void vampire_feed(int amt) { int food; int div = 4; if (prace_is_(MIMIC_BAT)) div = 16; if (p_ptr->food < PY_FOOD_FULL) hp_player(amt); else msg_print("You were not hungry."); /* Experimental: Scale the feeding asymptotically. Historically, vampiric feeding was too slow in the early game (low damage) hence tedious. But by the end game, a mere two bites would fill the vampire, rendering the talent rather useless. */ if (p_ptr->food < PY_FOOD_VAMP_MAX) food = p_ptr->food + (PY_FOOD_VAMP_MAX - p_ptr->food) / div; /* Exceeding PY_FOOD_VAMP_MAX is unlikely, but possible (eg. eating rations of food?!) */ else if (p_ptr->food < PY_FOOD_MAX) food = p_ptr->food + (PY_FOOD_MAX - p_ptr->food) / div; else food = p_ptr->food + amt; assert(food >= p_ptr->food); set_food(food); }
void create() { object ob; ::create(); set_gender( random(2)+1 ); /* OBJEDIT { */ set_str( 18 ); set_dex( 10 ); set_con( 24 ); set_spd( 20 ); set_wil( 4 ); set_int( 4 ); set_emp( 4 ); set_cha( 4 ); set_distant( "a fire lizard" ); set_specific( "the fire lizard" ); set_look( "~Name ~verbis small and red with a wingspan no greater than about a meter. ~Pron occasionally emits a small puff of smoke from ~poss nostrils. ~Pron is $(HP)." ); set_alt_name( "fire lizard" ); set_alt_plural( "fire lizards" ); set_plural( "lizards" ); set_name( "lizard" ); set_type( "animal" ); set_droppable( 1 ); set_weight( 12000 ); /* } OBJEDIT */ set_living_name( name ); set_food(query_food_capacity()/2); set_drink(query_drink_capacity()/2); set_known_forms( (["dragon": ({"dragon_bite","dragon_hide"}) ]) );
void create() { ::create(); set_gender( random(2)+1 ); /* OBJEDIT { */ set_spd( 11 ); set_con( 4 ); set_str( 4 ); set_dex( 14 ); set_wil( 9 ); set_cha( 15 ); set_int( 3 ); set_emp( 5 ); set_distant( "a rat" ); set_specific( "the rat" ); set_look( "It's a rat, a large, furry pest known for spreading disease and stealing grain. ~Pron is $(HP)." ); set_plural( "rats" ); set_name( "rat" ); set_type( "rodent" ); set_droppable( 1 ); set_weight( 3000 ); /* } OBJEDIT */ set_living_name( name ); set_food(query_food_capacity()); set_drink(query_drink_capacity()); set_product_aspect( C_RAT ); add_product( C_MEAT, 3, 10 ); add_product( C_PELT, 2, 20 ); //add_product( C_TAIL, 1, 10 ); set_known_forms( (["animal": ({ "bite", "dodge"}) ]) );
// Completely cure the player void WizardModeDialog::wiz_cure_all(void) { /* * Cure everything instantly */ /* Remove curses */ (void)remove_all_curse(); /* Restore stats */ (void)res_stat(A_STR); (void)res_stat(A_INT); (void)res_stat(A_WIS); (void)res_stat(A_CON); (void)res_stat(A_DEX); (void)res_stat(A_CHR); /* Restore the level */ (void)restore_level(); /* Heal the player */ p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* Restore mana */ p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; /* Cure stuff */ (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_PARALYZED, TRUE); (void)clear_timed(TMD_IMAGE, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_SLOW, TRUE); /* No longer hungry */ (void)set_food(PY_FOOD_MAX - 1); this->accept(); /* Combine and Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER | PN_SORT_QUIVER); /* Update stuff */ p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS); /* Fully update the visuals */ p_ptr->update |= (PU_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS); /* Redraw everything */ p_ptr->redraw |= (PR_STATUSBAR | PR_SIDEBAR_PL | PR_MAP | PR_WIN_INVENTORY | PR_WIN_EQUIPMENT | PR_MESSAGES | PR_WIN_MON_RECALL | PR_WIN_OBJ_RECALL | PR_WIN_MESSAGES | PR_WIN_OBJLIST | PR_WIN_FEAT_RECALL); handle_stuff(); }
/* * Helper function for ghouls. * I realize it is somewhat illogical to have this as a "power" rather * than an extension of the "eat" command, but I could not think of * a handy solution to the conceptual/UI problem of having food objects AND * an edible corpse in the same square... * Eating corpses should probably take more than 1 turn (realistically). * (OTOH, you can swap your full-plate armour for a dragonscalemail in * 1 turn *shrug*) */ static void eat_corpse(void) { s16b fld_idx; field_type *f_ptr; fld_idx = area(p_ptr->py, p_ptr->px)->fld_idx; /* While there are fields in the linked list */ while (fld_idx) { f_ptr = &fld_list[fld_idx]; /* Want a corpse / skeleton */ if ((f_ptr->t_idx == FT_CORPSE || f_ptr->t_idx == FT_SKELETON)) { if (f_ptr->t_idx == FT_CORPSE) { msg_print("The corpse tastes delicious!"); (void)set_food(p_ptr->food + 2000); } else { msg_print("The bones taste delicious!"); (void)set_food(p_ptr->food + 1000); } /* Sound */ sound(SOUND_EAT); delete_field_idx(fld_idx); /* Done */ return; } /* Get next field in list */ fld_idx = f_ptr->next_f_idx; } /* Nothing to eat */ msg_print("There is no fresh skeleton or corpse here!"); p_ptr->energy_use = 0; /* Done */ return; }
bool canReachBed(int n, int s1, int s2, int d1, int d2, std::list<int> o) { Graph<tile> g; set_graph(g, n); set_food(g, o, n); tile start; start.insert(s1); start.insert(s2); explore(g, start); tile end; end.insert(d1); end.insert(d2); return g.vertices[end]->visited; }
/*! * @brief プレイヤーを完全回復する / * Cure everything instantly * @return なし */ static void do_cmd_wiz_cure_all(void) { /* Restore stats */ (void)res_stat(A_STR); (void)res_stat(A_INT); (void)res_stat(A_WIS); (void)res_stat(A_CON); (void)res_stat(A_DEX); (void)res_stat(A_CHR); /* Restore the level */ (void)restore_level(); /* Heal the player */ if (p_ptr->chp < p_ptr->mhp) { p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* Redraw */ p_ptr->redraw |= (PR_HP); /* Window stuff */ p_ptr->window |= (PW_PLAYER); } /* Restore mana */ if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER); p_ptr->window |= (PW_SPELL); } /* Cure stuff */ (void)set_blind(0); (void)set_confused(0); (void)set_poisoned(0); (void)set_afraid(0); (void)set_paralyzed(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)set_slow(0, TRUE); /* No longer hungry */ (void)set_food(PY_FOOD_MAX - 1); }
void create() { object ob; ::create(); set_gender( random(2)+1 ); /* OBJEDIT { */ set_spd( 12 ); set_con( 13 ); set_str( 14 ); set_dex( 15 ); set_wil( 10 ); set_cha( 3 ); set_int( 4 ); set_emp( 3 ); set_distant( "a wolf" ); set_specific( "the wolf" ); set_look( "~Name ~verbhas gray fur, penetrating yellow eyes, and a generally surly disposition. ~Pron is $(HP)." ); set_plural( "wolves" ); set_name( "wolf" ); set_type( "wolf" ); set_droppable( 1 ); set_weight( 45000 ); /* } OBJEDIT */ set_living_name( name ); set_food(query_food_capacity()/2); set_drink(query_drink_capacity()/2); add_form("animal"); set_form("animal", 1); remove_form("brawl"); set_race("canine"); set_wc((["piercing":6])); set_wimpy(30); /* set_env_var( "skin_type", "/monsters/skin/wolf_pelt" ); set_env_var( "meat_type", "/monsters/meat/wolf" ); */ set_product_aspect( C_WOLF ); add_product( C_MEAT, 3, 40 ); add_product( C_PELT, 7, 20 ); // add_product( C_TOOTH, 4, 40 ); clone_object("/ai/carnivore")->move(this_object()); ob = clone_object("/ai/aggro"); ob->set_aggro_level(10); ob->move(this_object()); }
bool jelly_eat_object(object_type *o_ptr) { char o_name[MAX_NLEN]; object_type copy = *o_ptr; copy.number = 1; object_desc(o_name, ©, OD_COLOR_CODED); set_food(MIN(PY_FOOD_FULL - 1, p_ptr->food + o_ptr->weight * 50)); msg_format("You assimilate %s into your gelatinous frame.", o_name); /* TODO: Consider giving timed benefits based on what is absorbed. For example, TR_RES_FIRE might give temp fire resistance and TR_SPEED might give temporary haste. */ return TRUE; }
/** * Cure everything instantly */ static void do_cmd_wiz_cure_all(void) { /* Restore stats */ (void) res_stat(A_STR); (void) res_stat(A_INT); (void) res_stat(A_WIS); (void) res_stat(A_CON); (void) res_stat(A_DEX); (void) res_stat(A_CHR); /* Restore the level */ (void) restore_level(); /* Update stuff (if needed) */ if (p_ptr->update) update_stuff(p_ptr); /* Heal the player */ p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* Restore mana */ p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; /* Cure stuff */ (void) clear_timed(TMD_BLIND, TRUE); (void) clear_timed(TMD_CONFUSED, TRUE); (void) clear_timed(TMD_POISONED, TRUE); (void) clear_timed(TMD_AFRAID, TRUE); (void) clear_timed(TMD_PARALYZED, TRUE); (void) clear_timed(TMD_IMAGE, TRUE); (void) clear_timed(TMD_STUN, TRUE); (void) clear_timed(TMD_CUT, TRUE); (void) clear_timed(TMD_SLOW, TRUE); p_ptr->black_breath = FALSE; /* No longer hungry */ (void) set_food(PY_FOOD_MAX - 1); /* Redraw everything */ do_cmd_redraw(); }
/* * Cure everything instantly */ static void do_cmd_wiz_cure_all(void) { /* Remove curses */ (void)remove_all_curse(); /* Restore stats */ (void)res_stat(A_STR); (void)res_stat(A_INT); (void)res_stat(A_WIS); (void)res_stat(A_CON); (void)res_stat(A_DEX); (void)res_stat(A_CHR); /* Restore the level */ (void)restore_level(); /* Heal the player */ p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* Restore mana */ p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; /* Cure stuff */ (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_PARALYZED, TRUE); (void)clear_timed(TMD_IMAGE, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_SLOW, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); /* No longer hungry */ (void)set_food(PY_FOOD_MAX - 1); /* Redraw everything */ do_cmd_redraw(); }
/* * Cure everything instantly */ static void do_cmd_wiz_cure_all(void) { /* Remove curses */ (void)remove_all_curse(); /* Restore stats */ (void)res_stat(A_STR, 200); (void)res_stat(A_INT, 200); (void)res_stat(A_WIS, 200); (void)res_stat(A_CON, 200); (void)res_stat(A_DEX, 200); (void)res_stat(A_CHR, 200); /* Restore the level */ (void)restore_level(); /* Heal the player */ p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* Restore mana */ p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; /* Cure stuff */ (void)set_blind(0); (void)set_confused(0); (void)set_poisoned(0); (void)set_afraid(0); (void)set_paralyzed(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)set_slow(0); /* No longer hungry */ (void)set_food(PY_FOOD_MAX - 1); /* Redraw everything */ do_cmd_redraw(); }
void create() { ::create(); set_gender( random(2)+1 ); /* OBJEDIT { */ set_spd( 9 ); set_con( 8 ); set_str( 9 ); set_dex( 10 ); set_wil( 8 ); set_cha( 9 ); set_int( 5 ); set_emp( 7 ); set_type( "animal" ); /* } OBJEDIT */ set_living_name( name ); set_food(query_food_capacity()); set_drink(query_drink_capacity()); /* set_env_var( "skin_type", "/monsters/skin/deer_skin" ); */ set_product_aspect( C_DEER ); add_product( C_MEAT, 8, 20 ); //add_product( C_GREASE, 2, 30 ); //add_product( C_BONE, 4, 20 ); //add_product( C_HORN, 2, 10 ); add_product( C_PELT, 10, 20 ); add_form("animal"); set_form("animal", 1); remove_form("brawl"); set_race("bovine"); set_wc((["blunt":4])); set_wimpy(90); use_ai_module( "forage" ); }
