void equip_shuffle(cptr tag) { int i; for (i = INVEN_PACK - 1; i >= 0; i--) { object_type *o_ptr = &inventory[i]; cptr inscription; int slot; if (!o_ptr->k_idx) continue; if (!o_ptr->inscription) continue; inscription = quark_str(o_ptr->inscription); if (!strstr(inscription, tag)) continue; slot = equip_first_empty_slot(o_ptr); if (slot && o_ptr->number == 1) { object_type copy; object_copy(©, o_ptr); copy.number = 1; inven_item_increase(i, -1); inven_item_optimize(i); equip_wield_aux(©, slot); } } }
void kamaenaoshi(int item) { object_type *o_ptr, *new_o_ptr; char o_name[MAX_NLEN]; if (item == INVEN_RARM) { if (buki_motteruka(INVEN_LARM)) { o_ptr = &inventory[INVEN_LARM]; object_desc(o_name, o_ptr, 0); if (!object_is_cursed(o_ptr)) { new_o_ptr = &inventory[INVEN_RARM]; object_copy(new_o_ptr, o_ptr); p_ptr->total_weight += o_ptr->weight; inven_item_increase(INVEN_LARM, -((int)o_ptr->number)); inven_item_optimize(INVEN_LARM); if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING()) #ifdef JP msg_format("%sを両手で構えた。", o_name); #else msg_format("You are wielding %s with both hands.", o_name); #endif else #ifdef JP msg_format("%sを%sで構えた。", o_name, (left_hander ? "左手" : "右手")); #else msg_format("You are wielding %s in your %s hand.", o_name, (left_hander ? "left":"right")); #endif } else { if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
/* * Squelch on identify function */ void do_squelch_item(int item, object_type *o_ptr) { /* Either delete the item... */ if (strong_squelch) { if (item >= 0) { inven_item_increase(item, -o_ptr->number); inven_item_optimize(item); } else { floor_item_increase(0 - item, -o_ptr->number); floor_item_optimize(0 - item); } } /* ...or mark it for manual deletion. */ else { o_ptr->note = 0; o_ptr->note = quark_add("SQUELCH"); } return; }
static bool _create_arrows(void) { int item, slot; object_type forge; item_tester_hook = _create_ammo_p; if (!get_item(&item, "Convert which item? ", "You have no item to convert.", USE_INVEN | USE_FLOOR)) return FALSE; object_prep(&forge, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1)); forge.number = (byte)rand_range(5, 10); apply_magic(&forge, p_ptr->lev, AM_NO_FIXED_ART); obj_identify(&forge); forge.discount = 99; msg_print("You make some ammo."); if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } slot = inven_carry(&forge); if (slot >= 0) autopick_alter_item(slot, FALSE); return TRUE; }
/** * Destroy all {squelch}able items. * * Imported, with thanks, from Ey... much cleaner than the original. */ void squelch_items(void) { int floor_list[MAX_FLOOR_STACK]; int floor_num, n; int count = 0; object_type *o_ptr; /* Set the hook and scan the floor */ item_tester_hook = squelch_item_ok; floor_num = scan_floor(floor_list, N_ELEMENTS(floor_list), p_ptr->py, p_ptr->px, 0x01); if (floor_num) { for (n = 0; n < floor_num; n++) { o_ptr = &o_list[floor_list[n]]; /* Avoid artifacts */ if (artifact_p(o_ptr)) continue; if (item_tester_okay(o_ptr)) { /* Destroy item */ floor_item_increase(floor_list[n], -o_ptr->number); floor_item_optimize(floor_list[n]); count++; } } } /* Scan through the slots backwards */ for (n = INVEN_PACK - 1; n >= 0; n--) { o_ptr = &p_ptr->inventory[n]; /* Skip non-objects and artifacts */ if (!o_ptr->k_idx) continue; if (artifact_p(o_ptr)) continue; if (item_tester_okay(o_ptr)) { /* Destroy item */ inven_item_increase(n, -o_ptr->number); inven_item_optimize(n); count++; } } item_tester_hook = NULL; /* Mention casualties */ if (count > 0) { msgt(MSG_GENERIC, "%d item%s squelched.", count, ((count > 1) ? "s" : "")); /* Combine/reorder the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER | PN_SORT_QUIVER); } }
static void refuel_torch(object_type *j_ptr, object_type *o_ptr, int item) { bitflag f[OF_SIZE]; bitflag g[OF_SIZE]; /* Refuel */ j_ptr->timeout += o_ptr->timeout + 5; /* Message */ msg("You combine the torches."); /* Transfer the LIGHT flag if refuelling from a torch with it to one without it */ object_flags(o_ptr, f); object_flags(j_ptr, g); if (of_has(f, OF_LIGHT) && !of_has(g, OF_LIGHT)) { of_on(j_ptr->flags, OF_LIGHT); if (!j_ptr->ego && o_ptr->ego) j_ptr->ego = o_ptr->ego; msg("Your torch shines further!"); } /* Over-fuel message */ if (j_ptr->timeout >= FUEL_TORCH) { j_ptr->timeout = FUEL_TORCH; msg("Your torch is fully fueled."); } /* Refuel message */ else { msg("Your torch glows more brightly."); } /* Decrease the item (from the pack) */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Decrease the item (from the floor) */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } /* Recalculate torch */ p_ptr->update |= (PU_TORCH); /* Redraw stuff */ p_ptr->redraw |= (PR_EQUIP); }
/********************************************************************** * Powers **********************************************************************/ static void _absorb_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Absorb Weapon"); break; case SPELL_DESC: var_set_string(res, "Destroys a single weapon, absorbing the essence of its power."); break; case SPELL_CAST: { object_type * o_ptr; int item; char o_name[MAX_NLEN]; var_set_bool(res, FALSE); item_tester_hook = object_is_melee_weapon; if (!get_item(&item, "Absorb which item? ", "You have nothing to absorb.", USE_INVEN | USE_FLOOR)) break; if (item >= 0) o_ptr = &inventory[item]; else o_ptr = &o_list[0 - item]; object_desc(o_name, o_ptr, OD_NAME_ONLY); msg_format("You absorb the power of %s!", o_name); _absorb(o_ptr); if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } var_set_bool(res, TRUE); break; } default: default_spell(cmd, res); break; } }
static void do_cmd_refill_torch(object_type *torch) { int item; object_type *o_ptr; item_tester_hook = _is_torch; if (!get_item(&item, "Refuel with which torch? ", "You have no extra torches.", USE_INVEN | USE_FLOOR)) return; if (item >= 0) o_ptr = &inventory[item]; else o_ptr = &o_list[0 - item]; energy_use = 50; torch->xtra4 += o_ptr->xtra4 + 5; msg_print("You combine the torches."); if (_lite_is_darkness(o_ptr) && torch->xtra4 > 0) { torch->xtra4 = 0; msg_print("Your torch has gone out!"); } else if (_lite_is_darkness(o_ptr) || _lite_is_darkness(torch)) { torch->xtra4 = 0; msg_print("Curiously, your torch does not light."); } else if (torch->xtra4 >= FUEL_TORCH) { torch->xtra4 = FUEL_TORCH; msg_print("Your torch is fully fueled."); } else msg_print("Your torch glows more brightly."); if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } p_ptr->update |= PU_TORCH; }
static void _elemental_pack_destroy(object_p p, cptr destroy_fmt, int chance) { int inven_ct = 0; int equip_ct = 0; int i; for (i = 0; i < INVEN_TOTAL; i++) { object_type *o_ptr = &inventory[i]; char o_name[MAX_NLEN]; int n = chance; int old_ct = 0; if (!o_ptr->k_idx) continue; if (!p(o_ptr)) continue; if (i >= EQUIP_BEGIN) n /= 3; if (randint0(1000) >= MAX(1, n)) continue; old_ct = o_ptr->number; o_ptr->number = 1; object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); o_ptr->number = old_ct; msg_format(destroy_fmt, o_name); stats_on_p_destroy(o_ptr, 1); inven_item_increase(i, -1); inven_item_describe(i); inven_item_optimize(i); if (i >= EQUIP_BEGIN) ++equip_ct; else ++inven_ct; } if (equip_ct) { p_ptr->update |= PU_BONUS; p_ptr->update |= PU_TORCH; p_ptr->update |= PU_MANA; p_ptr->redraw |= PR_EQUIPPY; p_ptr->window |= PW_EQUIP | PW_PLAYER; } if (inven_ct) p_ptr->window |= PW_INVEN; if (equip_ct + inven_ct) disturb(1, 0); }
void rage_mage_gain_spell(void) { int item; if (p_ptr->blind || no_lite()) { msg_print("You cannot see!"); return; } if (p_ptr->confused) { msg_print("You are too confused!"); return; } if (!p_ptr->new_spells) { msg_print("You cannot learn any new techniques!"); return; } msg_format("You can learn %d new technique%s.", p_ptr->new_spells, (p_ptr->new_spells == 1 ? "" : "s")); msg_print(NULL); item_tester_tval = TV_RAGE_BOOK; if (get_item(&item, "Study which book?", "You have no books that you can read.", USE_INVEN)) { int book = inventory[item].sval; if (_gain_spell(book)) { char o_name[MAX_NLEN]; int old_amt = inventory[item].number; inventory[item].number = 1; object_desc(o_name, &inventory[item], 0); inventory[item].number = old_amt; msg_format("%^s is destroyed.", o_name); inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); energy_use = 100; } } }
