are enveloped in a column of fire!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are surrounded by flames!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            fire_dam(dam, "a fire trap");
            Rand_quick = TRUE;
        }

        /* acid trap. */
        if (selection == 4) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("A cauldron of acid is tipped over your head!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are splashed with acid!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            acid_dam(dam, "an acid trap");
            Rand_quick = TRUE;
        }

        break;
    }

    /* gas traps. */
    case FEAT_TRAP_HEAD + 0x04:
    {
        selection = randint1(4);

        /* blinding trap. */
        if (selection == 1) {
            msg_print("You are surrounded by a black gas!");
            if (!p_ptr->state.no_blind) {
                Rand_quick = FALSE;

                (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE);

                Rand_quick = TRUE;
            }
        } else
            notice_obj(OF_SEEING, 0);

        /* confusing trap. */
        if (selection == 2) {
            msg_print
            ("You are surrounded by a gas of scintillating colors!");
            if (!p_resist_good(P_RES_CONFU)) {
                Rand_quick = FALSE;

                (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);

                Rand_quick = TRUE;
            } else
                notice_other(IF_RES_CONFU, 0);
        }

        /* poisoning trap. */
        if (selection == 3) {
            msg_print("You are surrounded by a pungent green gas!");

            Rand_quick = FALSE;

            pois_hit(25);

            Rand_quick = TRUE;
        }

        /* sleeping trap. */
        if (selection == 4) {
            msg_print("You are surrounded by a strange white mist!");
            if (!p_ptr->state.free_act) {
                (void) inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE);
            } else
                notice_obj(OF_FREE_ACT, 0);
        }

        break;
    }

    /* summoning traps. */
    case FEAT_TRAP_HEAD + 0x05:
    {
        sound(MSG_SUM_MONSTER);
        /* sometimes summon thieves. */
        if ((p_ptr->depth > 8) && (randint1(5) == 1)) {
            msg_print("You have aroused a den of thieves!");

            Rand_quick = FALSE;

            num = 2 + randint1(3);
            for (i = 0; i < num; i++) {
                (void) summon_specific(y, x, FALSE, p_ptr->depth,
                                       SUMMON_THIEF);
            }

            Rand_quick = TRUE;
        }

        /* sometimes summon a nasty unique. */
        else if (randint1(8) == 1) {
            msg_print("You are enveloped in a cloud of smoke!");

            Rand_quick = FALSE;

            (void) summon_specific(y, x, FALSE, p_ptr->depth + 5,
                                   SUMMON_UNIQUE);

            Rand_quick = TRUE;
        }

        /* otherwise, the ordinary summon monsters. */
        else {
            msg_print("You are enveloped in a cloud of smoke!");

            Rand_quick = FALSE;

            num = 2 + randint1(3);
            for (i = 0; i < num; i++) {
                (void) summon_specific(y, x, FALSE, p_ptr->depth, 0);
            }

            Rand_quick = TRUE;
        }

        /* these are all one-time traps. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        break;
    }

    /* dungeon alteration traps. */
    case FEAT_TRAP_HEAD + 0x06:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(5) == 1)
            nastyness += 10;

        /* make room for alterations. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        /* Everything truely random from here on. */
        Rand_quick = FALSE;

        /* dungeon destruction trap. */
        if ((nastyness > 60) && (randint1(12) == 1)) {
            msg_print
            ("A ear-splitting howl shatters your mind as the dungeon is smashed by hammer blows!");

            (void) destroy_level(FALSE);

            /* the player is hard-hit. */
            (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
            (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE);
            (void) inc_timed(TMD_STUN, randint1(50) + 50, TRUE);
            dam = damroll(15, 15);
            take_hit(dam, name);
        }

        /* earthquake trap. */
        else if ((nastyness > 20) && (randint1(4) == 1)) {
            msg_print("A tremor shakes the earth around you");
            earthquake(y, x, 10, FALSE);
        }

        /* falling rock trap. */
        else if ((nastyness > 4) && (randint1(2) == 1)) {
            msg_print("A rock falls on your head.");
            dam = damroll(2, 10);
            take_hit(dam, name);

            (void) inc_timed(TMD_STUN, randint1(10) + 10, TRUE);
        }

        /* a few pebbles. */
        else {
            msg_print("A bunch of pebbles rain down on you.");
            dam = damroll(1, 8);
            take_hit(dam, name);
        }

        Rand_quick = TRUE;

        break;
    }

    /* various char and equipment-alteration traps, lumped together to
     * avoid any one effect being too common (some of them can be rather
     * nasty). */
    case FEAT_TRAP_HEAD + 0x07:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint0(100);

        /* these are all one-time traps. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        /* Everything truely random from here on. */
        Rand_quick = FALSE;

        /* trap of drain wands. */
        if (nastyness < 15) {
            /* Hold the object information. */
            object_type *o_ptr;