/* * Cure everything instantly */ static void do_cmd_wiz_cure_all(void) { /* Remove curses */ (void)remove_curse(TRUE); /* Restore stats */ (void)res_stat(A_STR, 20); (void)res_stat(A_CON, 20); (void)res_stat(A_DEX, 20); (void)res_stat(A_GRA, 20); /* Heal the player */ p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* Restore mana */ p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; /* Cure stuff */ (void)set_blind(0); (void)set_confused(0); (void)set_poisoned(0); (void)set_afraid(0); (void)set_entranced(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)set_slow(0); /* No longer hungry */ (void)set_food(PY_FOOD_FULL - 1); /* Redraw everything */ do_cmd_redraw(); }
/* * do_cmd_mind calls this function if the player's class * is 'Naturalist'. */ static bool cast_nature_spell(int spell) { /* this will vary based on the spells, and what they depend on */ int plev = p_ptr->lev; int dir; int px = p_ptr->px; int py = p_ptr->py; /* spell code */ switch (spell) { case 0: /* Detect Creatures */ (void)detect_monsters_normal(); break; case 1: /* First Aid */ (void)hp_player(damroll(2, 8)); (void)set_cut(p_ptr->cut - 15); break; case 2: /* Detect Doors + Traps */ (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); break; case 3: /* Produce Food */ (void)set_food(PY_FOOD_MAX - 1); break; case 4: /* Daylight */ (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; case 5: /* Animal Taming */ if (!get_aim_dir(&dir)) return FALSE; (void)charm_animal(dir, plev); break; case 6: /* Resist Environment */ (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); break; case 7: /* Cure Wounds + Poison */ (void)hp_player(damroll(plev, 8)); (void)set_cut(0); (void)set_poisoned(0); break; case 8: /* Stone to Mud */ if (!get_aim_dir(&dir)) return FALSE; (void)wall_to_mud(dir); break; case 9: /* Lightning Bolt */ if (!get_aim_dir(&dir)) return FALSE; fire_bolt_or_beam(100, GF_ELEC, dir, damroll(3 + ((plev - 5) / 4), 8)); break; case 10: /* Ray of Sunlight */ if (!get_aim_dir(&dir)) return FALSE; msg_print("A line of sunlight appears."); (void)lite_line(dir); break; case 11: /* Entangle */ slow_monsters(); break; case 12: /* Stone Skin */ (void)set_shield(p_ptr->shield + randint(20) + 30); break; case 13: /* Resistance True */ (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 14: /* Stone Tell */ return identify_fully(); case 15: /* Earthquake */ earthquake(py, px, 10); break; case 16: /* Blizzard */ if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 70 + plev, (plev / 12) + 1); break; case 17: /* Lightning Storm */ if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 90 + plev, (plev / 12) + 1); break; case 18: /* Whirlpool */ if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_WATER, dir, 100 + plev, (plev / 12) + 1); break; case 19: /* Call Sunlight */ fire_ball(GF_LITE, 0, 150, 8); wiz_lite(); break; case 20: /* Nature's Wrath */ (void)dispel_monsters(plev * 4); earthquake(py, px, 20 + (plev / 2)); project(0, 1 + plev / 12, py, px, 100 + plev, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM); break; default: msg_format("You cast an unknown Nature spell: %d.", spell); msg_print(NULL); } return TRUE; }
void design_cp3() { cp=3; srand((unsigned)time(NULL)); food.flag=1; mine.flag=1; direct=4; poigrass.cor[0].x=240; poigrass.cor[0].y=40; poigrass.cor[1].x=340; poigrass.cor[1].y=180; poigrass.cor[2].x=240; poigrass.cor[2].y=500; poigrass.cor[3].x=60; poigrass.cor[3].y=240; poigrass.cor[4].x=500; poigrass.cor[4].y=300; poigrass.cor[5].x=600; poigrass.cor[5].y=120; poigrass.cor[6].x=520; poigrass.cor[6].y=540; p0=(struct Snake*)malloc(LEN); head=(struct Snake*)malloc(LEN); tail=(struct Snake*)malloc(LEN); p1=(struct Snake*)malloc(LEN); head->x=2*20; head->y=5*20; tail->x=20; tail->y=5*20; p0=tail; map(); tail->x=head->x-20; tail->y=head->y; head->next=tail; head->previous=NULL; tail->next=NULL; tail->previous=head; tim1=(unsigned)time(NULL); while(1) { while(!kbhit()) { set_poigrass(); set_poigrass1(); if(food.flag==1) set_food(); if(mine.flag==1) set_mine(); show_food(); show_mine(); snake_move(); ju_eat_food(); ju_meet_mine(); ju_eat_poigrass(); while(p0->next!=NULL) { if((p0->next->x==head->x)&&(p0->next->y==head->y)) life=0; p0=p0->next; } if(life==0) gameover(); if(head->x>=680) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x-20,tail->y,tail->x,tail->y+20); gameover(); } if(head->x<20) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x+20,tail->y,tail->x+40,tail->y+20); gameover(); } if(head->y>=580) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x,tail->y-20,tail->x+20,tail->y); gameover(); } if(head->y<20) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x,tail->y+20,tail->x+20,tail->y+40); gameover(); } if(direct==4) if(head->x==200&&(head->y>=160&&head->y<=380)||head->x==420&&(head->y>=280&&head->y<=420)|| head->y==200&&head->x==300) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x-20,tail->y,tail->x,tail->y+20); gameover(); } if(direct==3) if(head->x==200&&(head->y>=160&&head->y<=380)||head->x==420&&(head->y>=280&&head->y<=420)|| head->y==200&&head->x==580) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x+20,tail->y,tail->x+40,tail->y+20); gameover(); } if(direct==1) if(head->x==200&&head->y==380||head->x==420&&head->y==420|| head->y==200&&(head->x>=300&&head->x<=580)) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x,tail->y+20,tail->x+20,tail->y+40); gameover(); } if(direct==2) if(head->x==200&&head->y==160||head->x==420&&head->y==280|| head->y==200&&(head->x>=300&&head->x<=580)) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x,tail->y-20,tail->x+20,tail->y); gameover(); tim2=(unsigned)time(NULL); if(tim2-tim1>=80) no_poigrass(); } show_snake(); } change(); } }
void design_cp2() { cp=2; srand((unsigned)time(NULL)); food.flag=1; mine.flag=1; direct=4; score=0; poigrass.cor[0].x=240; poigrass.cor[0].y=40; poigrass.cor[1].x=340; poigrass.cor[1].y=180; poigrass.cor[2].x=240; poigrass.cor[2].y=500; poigrass.cor[3].x=60; poigrass.cor[3].y=240; poigrass.cor[4].x=500; poigrass.cor[4].y=300; p0=(struct Snake*)malloc(LEN); head=(struct Snake*)malloc(LEN); tail=(struct Snake*)malloc(LEN); p1=(struct Snake*)malloc(LEN); head->x=2*20; head->y=5*20; tail->x=20; tail->y=5*20; p0=tail; map(); tail->x=head->x-20; tail->y=head->y; head->next=tail; head->previous=NULL; tail->next=NULL; tail->previous=head; tim1=(unsigned)time(NULL); while(1) { while(!kbhit()) { set_poigrass(); set_poigrass1(); if(food.flag==1) set_food(); if(mine.flag==1) set_mine(); show_food(); show_mine(); snake_move(); ju_eat_food(); if(node==16) { initgraph(500,400); setbkcolor(GREEN); cleardevice(); setcolor(RED); setfont(40,0,"华文行楷"); outtextxy(70,160,"恭喜你,进入下一关!"); Sleep(3000); design_cp3(); } ju_meet_mine(); ju_eat_poigrass(); while(p0->next!=NULL) { if((p0->next->x==head->x)&&(p0->next->y==head->y)) life=0; p0=p0->next; } if(life==0) gameover(); if(head->x>=680) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x-20,tail->y,tail->x,tail->y+20); gameover(); } if(head->x<20) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x+20,tail->y,tail->x+40,tail->y+20); gameover(); } if(head->y>=580) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x,tail->y-20,tail->x+20,tail->y); gameover(); } if(head->y<20) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x,tail->y+20,tail->x+20,tail->y+40); gameover(); } if(direct==4) if(head->x==200&&(head->y>=160&&head->y<=380)||head->x==420&&(head->y>=280&&head->y<=420)) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x-20,tail->y,tail->x,tail->y+20); gameover(); } if(direct==3) if(head->x==200&&(head->y>=160&&head->y<=380)||head->x==420&&(head->y>=280&&head->y<=420)) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x+20,tail->y,tail->x+40,tail->y+20); gameover(); } if(direct==1) if(head->x==200&&head->y==380||head->x==420&&head->y==420) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x,tail->y+20,tail->x+20,tail->y+40); gameover(); } if(direct==2) if(head->x==200&&head->y==160||head->x==420&&head->y==280) { setfillcolor(YELLOW); setcolor(YELLOW); bar(tail->x,tail->y-20,tail->x+20,tail->y); gameover(); } show_snake(); tim2=(unsigned)time(NULL); if(tim2-tim1>=50) no_poigrass(); } change(); } }
/* * Do an effect, given an object. * Boost is the extent to which skill surpasses difficulty, used as % boost. It * ranges from 0 to 138. */ bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam, int boost) { int py = p_ptr->py; int px = p_ptr->px; int dam, chance, dur; if (effect < 1 || effect > EF_MAX) { msg("Bad effect passed to do_effect(). Please report this bug."); return FALSE; } switch (effect) { case EF_POISON: { inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_BLIND: { inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SCARE: { inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_CONFUSE: { inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_HALLUC: { inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_PARALYZE: { inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SLOW: { if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_POISON: { if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BLINDNESS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_PARANOIA: { if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CONFUSION: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_MIND: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE; if (!of_has(p_ptr->state.flags, OF_RES_CONFU) && inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BODY: { if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_LIGHT: { if (hp_player(20)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE; if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_SERIOUS: { if (hp_player(40)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CRITICAL: { if (hp_player(60)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL: { int amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; if (hp_player(amt)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL2: { if (hp_player(1200)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_TEMP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL1: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL2: { if (hp_player(1000)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL3: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_GAIN_EXP: { if (p_ptr->exp < PY_MAX_EXP) { msg("You feel more experienced."); player_exp_gain(p_ptr, 100000L); *ident = TRUE; } return TRUE; } case EF_LOSE_EXP: { if (!check_state(OF_HOLD_LIFE, p_ptr->state.flags) && (p_ptr->exp > 0)) { msg("You feel your memories fade."); player_exp_lose(p_ptr, p_ptr->exp / 4, FALSE); *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_HOLD_LIFE); return TRUE; } case EF_RESTORE_EXP: { if (restore_level()) *ident = TRUE; return TRUE; } case EF_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } return TRUE; } case EF_GAIN_STR: case EF_GAIN_INT: case EF_GAIN_WIS: case EF_GAIN_DEX: case EF_GAIN_CON: case EF_GAIN_CHR: { int stat = effect - EF_GAIN_STR; if (do_inc_stat(stat)) *ident = TRUE; return TRUE; } case EF_GAIN_ALL: { 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; return TRUE; } case EF_BRAWN: { /* Pick