/* * Refill the players lamp (from the pack or floor) */ static void do_cmd_refill_lamp(object_type *lantern) { int item; object_type *o_ptr; item_tester_hook = item_tester_refill_lantern; if (!get_item(&item, "Refill with which flask? ", "You have no flasks of oil.", USE_INVEN | USE_FLOOR)) return; if (item >= 0) o_ptr = &inventory[item]; else o_ptr = &o_list[0 - item]; energy_use = 50; lantern->xtra4 += o_ptr->xtra4; msg_print("You fuel your lamp."); if ( _lite_is_darkness(o_ptr) && lantern->xtra4 > 0) { lantern->xtra4 = 0; msg_print("Your lamp has gone out!"); } else if (_lite_is_darkness(o_ptr) || _lite_is_darkness(lantern)) { lantern->xtra4 = 0; msg_print("Curiously, your lamp doesn't light."); } else if (lantern->xtra4 >= FUEL_LAMP) { lantern->xtra4 = FUEL_LAMP; msg_print("Your lamp is full."); } if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } p_ptr->update |= PU_TORCH; }
/* * Shatter the player's wielded weapon. */ void shatter_weapon(int silnum) { int i; object_type *w_ptr = &inventory[INVEN_WIELD]; char w_name[80]; p_ptr->crown_shatter = TRUE; /* Get the basic name of the object */ object_desc(w_name, sizeof(w_name), w_ptr, FALSE, 0); if (silnum == 2) msg_print("You strive to free a second Silmaril, but it is not fated to be."); else msg_print("You strive to free a third Silmaril, but it is not fated to be."); msg_format("As you strike the crown, your %s shatters into innumerable pieces.", w_name); // make more noise stealth_score -= 5; inven_item_increase(INVEN_WIELD, -1); inven_item_optimize(INVEN_WIELD); /* Process monsters */ for (i = 1; i < mon_max; i++) { monster_type *m_ptr = &mon_list[i]; /* If Morgoth, then anger him */ if (m_ptr->r_idx == R_IDX_MORGOTH) { if ((m_ptr->cdis <= 5) && los(p_ptr->py, p_ptr->px, m_ptr->fy, m_ptr->fx)) { msg_print("A shard strikes Morgoth upon his cheek."); set_alertness(m_ptr, ALERTNESS_VERY_ALERT); } } } }
static bool _create_bolts(void) { int item, slot; object_type forge; item_tester_hook = _create_ammo_p; if (!get_item(&item, "Convert which item? ", "You have no item to convert.", USE_INVEN | USE_FLOOR)) return FALSE; /* Note: You won't ever get Steel Bolts this way since I:18:1 is shared with by Bolts and Steel Bolts and lookup_kind() picks the first match in k_info.txt. However, getting Steel from Bones/Junk would be a bit odd anyway ... */ object_prep(&forge, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+ 1)); forge.number = (byte)rand_range(4, 8); apply_magic(&forge, p_ptr->lev, AM_NO_FIXED_ART); obj_identify(&forge); forge.discount = 99; msg_print("You make some ammo."); if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } slot = inven_carry(&forge); if (slot >= 0) autopick_alter_item(slot, FALSE); return TRUE; }
/* * Wield or wear a single item from the pack or floor */ void do_cmd_wield(void) { int i, item, slot; object_type forge; object_type *q_ptr; object_type *o_ptr; cptr act; char o_name[MAX_NLEN]; cptr q, s; int need_switch_wielding = 0; if (p_ptr->special_defense & KATA_MUSOU) { set_action(ACTION_NONE); } /* Restrict the choices */ item_tester_hook = item_tester_hook_wear; /* Get an item */ #ifdef JP q = "どれを装備しますか? "; s = "装備可能なアイテムがない。"; #else q = "Wear/Wield which item? "; s = "You have nothing you can wear or wield."; #endif if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Check the slot */ slot = wield_slot(o_ptr); /* Ugly hack! */ if ( object_is_melee_weapon(o_ptr) && p_ptr->pclass == CLASS_PSION && psion_weapon_graft() ) { msg_print("Failed! Your weapon is currently grafted to your arm!"); return; } switch (o_ptr->tval) { /* Shields and some misc. items */ case TV_CAPTURE: case TV_SHIELD: case TV_CARD: /* Dual wielding */ if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM)) { /* Restrict the choices */ item_tester_hook = item_tester_hook_melee_weapon; item_tester_no_ryoute = TRUE; /* Choose a weapon from the equipment only */ #ifdef JP q = "どちらの武器と取り替えますか?"; s = "おっと。"; #else q = "Replace which weapon? "; s = "Oops."; #endif if (!get_item(&slot, q, s, (USE_EQUIP))) return; if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM; } else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM; /* Both arms are already used by non-weapon */ else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) && inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM])) { /* Restrict the choices */ item_tester_hook = item_tester_hook_mochikae; /* Choose a hand */ #ifdef JP q = "どちらの手に装備しますか?"; s = "おっと。"; #else q = "Equip which hand? "; s = "Oops."; #endif if (!get_item(&slot, q, s, (USE_EQUIP))) return; } break; /* Melee weapons */ case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD: /* Asking for dual wielding */ if (slot == INVEN_LARM) { #ifdef JP if (!get_check("二刀流で戦いますか?")) slot = INVEN_RARM; #else if (!get_check("Dual wielding? ")) slot = INVEN_RARM; #endif } else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM)) { #ifdef JP if (!get_check("二刀流で戦いますか?")) slot = INVEN_LARM; #else if (!get_check("Dual wielding? ")) slot = INVEN_LARM; #endif } /* Both arms are already used */ else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx) { /* Restrict the choices */ item_tester_hook = item_tester_hook_mochikae; /* Choose a hand */ #ifdef JP q = "どちらの手に装備しますか?"; s = "おっと。"; #else q = "Equip which hand? "; s = "Oops."; #endif if (!get_item(&slot, q, s, (USE_EQUIP))) return; if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM)) need_switch_wielding = INVEN_RARM; } break; /* Rings */ case TV_RING: /* Choose a ring slot */ if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx) { #ifdef JP q = "どちらの指輪と取り替えますか?"; #else q = "Replace which ring? "; #endif } else { #ifdef JP q = "どちらの手に装備しますか?"; #else q = "Equip which hand? "; #endif } #ifdef JP s = "おっと。"; #else s = "Oops."; #endif /* Restrict the choices */ select_ring_slot = TRUE; item_tester_no_ryoute = TRUE; if (!get_item(&slot, q, s, (USE_EQUIP))) { select_ring_slot = FALSE; return; } select_ring_slot = FALSE; break; } /* Prevent wielding into a cursed slot */ if (object_is_cursed(&inventory[slot])) { /* Describe it */ object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY)); /* Message */ #ifdef JP msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name ); #else msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot)); #endif /* Cancel the command */ return; } if (have_flag(inventory[slot].art_flags, TR_SIGNATURE)) { object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY)); msg_format("The %s you are %s is your signature item and may not be removed.", o_name, describe_use(slot)); return; } if (confirm_wear && ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) || ((o_ptr->ident & IDENT_SENSE) && (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED)))) { char dummy[MAX_NLEN+80]; /* Describe it */ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); #ifdef JP sprintf(dummy, "本当に%s{呪われている}を使いますか?", o_name); #else sprintf(dummy, "Really use the %s {cursed}? ", o_name); #endif if (!get_check(dummy)) return; } if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID) && (p_ptr->pclass != CLASS_BLOOD_KNIGHT)) { char dummy[MAX_NLEN+80]; /* Describe it */ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); #ifdef JP sprintf(dummy, "%sを装備すると吸血鬼になります。