            /* Find an item */
            for (i = 0; i < 20; i++) {
                /* Pick an item */
                i = randint0(INVEN_PACK - p_ptr->pack_size_reduce);

                /* Obtain the item */
                o_ptr = &p_ptr->inventory[i];

                /* use "num" to decide if a item can be uncharged.  By
                 * default, assume it can't. */
                num = 0;

                /* Skip non-objects */
                if (!o_ptr->k_idx)
                    continue;

                /* Drain charged wands/staffs/rods */
                if ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)
                        || (o_ptr->tval == TV_ROD)) {
                    /* case of charged wands/staffs. */
                    if (((o_ptr->tval == TV_STAFF)
                            || (o_ptr->tval == TV_WAND)) && (o_ptr->pval))
                        num = 1;

                    /* case of charged rods. */
                    if ((o_ptr->tval == TV_ROD)
                            && (o_ptr->timeout < randcalc(o_ptr->time, 0,
                                                          MINIMISE)))
                        num = 1;


                    if (num == 1) {
                        /* Message */
                        msg_print("Energy drains from your pack!");

                        /* Uncharge */
                        if ((o_ptr->tval == TV_STAFF)
                                || (o_ptr->tval == TV_WAND))
                            o_ptr->pval = 0;

                        if (o_ptr->tval == TV_ROD)
                            o_ptr->timeout = randcalc(o_ptr->time, 0, RANDOMISE) * o_ptr->number * 2;


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

                        /* not more than one inventory slot effected. */
                        break;
                    } else
                        continue;
                }
            }
        }

        /* trap of forgetting. */
        else if (nastyness < 35) {
            if (check_save(100)) {
                msg_print("You hang on to your memories!");
            } else if (lose_all_info()) {
                msg_print("Your memories fade away.");
            }
        }

        /* trap of alter reality. */
        else if (nastyness < 50) {
            if (OPT(adult_ironman))
                msg_print("Nothing happens.");
            else {
                msg_print("The world changes!");

                /* Leaving */
                p_ptr->leaving = TRUE;
            }
        }

        /* trap of remold player. */
        else if (nastyness < 75) {
            int max1, cur1, max2, cur2, ii, jj;

            msg_print("You feel yourself being twisted by wild magic!");

            if (check_save(100)) {
                msg_print("You resist the effects!");
            } else {
                msg_print("Your body starts to scramble...");

                /* Pick a pair of stats */
                ii = randint0(6);
                for (jj = ii; jj == ii; jj = randint0(6))	/* loop */
                    ;

                max1 = p_ptr->stat_max[ii];
                cur1 = p_ptr->stat_cur[ii];
                max2 = p_ptr->stat_max[jj];
                cur2 = p_ptr->stat_cur[jj];

                p_ptr->stat_max[ii] = max2;
                p_ptr->stat_cur[ii] = cur2;
                p_ptr->stat_max[jj] = max1;
                p_ptr->stat_cur[jj] = cur1;

                p_ptr->update |= (PU_BONUS);
            }
        }

        /* time ball trap. */
        else if (nastyness < 90) {
            msg_print("You feel time itself assault you!");

            /* Target the player with a radius 0 ball attack. */
            fire_meteor(0, GF_TIME, p_ptr->py, p_ptr->px, 75, 0, TRUE);
        }

        /* trap of bugs gone berserk. */
        else {
            /* explain what the dickens is going on. */
            msg_print("GRUESOME Gnawing Bugs leap out at you!");

            if (!p_resist_good(P_RES_CONFU)) {
                (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
            } else
                notice_other(IF_RES_CONFU, 0);

            if (!p_resist_good(P_RES_CHAOS)) {
                (void) inc_timed(TMD_IMAGE, randint1(40), TRUE);
            } else
                notice_other(IF_RES_CHAOS, 0);

            /* XXX (hard coded) summon 3-6 bugs. */
            k = randint1(4) + 2;
            for (i = 0; i < k; ++i) {
                /* Look for a location */
                for (j = 0; j < 20; ++j) {
                    /* Pick a (scattered) distance. */
                    int d = (j / 10) + randint1(3);

                    /* Pick a location */
                    scatter(&y, &x, y, x, d, 0);

                    /* Require passable terrain */
                    if (!cave_passable_bold(y, x))
                        continue;

                    /* Hack -- no summon on glyph of warding */
                    if (cave_feat[y][x] == FEAT_RUNE_PROTECT)
                        continue;

                    /* Okay */
                    break;
                }

                /* Attempt to place the awake bug */
                place_monster_aux(y, x, 453, FALSE, TRUE);
            }

            /* herald the arrival of bugs. */
            msg_print("AAAAAAAHHHH! THEY'RE EVERYWHERE!");
        }