a random stat to decrease other than strength */ int stat = randint0(A_MAX-1) + 1; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_STR); *ident = TRUE; } return TRUE; } case EF_INTELLECT: { /* Pick a random stat to decrease other than intelligence */ int stat = randint0(A_MAX-1); if (stat >= A_INT) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_INT); *ident = TRUE; } return TRUE; } case EF_CONTEMPLATION: { /* Pick a random stat to decrease other than wisdom */ int stat = randint0(A_MAX-1); if (stat >= A_WIS) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_WIS); *ident = TRUE; } return TRUE; } case EF_TOUGHNESS: { /* Pick a random stat to decrease other than constitution */ int stat = randint0(A_MAX-1); if (stat >= A_CON) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CON); *ident = TRUE; } return TRUE; } case EF_NIMBLENESS: { /* Pick a random stat to decrease other than dexterity */ int stat = randint0(A_MAX-1); if (stat >= A_DEX) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_DEX); *ident = TRUE; } return TRUE; } case EF_PLEASING: { /* Pick a random stat to decrease other than charisma */ int stat = randint0(A_MAX-1); if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CHR); *ident = TRUE; } return TRUE; } case EF_LOSE_STR: case EF_LOSE_INT: case EF_LOSE_WIS: case EF_LOSE_DEX: case EF_LOSE_CON: case EF_LOSE_CHR: { int stat = effect - EF_LOSE_STR; take_hit(damroll(5, 5), "stat drain"); (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_LOSE_CON2: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON, FALSE); *ident = TRUE; return TRUE; } case EF_RESTORE_STR: case EF_RESTORE_INT: case EF_RESTORE_WIS: case EF_RESTORE_DEX: case EF_RESTORE_CON: case EF_RESTORE_CHR: { int stat = effect - EF_RESTORE_STR; if (do_res_stat(stat)) *ident = TRUE; return TRUE; } case EF_CURE_NONORLYBIG: { msg("You feel life flow through your body!"); restore_level(); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_IMAGE, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, 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; /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; return TRUE; } case EF_RESTORE_ALL: { /* Life, above, also gives these effects */ 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; return TRUE; } case EF_RESTORE_ST_LEV: { 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; return TRUE; } case EF_TMD_INFRA: { if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_SINVIS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_ESP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT: { msg("An image of your surroundings forms in your mind..."); wiz_light(); *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT2: { msg("You begin to feel more enlightened..."); message_flush(); wiz_light(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); (void)detect_treasure(TRUE); identify_pack(); *ident = TRUE; return TRUE; } case EF_HERO: { dur = randint1(25) + 25; if (hp_player(10)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_HERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHERO: { dur = randint1(25) + 25; if (hp_player(30)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ACID: { if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ELEC: { if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_FIRE: { if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_COLD: { if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_POIS: { if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ALL: { if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_DETECT_TREASURE: { if (detect_treasure(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_TRAP: { if (detect_traps(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_DOORSTAIR: { if (detect_doorstairs(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_INVIS: { if (detect_monsters_invis(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_EVIL: { if (detect_monsters_evil(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_ALL: { if (detect_all(aware)) *ident = TRUE; return TRUE; } case EF_ENCHANT_TOHIT: { *ident = TRUE; return enchant_spell(1, 0, 0); } case EF_ENCHANT_TODAM: { *ident = TRUE; return enchant_spell(0, 1, 0); } case EF_ENCHANT_WEAPON: { *ident = TRUE; return enchant_spell(randint1(3), randint1(3), 0); } case EF_ENCHANT_ARMOR: { *ident = TRUE; return enchant_spell(0, 0, 1); } case EF_ENCHANT_ARMOR2: { *ident = TRUE; return enchant_spell(0, 0, randint1(3) + 2); } case EF_RESTORE_ITEM: { *ident = TRUE; return restore_item(); } case EF_IDENTIFY: { *ident = TRUE; if (!ident_spell()) return FALSE; return TRUE; } case EF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->timed[TMD_BLIND]) msg("The air around your body glows blue for a moment..."); else msg("You feel as if someone is watching over you."); *ident = TRUE; } return TRUE; } case EF_REMOVE_CURSE2: { remove_all_curse(); *ident = TRUE; return TRUE; } case EF_LIGHT: { if (light_area(damroll(2, 8), 2)) *ident = TRUE; return TRUE; } case EF_SUMMON_MON: { int i; sound(MSG_SUM_MONSTER); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, 0, 1)) *ident = TRUE; } return TRUE; } case EF_SUMMON_UNDEAD: { int i; sound(MSG_SUM_UNDEAD); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, S_UNDEAD, 1)) *ident = TRUE; } return TRUE; } case EF_TELE_PHASE: { teleport_player(10); *ident = TRUE; return TRUE; } case EF_TELE_LONG: { teleport_player(100); *ident = TRUE; return TRUE; } case EF_TELE_LEVEL: { (void)teleport_player_level(); *ident = TRUE; return TRUE; } case EF_CONFUSING: { if (p_ptr->confusing == 0) { msg("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } return TRUE; } case EF_MAPPING: { map_area(); *ident = TRUE; return TRUE; } case EF_RUNE: { warding_glyph(); *ident = TRUE; return TRUE; } case EF_ACQUIRE: { acquirement(py, px, p_ptr->depth, 1, TRUE); *ident = TRUE; return TRUE; } case EF_ACQUIRE2: { acquirement(py, px, p_ptr->depth, randint1(2) + 1, TRUE); *ident = TRUE; return TRUE; } case EF_ANNOY_MON: { msg("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; return TRUE; } case EF_CREATE_TRAP: { /* Hack -- no traps in the town */ if (p_ptr->depth == 0) return TRUE; trap_creation(); msg("You hear a low-pitched whistling sound."); *ident = TRUE; return TRUE; } case EF_DESTROY_TDOORS: { if (destroy_doors_touch()) *ident = TRUE; return TRUE; } case EF_RECHARGE: { *ident = TRUE; if (!recharge(60)) return FALSE; return TRUE; } case EF_BANISHMENT: { *ident = TRUE; if (!banishment()) return FALSE; return TRUE; } case EF_DARKNESS: { if (!check_state(OF_RES_DARK, p_ptr->state.flags)) (void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE, TRUE); unlight_area(10, 3); wieldeds_notice_flag(OF_RES_DARK); *ident = TRUE; return TRUE; } case EF_PROTEVIL: { if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SATISFY: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; return TRUE; } case EF_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; return TRUE; } case EF_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; return TRUE; } case EF_BLESSING: { if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING2: { if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING3: { if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RECALL: { set_recall(); *ident = TRUE; return TRUE; } case EF_DEEP_DESCENT: { int i, target_depth = p_ptr->depth; /* Calculate target depth */ for (i = 2; i > 0; i--) { if (is_quest(target_depth)) break; if (target_depth >= MAX_DEPTH - 1) break; target_depth++; } if (target_depth > p_ptr->depth) { msgt(MSG_TPLEVEL, "You sink through the floor..."); dungeon_change_level(target_depth); *ident = TRUE; return TRUE; } else { msgt(MSG_TPLEVEL, "You sense a malevolent presence blocking passage to the levels below."); *ident = TRUE; return FALSE; } } case EF_LOSHASTE: { if (speed_monsters()) *ident = TRUE; return TRUE; } case EF_LOSSLEEP: { if (sleep_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSSLOW: { if (slow_monsters()) *ident = TRUE; return TRUE; } case EF_LOSCONF: { if (confuse_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSKILL: { (void)mass_banishment(); *ident = TRUE; return TRUE; } case EF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; return TRUE; } case EF_DESTRUCTION2: { destroy_area(py, px, 15, TRUE); *ident = TRUE; return TRUE; } case EF_ILLUMINATION: { if (light_area(damroll(2, 15), 3)) *ident = TRUE; return TRUE; } case EF_CLAIRVOYANCE: { *ident = TRUE; wiz_light(); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); return TRUE; } case EF_PROBING: { *ident = probing(); return TRUE; } case EF_STONE_TO_MUD: { if (wall_to_mud(dir)) *ident = TRUE; return TRUE; } case EF_CONFUSE2: { *ident = TRUE; confuse_monster(dir, 20, aware); return TRUE; } case EF_BIZARRE: { *ident = TRUE; ring_of_power(dir); return TRUE; } case EF_STAR_BALL: { int i; *ident = TRUE; for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], (150 * (100 + boost) / 100), 3); return TRUE; } case EF_RAGE_BLESS_RESIST: { dur = randint1(50) + 50; *ident = TRUE; (void)hp_player(30); (void)clear_timed(TMD_AFRAID, TRUE); (void)inc_timed(TMD_BOLD, dur, TRUE, TRUE); (void)inc_timed(TMD_SHERO, dur, TRUE, TRUE); (void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE, TRUE); return TRUE; } case EF_SLEEPII: { *ident = TRUE; sleep_monsters_touch(aware); return TRUE; } case EF_RESTORE_LIFE: { *ident = TRUE; restore_level(); return TRUE; } case EF_MISSILE: { *ident = TRUE; dam = damroll(3, 4) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_MISSILE, dir, dam); return TRUE; } case EF_DISPEL_EVIL: { *ident = TRUE; dam = p_ptr->lev * 5 * (100 + boost) / 100; dispel_evil(dam); return TRUE; } case EF_DISPEL_EVIL60: { dam = 60 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_UNDEAD: { dam = 60 * (100 + boost) / 100; if (dispel_undead(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_ALL: { dam = 120 * (100 + boost) / 100; if (dispel_monsters(dam)) *ident = TRUE; return TRUE; } case EF_HASTE: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE1: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE2: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_FIRE_BOLT: { *ident = TRUE; dam = damroll(9, 8) * (100 + boost) / 100; fire_bolt(GF_FIRE, dir, dam); return TRUE; } case EF_FIRE_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT3: { dam = damroll(16, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT72: { dam = 72 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_FIRE_BALL: { dam = 144 * (100 + boost) / 100; fire_ball(GF_FIRE, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_FIRE_BALL2: { dam = 120 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_FIRE_BALL200: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_COLD_BOLT: { dam = damroll(6, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt_or_beam(beam, GF_COLD, dir, dam); return TRUE; } case EF_COLD_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_COLD, dir, dam); return TRUE; } case EF_COLD_BALL2: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_COLD_BALL50: { dam = 50 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL100: { dam = 100 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL160: { dam = 160 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_ACID_BOLT: { dam = damroll(5, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ACID, dir, dam); return TRUE; } case EF_ACID_BOLT2: { dam = damroll(10, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BOLT3: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BALL: { dam = 120 * (100 + boost) / 100; fire_ball(GF_ACID, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BOLT: { dam = damroll(6, 6) * (100 + boost) / 100; *ident = TRUE; fire_beam(GF_ELEC, dir, dam); return TRUE; } case EF_ELEC_BALL: { dam = 64 * (100 + boost) / 100; fire_ball(GF_ELEC, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BALL2: { dam = 250 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 3); return TRUE; } case EF_ARROW: { dam = 150 * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ARROW, dir, dam); return TRUE; } case EF_REM_FEAR_POIS: { *ident = TRUE; (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); return TRUE; } case EF_STINKING_CLOUD: { dam = 12 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_POIS, dir, dam, 3); return TRUE; } case EF_DRAIN_LIFE1: { dam = 90 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE2: { dam = 120 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE3: { dam = 150 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE4: { dam = 250 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_FIREBRAND: { *ident = TRUE; if (!brand_bolts()) return FALSE; return TRUE; } case EF_MANA_BOLT: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt(GF_MANA, dir, dam); *ident = TRUE; return TRUE; } case EF_MON_HEAL: { if (heal_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_HASTE: { if (speed_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SLOW: { if (slow_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_CONFUSE: { if (confuse_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_MON_SLEEP: { if (sleep_monster(dir, aware)) *ident = TRUE; return TRUE; } case EF_MON_CLONE: { if (clone_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SCARE: { if (fear_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_LIGHT_LINE: { msg("A line of shimmering blue light appears."); light_line(dir); *ident = TRUE; return TRUE; } case EF_TELE_OTHER: { if (teleport_monster(dir)) *ident = TRUE; return TRUE; } case EF_DISARMING: { if (disarm_trap(dir)) *ident = TRUE; return TRUE; } case EF_TDOOR_DEST: { if (destroy_door(dir)) *ident = TRUE; return TRUE; } case EF_POLYMORPH: { if (poly_monster(dir)) *ident = TRUE; return TRUE; } case EF_STARLIGHT: { int i; if (!p_ptr->timed[TMD_BLIND]) msg("Light shoots in all directions!"); for (i = 0; i < 8; i++) light_line(ddd[i]); *ident = TRUE; return TRUE; } case EF_STARLIGHT2: { int k; for (k = 0; k < 8; k++) strong_light_line(ddd[k]); *ident = TRUE; return TRUE; } case EF_BERSERKER: { dur = randint1(50) + 50; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_WONDER: { if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5, beam)) *ident = TRUE; return TRUE; } case EF_WAND_BREATH: { /* table of random ball effects and their damages */ const int breath_types[] = { GF_ACID, 200, GF_ELEC, 160, GF_FIRE, 200, GF_COLD, 160, GF_POIS, 120 }; /* pick a random (type, damage) tuple in the table */ int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int))); fire_ball(breath_types[which], dir, breath_types[which + 1], 3); *ident = TRUE; return TRUE; } case EF_STAFF_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("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); } return TRUE; } case EF_STAFF_HOLY: { dam = 120 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_DRINK_BREATH: { const int breath_types[] = { GF_FIRE, 80, GF_COLD, 80, }; int which = 2 * randint0(N_ELEMENTS(breath_types) / 2); fire_ball(breath_types[which], dir, breath_types[which + 1], 2); *ident = TRUE; return TRUE; } case EF_DRINK_GOOD: { msg("You feel less thirsty."); *ident = TRUE; return TRUE; } case EF_DRINK_DEATH: { msg("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *ident = TRUE; return TRUE; } case EF_DRINK_RUIN: { msg("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); player_stat_dec(p_ptr, A_DEX, TRUE); player_stat_dec(p_ptr, A_WIS, TRUE); player_stat_dec(p_ptr, A_CON, TRUE); player_stat_dec(p_ptr, A_STR, TRUE); player_stat_dec(p_ptr, A_CHR, TRUE); player_stat_dec(p_ptr, A_INT, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_DETONATE: { msg("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)inc_timed(TMD_STUN, 75, TRUE, TRUE); (void)inc_timed(TMD_CUT, 5000, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_SALT: { msg("The potion makes you vomit!"); (void)set_food(PY_FOOD_STARVE - 1); (void)clear_timed(TMD_POISONED, TRUE); (void)inc_timed(TMD_PARALYZED, 4, TRUE, FALSE); *ident = TRUE; return TRUE; } case EF_FOOD_GOOD: { msg("That tastes good."); *ident = TRUE; return TRUE; } case EF_FOOD_WAYBREAD: { msg("That tastes good."); (void)clear_timed(TMD_POISONED, TRUE); (void)hp_player(damroll(4, 8)); *ident = TRUE; return TRUE; } case EF_SHROOM_EMERGENCY: { (void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE); (void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE); (void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE); (void)hp_player(200); *ident = TRUE; return TRUE; } case EF_SHROOM_TERROR: { if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_STONE: { if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_DEBILITY: { int stat = one_in_(2) ? A_STR : A_CON; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_SHROOM_SPRINTING: { if (inc_timed(TMD_SPRINT, 100, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_PURGING: { (void)set_food(PY_FOOD_FAINT - 1); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_RING_ACID: { dam = 70 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ACID, dir, dam, 2); inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_FLAMES: { dam = 80 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_ICE: { dam = 75 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_LIGHTNING: { dam = 85 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 2); inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_DRAGON_BLUE: { dam = 100 * (100 + boost) / 100; msgt(MSG_BR_ELEC, "You breathe lightning."); fire_ball(GF_ELEC, dir, dam, 2); return TRUE; } case EF_DRAGON_GREEN: { dam = 150 * (100 + boost) / 100; msgt(MSG_BR_GAS, "You breathe poison gas."); fire_ball(GF_POIS, dir, dam, 2); return TRUE; } case EF_DRAGON_RED: { dam = 200 * (100 + boost) / 100; msgt(MSG_BR_FIRE, "You breathe fire."); fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_DRAGON_MULTIHUED: { static const struct { int msg_sound; const char *msg; int typ; } mh[] = { { MSG_BR_ELEC, "lightning", GF_ELEC }, { MSG_BR_FROST, "frost", GF_COLD }, { MSG_BR_ACID, "acid", GF_ACID }, { MSG_BR_GAS, "poison gas", GF_POIS }, { MSG_BR_FIRE, "fire", GF_FIRE } }; int chance = randint0(5); dam = 250 * (100 + boost) / 100; msgt(mh[chance].msg_sound, "You breathe %s.", mh[chance].msg); fire_ball(mh[chance].typ, dir, dam, 2); return TRUE; } case EF_DRAGON_BRONZE: { dam = 120 * (100 + boost) / 100; msgt(MSG_BR_CONF, "You breathe confusion."); fire_ball(GF_CONFU, dir, dam, 2); return TRUE; } case EF_DRAGON_GOLD: { dam = 130 * (100 + boost) / 100; msgt(MSG_BR_SOUND, "You breathe sound."); fire_ball(GF_SOUND, dir, dam, 2); return TRUE; } case EF_DRAGON_CHAOS: { dam = 220 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISEN), "You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISEN), dir, dam, 2); return TRUE; } case EF_DRAGON_LAW: { dam = 230 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), "You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, dam, 2); return TRUE; } case EF_DRAGON_BALANCE: { dam = 250 * (100 + boost) / 100; chance = randint0(4); msg("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISEN : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, dam, 2); return TRUE; } case EF_DRAGON_SHINING: { dam = 200 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), "You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam, 2); return TRUE; } case EF_DRAGON_POWER: { dam = 300 * (100 + boost) / 100; msgt(MSG_BR_ELEMENTS, "You breathe the elements."); fire_ball(GF_MISSILE, dir, dam, 2); return TRUE; } case EF_TRAP_DOOR: { msg("You fall through a trap door!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently down to the next level."); } else { take_hit(damroll(2, 8), "a trap"); } wieldeds_notice_flag(OF_FEATHER); dungeon_change_level(p_ptr->depth + 1); return TRUE; } case EF_TRAP_PIT: { msg("You fall into a pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the bottom of the pit."); } else { take_hit(damroll(2, 6), "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_SPIKES: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled!"); dam *= 2; (void)inc_timed(TMD_CUT, randint1(dam), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_POISON: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled on poisonous spikes!"); (void)inc_timed(TMD_CUT, randint1(dam * 2), TRUE, TRUE); (void)inc_timed(TMD_POISONED, randint1(dam * 4), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_RUNE_SUMMON: { int i; int num = 2 + randint1(3); msgt(MSG_SUM_MONSTER, "You are enveloped in a cloud of smoke!"); /* Remove trap */ cave->info[py][px] &= ~(CAVE_MARK); cave_set_feat(cave, py, px, FEAT_FLOOR); for (i = 0; i < num; i++) (void)summon_specific(py, px, p_ptr->depth, 0, 1); break; } case EF_TRAP_RUNE_TELEPORT: { msg("You hit a teleport trap!"); teleport_player(100); return TRUE; } case EF_TRAP_SPOT_FIRE: { int dam; msg("You are enveloped in flames!"); dam = damroll(4, 6); dam = adjust_dam(GF_FIRE, dam, RANDOMISE, check_for_resist(GF_FIRE, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "a fire trap"); inven_damage(GF_FIRE, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_SPOT_ACID: { int dam; msg("You are splashed with acid!"); dam = damroll(4, 6); dam = adjust_dam(GF_ACID, dam, RANDOMISE, check_for_resist(GF_ACID, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "an acid trap"); inven_damage(GF_ACID, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_DART_SLOW: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_STR: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_STR, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_DEX: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_DEX, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_CON: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_CON, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_GAS_BLIND: { msg("You are surrounded by a black gas!"); (void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_CONFUSE: { msg("You are surrounded by a gas of scintillating colors!"); (void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_POISON: { msg("You are surrounded by a pungent green gas!"); (void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_SLEEP: { msg("You are surrounded by a strange white mist!"); (void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE, TRUE); return TRUE; } case EF_XXX: case EF_MAX: break; } /* Not used */ msg("Effect not handled."); return FALSE; }