よろしいですか?", o_name); #else msg_format("%s will transforms you into a vampire permanently when equiped.", o_name); sprintf(dummy, "Do you become a vampire?"); #endif if (!get_check(dummy)) return; } if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding])) { object_type *slot_o_ptr = &inventory[slot]; object_type *switch_o_ptr = &inventory[need_switch_wielding]; object_type object_tmp; object_type *otmp_ptr = &object_tmp; char switch_name[MAX_NLEN]; object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); object_copy(otmp_ptr, switch_o_ptr); object_copy(switch_o_ptr, slot_o_ptr); object_copy(slot_o_ptr, otmp_ptr); #ifdef JP msg_format("%sを%sに構えなおした。", switch_name, (slot == INVEN_RARM) ? (left_hander ? "左手" : "右手") : (left_hander ? "右手" : "左手")); #else msg_format("You wield %s at %s hand.", switch_name, (slot == INVEN_RARM) ? (left_hander ? "left" : "right") : (left_hander ? "right" : "left")); #endif slot = need_switch_wielding; } /* Check if completed a quest */ for (i = 0; i < max_quests; i++) { if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) && (quest[i].status == QUEST_STATUS_TAKEN) && (quest[i].k_idx == o_ptr->name1 || quest[i].k_idx == o_ptr->name3)) { if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL); quest[i].status = QUEST_STATUS_COMPLETED; quest[i].complev = (byte)p_ptr->lev; #ifdef JP msg_print("クエストを達成した!"); #else msg_print("You completed the quest!"); #endif msg_print(NULL); } } if (p_ptr->personality == PERS_MUNCHKIN) { identify_item(o_ptr); /* Auto-inscription */ autopick_alter_item(item, FALSE); } /* Take a turn */ energy_use = weaponmaster_wield_hack(o_ptr); /* Get local object */ q_ptr = &forge; /* Obtain local object */ object_copy(q_ptr, o_ptr); /* Modify quantity */ q_ptr->number = 1; /* Decrease the item (from the pack) */ if (item >= 0) { inven_item_increase(item, -1); inven_item_optimize(item); } /* Decrease the item (from the floor) */ else { floor_item_increase(0 - item, -1); floor_item_optimize(0 - item); } /* Access the wield slot */ o_ptr = &inventory[slot]; /* Take off existing item */ if (o_ptr->k_idx) { /* Take off existing item */ (void)inven_takeoff(slot, 255); } /* Wear the new stuff */ object_copy(o_ptr, q_ptr); /* Player touches it */ o_ptr->marked |= OM_TOUCHED; /* Increase the weight */ p_ptr->total_weight += q_ptr->weight; /* Increment the equip counter by hand */ equip_cnt++; #ifdef JP #define STR_WIELD_RARM "%s(%c)を右手に装備した。" #define STR_WIELD_LARM "%s(%c)を左手に装備した。" #define STR_WIELD_ARMS "%s(%c)を両手で構えた。" #else #define STR_WIELD_RARM "You are wielding %s (%c) in your right hand." #define STR_WIELD_LARM "You are wielding %s (%c) in your left hand." #define STR_WIELD_ARMS "You are wielding %s (%c) with both hands." #endif /* Where is the item now */ switch (slot) { case INVEN_RARM: if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING()) act = STR_WIELD_ARMS; else act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM); break; case INVEN_LARM: if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING()) act = STR_WIELD_ARMS; else act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM); break; case INVEN_BOW: #ifdef JP act = "%s(%c)を射撃用に装備した。"; #else act = "You are shooting with %s (%c)."; #endif break; case INVEN_LITE: #ifdef JP act = "%s(%c)を光源にした。"; #else act = "Your light source is %s (%c)."; #endif break; default: #ifdef JP act = "%s(%c)を装備した。"; #else act = "You are wearing %s (%c)."; #endif break; } /* Describe the result */ object_desc(o_name, o_ptr, 0); /* Message */ msg_format(act, o_name, index_to_label(slot)); /* Cursed! */ if (object_is_cursed(o_ptr)) { /* Warn the player */ #ifdef JP msg_print("うわ! すさまじく冷たい!"); #else msg_print("Oops! It feels deathly cold!"); #endif chg_virtue(V_HARMONY, -1); /* Note the curse */ o_ptr->ident |= (IDENT_SENSE); } if (o_ptr->name1 == ART_HAND_OF_VECNA) { msg_print("You chop off your own hand to wield the Hand of Vecna!"); set_cut(CUT_MORTAL_WOUND, FALSE); } if (o_ptr->name1 == ART_EYE_OF_VECNA) { msg_print("You pluck out your own eye to wield the Eye of Vecna!"); set_cut(CUT_MORTAL_WOUND, FALSE); } /* The Stone Mask make the player turn into a vampire! */ if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID) && (p_ptr->pclass != CLASS_BLOOD_KNIGHT) && (p_ptr->pclass != CLASS_BLOOD_MAGE)) { /* Turn into a vampire */ change_race(RACE_VAMPIRE, ""); } /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Recalculate torch */ p_ptr->update |= (PU_TORCH); /* Recalculate mana */ p_ptr->update |= (PU_MANA); p_ptr->redraw |= (PR_EQUIPPY); /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); calc_android_exp(); }
static void refill_lamp(object_type *j_ptr, object_type *o_ptr, int item) { /* Refuel */ j_ptr->timeout += o_ptr->timeout ? o_ptr->timeout : o_ptr->pval[DEFAULT_PVAL]; /* Message */ msg("You fuel your lamp."); /* Comment */ if (j_ptr->timeout >= FUEL_LAMP) { j_ptr->timeout = FUEL_LAMP; msg("Your lamp is full."); } /* Refilled from a lantern */ if (o_ptr->sval == SV_LIGHT_LANTERN) { /* Unstack if necessary */ if (o_ptr->number > 1) { object_type *i_ptr; object_type object_type_body; /* Get local object */ i_ptr = &object_type_body; /* Obtain a local object */ object_copy(i_ptr, o_ptr); /* Modify quantity */ i_ptr->number = 1; /* Remove fuel */ i_ptr->timeout = 0; /* Unstack the used item */ o_ptr->number--; p_ptr->total_weight -= i_ptr->weight; /* Carry or drop */ if (item >= 0) item = inven_carry(p_ptr, i_ptr); else drop_near(cave, i_ptr, 0, p_ptr->py, p_ptr->px, FALSE); } /* Empty a single lantern */ else { /* No more fuel */ o_ptr->timeout = 0; } /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* Redraw stuff */ p_ptr->redraw |= (PR_INVEN); } /* Refilled from a flask */ else { /* Decrease the item (from the pack) */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Decrease the item (from the floor) */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } } /* Recalculate torch */ p_ptr->update |= (PU_TORCH); /* Redraw stuff */ p_ptr->redraw |= (PR_EQUIP); }
/* * Refuel the players torch (from the pack or floor) */ static void do_cmd_refill_torch(void) { int item; object_type *o_ptr; object_type *j_ptr; cptr q, s; /* Restrict the choices */ item_tester_hook = item_tester_refill_torch; /* Get an item */ q = "Refuel with which torch? "; s = "You have no extra torches."; if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Take a partial turn */ p_ptr->energy_use = 50; /* Get the primary torch */ j_ptr = &inventory[INVEN_LIGHT]; /* Refuel */ j_ptr->pval += o_ptr->pval + 5; /* Message */ msg_print("You combine the torches."); /* Over-fuel message */ if (j_ptr->pval >= FUEL_TORCH) { j_ptr->pval = FUEL_TORCH; msg_print("Your torch is fully fueled."); } /* Refuel message */ else { msg_print("Your torch glows more brightly."); } /* Decrease the item (from the pack) */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Decrease the item (from the floor) */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } /* Recalculate torch */ p_ptr->update |= (PU_TORCH); /* Window stuff */ p_ptr->window |= (PW_EQUIP); }
/** * This is a helper function used by do_cmd_throw and do_cmd_fire. * * It abstracts out the projectile path, display code, identify and clean up * logic, while using the 'attack' parameter to do work particular to each * kind of attack. */ static void ranged_helper(int item, int dir, int range, int shots, ranged_attack attack) { /* Get the ammo */ object_type *o_ptr = object_from_item_idx(item); int i, j; byte missile_attr = object_attr(o_ptr); char missile_char = object_char(o_ptr); object_type object_type_body; object_type *i_ptr = &object_type_body; char o_name[80]; int path_n; u16b path_g[256]; int msec = op_ptr->delay_factor; /* Start at the player */ int x = p_ptr->px; int y = p_ptr->py; /* Predict the "target" location */ s16b ty = y + 99 * ddy[dir]; s16b tx = x + 99 * ddx[dir]; bool hit_target = FALSE; /* Check for target validity */ if ((dir == 5) && target_okay()) { int taim; char msg[80]; target_get(&tx, &ty); taim = distance(y, x, ty, tx); if (taim > range) { sprintf (msg, "Target out of range by %d squares. Fire anyway? ", taim - range); if (!get_check(msg)) return; } } /* Sound */ sound(MSG_SHOOT); object_notice_on_firing(o_ptr); /* Describe the object */ object_desc(o_name, sizeof(o_name), o_ptr, ODESC_FULL | ODESC_SINGULAR); /* Actually "fire" the object -- Take a partial turn */ p_ptr->energy_use = (100 / shots); /* Calculate the path */ path_n = project_path(path_g, range, y, x, ty, tx, 0); /* Hack -- Handle stuff */ handle_stuff(p_ptr); /* Start at the player */ x = p_ptr->px; y = p_ptr->py; /* Project along the path */ for (i = 0; i < path_n; ++i) { int ny = GRID_Y(path_g[i]); int nx = GRID_X(path_g[i]); /* Hack -- Stop before hitting walls */ if (!cave_floor_bold(ny, nx)) break; /* Advance */ x = nx; y = ny; /* Only do visuals if the