        Rand_quick = TRUE;

        break;
    }

    /* teleport trap */
    case FEAT_TRAP_HEAD + 0x08:
    {
        if (stage_map[p_ptr->stage][STAGE_TYPE] >= CAVE)
            msg_print("You teleport across the dungeon.");
        else
            msg_print("You teleport across the wilderness.");

        Rand_quick = FALSE;

        teleport_player(250, FALSE);

        Rand_quick = TRUE;

        break;
    }

    /* murder holes. */
    case FEAT_TRAP_HEAD + 0x09:
    {
        /* hold the object info. */
        object_type *o_ptr;
        object_type object_type_body;

        /* hold the missile type and name. */
        int sval = 0;
        int tval = 0;
        cptr missile_name = "";



        /* Determine the missile type and base damage. */
        if (randint1(3) == 1) {
            if (p_ptr->depth < 40) {
                missile_name = "shot";
                dam = damroll(2, 3);
                tval = TV_SHOT;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker shot";
                dam = damroll(3, 7);
                tval = TV_SHOT;
                sval = SV_AMMO_HEAVY;
            }
        }

        else if (randint1(2) == 1) {
            if (p_ptr->depth < 55) {
                missile_name = "arrow";
                dam = damroll(2, 4);
                tval = TV_ARROW;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker arrow";
                dam = damroll(3, 9);
                tval = TV_ARROW;
                sval = SV_AMMO_HEAVY;
            }
        }

        else {
            if (p_ptr->depth < 65) {
                missile_name = "bolt";
                dam = damroll(2, 5);
                tval = TV_BOLT;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker bolt";
                dam = damroll(3, 11);
                tval = TV_BOLT;
                sval = SV_AMMO_HEAVY;
            }
        }

        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            msg_format("A %s hits you from above.", missile_name);

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was well-aimed!");
                dam *= 1 + randint1(2);
            }
            if (randint1(2) == 1) {
                msg_print("It gouges you!");
                dam = 3 * dam / 2;

                /* cut the player. */
                (void) inc_timed(TMD_CUT, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_format("A %s wizzes by your head.", missile_name);

        /* these will eventually run out of ammo. */

        Rand_quick = FALSE;

        if (randint0(8) == 0) {
            cave_info[y][x] &= ~(CAVE_MARK);
            cave_set_feat(y, x, FEAT_FLOOR);
        }

        Rand_quick = TRUE;

        /* Get local object */
        o_ptr = &object_type_body;

        /* Make a missile, identify it, and drop it near the player. */
        object_prep(o_ptr, lookup_kind(tval, sval), MINIMISE);
        object_aware(o_ptr);
        object_known(o_ptr);
        drop_near(o_ptr, -1, y, x, TRUE);

        break;
    }

    /* falling tree branch */
    case FEAT_TRAP_HEAD + 0x0A:
    {
        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            /* Take damage */
            dam = damroll(3, 5);
            msg_print("A branch hits you from above.");

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was heavy!");
                dam = 3 * dam / 2;

                /* stun the player. */
                (void) inc_timed(TMD_STUN, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_print("A falling branch just misses you.");

        /* No more */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_TREE);

        break;
    }

    /* falling tree branch */
    case FEAT_TRAP_HEAD + 0x0B:
    {
        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            /* Take damage */
            dam = damroll(3, 5);
            msg_print("A branch hits you from above.");

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was heavy!");
                dam = 3 * dam / 2;

                /* stun the player. */
                (void) inc_timed(TMD_STUN, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_print("A falling branch just misses you.");

        /* No more */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_TREE2);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0C:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0D:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0E:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0F:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    }

    /* Revert to usage of the complex RNG. */
    Rand_quick = FALSE;
}
Example #2
0
/*
 * Chests have traps too.  High-level chests can be very dangerous, no
 * matter what level they are opened at.  Various traps added in Oangband. -LM-
 *
 * Exploding chest destroys contents (and traps).
 * Note that the chest itself is never destroyed.
 */
static void chest_trap(int y, int x, s16b o_idx)
{
	int i, trap, nasty_tricks_count;
	int j;

	object_type *o_ptr = &o_list[o_idx];

	/* Compensate for the averaging routine in the summon monster function. */
	int summon_level = o_ptr->pval + o_ptr->pval - p_ptr->depth;

	/* Ignore disarmed chests */
	if (o_ptr->pval <= 0) return;

	/* Obtain the traps */
	trap = chest_traps[o_ptr->pval];

	/* Lose strength */
	if (trap & (CHEST_LOSE_STR))
	{
		msg_print("A small needle has pricked you!");
		take_hit(damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_STR);
	}

	/* Lose constitution */
	if (trap & (CHEST_LOSE_CON))
	{
		msg_print("A small needle has pricked you!");
		take_hit(damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_CON);
	}