static bool cast_priest_spell(int Ind, int spell) { player_type *p_ptr = Players[Ind]; object_type *o_ptr; int py = p_ptr->py; int px = p_ptr->px; int Depth = p_ptr->dun_depth; int dir; int plev = p_ptr->lev; switch (spell) { case PRAYER_DETECT_EVIL: { (void)detect_evil(Ind); break; } case PRAYER_CURE_LIGHT_WOUNDS: { (void)hp_player(Ind, damroll(2, 10)); (void)set_cut(Ind, p_ptr->cut - 10); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_LIGHT_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(2, 8)); break; } case PRAYER_BLESS: { (void)set_blessed(Ind, p_ptr->blessed + randint(12) + 12); break; } case PRAYER_REMOVE_FEAR: { (void)set_afraid(Ind, 0); break; } case PRAYER_CALL_LIGHT: { msg_prayer("%s calls light."); (void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1); break; } case PRAYER_FIND_TRAPS: { (void)detect_trap(Ind);//detect_traps(Ind) break; } case PRAYER_DETECT_DOORS_STAIRS: { (void)detect_sdoor(Ind);//detect_doors(Ind); //(void)detect_stairs(); break; } case PRAYER_SLOW_POISON: { (void)set_poisoned(Ind, p_ptr->poisoned / 2); break; } case PRAYER_SCARE_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)fear_monster(Ind, dir, plev); break; } case PRAYER_PORTAL: { msg_prayer("%s blinks away!"); teleport_player(Ind, plev * 3); break; } case PRAYER_CURE_SERIOUS_WOUNDS: { (void)hp_player(Ind, damroll(4, 10)); (void)set_cut(Ind, (p_ptr->cut / 2) - 20); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_SERIOUS_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(4, 10)); break; } case PRAYER_CHANT: { (void)set_blessed(Ind, p_ptr->blessed + randint(24) + 24); break; } case PRAYER_SANCTUARY: { msg_prayer("For a brief moment, %s is enclosed by a deep blue aura."); (void)sleep_monsters_touch(Ind); break; } case PRAYER_SATISFY_HUNGER: { (void)set_food(Ind, PY_FOOD_MAX - 1); break; } case PRAYER_REMOVE_CURSE: { remove_curse(Ind); break; } case PRAYER_RESIST_HEAT_COLD: { (void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(10) + 10); (void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(10) + 10); break; } case PRAYER_NEUTRALIZE_POISON: { (void)set_poisoned(Ind, 0); break; } case PRAYER_ORB_OF_DRAINING: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s fires a holy orb!"); fire_ball(Ind, GF_HOLY_ORB, dir, (damroll(3, 6) + plev + (plev / ((p_ptr->cp_ptr->flags & CF_BLESS_WEAPON) ? 2 : 4))), ((plev < 30) ? 2 : 3)); break; } case PRAYER_CURE_CRITICAL_WOUNDS: { (void)hp_player(Ind, damroll(6, 10)); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_CRITICAL_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(6, 10)); break; } case PRAYER_SENSE_INVISIBLE: { (void)set_tim_invis(Ind, p_ptr->tim_invis + randint(24) + 24); break; } case PRAYER_PROTECTION_FROM_EVIL: { (void)set_protevil(Ind, p_ptr->protevil + randint(25) + 3 * p_ptr->lev); break; } case PRAYER_EARTHQUAKE: { msg_prayer("%s murmurs, and the ground shakes!"); earthquake(Depth, py, px, 10); break; } case PRAYER_SENSE_SURROUNDINGS: { map_area(Ind); break; } case PRAYER_CURE_MORTAL_WOUNDS: { (void)hp_player(Ind, damroll(8, 10)); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_MORTAL_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(8, 10)); break; } case PRAYER_TURN_UNDEAD: { msg_prayer("%s tries to turn undead."); (void)turn_undead(Ind); break; } case PRAYER_PRAYER: { (void)set_blessed(Ind, p_ptr->blessed + randint(48) + 48); break; } case PRAYER_DISPEL_UNDEAD: { msg_prayer("%s dispells undead."); (void)dispel_undead(Ind, randint(plev * 3)); break; } case PRAYER_HEAL: { (void)hp_player(Ind, 300); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_HEAL + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, 300); break; } case PRAYER_DISPEL_EVIL: { msg_prayer("%s dispells evil."); (void)dispel_evil(Ind, randint(plev * 3)); break; } case PRAYER_GLYPH_OF_WARDING: { if (warding_glyph(Ind)) { msg_prayer("%s lays down a glyph of warding."); } break; } case PRAYER_HOLY_WORD: { msg_prayer("%s shouts the holy word."); (void)dispel_evil(Ind, randint(plev * 4)); (void)hp_player(Ind, 1000); (void)set_afraid(Ind, 0); (void)set_poisoned(Ind, 0); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } case PRAYER_DETECT_MONSTERS: { (void)detect_creatures(Ind, TRUE); break; } case PRAYER_DETECTION: { (void)detection(Ind);//detect_all(Ind) break; } case PRAYER_PERCEPTION: { return ident_spell(Ind); } case PRAYER_PROBING: { (void)probing(Ind); break; } case PRAYER_CLAIRVOYANCE: { msg_prayer("An image of your surroundings forms in your mind..."); wiz_lite(Ind); break; } case PRAYER_CURE_SERIOUS_WOUNDS2: { (void)hp_player(Ind, damroll(4, 10)); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_SERIOUS_WOUNDS2 + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(4, 10)); break; } case PRAYER_CURE_MORTAL_WOUNDS2: { (void)hp_player(Ind, damroll(8, 10)); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_MORTAL_WOUNDS2 + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(8, 10)); break; } case PRAYER_HEALING: { (void)hp_player(Ind, 2000); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_HEALING + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, 2000); break; } /* With MAngband-specific addon: ressurect ghosts */ case PRAYER_RESTORATION: { if (!do_scroll_life(Ind)) { (void)do_res_stat(Ind, A_STR); (void)do_res_stat(Ind, A_INT); (void)do_res_stat(Ind, A_WIS); (void)do_res_stat(Ind, A_DEX); (void)do_res_stat(Ind, A_CON); (void)do_res_stat(Ind, A_CHR); } break; } /* With Mangband-sepcific addon: restore others */ case PRAYER_REMEMBRANCE: { if (!do_restoreXP_other(Ind)) { (void)restore_level(Ind); } break; } case PRAYER_DISPEL_UNDEAD2: { msg_prayer("%s dispells undead."); (void)dispel_undead(Ind, randint(plev * 4)); break; } case PRAYER_DISPEL_EVIL2: { msg_prayer("%s dispells evil."); (void)dispel_evil(Ind, randint(plev * 4)); break; } case PRAYER_BANISH_EVIL: { msg_prayer("%s speaks a holy curse on nearby evil!"); if (banish_evil(Ind, 100)) { msg_print(Ind, "The power of your god banishes evil!"); } break; } case PRAYER_WORD_OF_DESTRUCTION: { msg_prayer("%s unleashes a spell of great power!"); destroy_area(Depth, py, px, 15, TRUE); break; } case PRAYER_ANNIHILATION: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s fires a massive bolt filled with pure energy!"); drain_life(Ind, dir, 200); break; } case PRAYER_UNBARRING_WAYS: { msg_prayer("%s sways his hands."); (void)destroy_doors_touch(Ind); break; } case PRAYER_RECHARGING: { return recharge(Ind, 15); } case PRAYER_DISPEL_CURSE: { (void)remove_all_curse(Ind); break; } case PRAYER_ENCHANT_WEAPON: { return enchant_spell(Ind, rand_int(4) + 1, rand_int(4) + 1, 0); } case PRAYER_ENCHANT_ARMOUR: { return enchant_spell(Ind, 0, 0, rand_int(3) + 2); } case PRAYER_ELEMENTAL_BRAND: { brand_weapon(Ind); break; } case PRAYER_BLINK: { msg_prayer("%s blinks away!"); teleport_player(Ind, 10); break; } case PRAYER_TELEPORT_SELF: { msg_prayer("%s teleports away!"); teleport_player(Ind, plev * 8); break; } case PRAYER_TELEPORT_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s prays for divine intervention."); (void)teleport_monster(Ind, dir); break; } case PRAYER_TELEPORT_LEVEL: { (void)teleport_player_level(Ind); break; } case PRAYER_WORD_OF_RECALL: { o_ptr = &p_ptr->inventory[get_spell_book(Ind, spell)]; set_recall(Ind, o_ptr); break; } case PRAYER_ALTER_REALITY: { (void)alter_reality(Ind, FALSE); break; } /* Paranoia: shouldn't happen with safe clients */ default: { msg_print(Ind, "You cannot project that spell on other players."); return (FALSE); } } /* Success */ return (TRUE); }
static bool cast_mage_spell(int Ind, int spell) { player_type *p_ptr = Players[Ind]; object_type *o_ptr; int py = p_ptr->py; int px = p_ptr->px; int Depth = p_ptr->dun_depth; int dir; int plev = p_ptr->lev; /* Hack -- chance of "beam" instead of "bolt" */ int beam = beam_chance(Ind); /* MAngband-specific: Projected */ if (spell >= SPELL_PROJECTED) { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)project_spell_ball(Ind, dir, spell - SPELL_PROJECTED); return (TRUE); } /* Spells. */ switch (spell) { case SPELL_MAGIC_MISSILE: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s fires a magic missile."); fire_bolt_or_beam(Ind, beam-10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); break; } case SPELL_DETECT_MONSTERS: { (void)detect_creatures(Ind, TRUE); break; } case SPELL_PHASE_DOOR: { msg_spell("%s blinks away!"); teleport_player(Ind, 10); break; } case SPELL_LIGHT_AREA: { (void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1); break; } case SPELL_TREASURE_DETECTION: { (void)detect_treasure(Ind); //(void)detect_objects_gold(Ind); break; } case SPELL_CURE_LIGHT_WOUNDS: { (void)hp_player(Ind, damroll(2, 8)); (void)set_cut(Ind, p_ptr->cut - 15); break; } case SPELL_OBJECT_DETECTION: { (void)detect_objects_normal(Ind); break; } case SPELL_FIND_TRAPS_DOORS: { (void)detect_trap(Ind);//detect_traps(Ind); (void)detect_sdoor(Ind);//detect_doors(Ind); //(void)detect_stairs(Ind); break; } case SPELL_STINKING_CLOUD: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a stinking cloud."); fire_ball(Ind, GF_POIS, dir, 10 + (plev / 2), 2); break; } case SPELL_CONFUSE_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a complicated gesture."); (void)confuse_monster(Ind, dir, plev); break; } case SPELL_LIGHTNING_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a lightning bolt."); fire_beam(Ind, GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); break; } case SPELL_TRAP_DOOR_DESTRUCTION: { (void)destroy_doors_touch(Ind); break; } case SPELL_SLEEP_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s gestures and mumbles calmly."); (void)sleep_monster(Ind, dir); break; } case SPELL_CURE_POISON: { (void)set_poisoned(Ind, 0); break; } case SPELL_TELEPORT_SELF: { msg_spell("%s teleports away!"); teleport_player(Ind, plev * 5); break; } case SPELL_SPEAR_OF_LIGHT: /* spear of light */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_print(Ind, "A line of blue shimmering light appears."); msg_spell("A line of blue shimmering light appears out of %s's hands."); lite_line(Ind, dir); break; } case SPELL_FROST_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a frost bolt."); fire_bolt_or_beam(Ind, beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); break; } case SPELL_TURN_STONE_TO_MUD: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a moving gesture."); (void)wall_to_mud(Ind, dir); break; } case SPELL_SATISFY_HUNGER: { (void)set_food(Ind, PY_FOOD_MAX - 1); break; } case SPELL_RECHARGE_ITEM_I: { return recharge(Ind, 2 + plev / 5); } case SPELL_WONDER: /* wonder */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)spell_wonder(Ind, dir); break; } case