player can "see" the missile */ if (player_can_see_bold(y, x)) { print_rel(missile_char, missile_attr, y, x); move_cursor_relative(y, x); Term_fresh(); if (p_ptr->redraw) redraw_stuff(p_ptr); Term_xtra(TERM_XTRA_DELAY, msec); cave_light_spot(cave, y, x); Term_fresh(); if (p_ptr->redraw) redraw_stuff(p_ptr); } else { /* Delay anyway for consistency */ Term_xtra(TERM_XTRA_DELAY, msec); } /* Handle monster */ if (cave->m_idx[y][x] > 0) break; } /* Try the attack on the monster at (x, y) if any */ if (cave->m_idx[y][x] > 0) { monster_type *m_ptr = cave_monster(cave, cave->m_idx[y][x]); monster_race *r_ptr = &r_info[m_ptr->r_idx]; int visible = m_ptr->ml; bool fear = FALSE; char m_name[80]; const char *note_dies = monster_is_unusual(r_ptr) ? " is destroyed." : " dies."; struct attack_result result = attack(o_ptr, y, x); int dmg = result.dmg; u32b msg_type = result.msg_type; const char *hit_verb = result.hit_verb; if (result.success) { hit_target = TRUE; /* Get "the monster" or "it" */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); object_notice_attack_plusses(o_ptr); /* No negative damage; change verb if no damage done */ if (dmg <= 0) { dmg = 0; hit_verb = "fail to harm"; } if (!visible) { /* Invisible monster */ msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name); } else { /* Visible monster */ if (msg_type == MSG_SHOOT_HIT) msgt(MSG_SHOOT_HIT, "The %s %s %s.", o_name, hit_verb, m_name); else if (msg_type == MSG_HIT_GOOD) { msgt(MSG_HIT_GOOD, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a good hit!"); } else if (msg_type == MSG_HIT_GREAT) { msgt(MSG_HIT_GREAT, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a great hit!"); } else if (msg_type == MSG_HIT_SUPERB) { msgt(MSG_HIT_SUPERB, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a superb hit!"); } /* Track this monster */ if (m_ptr->ml) monster_race_track(m_ptr->r_idx); if (m_ptr->ml) health_track(p_ptr, cave->m_idx[y][x]); } /* Complex message */ if (p_ptr->wizard) msg("You do %d (out of %d) damage.", dmg, m_ptr->hp); /* Hit the monster, check for death */ if (!mon_take_hit(cave->m_idx[y][x], dmg, &fear, note_dies)) { message_pain(cave->m_idx[y][x], dmg); if (fear && m_ptr->ml) add_monster_message(m_name, cave->m_idx[y][x], MON_MSG_FLEE_IN_TERROR, TRUE); } } } /* Obtain a local object */ object_copy(i_ptr, o_ptr); object_split(i_ptr, o_ptr, 1); /* See if the ammunition broke or not */ j = breakage_chance(i_ptr, hit_target); /* Drop (or break) near that location */ drop_near(cave, i_ptr, j, y, x, TRUE); if (item >= 0) { /* The ammo is from the inventory */ inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } else { /* The ammo is from the floor */ floor_item_increase(0 - item, -1); floor_item_optimize(0 - item); } }
/* * Destroy an item */ void do_cmd_destroy(void) { int item, amt; int old_number; object_type *o_ptr; char o_name[80]; char out_val[160]; cptr q, s; /* Get an item */ q = "Destroy which item? "; s = "You have nothing to destroy."; if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Get a quantity */ amt = get_quantity(NULL, o_ptr->number); /* Allow user abort */ if (amt <= 0) return; /* Describe the object */ old_number = o_ptr->number; o_ptr->number = amt; object_desc(o_name, o_ptr, TRUE, 3); o_ptr->number = old_number; /* Verify destruction */ if (verify_destroy) { sprintf(out_val, "Really destroy %s? ", o_name); if (!get_check(out_val)) return; } /* Take a turn */ p_ptr->energy_use = 100; /* Artifacts cannot be destroyed */ if (artifact_p(o_ptr)) { /* Message */ msg_format("You cannot destroy %s.", o_name); /* Don't mark id'ed objects */ if (object_known_p(o_ptr)) return; /* It has already been sensed */ if (o_ptr->ident & (IDENT_SENSE)) { /* Already sensed objects always get improved feelings */ if (cursed_p(o_ptr) || broken_p(o_ptr)) o_ptr->discount = INSCRIP_TERRIBLE; else o_ptr->discount = INSCRIP_SPECIAL; } else { /* Mark the object as indestructible */ o_ptr->discount = INSCRIP_INDESTRUCTIBLE; } /* Combine the pack */ p_ptr->notice |= (PN_COMBINE); /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); p_ptr->redraw |= (PR_EQUIPPY); /* Done */ return; } /* Message */ msg_format("You destroy %s.", o_name); /* Eliminate the item (from the pack) */ if (item >= 0) { inven_item_increase(item, -amt); inven_item_describe(item); inven_item_optimize(item); } /* Eliminate the item (from the floor) */ else { floor_item_increase(0 - item, -amt); floor_item_describe(0 - item); floor_item_optimize(0 - item); } }
/* * Refill the players lamp (from the pack or floor) */ static void do_cmd_refill_lamp(void) { int item; object_type *o_ptr; object_type *j_ptr; cptr q, s; /* Restrict the choices */ item_tester_hook = item_tester_refill_lantern; /* Get an item */ q = "Refill with which source of oil? "; s = "You have no sources of oil."; if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Take a partial turn */ p_ptr->energy_use = 50; /* Get the lantern */ j_ptr = &inventory[INVEN_LIGHT]; /* Refuel */ j_ptr->pval += o_ptr->pval; /* Message */ msg_print("You fuel your lamp."); /* Comment */ if (j_ptr->pval >= FUEL_LAMP) { j_ptr->pval = FUEL_LAMP; msg_print("Your lamp is full."); } /* Use fuel from a lantern */ if (o_ptr->sval == SV_LIGHT_LANTERN) { /* No more fuel */ o_ptr->pval = 0; /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* Window stuff */ p_ptr->window |= (PW_INVEN); } /* Decrease the item (from the pack) */ else if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Decrease the item (from the floor) */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } /* Recalculate torch */ p_ptr->update |= (PU_TORCH); /* Window stuff */ p_ptr->window |= (PW_EQUIP); }
/* Absorb Magic */ static bool gain_magic(void) { int item; int pval; object_type *o_ptr; int idx; char o_name[MAX_NLEN]; item_tester_hook = item_tester_hook_recharge; if (!get_item(&item, "Gain power of which item? ", "You have nothing to gain power from.", (USE_INVEN | USE_FLOOR))) return (FALSE); if (item >= 0) o_ptr = &inventory[item]; else o_ptr = &o_list[0 - item]; if (!object_is_known(o_ptr)) { msg_print("You need to identify before absorbing."); return FALSE; } if (o_ptr->timeout) { msg_print("This item is still charging."); return FALSE; } idx = _find_idx(o_ptr->tval, o_ptr->sval); if (idx < 0) /* Bug? Tables need to be updated for every new device ... */ { msg_print("You can't eat that!"); return FALSE; } pval = o_ptr->pval; if (o_ptr->tval == TV_ROD) { p_ptr->magic_num2[idx] += o_ptr->number; if (p_ptr->magic_num2[idx] > 99) p_ptr->magic_num2[idx] = 99; } else { int num; for (num = o_ptr->number; num; num--) { int gain_num = pval; if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num; if (p_ptr->magic_num2[idx]) gain_num = (gain_num + randint0(2))/2; p_ptr->magic_num2[idx] += gain_num; if (p_ptr->magic_num2[idx] > 99) p_ptr->magic_num2[idx] = 99; p_ptr->magic_num1[idx] += pval * _EATER_CHARGE; if (p_ptr->magic_num1[idx] > 99 * _EATER_CHARGE) p_ptr->magic_num1[idx] = 99 * _EATER_CHARGE; if (p_ptr->magic_num1[idx] > p_ptr->magic_num2[idx] * _EATER_CHARGE) p_ptr->magic_num1[idx] = p_ptr->magic_num2[idx] * _EATER_CHARGE; if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num; } } object_desc(o_name, o_ptr, 0); msg_format("You absorb magic of %s.", o_name); /* Eliminate the item (from the pack) */ if (item >= 0) { inven_item_increase(item, -999); inven_item_describe(item); inven_item_optimize(item); } /* Eliminate the item (from the floor) */ else { floor_item_increase(0 - item, -999); floor_item_describe(0 - item); floor_item_optimize(0 - item); } return TRUE; }