	/* Poison */
	if (trap & (CHEST_POISON))
	{
		msg_print("A puff of green gas surrounds you!");
		pois_hit(25);
	}

	/* Paralyze */
	if (trap & (CHEST_PARALYZE))
	{
		msg_print("A puff of yellow gas surrounds you!");
		if (!p_ptr->free_act)
		{
			(void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
		}
	}

	/* Summon monsters */
	if (trap & (CHEST_SUMMON))
	{
		int num = 2 + randint1(3);
		msg_print("You are enveloped in a cloud of smoke!");
		(void)summon_specific(y, x, FALSE, summon_level, 0, num);
	}

	/* Explode */
	if (trap & (CHEST_EXPLODE))
	{
		msg_print("There is a sudden explosion!");
		msg_print("Everything inside the chest is destroyed!");
		o_ptr->pval = 0;
		take_hit(damroll(5, 8), "an exploding chest");
	}

	/* Scatter contents. */
	if (trap & (CHEST_SCATTER))
	{
		msg_print("The contents of the chest scatter all over the dungeon!");
		chest_death(TRUE, y, x, o_idx);
		o_ptr->pval = 0;
	}

	/* Elemental summon. */
	if (trap & (CHEST_E_SUMMON))
	{
		j = randint1(3) + 5;
		msg_print("Elemental beings appear to protect their treasures!");
		(void) summon_specific(y, x, FALSE, summon_level, SUMMON_ELEMENTAL, j);
	}

	/* Force clouds, then summon birds. */
	if (trap & (CHEST_BIRD_STORM))
	{
		msg_print("A storm of birds swirls around you!");

		j = randint1(3) + 3;
		for (i = 0; i < j; i++)
			(void)fire_meteor(0, GF_FORCE, y, x, o_ptr->pval / 5, 7, TRUE);

		j = randint1(5) + o_ptr->pval /5;
		(void)summon_specific(y, x, TRUE, summon_level, SUMMON_BIRD, j);
	}

	/* Various colorful summonings. */
	if (trap & (CHEST_H_SUMMON))
	{
		/* Summon demons. */
		if (randint0(4) == 0)
		{
			msg_print("Demons materialize in clouds of fire and brimstone!");

			j = randint1(3) + 2;
			for (i = 0; i < j; i++)
			{
				(void)fire_meteor(0, GF_FIRE, y, x, 10, 5, TRUE);
				(void)summon_specific(y, x, FALSE, summon_level, SUMMON_DEMON, 1);
			}
		}

		/* Summon dragons. */
		else if (randint0(3) == 0)
		{
			msg_print("Draconic forms loom out of the darkness!");

			j = randint1(3) + 2;
			(void)summon_specific(y, x, FALSE, summon_level, SUMMON_DRAGON, j);
		}

		/* Summon hybrids. */
		else if (randint0(2) == 0)
		{
			msg_print("Creatures strange and twisted assault you!");

			j = randint1(5) + 3;
			(void)summon_specific(y, x, FALSE, summon_level, SUMMON_HYBRID, j);
		}

		/* Summon vortices (scattered) */
		else
		{
			msg_print("Vortices coalesce and wreak destruction!");

			j = randint1(3) + 2;
			(void)summon_specific(y, x, TRUE, summon_level, SUMMON_VORTEX, j);
		}
	}

	/* Dispel player. */
	if (trap & (CHEST_RUNES_OF_EVIL))
	{
		/* Message. */
		msg_print("Hideous voices bid: 'Let the darkness have thee!'");

		/* Determine how many nasty tricks can be played. */
		nasty_tricks_count = 4 + randint0(3);

		/* This is gonna hurt... */
		for (; nasty_tricks_count > 0; nasty_tricks_count--)
		{
			/* ...but a high saving throw does help a little. */
			if (!check_save(2 * o_ptr->pval))
			{
				if (randint0(6) == 0) take_hit(damroll(5, 20), "a chest dispel-player trap");
				else if (randint0(5) == 0) (void)set_cut(p_ptr->cut + 200);
				else if (randint0(4) == 0)
				{
					if (!p_ptr->free_act)
						(void)set_paralyzed(p_ptr->paralyzed + 2 +
						randint0(6));
					else
						(void)set_stun(p_ptr->stun + 10 +
						randint0(100));
				}
				else if (randint0(3) == 0) apply_disenchant(0);
				else if (randint0(2) == 0)
				{
					(void)do_dec_stat(A_STR);
					(void)do_dec_stat(A_DEX);
					(void)do_dec_stat(A_CON);
					(void)do_dec_stat(A_INT);
					(void)do_dec_stat(A_WIS);
					(void)do_dec_stat(A_CHR);
				}
				else (void)fire_meteor(0, GF_NETHER, y, x, 150, 1, TRUE);
			}
		}
	}
}