SPELL_POLYMORPH_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s discharges an everchanging blast of energy."); (void)poly_monster(Ind, dir); break; } case SPELL_IDENTIFY: { return ident_spell(Ind); } case SPELL_MASS_SLEEP: { (void)sleep_monsters(Ind); break; } case SPELL_FIRE_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a fire bolt."); fire_bolt_or_beam(Ind, beam, GF_FIRE, dir, damroll(6+((plev-5)/4), 8)); break; } case SPELL_SLOW_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a lengthy gesture."); (void)slow_monster(Ind, dir); break; } case SPELL_FROST_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a frost ball."); fire_ball(Ind, GF_COLD, dir, 30 + (plev), 2); break; } case SPELL_RECHARGE_ITEM_II: /* greater recharging */ { return recharge(Ind, 50 + plev); } case SPELL_TELEPORT_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a rush gesture."); (void)teleport_monster(Ind, dir); break; } case SPELL_BEDLAM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s creates confusion."); fire_ball(Ind, GF_OLD_CONF, dir, plev, 4); break; } case SPELL_FIRE_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a fire ball."); fire_ball(Ind, GF_FIRE, dir, 55 + (plev), 2); break; } case SPELL_WORD_OF_DESTRUCTION: { msg_spell("%s unleashes great power!"); destroy_area(Depth, py, px, 15, TRUE); break; } case SPELL_BANISHMENT: { return banishment(Ind); break; } case SPELL_DOOR_CREATION: { (void)door_creation(Ind); break; } case SPELL_STAIR_CREATION: { (void)stair_creation(Ind); break; } case SPELL_TELEPORT_LEVEL: { (void)teleport_player_level(Ind); break; } case SPELL_EARTHQUAKE: { msg_spell("%s casts a spell, and the ground shakes!"); earthquake(Depth, py, px, 10); break; } case SPELL_WORD_OF_RECALL: { o_ptr = &p_ptr->inventory[get_spell_book(Ind, spell)]; set_recall(Ind, o_ptr); break; } case SPELL_ACID_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an acid bolt."); fire_bolt_or_beam(Ind, beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8)); break; } case SPELL_CLOUD_KILL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a cloud of death."); fire_ball(Ind, GF_POIS, dir, 40 + (plev / 2), 3); break; } case SPELL_ACID_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an acid ball."); fire_ball(Ind, GF_ACID, dir, 40 + (plev), 2); break; } case SPELL_ICE_STORM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s invokes an ice storm."); fire_ball(Ind, GF_ICE, dir, 50 + (plev * 2), 3); break; } case SPELL_METEOR_SWARM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a meteor shower."); fire_swarm(Ind, 2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1); break; } case SPELL_MANA_STORM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a mana ball."); fire_ball(Ind, GF_MANA, dir, 300 + (plev * 2), 3); break; } case SPELL_DETECT_INVISIBLE: { (void)detect_invisible(Ind, TRUE); break; } case SPELL_DETECT_ENCHANTMENT: { (void)detect_objects_magic(Ind); break; } case SPELL_SHOCK_WAVE: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a shock wave."); fire_ball(Ind, GF_SOUND, dir, 10 + plev, 2); break; } case SPELL_EXPLOSION: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an explosion."); fire_ball(Ind, GF_SHARDS, dir, 20 + (plev * 2), 2); break; } case SPELL_MASS_BANISHMENT: { (void)mass_banishment(Ind); break; } case SPELL_RESIST_FIRE: { (void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(20) + 20); break; } case SPELL_RESIST_COLD: { (void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(20) + 20); break; } case SPELL_ELEMENTAL_BRAND: /* elemental brand */ { if (!get_item(Ind, &dir, item_test(AMMO))) return (FALSE); (void)brand_ammo(Ind, dir); break; } case SPELL_RESIST_POISON: { (void)set_oppose_pois(Ind, p_ptr->oppose_pois + randint(20) + 20); break; } case SPELL_RESISTANCE: { int time = randint(20) + 20; (void)set_oppose_acid(Ind, p_ptr->oppose_acid + time); (void)set_oppose_elec(Ind, p_ptr->oppose_elec + time); (void)set_oppose_fire(Ind, p_ptr->oppose_fire + time); (void)set_oppose_cold(Ind, p_ptr->oppose_cold + time); (void)set_oppose_pois(Ind, p_ptr->oppose_pois + time); break; } case SPELL_HEROISM: { (void)hp_player(Ind, 10); (void)set_hero(Ind, p_ptr->hero + randint(25) + 25); (void)set_afraid(Ind, 0); break; } case SPELL_SHIELD: { msg_spell("%s forms a mystic shield."); (void)set_shield(Ind, p_ptr->shield + randint(20) + 30); break; } case SPELL_BERSERKER: { msg_spell("%s enters a battle rage!"); (void)hp_player(Ind, 30); (void)set_shero(Ind, p_ptr->shero + randint(25) + 25); (void)set_afraid(Ind, 0); break; } case SPELL_HASTE_SELF: { msg_spell("%s starts moving faster."); if (!p_ptr->fast) { (void)set_fast(Ind, randint(20) + plev); } else { (void)set_fast(Ind, p_ptr->fast + randint(5)); } break; } case SPELL_RIFT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("Space warps in a beam from %s."); fire_beam(Ind, GF_GRAVITY, dir, 40 + damroll(plev, 7)); break; } case SPELL_REND_SOUL: /* rend soul */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a nether ball."); fire_bolt_or_beam(Ind, beam / 4, GF_NETHER, dir, damroll(11, plev)); break; } case SPELL_CHAOS_STRIKE: /* chaos strike */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a ball of chaos."); fire_bolt_or_beam(Ind, beam, GF_CHAOS, dir, damroll(13, plev)); break; } case SPELL_RUNE_OF_PROTECTION: /* rune of protection */ { if (warding_glyph(Ind)) { msg_spell("%s lays down a rune of protection."); } break; } case SPELL_ENCHANT_ARMOR: /* enchant armor */ { return enchant_spell(Ind, 0, 0, rand_int(3) + plev / 20); } case SPELL_ENCHANT_WEAPON: /* enchant weapon */ { return enchant_spell(Ind, rand_int(4) + plev / 20, rand_int(4) + plev / 20, 0); } } /* Success */ return (TRUE); }
/* * Use an object the right way. * * There may be a BIG problem with any "effect" that can cause "changes" * to the inventory. For example, a "scroll of recharging" can cause * a wand/staff to "disappear", moving the inventory up. Luckily, the * scrolls all appear BEFORE the staffs/wands, so this is not a problem. * But, for example, a "staff of recharging" could cause MAJOR problems. * In such a case, it will be best to either (1) "postpone" the effect * until the end of the function, or (2) "change" the effect, say, into * giving a staff "negative" charges, or "turning a staff into a stick". * It seems as though a "rod of recharging" might in fact cause problems. * The basic problem is that the act of recharging (and destroying) an * item causes the inducer of that action to "move", causing "o_ptr" to * no longer point at the correct item, with horrifying results. */ void do_cmd_use(cmd_code code, cmd_arg args[]) { int item = args[0].item; object_type *o_ptr = object_from_item_idx(item); int effect; bool ident = FALSE, used = FALSE; bool was_aware = object_flavor_is_aware(o_ptr); int dir = 5; int px = p_ptr->px, py = p_ptr->py; int snd, boost, level; use_type use; int items_allowed = 0; /* Determine how this item is used. */ if (obj_is_rod(o_ptr)) { if (!obj_can_zap(o_ptr)) { msg("That rod is still charging."); return; } use = USE_TIMEOUT; snd = MSG_ZAP_ROD; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_wand(o_ptr)) { if (!obj_has_charges(o_ptr)) { msg("That wand has no charges."); return; } use = USE_CHARGE; snd = MSG_ZAP_ROD; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_staff(o_ptr)) { if (!obj_has_charges(o_ptr)) { msg("That staff has no charges."); return; } use = USE_CHARGE; snd = MSG_USE_STAFF; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_food(o_ptr)) { use = USE_SINGLE; snd = MSG_EAT; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_potion(o_ptr)) { use = USE_SINGLE; snd = MSG_QUAFF; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_scroll(o_ptr)) { /* Check player can use scroll */ if (!player_can_read()) return; use = USE_SINGLE; snd = MSG_GENERIC; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_activatable(o_ptr)) { if (!obj_can_activate(o_ptr)) { msg("That item is still charging."); return; } use = USE_TIMEOUT; snd = MSG_ACT_ARTIFACT; items_allowed = USE_EQUIP; } else { msg("The item cannot be used at the moment"); } /* Check if item is within player's reach. */ if (items_allowed == 0 || !item_is_available(item, NULL, items_allowed)) { msg("You cannot use that item from its current location."); return; } /* track the object used */ track_object(item); /* Figure out effect to use */ effect = object_effect(o_ptr); /* If the item requires a direction, get one (allow cancelling) */ if (obj_needs_aim(o_ptr)) dir = args[1].direction; /* Check for use if necessary, and execute the effect */ if ((use != USE_CHARGE && use != USE_TIMEOUT) || check_devices(o_ptr)) { int beam = beam_chance(o_ptr->tval); /* Special message for artifacts */ if (o_ptr->artifact) { msgt(snd, "You activate it."); if (o_ptr->artifact->effect_msg) activation_message(o_ptr, o_ptr->artifact->effect_msg); level = o_ptr->artifact->level; } else { /* Make a noise! */ sound(snd); level = o_ptr->kind->level; } /* A bit of a hack to make ID work better. -- Check for "obvious" effects beforehand. */ if (effect_obvious(effect)) object_flavor_aware(o_ptr); /* Boost damage effects if skill > difficulty */ boost = MAX(p_ptr->state.skills[SKILL_DEVICE] - level, 0); /* Do effect */ used = effect_do(effect, &ident, was_aware, dir, beam, boost); /* Quit if the item wasn't used and no knowledge was gained */ if (!used && (was_aware || !ident)) return; } /* If the item is a null pointer or has been wiped, be done now */ if (!o_ptr || !o_ptr->kind) return; if (ident) object_notice_effect(o_ptr); /* Food feeds the player */ if (o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION) (void)set_food(p_ptr->food + o_ptr->pval[DEFAULT_PVAL]); /* Use the turn */ p_ptr->energy_use = 100; /* Mark as tried and redisplay */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); p_ptr->redraw |= (PR_INVEN | PR_EQUIP | PR_OBJECT); /* * If the player becomes aware of the item's function, then mark it as * aware and reward the player with some experience. Otherwise, mark * it as "tried". */ if (ident && !was_aware) { /* Object level */ int lev = o_ptr->kind->level; object_flavor_aware(o_ptr); if (o_ptr->tval == TV_ROD) object_notice_everything(o_ptr); player_exp_gain(p_ptr, (lev + (p_ptr->lev / 2)) / p_ptr->lev); p_ptr->notice |= PN_SQUELCH; } else if (used) { object_flavor_tried(o_ptr); } /* If there are no more of the item left, then we're done. */ if (!o_ptr->number) return; /* Chargeables act differently to single-used items when not used up */ if (used && use == USE_CHARGE) { /* Use a single charge */ o_ptr->pval[DEFAULT_PVAL]--; /* Describe charges */ if (item >= 0) inven_item_charges(item); else floor_item_charges(0 - item); } else if (used && use == USE_TIMEOUT) { /* Artifacts use their own special field */ if (o_ptr->artifact) o_ptr->timeout = randcalc(o_ptr->artifact->time, 0, RANDOMISE); else o_ptr->timeout += randcalc(o_ptr->kind->time, 0, RANDOMISE); } else if (used && use == USE_SINGLE) { /* Destroy a potion in the pack */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Destroy a potion on the floor */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } } /* Hack to make Glyph of Warding work properly */ if (cave->feat[py][px] == FEAT_GLYPH) { /* Push objects off the grid */ if (cave->o_idx[py][px]) push_object(py, px); } }