/* * Wield or wear a single item from the pack or floor */ void do_cmd_wield(void) { int item, slot; object_type *o_ptr; object_type *i_ptr; object_type object_type_body; cptr act; cptr q, s; char o_name[80]; /* Restrict the choices */ item_tester_hook = item_tester_hook_wear; /* Get an item */ q = "Wear/Wield which item? "; s = "You have nothing you can wear or wield."; if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Check the slot */ slot = wield_slot(o_ptr); /* Prevent wielding into a cursed slot */ if (cursed_p(&inventory[slot])) { /* Describe it */ object_desc(o_name, &inventory[slot], FALSE, 0); /* Message */ msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot)); /* Cancel the command */ return; } /* Take a turn */ p_ptr->energy_use = 100; /* Get local object */ i_ptr = &object_type_body; /* Obtain local object */ object_copy(i_ptr, o_ptr); /* Modify quantity */ i_ptr->number = 1; /* Decrease the item (from the pack) */ if (item >= 0) { inven_item_increase(item, -1); inven_item_optimize(item); } /* Decrease the item (from the floor) */ else { floor_item_increase(0 - item, -1); floor_item_optimize(0 - item); } /* Get the wield slot */ o_ptr = &inventory[slot]; /* Take off existing item */ if (o_ptr->k_idx) { /* Take off existing item */ (void)inven_takeoff(slot, 255); } /* Wear the new stuff */ object_copy(o_ptr, i_ptr); /* Increase the weight */ p_ptr->total_weight += i_ptr->weight; /* Increment the equip counter by hand */ p_ptr->equip_cnt++; /* Where is the item now */ if (slot == INVEN_WIELD) { act = "You are wielding"; } else if (slot == INVEN_BOW) { act = "You are shooting with"; } else if (slot == INVEN_LIGHT) { act = "Your light source is"; } else { act = "You are wearing"; } /* Describe the result */ object_desc(o_name, o_ptr, TRUE, 3); /* Message */ msg_format("%s %s (%c).", act, o_name, index_to_label(slot)); /* Cursed! */ if (cursed_p(o_ptr)) { /* Warn the player */ msg_print("Oops! It feels deathly cold!"); /* Remove special inscription, if any */ if (o_ptr->discount >= INSCRIP_NULL) o_ptr->discount = 0; /* Sense the object if allowed */ if (o_ptr->discount == 0) o_ptr->discount = INSCRIP_CURSED; /* The object has been "sensed" */ o_ptr->ident |= (IDENT_SENSE); } /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Recalculate torch */ p_ptr->update |= (PU_TORCH); /* Recalculate mana */ p_ptr->update |= (PU_MANA); /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER_0 | PW_PLAYER_1); p_ptr->redraw |= (PR_EQUIPPY); }
/* * Destroy an item */ void do_cmd_destroy(void) { int item, amt = 1; int old_number; bool force = FALSE; object_type *o_ptr; object_type forge; object_type *q_ptr = &forge; bool is_equipped = FALSE; char o_name[MAX_NLEN]; char out_val[MAX_NLEN+40]; cptr q, s; int mode = USE_INVEN | USE_FLOOR; if (p_ptr->pclass == CLASS_RUNE_KNIGHT) mode |= USE_EQUIP; if (p_ptr->special_defense & KATA_MUSOU) { set_action(ACTION_NONE); } /* Hack -- force destruction */ if (command_arg > 0) force = TRUE; /* Get an item */ q = "Destroy which item? "; s = "You have nothing to destroy."; if (!get_item(&item, q, s, mode)) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; is_equipped = equip_is_valid_slot(item); } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Hack for Rune Knight: They can destroy worn equipment, but only if it has the Sacrifice rune. get_item() is not smart enough to handle this restriction ... */ if (is_equipped && o_ptr->rune != RUNE_SACRIFICE) { msg_print("You must first remove that item before destroying it."); return; } /* Verify unless quantity given beforehand */ if (!force && (confirm_destroy || (object_value(o_ptr) > 0))) { object_desc(o_name, o_ptr, OD_OMIT_PREFIX); /* Make a verification */ sprintf(out_val, "Really destroy %s? [y/n/Auto]", o_name); msg_print(NULL); /* HACK : Add the line to message buffer */ message_add(out_val); p_ptr->window |= (PW_MESSAGE); window_stuff(); /* Get an acceptable answer */ while (TRUE) { char i; /* Prompt */ prt(out_val, 0, 0); i = inkey(); /* Erase the prompt */ prt("", 0, 0); if (i == 'y' || i == 'Y') { break; } if (i == ESCAPE || i == 'n' || i == 'N') { /* Cancel */ return; } if (i == 'A') { /* Add an auto-destroy preference line */ if (autopick_autoregister(o_ptr)) { /* Auto-destroy it */ autopick_alter_item(item, TRUE); } /* The object is already destroyed. */ return; } } /* while (TRUE) */ } /* See how many items */ if (o_ptr->number > 1) { /* Get a quantity */ amt = get_quantity(NULL, o_ptr->number); /* Allow user abort */ if (amt <= 0) return; } /* Describe the object */ old_number = o_ptr->number; o_ptr->number = amt; object_desc(o_name, o_ptr, 0); o_ptr->number = old_number; /* Take a turn */ energy_use = 100; /* Artifacts cannot be destroyed */ if (!can_player_destroy_object(o_ptr)) { energy_use = 0; /* Message */ msg_format("You cannot destroy %s.", o_name); /* Done */ return; } object_copy(q_ptr, o_ptr); stats_on_p_destroy(o_ptr, amt); if (prace_is_(RACE_MON_JELLY)) jelly_eat_object(o_ptr); else if (prace_is_(RACE_MON_SWORD) && object_is_melee_weapon(o_ptr)) sword_absorb_object(o_ptr); else if (prace_is_(RACE_MON_RING) && object_is_jewelry(o_ptr)) ring_absorb_object(o_ptr); else msg_format("You destroy %s.", o_name); if (o_ptr->rune == RUNE_SACRIFICE) { int add_hp = is_equipped ? p_ptr->mhp : p_ptr->mhp/3; int add_sp = is_equipped ? p_ptr->msp : p_ptr->msp/3; msg_print("You feel a surge of wondrous power enter your body."); p_ptr->chp = MIN(p_ptr->mhp, p_ptr->chp + add_hp); p_ptr->chp_frac = 0; p_ptr->csp = MIN(p_ptr->msp, p_ptr->csp + add_sp); p_ptr->csp_frac = 0; p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER); p_ptr->window |= (PW_SPELL); p_ptr->redraw |= (PR_HP); if (is_equipped) { blast_object(o_ptr); o_ptr->curse_flags = TRC_HEAVY_CURSE; } } else if (is_equipped) blast_object(o_ptr); sound(SOUND_DESTITEM); /* Reduce the charges of rods/wands */ reduce_charges(o_ptr, amt); /* Eliminate the item (from the pack) */ if (item >= 0) { if (!is_equipped) { inven_item_increase(item, -amt); inven_item_describe(item); inven_item_optimize(item); } } /* Eliminate the item (from the floor) */ else { floor_item_increase(0 - item, -amt); floor_item_describe(0 - item); floor_item_optimize(0 - item); } if ( p_ptr->pclass == CLASS_NECROMANCER && (q_ptr->tval == TV_LIFE_BOOK || q_ptr->tval == TV_CRUSADE_BOOK) ) { int sp = 0; int osp = p_ptr->csp; switch (q_ptr->sval) { case 0: sp = 10; break; case 1: sp = 25; break; case 2: sp = 100; break; case 3: sp = 666; break; } p_ptr->csp += sp; if (p_ptr->csp >= p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; } if (p_ptr->csp > osp) msg_print("You feel your head clear."); p_ptr->redraw |= (PR_MANA); } if (high_level_book(q_ptr)) { bool gain_expr = FALSE; if (p_ptr->prace == RACE_ANDROID) { } else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER)) { gain_expr = TRUE; } else if (p_ptr->pclass == CLASS_PALADIN) { if (is_good_realm(p_ptr->realm1)) { if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE; } else { if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE; } } if (gain_expr && (p_ptr->exp < PY_MAX_EXP)) { s32b tester_exp = p_ptr->max_exp / 20; if (tester_exp > 10000) tester_exp = 10000; if (q_ptr->sval < 3) tester_exp /= 4; if (tester_exp<1) tester_exp = 1; msg_print("You feel more experienced."); gain_exp(tester_exp * amt); } } if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK) { virtue_add(VIRTUE_UNLIFE, 1); virtue_add(VIRTUE_VITALITY, -1); } else if ( high_level_book(q_ptr) && (q_ptr->tval == TV_DEATH_BOOK || q_ptr->tval == TV_NECROMANCY_BOOK) ) { virtue_add(VIRTUE_UNLIFE, -1); virtue_add(VIRTUE_VITALITY, 1); } if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d) virtue_add(VIRTUE_ENCHANTMENT, -1); if (object_value_real(q_ptr) > 30000) virtue_add(VIRTUE_SACRIFICE, 2); else if (object_value_real(q_ptr) > 10000) virtue_add(VIRTUE_SACRIFICE, 1); if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0) virtue_add(VIRTUE_HARMONY, 1); if (equip_is_valid_slot(item)) calc_android_exp(); }
/* * Jam a closed door with a spike * * This command may NOT be repeated */ void do_cmd_spike(cmd_code code, cmd_arg args[]) { int y, x, dir, item = 0; dir = args[0].direction; /* Get a spike */ if (!get_spike(&item)) { /* Message */ msg_print("You have no spikes!"); /* Done */ return; } /* Get location */ y = p_ptr->py + ddy[dir]; x = p_ptr->px + ddx[dir]; /* Verify legality */ if (!do_cmd_spike_test(y, x)) return; /* Take a turn */ p_ptr->energy_use = 100; /* Confuse direction */ if (confuse_dir(&dir)) { /* Get location */ y = p_ptr->py + ddy[dir]; x = p_ptr->px + ddx[dir]; } /* Monster */ if (cave_m_idx[y][x] > 0) { if (mon_list[cave_m_idx[y][x]].align & (AL_PET_MASK)) { msg_print("There is a friendly monster in the way!"); } else { /* Message */ msg_print("There is a monster in the way!"); /* Attack */ py_attack(y, x); } } /* Go for it */ else { /* Verify legality */ if (!do_cmd_spike_test(y, x)) return; /* Successful jamming */ msg_print("You jam the door with a spike."); /* Convert "locked" to "stuck" XXX XXX XXX */ if (cave_feat[y][x] < FEAT_DOOR_HEAD + 0x08) { cave_feat[y][x] += 0x08; } /* Add one spike to the door */ if (cave_feat[y][x] < FEAT_DOOR_TAIL) { cave_feat[y][x] += 0x01; } /* Use up, and describe, a single spike, from the bottom */ inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } }
/* * 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); } }
/* * Wield or wear a single item from the pack or floor */ void wield_item(object_type *o_ptr, int item, int slot) { object_type object_type_body; object_type *i_ptr = &object_type_body; const char *fmt; char o_name[80]; bool combined_ammo = FALSE; bool track_wielded_item = FALSE; int num = 1; /* If we are stacking ammo in the quiver */ if (obj_is_ammo(o_ptr)) { num = o_ptr->number; combined_ammo = object_similar(o_ptr, &p_ptr->inventory[slot], OSTACK_QUIVER); } /* Take a turn */ p_ptr->energy_use = 100; /* Obtain local object */ object_copy(i_ptr, o_ptr); /* Modify quantity */ i_ptr->number = num; /* Update object_idx if necessary, once object is in slot */ if (p_ptr->object_idx == item) { track_wielded_item = TRUE; } /* Decrease the item (from the pack) */ if (item >= 0) { inven_item_increase(item, -num); inven_item_optimize(item); } /* Decrease the item (from the floor) */ else { floor_item_increase(0 - item, -num); floor_item_optimize(0 - item); } /* Get the wield slot */ o_ptr = &p_ptr->inventory[slot]; if (combined_ammo) { /* Add the new ammo to the already-quiver-ed ammo */ object_absorb(o_ptr, i_ptr); } else { /* Take off existing item */ if (o_ptr->kind) (void)inven_takeoff(slot, 255); /* If we are wielding ammo we may need to "open" the slot by shifting * later ammo up the quiver; this is because we already called the * inven_item_optimize() function. */ if (slot >= QUIVER_START) open_quiver_slot(slot); /* Wear the new stuff */ object_copy(o_ptr, i_ptr); /* Increment the equip counter by hand */ p_ptr->equip_cnt++; } /* Increase the weight */ p_ptr->total_weight += i_ptr->weight * num; /* Track object if necessary */ if (track_wielded_item) { track_object(slot); } /* Do any ID-on-wield */ object_notice_on_wield(o_ptr); /* Where is the item now */ if (slot == INVEN_WIELD) fmt = "You are wielding %s (%c)."; else if (slot == INVEN_BOW) fmt = "You are shooting with %s (%c)."; else if (slot == INVEN_LIGHT) fmt = "Your light source is %s (%c)."; else if (combined_ammo) fmt = "You combine %s in your quiver (%c)."; else if (slot >= QUIVER_START && slot < QUIVER_END) fmt = "You add %s to your quiver (%c)."; else fmt = "You are wearing %s (%c)."; /* Describe the result */ object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL); /* Message */ msgt(MSG_WIELD, fmt, o_name, index_to_label(slot)); /* Cursed! */ if (cursed_p(o_ptr->flags)) { /* Warn the player */ msgt(MSG_CURSED, "Oops! It feels deathly cold!"); /* Sense the object */ object_notice_curses(o_ptr); } /* Save quiver size */ save_quiver_size(p_ptr); /* See if we have to overflow the pack */ pack_overflow(); /* Recalculate bonuses, torch, mana */ p_ptr->notice |= PN_SORT_QUIVER; p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA); p_ptr->redraw |= (PR_INVEN | PR_EQUIP); }
/* * Read a scroll (from the pack or floor). * * Certain scrolls can be "aborted" without losing the scroll. These * include scrolls with no effects but recharge or identify, which are * cancelled before use. XXX Reading them still takes a turn, though. */ void do_cmd_read_scroll(void) { int item, used_up, lev; bool ident; object_type *o_ptr; cptr q, s; /* Check some conditions */ if (p_ptr->blind) { msg_print("You can't see anything."); return; } if (no_lite()) { msg_print("You have no light to read by."); return; } if (p_ptr->confused) { msg_print("You are too confused!"); return; } /* Restrict choices to scrolls */ item_tester_tval = TV_SCROLL; /* Get an item */ q = "Read which scroll? "; s = "You have no scrolls to read."; if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Take a turn */ p_ptr->energy_use = 100; /* Not identified yet */ ident = FALSE; /* Object level */ lev = k_info[o_ptr->k_idx].level; /* Read the scroll */ used_up = use_object(o_ptr, &ident); /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* The item was tried */ object_tried(o_ptr); /* An identification was made */ if (ident && !object_aware_p(o_ptr)) { object_aware(o_ptr); gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); } /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Hack -- allow certain scrolls to be "preserved" */ if (!used_up) return; /* Destroy a scroll in the pack */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Destroy a scroll on the floor */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } }
/* * Attack the player via physical attacks. */ bool make_attack_normal(int m_idx) { monster_type *m_ptr = &mon_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; monster_lore *l_ptr = &l_list[m_ptr->r_idx]; int ap_cnt; int i, k, tmp, ac, rlev; int do_cut, do_stun; s32b gold; object_type *o_ptr; char o_name[80]; char m_name[80]; char ddesc[80]; bool blinked; /* Not allowed to attack */ if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE); /* Total armor */ ac = p_ptr->ac + p_ptr->to_a; /* Extract the effective monster level */ rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1); /* Get the monster name (or "it") */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); /* Get the "died from" information (i.e. "a kobold") */ monster_desc(ddesc, sizeof(ddesc), m_ptr, 0x88); /* Assume no blink */ blinked = FALSE; /* Scan through all blows */ for (ap_cnt = 0; ap_cnt < MONSTER_BLOW_MAX; ap_cnt++) { bool visible = FALSE; bool obvious = FALSE; int power = 0; int damage = 0; cptr act = NULL; /* Extract the attack infomation */ int effect = r_ptr->blow[ap_cnt].effect; int method = r_ptr->blow[ap_cnt].method; int d_dice = r_ptr->blow[ap_cnt].d_dice; int d_side = r_ptr->blow[ap_cnt].d_side; /* Hack -- no more attacks */ if (!method) break; /* Handle "leaving" */ if (p_ptr->leaving) break; /* Extract visibility (before blink) */ if (m_ptr->ml) visible = TRUE; /* Extract the attack "power" */ switch (effect) { case RBE_HURT: power = 60; break; case RBE_POISON: power = 5; break; case RBE_UN_BONUS: power = 20; break; case RBE_UN_POWER: power = 15; break; case RBE_EAT_GOLD: power = 5; break; case RBE_EAT_ITEM: power = 5; break; case RBE_EAT_FOOD: power = 5; break; case RBE_EAT_LITE: power = 5; break; case RBE_ACID: power = 0; break; case RBE_ELEC: power = 10; break; case RBE_FIRE: power = 10; break; case RBE_COLD: power = 10; break; case RBE_BLIND: power = 2; break; case RBE_CONFUSE: power = 10; break; case RBE_TERRIFY: power = 10; break; case RBE_PARALYZE: power = 2; break; case RBE_LOSE_STR: power = 0; break; case RBE_LOSE_DEX: power = 0; break; case RBE_LOSE_CON: power = 0; break; case RBE_LOSE_INT: power = 0; break; case RBE_LOSE_WIS: power = 0; break; case RBE_LOSE_CHR: power = 0; break; case RBE_LOSE_ALL: power = 2; break; case RBE_SHATTER: power = 60; break; case RBE_EXP_10: power = 5; break; case RBE_EXP_20: power = 5; break; case RBE_EXP_40: power = 5; break; case RBE_EXP_80: power = 5; break; case RBE_HALLU: power = 10; break; } /* Monster hits player */ if (!effect || check_hit(power, rlev)) { /* Always disturbing */ disturb(1, 0); /* Hack -- Apply "protection from evil" */ if ((p_ptr->protevil > 0) && (r_ptr->flags3 & (RF3_EVIL)) && (p_ptr->lev >= rlev) && ((rand_int(100) + p_ptr->lev) > 50)) { /* Remember the Evil-ness */ if (m_ptr->ml) { l_ptr->flags3 |= (RF3_EVIL); } /* Message */ msg_format("%^s is repelled.", m_name); /* Hack -- Next attack */ continue; } /* Assume no cut or stun */ do_cut = do_stun = 0; /* Describe the attack method */ switch (method) { case RBM_HIT: { act = "hits you."; do_cut = do_stun = 1; break; } case RBM_TOUCH: { act = "touches you."; break; } case RBM_PUNCH: { act = "punches you."; do_stun = 1; break; } case RBM_KICK: { act = "kicks you."; do_stun = 1; break; } case RBM_CLAW: { act = "claws you."; do_cut = 1; break; } case RBM_BITE: { act = "bites you."; do_cut = 1; break; } case RBM_STING: { act = "stings you."; break; } case RBM_XXX1: { act = "XXX1's you."; break; } case RBM_BUTT: { act = "butts you."; do_stun = 1; break; } case RBM_CRUSH: { act = "crushes you."; do_stun = 1; break; } case RBM_ENGULF: { act = "engulfs you."; break; } case RBM_XXX2: { act = "XXX2's you."; break; } case RBM_CRAWL: { act = "crawls on you."; break; } case RBM_DROOL: { act = "drools on you."; break; } case RBM_SPIT: { act = "spits on you."; break; } case RBM_XXX3: { act = "XXX3's on you."; break; } case RBM_GAZE: { act = "gazes at you."; break; } case RBM_WAIL: { act = "wails at you."; break; } case RBM_SPORE: { act = "releases spores at you."; break; } case RBM_XXX4: { act = "projects XXX4's at you."; break; } case RBM_BEG: { act = "begs you for money."; break; } case RBM_INSULT: { act = desc_insult[rand_int(MAX_DESC_INSULT)]; break; } case RBM_MOAN: { act = desc_moan[rand_int(MAX_DESC_MOAN)]; break; } case RBM_XXX5: { act = "XXX5's you."; break; } } /* Message */ if (act) msg_format("%^s %s", m_name, act); /* Hack -- assume all attacks are obvious */ obvious = TRUE; /* Roll out the damage */ damage = damroll(d_dice, d_side); /* Apply appropriate damage */ switch (effect) { case 0: { /* Hack -- Assume obvious */ obvious = TRUE; /* Hack -- No damage */ damage = 0; break; } case RBE_HURT: { /* Obvious */ obvious = TRUE; /* Hack -- Player armor reduces total damage */ damage -= (damage * ((ac < 150) ? ac : 150) / 250); /* Take damage */ take_hit(damage, ddesc); break; } case RBE_POISON: { /* Take damage */ take_hit(damage, ddesc); /* Take "poison" effect */ if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5)) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_POIS); break; } case RBE_UN_BONUS: { /* Take damage */ take_hit(damage, ddesc); /* Allow complete resist */ if (!p_ptr->resist_disen) { /* Apply disenchantment */ if (apply_disenchant(0)) obvious = TRUE; } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_DISEN); break; } case RBE_UN_POWER: { /* Take damage */ take_hit(damage, ddesc); /* Find an item */ for (k = 0; k < 10; k++) { /* Pick an item */ i = rand_int(INVEN_PACK); /* Obtain the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Drain charged wands/staffs */ if (((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)) && (o_ptr->pval > 0)) { /* Calculate healed hitpoints */ int heal = rlev * o_ptr->pval * o_ptr->number; /* Don't heal more than max hp */ heal = MIN(heal, m_ptr->maxhp - m_ptr->hp); /* Message */ msg_print("Energy drains from your pack!"); /* Obvious */ obvious = TRUE; /* Heal */ m_ptr->hp += heal; /* Redraw (later) if needed */ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Uncharge */ o_ptr->pval = 0; /* Combine / Reorder the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* Window stuff */ p_ptr->window |= (PW_INVEN); /* Done */ break; } } break; } case RBE_EAT_GOLD: { /* Take damage */ take_hit(damage, ddesc); /* Obvious */ obvious = TRUE; /* Saving throw (unless paralyzed) based on dex and level */ if (!p_ptr->paralyzed && (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev))) { /* Saving throw message */ msg_print("You quickly protect your money pouch!"); /* Occasional blink anyway */ if (rand_int(3)) blinked = TRUE; } /* Eat gold */ else { gold = (p_ptr->au / 10) + randint(25); if (gold < 2) gold = 2; if (gold > 5000) gold = (p_ptr->au / 20) + randint(3000); if (gold > p_ptr->au) gold = p_ptr->au; p_ptr->au -= gold; if (gold <= 0) { msg_print("Nothing was stolen."); } else if (p_ptr->au) { msg_print("Your purse feels lighter."); msg_format("%ld coins were stolen!", (long)gold); } else { msg_print("Your purse feels lighter."); msg_print("All of your coins were stolen!"); } /* Redraw gold */ p_ptr->redraw |= (PR_GOLD); /* Window stuff */ p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); /* Blink away */ blinked = TRUE; } break; } case RBE_EAT_ITEM: { /* Take damage */ take_hit(damage, ddesc); /* Saving throw (unless paralyzed) based on dex and level */ if (!p_ptr->paralyzed && (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev))) { /* Saving throw message */ msg_print("You grab hold of your backpack!"); /* Occasional "blink" anyway */ blinked = TRUE; /* Obvious */ obvious = TRUE; /* Done */ break; } /* Find an item */ for (k = 0; k < 10; k++) { object_type *i_ptr; object_type object_type_body; /* Pick an item */ i = rand_int(INVEN_PACK); /* Obtain the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Skip artifacts */ if (artifact_p(o_ptr)) continue; /* Get a description */ object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 3); /* Message */ msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i)); /* Get local object */ i_ptr = &object_type_body; /* Obtain local object */ object_copy(i_ptr, o_ptr); /* Modify number */ i_ptr->number = 1; /* Carry the object */ (void)monster_carry(m_idx, i_ptr); /* Steal the items */ inven_item_increase(i, -1); inven_item_optimize(i); /* Obvious */ obvious = TRUE; /* Blink away */ blinked = TRUE; /* Done */ break; } break; } case RBE_EAT_FOOD: { /* Take damage */ take_hit(damage, ddesc); /* Steal some food */ for (k = 0; k < 10; k++) { /* Pick an item from the pack */ i = rand_int(INVEN_PACK); /* Get the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Skip non-food objects */ if (o_ptr->tval != TV_FOOD) continue; /* Get a description */ object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0); /* Message */ msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i)); /* Steal the items */ inven_item_increase(i, -1); inven_item_optimize(i); /* Obvious */ obvious = TRUE; /* Done */ break; } break; } case RBE_EAT_LITE: { /* Take damage */ take_hit(damage, ddesc); /* Get the lite */ o_ptr = &inventory[INVEN_LITE]; /* Drain fuel */ if ((o_ptr->pval > 0) && (!artifact_p(o_ptr))) { /* Reduce fuel */ o_ptr->pval -= (250 + randint(250)); if (o_ptr->pval < 1) o_ptr->pval = 1; /* Notice */ if (!p_ptr->blind) { msg_print("Your light dims."); obvious = TRUE; } /* Window stuff */ p_ptr->window |= (PW_EQUIP); } break; } case RBE_ACID: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are covered in acid!"); /* Special damage */ acid_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_ACID); break; } case RBE_ELEC: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are struck by electricity!"); /* Take damage (special) */ elec_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_ELEC); break; } case RBE_FIRE: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are enveloped in flames!"); /* Take damage (special) */ fire_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_FIRE); break; } case RBE_COLD: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are covered with frost!"); /* Take damage (special) */ cold_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_COLD); break; } case RBE_BLIND: { /* Take damage */ take_hit(damage, ddesc); /* Increase "blind" */ if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + 10 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_BLIND); break; } case RBE_CONFUSE: { /* Take damage */ take_hit(damage, ddesc); /* Increase "confused" */ if (!p_ptr->resist_confu) { if (set_confused(p_ptr->confused + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_CONFU); break; } case RBE_TERRIFY: { /* Take damage */ take_hit(damage, ddesc); /* Increase "afraid" */ if (p_ptr->resist_fear) { msg_print("You stand your ground!"); obvious = TRUE; } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You stand your ground!"); obvious = TRUE; } else { if (set_afraid(p_ptr->afraid + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_FEAR); break; } case RBE_PARALYZE: { /* Hack -- Prevent perma-paralysis via damage */ if (p_ptr->paralyzed && (damage < 1)) damage = 1; /* Take damage */ take_hit(damage, ddesc); /* Increase "paralyzed" */ if (p_ptr->free_act) { msg_print("You are