static void cmd_racial_power_aux(const mutation_type *mut_ptr) { s16b plev = p_ptr->lev; int dir = 0; if (racial_aux(mut_ptr->level, mut_ptr->cost, mut_ptr->stat, mut_ptr->diff)) { switch (p_ptr->prace) { case RACE_DWARF: { msg_print("You examine your surroundings."); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); break; } case RACE_HOBBIT: { object_type *q_ptr; object_type forge; /* Get local object */ q_ptr = &forge; /* Create the food ration */ object_prep(q_ptr, 21); /* Drop the object from heaven */ (void)drop_near(q_ptr, -1, p_ptr->py, p_ptr->px); msg_print("You cook some food."); break; } case RACE_GNOME: { msg_print("Blink!"); teleport_player(10 + plev); break; } case RACE_HALF_ORC: { msg_print("You play tough."); (void)set_afraid(0); break; } case RACE_HALF_TROLL: { msg_print("RAAAGH!"); if (!p_ptr->shero) { (void)hp_player(30); } (void)set_afraid(0); (void)set_shero(p_ptr->shero + 10 + randint1(plev)); break; } case RACE_AMBERITE: { /* Hack - use levels to choose ability */ if (mut_ptr->level == 30) { msg_print("You picture the Pattern in your mind and walk it..."); (void)set_poisoned(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)set_blind(0); (void)set_afraid(0); (void)do_res_stat(A_STR, 200); (void)do_res_stat(A_INT, 200); (void)do_res_stat(A_WIS, 200); (void)do_res_stat(A_DEX, 200); (void)do_res_stat(A_CON, 200); (void)do_res_stat(A_CHR, 200); (void)restore_level(); } else if (mut_ptr->level == 40) { /* No effect in arena or quest */ if (p_ptr->inside_quest) { msg_print("There is no effect."); } else { msg_print("You start walking around. Your surroundings change."); if (autosave_l) do_cmd_save_game(TRUE); /* Leaving */ p_ptr->leaving = TRUE; } } break; } case RACE_BARBARIAN: { msg_print("Raaagh!"); if (!p_ptr->shero) { (void)hp_player(30); } (void)set_afraid(0); (void)set_shero(p_ptr->shero + 10 + randint1(plev)); break; } case RACE_HALF_OGRE: { msg_print("You carefully set an explosive rune..."); (void)explosive_rune(); break; } case RACE_HALF_GIANT: { if (!get_aim_dir(&dir)) break; msg_print("You bash at a stone wall."); (void)wall_to_mud(dir); break; } case RACE_HALF_TITAN: { msg_print("You examine your foes..."); (void)probing(); break; } case RACE_CYCLOPS: { if (!get_aim_dir(&dir)) break; msg_print("You throw a huge boulder."); (void)fire_bolt(GF_MISSILE, dir, (3 * plev) / 2); break; } case RACE_YEEK: { if (!get_aim_dir(&dir)) break; msg_print("You make a horrible scream!"); (void)fear_monster(dir, plev); break; } case RACE_KLACKON: { if (!get_aim_dir(&dir)) break; msg_print("You spit acid."); if (plev < 25) (void)fire_bolt(GF_ACID, dir, plev); else (void)fire_ball(GF_ACID, dir, plev, 2); break; } case RACE_KOBOLD: { if (!get_aim_dir(&dir)) break; msg_print("You throw a dart of poison."); (void)fire_bolt(GF_POIS, dir, plev); break; } case RACE_NIBELUNG: { msg_print("You examine your surroundings."); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); break; } case RACE_DARK_ELF: { if (!get_aim_dir(&dir)) break; msg_print("You cast a magic missile."); (void)fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); break; } case RACE_DRACONIAN: { int Type = (one_in_(3) ? GF_COLD : GF_FIRE); cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire"); if (randint1(100) < plev) { switch (p_ptr->pclass) { case CLASS_WARRIOR: case CLASS_RANGER: if (one_in_(3)) { Type = GF_MISSILE; Type_desc = "the elements"; } else { Type = GF_SHARDS; Type_desc = "shards"; } break; case CLASS_MAGE: case CLASS_WARRIOR_MAGE: case CLASS_HIGH_MAGE: if (one_in_(3)) { Type = GF_MANA; Type_desc = "mana"; } else { Type = GF_DISENCHANT; Type_desc = "disenchantment"; } break; case CLASS_CHAOS_WARRIOR: if (!one_in_(3)) { Type = GF_CONFUSION; Type_desc = "confusion"; } else { Type = GF_CHAOS; Type_desc = "chaos"; } break; case CLASS_MONK: if (!one_in_(3)) { Type = GF_CONFUSION; Type_desc = "confusion"; } else { Type = GF_SOUND; Type_desc = "sound"; } break; case CLASS_MINDCRAFTER: if (!one_in_(3)) { Type = GF_CONFUSION; Type_desc = "confusion"; } else { Type = GF_PSI; Type_desc = "mental energy"; } break; case CLASS_PRIEST: case CLASS_PALADIN: if (one_in_(3)) { Type = GF_HELL_FIRE; Type_desc = "hellfire"; } else { Type = GF_HOLY_FIRE; Type_desc = "holy fire"; } break; case CLASS_ROGUE: if (one_in_(3)) { Type = GF_DARK; Type_desc = "darkness"; } else { Type = GF_POIS; Type_desc = "poison"; } break; } } if (!get_aim_dir(&dir)) break; msg_format("You breathe %s.", Type_desc); (void)fire_ball(Type, dir, plev * 2, (plev / 15) + 1); break; } case RACE_MIND_FLAYER: { if (!get_aim_dir(&dir)) break; else { msg_print("You concentrate and your eyes glow red..."); (void)fire_bolt(GF_PSI, dir, plev); } break; } case RACE_IMP: { if (!get_aim_dir(&dir)) break; if (plev >= 30) { msg_print("You cast a ball of fire."); (void)fire_ball(GF_FIRE, dir, plev, 2); } else { msg_print("You cast a bolt of fire."); (void)fire_bolt(GF_FIRE, dir, plev); } break; } case RACE_GOLEM: { (void)set_shield(p_ptr->shield + rand_range(30, 50)); break; } case RACE_SKELETON: case RACE_ZOMBIE: { msg_print("You attempt to restore your lost energies."); (void)restore_level(); break; } case RACE_VAMPIRE: { int y, x, dummy; cave_type *c_ptr; /* Only works on adjacent monsters */ if (!get_rep_dir(&dir)) break; y = p_ptr->py + ddy[dir]; x = p_ptr->px + ddx[dir]; /* Paranoia */ if (!in_bounds2(y, x)) break; c_ptr = area(y, x); if (!c_ptr->m_idx) { msg_print("You bite into thin air!"); break; } msg_print("You grin and bare your fangs..."); dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */ if (drain_gain_life(dir, dummy)) { /* Gain nutritional sustenance: 150/hp drained */ /* A Food ration gives 5000 food points (by contrast) */ /* Don't ever get more than "Full" this way */ /* But if we ARE Gorged, it won't cure us */ dummy = p_ptr->food + MIN(5000, 100 * dummy); if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */ (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy); } else msg_print("Yechh. That tastes foul."); break; } case RACE_SPECTRE: { msg_print("You emit an eldritch howl!"); if (!get_aim_dir(&dir)) break; (void)fear_monster(dir, plev); break; } case RACE_SPRITE: { msg_print("You throw some magic dust..."); if (plev < 25) (void)sleep_monsters_touch(); else (void)sleep_monsters(); break; } case RACE_GHOUL: { if (mut_ptr->level == 30) { /* Sense living */ (void)detect_monsters_living(); } else { eat_corpse(); } break; } default: msg_print("This race has no bonus power."); p_ptr->energy_use = 0; } } /* Redraw mana and hp */ p_ptr->redraw |= (PR_HP | PR_MANA); /* Window stuff */ p_ptr->window |= (PW_PLAYER | PW_SPELL); }
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("There is a high pitched humming noise."); 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("You feel as if someone is watching over you."); *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("Your hands begin to glow."); 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: { (void)banishment(); *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); }
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("You feel less thirsty."); *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("The potion makes you vomit!"); (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("You feel your memories fade."); lose_exp(p_ptr->exp / 4); *ident = TRUE; } break; } case SV_POTION_RUINATION: { msg_print("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); (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("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)set_stun(p_ptr->stun + 75); (void)set_cut(p_ptr->cut + 5000); *ident = TRUE; break; } case SV_POTION_DEATH: { msg_print("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *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("You feel life flow through your body!"); 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("Your feel your head clear."); 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("An image of your surroundings forms in your mind..."); wiz_lite(); *ident = TRUE; break; } case SV_POTION_STAR_ENLIGHTENMENT: { msg_print("You begin to feel more enlightened..."); 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("You begin to know yourself a little better..."); 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("You feel more experienced."); gain_exp(ee); *ident = TRUE; } break; } } 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), "poisonous food"); (void)do_dec_stat(A_STR); *ident = TRUE; break; } case SV_FOOD_SICKNESS: { take_hit(damroll(6, 6), "poisonous food"); (void)do_dec_stat(A_CON); *ident = TRUE; break; } case SV_FOOD_STUPIDITY: { take_hit(damroll(8, 8), "poisonous food"); (void)do_dec_stat(A_INT); *ident = TRUE; break; } case SV_FOOD_NAIVETY: { take_hit(damroll(8, 8), "poisonous food"); (void)do_dec_stat(A_WIS); *ident = TRUE; break; } case SV_FOOD_UNHEALTH: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON); *ident = TRUE; break; } case SV_FOOD_DISEASE: { take_hit(damroll(10, 10), "poisonous food"); (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("That tastes good."); *ident = TRUE; break; } case SV_FOOD_WAYBREAD: { msg_print("That tastes good."); (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("That tastes good."); *ident = TRUE; break; } } /* Food can feed the player */ (void)set_food(p_ptr->food + o_ptr->pval); return (TRUE); }
/* * do_cmd_mind calls this function if the player's class * is 'explorer'. */ static bool cast_explorer_spell(int spell) { /* this will vary based on the spells, and what they depend on */ int b = 0; int plev = p_ptr->lev; int px = p_ptr->px; int py = p_ptr->py; /* spell code */ switch (spell) { case 0: lite_room (py, px); break; case 1: if (plev > 44) wiz_lite(); else if (plev > 19) map_area(); if (plev < 30) { b = detect_monsters_normal(); if (plev > 14) b |= detect_monsters_invis(); if (plev > 4) { b |= detect_traps(); b |= detect_doors(); } } else { b = detect_all(); } if (plev > 24) { (void)set_tim_esp(p_ptr->tim_esp + plev); } if (!b) msg_print("You feel safe."); break; case 2: teleport_player(plev); break; case 3: (void)set_food(PY_FOOD_MAX - 1); break; case 4: ident_spell(); break; case 5: set_recall(); break; case 6: (void)recharge(30); break; case 7: alchemy(); break; case 8: { int time = randint(plev) + plev; (void)set_oppose_acid(p_ptr->oppose_acid + time); (void)set_oppose_elec(p_ptr->oppose_elec + time); (void)set_oppose_fire(p_ptr->oppose_fire + time); (void)set_oppose_cold(p_ptr->oppose_cold + time); (void)set_oppose_pois(p_ptr->oppose_pois + time); break; } case 9: break; case 10: break; case 11: break; case 12: break; case 13: break; case 14: break; case 15: break; case 16: break; case 17: break; case 18: break; case 19: break; case 20: break; } return TRUE; }