unaffected!"); obvious = TRUE; } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); obvious = TRUE; } else { if (set_paralyzed(p_ptr->paralyzed + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_FREE); break; } case RBE_LOSE_STR: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_STR)) obvious = TRUE; break; } case RBE_LOSE_INT: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_INT)) obvious = TRUE; break; } case RBE_LOSE_WIS: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_WIS)) obvious = TRUE; break; } case RBE_LOSE_DEX: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_DEX)) obvious = TRUE; break; } case RBE_LOSE_CON: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_CON)) obvious = TRUE; break; } case RBE_LOSE_CHR: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_CHR)) obvious = TRUE; break; } case RBE_LOSE_ALL: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stats) */ if (do_dec_stat(A_STR)) obvious = TRUE; if (do_dec_stat(A_DEX)) obvious = TRUE; if (do_dec_stat(A_CON)) obvious = TRUE; if (do_dec_stat(A_INT)) obvious = TRUE; if (do_dec_stat(A_WIS)) obvious = TRUE; if (do_dec_stat(A_CHR)) obvious = TRUE; break; } case RBE_SHATTER: { /* Obvious */ obvious = TRUE; /* Hack -- Reduce damage based on the player armor class */ damage -= (damage * ((ac < 150) ? ac : 150) / 250); /* Take damage */ take_hit(damage, ddesc); /* Radius 8 earthquake centered at the monster */ if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8); break; } case RBE_EXP_10: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 95)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(10, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d/10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_20: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 90)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_40: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 75)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_80: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 50)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_HALLU: { /* Take damage */ take_hit(damage, ddesc); /* Increase "image" */ if (!p_ptr->resist_chaos) { if (set_image(p_ptr->image + 3 + randint(rlev / 2))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_CHAOS); break; } } /* Hack -- only one of cut or stun */ if (do_cut && do_stun) { /* Cancel cut */ if (rand_int(100) < 50) { do_cut = 0; } /* Cancel stun */ else { do_stun = 0; } } /* Handle cut */ if (do_cut) { int k; /* Critical hit (zero if non-critical) */ tmp = monster_critical(d_dice, d_side, damage); /* Roll for damage */ switch (tmp) { case 0: k = 0; break; case 1: k = randint(5); break; case 2: k = randint(5) + 5; break; case 3: k = randint(20) + 20; break; case 4: k = randint(50) + 50; break; case 5: k = randint(100) + 100; break; case 6: k = 300; break; default: k = 500; break; } /* Apply the cut */ if (k) (void)set_cut(p_ptr->cut + k); } /* Handle stun */ if (do_stun) { int k; /* Critical hit (zero if non-critical) */ tmp = monster_critical(d_dice, d_side, damage); /* Roll for damage */ switch (tmp) { case 0: k = 0; break; case 1: k = randint(5); break; case 2: k = randint(10) + 10; break; case 3: k = randint(20) + 20; break; case 4: k = randint(30) + 30; break; case 5: k = randint(40) + 40; break; case 6: k = 100; break; default: k = 200; break; } /* Apply the stun */ if (k) (void)set_stun(p_ptr->stun + k); } } /* Monster missed player */ else { /* Analyze failed attacks */ switch (method) { case RBM_HIT: case RBM_TOUCH: case RBM_PUNCH: case RBM_KICK: case RBM_CLAW: case RBM_BITE: case RBM_STING: case RBM_XXX1: case RBM_BUTT: case RBM_CRUSH: case RBM_ENGULF: case RBM_XXX2: /* Visible monsters */ if (m_ptr->ml) { /* Disturbing */ disturb(1, 0); /* Message */ msg_format("%^s misses you.", m_name); } break; } } /* Analyze "visible" monsters only */ if (visible) { /* Count "obvious" attacks (and ones that cause damage) */ if (obvious || damage || (l_ptr->blows[ap_cnt] > 10)) { /* Count attacks of this type */ if (l_ptr->blows[ap_cnt] < MAX_UCHAR) { l_ptr->blows[ap_cnt]++; } } } } /* Blink away */ if (blinked) { msg_print("There is a puff of smoke!"); teleport_away(m_idx, MAX_SIGHT * 2 + 5); } /* Always notice cause of death */ if (p_ptr->is_dead && (l_ptr->deaths < MAX_SHORT)) { l_ptr->deaths++; } /* Assume we attacked */ return (TRUE); }
/* * Eat some food (from the pack or floor) */ void do_cmd_eat_food(void) { int item, lev; bool ident; object_type *o_ptr; cptr q, s; /* Restrict choices to food */ item_tester_tval = TV_FOOD; /* Get an item */ q = "Eat which item? "; s = "You have nothing to eat."; if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Sound */ sound(MSG_EAT); /* Take a turn */ p_ptr->energy_use = 100; /* Identity not known yet */ ident = FALSE; /* Object level */ lev = k_info[o_ptr->k_idx].level; /* Eat the food */ use_object(o_ptr, &ident); /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* We have tried it */ object_tried(o_ptr); /* The player is now aware of the object */ if (ident && !object_aware_p(o_ptr)) { object_aware(o_ptr); gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); } /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Destroy a food in the pack */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Destroy a food on the floor */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } }
static void _shatter_device_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Shatter Device"); break; case SPELL_DESC: var_set_string(res, "Destroy a magical device in your inventory for various effects."); break; case SPELL_CAST: { int item; object_type *o_ptr; var_set_bool(res, FALSE); item_tester_hook = object_is_device; if (!get_item(&item, "Shatter which device?", "You have nothing to shatter.", USE_INVEN)) return; o_ptr = &inventory[item]; var_set_bool(res, TRUE); if (o_ptr->activation.type == EFFECT_NONE) { msg_print("Nothing happens."); } else if (o_ptr->activation.type == EFFECT_DESTRUCTION) { if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev)) msg_print("The dungeon collapses..."); else msg_print("The dungeon trembles."); } else if ( o_ptr->activation.type == EFFECT_HEAL_CURING || o_ptr->activation.type == EFFECT_HEAL_CURING_HERO || o_ptr->activation.type == EFFECT_RESTORING ) { msg_print("You feel life flow through your body!"); restore_level(); (void)set_poisoned(0, TRUE); (void)set_blind(0, TRUE); (void)set_confused(0, TRUE); (void)set_image(0, TRUE); (void)set_stun(0, TRUE); (void)set_cut(0, TRUE); (void)do_res_stat(A_STR); (void)do_res_stat(A_CON); (void)do_res_stat(A_DEX); (void)do_res_stat(A_WIS); (void)do_res_stat(A_INT); (void)do_res_stat(A_CHR); update_stuff(); /* hp may change if Con was drained ... */ hp_player(5000); } else if ( o_ptr->activation.type == EFFECT_TELEPORT_AWAY || o_ptr->activation.type == EFFECT_BANISH_EVIL || o_ptr->activation.type == EFFECT_BANISH_ALL ) { banish_monsters(p_ptr->lev * 4); } else { project(0, 5, py, px, o_ptr->activation.difficulty * 16, _object_dam_type(o_ptr), PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1); } inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); break; } default: default_spell(cmd, res); break; } }
/* * Quaff a potion (from the pack or the floor) */ void do_cmd_quaff_potion(void) { int item, lev; bool ident; object_type *o_ptr; cptr q, s; /* Restrict choices to potions */ item_tester_tval = TV_POTION; /* Get an item */ q = "Quaff which potion? "; s = "You have no potions to quaff."; if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* Sound */ sound(MSG_QUAFF); /* Take a turn */ p_ptr->energy_use = 100; /* Not identified yet */ ident = FALSE; /* Object level */ lev = k_info[o_ptr->k_idx].level; /* Quaff the potion */ use_object(o_ptr, &ident); /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* The item has been tried */ object_tried(o_ptr); /* An identification was made */ if (ident && !object_aware_p(o_ptr)) { object_aware(o_ptr); gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev); } /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* 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); } }