static bool cast_mage_spell(int spell, int dir) { int py = p_ptr->py; int px = p_ptr->px; int plev = p_ptr->lev; /* Hack -- chance of "beam" instead of "bolt" */ int beam = beam_chance(); /* Spells. */ switch (spell) { case SPELL_MAGIC_MISSILE: { fire_bolt_or_beam(beam-10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); break; } case SPELL_DETECT_MONSTERS: { (void)detect_monsters_normal(TRUE); break; } case SPELL_PHASE_DOOR: { teleport_player(10); break; } case SPELL_LIGHT_AREA: { (void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; } case SPELL_TREASURE_DETECTION: { (void)detect_treasure(TRUE); break; } case SPELL_CURE_LIGHT_WOUNDS: { (void)heal_player(15, 15); (void)dec_timed(TMD_CUT, 20, TRUE); (void)dec_timed(TMD_CONFUSED, 20, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case SPELL_FIND_TRAPS_DOORS: { (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); break; } case SPELL_STINKING_CLOUD: { fire_ball(GF_POIS, dir, 10 + (plev / 2), 2); break; } case SPELL_CONFUSE_MONSTER: { (void)confuse_monster(dir, plev, TRUE); break; } case SPELL_LIGHTNING_BOLT: { fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); break; } case SPELL_TRAP_DOOR_DESTRUCTION: { (void)destroy_doors_touch(); break; } case SPELL_SLEEP_MONSTER: { (void)sleep_monster(dir, TRUE); break; } case SPELL_CURE_POISON: { (void)clear_timed(TMD_POISONED, TRUE); break; } case SPELL_TELEPORT_SELF: { teleport_player(plev * 5); break; } case SPELL_SPEAR_OF_LIGHT: { msg("A line of blue shimmering light appears."); light_line(dir); break; } case SPELL_FROST_BOLT: { fire_bolt_or_beam(beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); break; } case SPELL_TURN_STONE_TO_MUD: { (void)wall_to_mud(dir); break; } case SPELL_SATISFY_HUNGER: { (void)set_food(PY_FOOD_MAX - 1); break; } case SPELL_RECHARGE_ITEM_I: { return recharge(2 + plev / 5); } case SPELL_WONDER: { (void)spell_wonder(dir); break; } case SPELL_POLYMORPH_OTHER: { (void)poly_monster(dir); break; } case SPELL_IDENTIFY: { return ident_spell(); } case SPELL_MASS_SLEEP: { (void)sleep_monsters(TRUE); break; } case SPELL_FIRE_BOLT: { fire_bolt_or_beam(beam, GF_FIRE, dir, damroll(6+((plev-5)/4), 8)); break; } case SPELL_SLOW_MONSTER: { (void)slow_monster(dir); break; } case SPELL_FROST_BALL: { fire_ball(GF_COLD, dir, 30 + (plev), 2); break; } case SPELL_RECHARGE_ITEM_II: /* greater recharging */ { return recharge(50 + plev); } case SPELL_TELEPORT_OTHER: { (void)teleport_monster(dir); break; } case SPELL_BEDLAM: { fire_ball(GF_OLD_CONF, dir, plev, 4); break; } case SPELL_FIRE_BALL: { fire_ball(GF_FIRE, dir, 55 + (plev), 2); break; } case SPELL_WORD_OF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); break; } case SPELL_BANISHMENT: { return banishment(); break; } case SPELL_DOOR_CREATION: { (void)door_creation(); break; } case SPELL_STAIR_CREATION: { (void)stair_creation(); break; } case SPELL_TELEPORT_LEVEL: { (void)teleport_player_level(); break; } case SPELL_EARTHQUAKE: { earthquake(py, px, 10); break; } case SPELL_WORD_OF_RECALL: { set_recall(); break; } case SPELL_ACID_BOLT: { fire_bolt_or_beam(beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8)); break; } case SPELL_CLOUD_KILL: { fire_ball(GF_POIS, dir, 40 + (plev / 2), 3); break; } case SPELL_ACID_BALL: { fire_ball(GF_ACID, dir, 40 + (plev), 2); break; } case SPELL_ICE_STORM: { fire_ball(GF_ICE, dir, 50 + (plev * 2), 3); break; } case SPELL_METEOR_SWARM: { fire_swarm(2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1); break; } case SPELL_MANA_STORM: { fire_ball(GF_MANA, dir, 300 + (plev * 2), 3); break; } case SPELL_DETECT_INVISIBLE: { (void)detect_monsters_normal(TRUE); (void)detect_monsters_invis(TRUE); break; } case SPELL_DETECT_ENCHANTMENT: { (void)detect_objects_magic(TRUE); break; } case SPELL_SHOCK_WAVE: { fire_ball(GF_SOUND, dir, 10 + plev, 2); break; } case SPELL_EXPLOSION: { fire_ball(GF_SHARD, dir, 20 + (plev * 2), 2); break; } case SPELL_MASS_BANISHMENT: { (void)mass_banishment(); break; } case SPELL_RESIST_FIRE: { (void)inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE); break; } case SPELL_RESIST_COLD: { (void)inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE); break; } case SPELL_ELEMENTAL_BRAND: /* elemental brand */ { return brand_ammo(); } case SPELL_RESIST_POISON: { (void)inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE); break; } case SPELL_RESISTANCE: { int time = randint1(20) + 20; (void)inc_timed(TMD_OPP_ACID, time, TRUE); (void)inc_timed(TMD_OPP_ELEC, time, TRUE); (void)inc_timed(TMD_OPP_FIRE, time, TRUE); (void)inc_timed(TMD_OPP_COLD, time, TRUE); (void)inc_timed(TMD_OPP_POIS, time, TRUE); break; } case SPELL_HEROISM: { (void)hp_player(10); (void)inc_timed(TMD_HERO, randint1(25) + 25, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); break; } case SPELL_SHIELD: { (void)inc_timed(TMD_SHIELD, randint1(20) + 30, TRUE); break; } case SPELL_BERSERKER: { (void)hp_player(30); (void)inc_timed(TMD_SHERO, randint1(25) + 25, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); break; } case SPELL_HASTE_SELF: { if (!p_ptr->timed[TMD_FAST]) { (void)set_timed(TMD_FAST, randint1(20) + plev, TRUE); } else { (void)inc_timed(TMD_FAST, randint1(5), TRUE); } break; } case SPELL_RIFT: { fire_beam(GF_GRAVITY, dir, 40 + damroll(plev, 7)); break; } case SPELL_REND_SOUL: /* rend soul */ { fire_bolt_or_beam(beam / 4, GF_NETHER, dir, damroll(11, plev)); break; } case SPELL_CHAOS_STRIKE: /* chaos strike */ { fire_bolt_or_beam(beam, GF_CHAOS, dir, damroll(13, plev)); break; } case SPELL_RUNE_OF_PROTECTION: /* rune of protection */ { (void)warding_glyph(); break; } case SPELL_ENCHANT_ARMOR: /* enchant armor */ { return enchant_spell(0, 0, randint0(3) + plev / 20); } case SPELL_ENCHANT_WEAPON: /* enchant weapon */ { return enchant_spell(randint0(4) + plev / 20, randint0(4) + plev / 20, 0); } } /* Success */ return (TRUE); }
static bool cast_priest_spell(int spell, int dir) { int py = p_ptr->py; int px = p_ptr->px; int plev = p_ptr->lev; int amt; switch (spell) { case PRAYER_DETECT_EVIL: { (void)detect_monsters_evil(TRUE); break; } case PRAYER_CURE_LIGHT_WOUNDS: { (void)heal_player(15, 15); (void)dec_timed(TMD_CUT, 20, TRUE); (void)dec_timed(TMD_CONFUSED, 20, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_BLESS: { (void)inc_timed(TMD_BLESSED, randint1(12) + 12, TRUE); break; } case PRAYER_REMOVE_FEAR: { (void)clear_timed(TMD_AFRAID, TRUE); break; } case PRAYER_CALL_LIGHT: { (void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; } case PRAYER_FIND_TRAPS_DOORS: { (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); break; } case PRAYER_SLOW_POISON: { (void)set_timed(TMD_POISONED, p_ptr->timed[TMD_POISONED] / 2, TRUE); break; } case PRAYER_SCARE_MONSTER: { (void)fear_monster(dir, plev, TRUE); break; } case PRAYER_PORTAL: { teleport_player(plev * 3); break; } case PRAYER_CURE_SERIOUS_WOUNDS: { (void)heal_player(20, 25); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_CHANT: { (void)inc_timed(TMD_BLESSED, randint1(24) + 24, TRUE); break; } case PRAYER_SANCTUARY: { (void)sleep_monsters_touch(TRUE); break; } case PRAYER_SATISFY_HUNGER: { (void)set_food(PY_FOOD_MAX - 1); break; } case PRAYER_REMOVE_CURSE: { remove_curse(); break; } case PRAYER_RESIST_HEAT_COLD: { (void)inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE); break; } case PRAYER_NEUTRALIZE_POISON: { (void)clear_timed(TMD_POISONED, TRUE); break; } case PRAYER_ORB_OF_DRAINING: { fire_ball(GF_HOLY_ORB, dir, (damroll(3, 6) + plev + (plev / (player_has(PF_BLESS_WEAPON) ? 2 : 4))), ((plev < 30) ? 2 : 3)); break; } case PRAYER_CURE_CRITICAL_WOUNDS: { (void)heal_player(25, 30); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_SENSE_INVISIBLE: { (void)inc_timed(TMD_SINVIS, randint1(24) + 24, TRUE); break; } case PRAYER_PROTECTION_FROM_EVIL: { (void)inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE); break; } case PRAYER_EARTHQUAKE: { earthquake(py, px, 10); break; } case PRAYER_SENSE_SURROUNDINGS: { map_area(); break; } case PRAYER_CURE_MORTAL_WOUNDS: { (void)heal_player(30, 50); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_TURN_UNDEAD: { (void)turn_undead(TRUE); break; } case PRAYER_PRAYER: { (void)inc_timed(TMD_BLESSED, randint1(48) + 48, TRUE); break; } case PRAYER_DISPEL_UNDEAD: { (void)dispel_undead(randint1(plev * 3)); break; } case PRAYER_HEAL: { amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; (void)hp_player(amt); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_DISPEL_EVIL: { (void)dispel_evil(randint1(plev * 3)); break; } case PRAYER_GLYPH_OF_WARDING: { warding_glyph(); break; } case PRAYER_HOLY_WORD: { (void)dispel_evil(randint1(plev * 4)); (void)hp_player(1000); (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); break; } case PRAYER_DETECT_MONSTERS: { (void)detect_monsters_normal(TRUE); break; } case PRAYER_DETECTION: { (void)detect_all(TRUE); break; } case PRAYER_PERCEPTION: { return ident_spell(); } case PRAYER_PROBING: { (void)probing(); break; } case PRAYER_CLAIRVOYANCE: { wiz_light(); break; } case PRAYER_CURE_SERIOUS_WOUNDS2: { (void)heal_player(20, 25); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_CURE_MORTAL_WOUNDS2: { (void)heal_player(30, 50); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_HEALING: { (void)hp_player(2000); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); break; } case PRAYER_RESTORATION: { (void)do_res_stat(A_STR); (void)do_res_stat(A_INT); (void)do_res_stat(A_WIS); (void)do_res_stat(A_DEX); (void)do_res_stat(A_CON); (void)do_res_stat(A_CHR); break; } case PRAYER_REMEMBRANCE: { (void)restore_level(); break; } case PRAYER_DISPEL_UNDEAD2: { (void)dispel_undead(randint1(plev * 4)); break; } case PRAYER_DISPEL_EVIL2: { (void)dispel_evil(randint1(plev * 4)); break; } case PRAYER_BANISH_EVIL: { if (banish_evil(100)) { msg("The power of your god banishes evil!"); } break; } case PRAYER_WORD_OF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); break; } case PRAYER_ANNIHILATION: { drain_life(dir, 200); break; } case PRAYER_UNBARRING_WAYS: { (void)destroy_doors_touch(); break; } case PRAYER_RECHARGING: { return recharge(15); } case PRAYER_DISPEL_CURSE: { (void)remove_all_curse(); break; } case PRAYER_ENCHANT_WEAPON: { return enchant_spell(randint0(4) + 1, randint0(4) + 1, 0); } case PRAYER_ENCHANT_ARMOUR: { return enchant_spell(0, 0, randint0(3) + 2); } case PRAYER_ELEMENTAL_BRAND: { brand_weapon(); break; } case PRAYER_BLINK: { teleport_player(10); break; } case PRAYER_TELEPORT_SELF: { teleport_player(plev * 8); break; } case PRAYER_TELEPORT_OTHER: { (void)teleport_monster(dir); break; } case PRAYER_TELEPORT_LEVEL: { (void)teleport_player_level(); break; } case PRAYER_WORD_OF_RECALL: { set_recall(); break; } case PRAYER_ALTER_REALITY: { msg("The world changes!"); /* Leaving */ p_ptr->leaving = TRUE; break; } } /* Success */ return (TRUE); }
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); }