/* * Allocates some objects (using "place" and "type") */ static void alloc_object(int set, int typ, int num) { int y = 0, x = 0, k; /* A small level has few objects. */ num = MAX(1, num * cur_hgt * cur_wid / (MAX_HGT*MAX_WID)); /* Diligent players should be encouraged to explore more! */ if (typ == ALLOC_TYP_OBJECT || typ == ALLOC_TYP_GOLD) num = num * (625 + virtue_current(VIRTUE_DILIGENCE)) / 625; for (k = 0; k < num; k++) { object_type forge; int k_idx; if (!_get_loc(set, &x, &y)) { if (cheat_room) msg_print("Warning! Could not place object!"); return; } switch (typ) { case ALLOC_TYP_RUBBLE: place_rubble(y, x); cave[y][x].info &= ~(CAVE_FLOOR); break; case ALLOC_TYP_TRAP: place_trap(y, x); cave[y][x].info &= ~(CAVE_FLOOR); break; case ALLOC_TYP_GOLD: place_gold(y, x); break; case ALLOC_TYP_OBJECT: /* Comment: Monsters drop objects at (ML + DL)/2. In practice, this means that your best drops are just laying on the ground, and this encourages recall scumming for end game resources such as wands of rockets. Note: Vaults are not affected and we want to encourage these! Room templates need some thought ... */ if (base_level > 31) { int n = base_level - 30; object_level = 30 + n/2 + randint1(n/2); } else object_level = base_level; /* paranoia */ place_object(y, x, 0L); object_level = base_level; break; case ALLOC_TYP_FOOD: if (prace_is_(RACE_ENT)) k_idx = lookup_kind(TV_POTION, SV_POTION_WATER); else k_idx = lookup_kind(TV_FOOD, SV_FOOD_RATION); object_prep(&forge, k_idx); obj_make_pile(&forge); drop_near(&forge, -1, y, x); break; case ALLOC_TYP_LIGHT: if (one_in_(3)) k_idx = lookup_kind(TV_FLASK, SV_FLASK_OIL); else k_idx = lookup_kind(TV_LITE, SV_LITE_LANTERN); object_prep(&forge, k_idx); apply_magic(&forge, dun_level, 0); obj_make_pile(&forge); drop_near(&forge, -1, y, x); break; case ALLOC_TYP_RECALL: k_idx = lookup_kind(TV_SCROLL, SV_SCROLL_WORD_OF_RECALL); object_prep(&forge, k_idx); /*obj_make_pile(&forge);*/ drop_near(&forge, -1, y, x); break; case ALLOC_TYP_SKELETON: k_idx = lookup_kind(TV_CORPSE, SV_SKELETON); object_prep(&forge, k_idx); apply_magic(&forge, dun_level, 0); drop_near(&forge, -1, y, x); break; } } }
void apply_magic(object_type *o_ptr, s32b lev, bool okay, bool good, bool great) { s32b i, power; object_kind *k_ptr = &k_info[o_ptr->k_idx]; /* Uses level */ flags_mbonus_level = lev; call_lua("objects_get_power_level", "(O,d,b,b,b)", "d", o_ptr, lev, okay, good, great, &power); /* Initialize books */ if (has_flag(o_ptr, FLAG_GET_BOOK_SPELLS)) { call_lua("setup_object_spells", "(O,d)", "", o_ptr, get_flag(o_ptr, FLAG_GET_BOOK_SPELLS)); } /* No need to touch normal artifacts */ if ((has_flag(k_ptr, FLAG_NORM_ART))) { /* Ahah! we tried to trick us !! */ if (k_ptr->artifact || (((has_flag(k_ptr, FLAG_SPECIAL_GENE))) && (!k_allow_special[o_ptr->k_idx]))) { object_prep(o_ptr, lookup_kind(get_flag(k_ptr, FLAG_NORM_ART), flag_get2(&k_ptr->flags, FLAG_NORM_ART))); if (wizard) msg_print("We've been tricked!"); } else { k_ptr->artifact = TRUE; if (cheat_peek || p_ptr->precognition) object_mention(o_ptr); } /* Reset to default */ flags_mbonus_level = -1; return; } /* Mega hack */ if (hack_apply_magic_power) { if (hack_apply_magic_power == -99) power = 0; else power = hack_apply_magic_power; } hack_apply_magic_power = 0; o_ptr->elevel = 1; o_ptr->exp = 0; /* Special make code */ invoke_on_make(&k_ptr->flags, o_ptr, power); /* Generic on make for all items */ invoke_on_make_all_pre(o_ptr, power); /* Hack -- analyze artifacts */ if (o_ptr->artifact_id) { artifact_type *a_ptr = &a_info[o_ptr->artifact_id]; /* Hack -- Mark the artifact as "created" */ a_ptr->cur_num = 1; /* Extract the other fields */ o_ptr->ac = a_ptr->ac; o_ptr->dd = a_ptr->dd; o_ptr->ds = a_ptr->ds; o_ptr->to_a = a_ptr->to_a; o_ptr->to_h = a_ptr->to_h; o_ptr->to_d = a_ptr->to_d; o_ptr->weight = a_ptr->weight; o_ptr->number = 1; /* Transfer flags */ flag_add(&o_ptr->flags, &a_ptr->flags); /* Mega-Hack -- increase the rating */ rating += 10; /* Mega-Hack -- increase the rating again */ if (a_ptr->cost > 50000L) rating += 10; /* Set the good item flag */ good_item_flag = TRUE; /* Cheat -- peek at the item */ if ((cheat_peek) || (p_ptr->precognition)) object_mention(o_ptr); /* Special make code */ invoke_on_make(&a_ptr->flags, o_ptr, power); invoke_on_make_all(o_ptr, power); /* Hack -- extract the "cursed" flag */ if (has_flag(o_ptr, FLAG_CURSED)) o_ptr->ident |= (IDENT_CURSED); /* Done */ /* Reset to default */ flags_mbonus_level = -1; return; } if (o_ptr->art_name) rating += 40; /* Analyze ego-items */ else { ego_item_type *e_ptr; s32b j; s16b e_idx; bool did_ego = FALSE; for (i = 0; i < MAX_EGO_PER_OBJ; i++) { e_idx = o_ptr->ego_id[i]; if (!e_idx) continue; did_ego = TRUE; e_ptr = &e_info[e_idx]; /* Hack -- extra powers */ for (j = 0; j < MAX_EGO_FLAG_GROUPS; j++) { /* Rarity check */ if (magik(e_ptr->rar[j])) { /* Copy all flags */ flag_add(&o_ptr->flags, &e_ptr->flags[j]); /* Special make code */ invoke_on_make(&e_ptr->flags[j], o_ptr, power); } } /* Hack -- acquire "cursed" flag */ if (has_flag(o_ptr, FLAG_CURSED)) o_ptr->ident |= (IDENT_CURSED); /* Hack -- obtain bonuses */ if (e_ptr->max_to_h > 0) o_ptr->to_h += randint(e_ptr->max_to_h); if (e_ptr->max_to_h < 0) o_ptr->to_h -= randint( -e_ptr->max_to_h); if (e_ptr->max_to_d > 0) o_ptr->to_d += randint(e_ptr->max_to_d); if (e_ptr->max_to_d < 0) o_ptr->to_d -= randint( -e_ptr->max_to_d); if (e_ptr->max_to_a > 0) o_ptr->to_a += randint(e_ptr->max_to_a); if (e_ptr->max_to_a < 0) o_ptr->to_a -= randint( -e_ptr->max_to_a); /* Hack -- apply rating bonus */ rating += e_ptr->rating; } /* Cheat -- describe the item */ if ((did_ego) && ((cheat_peek) || (p_ptr->precognition))) object_mention(o_ptr); } /* Generic on make for all items */ invoke_on_make_all(o_ptr, power); /* Examine real objects */ if (o_ptr->k_idx) { /* Hack -- acquire "cursed" flag */ if (has_flag(o_ptr, FLAG_CURSED)) o_ptr->ident |= (IDENT_CURSED); } /* Reset to default */ flags_mbonus_level = -1; }
static void _prt_equippy(int row, int col, int tval, int sval) /* Signatures s/b (x, y) -or- (row, col). This is standard. */ { int k_idx = lookup_kind(tval, sval); object_kind *k_ptr = &k_info[k_idx]; Term_putch(col, row, k_ptr->x_attr, k_ptr->x_char); }
/* * Mega-Hack -- Attempt to create one of the "Special Objects". * * We are only called from "make_object()", and we assume that * "apply_magic()" is called immediately after we return. * * Note -- see "make_artifact()" and "apply_magic()". * * We *prefer* to create the special artifacts in order, but this is * normally outweighed by the "rarity" rolls for those artifacts. */ static bool make_artifact_special(object_type *o_ptr, int level) { int i; int k_idx; /* No artifacts, do nothing */ if (OPT(adult_no_artifacts)) return (FALSE); /* No artifacts in the town */ if (!p_ptr->depth) return (FALSE); /* Check the special artifacts */ for (i = 0; i < ART_MIN_NORMAL; ++i) { artifact_type *a_ptr = &a_info[i]; /* Skip "empty" artifacts */ if (!a_ptr->name) continue; /* Cannot make an artifact twice */ if (a_ptr->created) continue; /* Enforce minimum "depth" (loosely) */ if (a_ptr->alloc_min > p_ptr->depth) { /* Get the "out-of-depth factor" */ int d = (a_ptr->alloc_min - p_ptr->depth) * 2; /* Roll for out-of-depth creation */ if (randint0(d) != 0) continue; } /* Enforce maximum depth (strictly) */ if (a_ptr->alloc_max < p_ptr->depth) continue; /* Artifact "rarity roll" */ if (randint1(100) > a_ptr->alloc_prob) continue; /* Find the base object */ k_idx = lookup_kind(a_ptr->tval, a_ptr->sval); /* Enforce minimum "object" level (loosely) */ if (k_info[k_idx].level > level) { /* Get the "out-of-depth factor" */ int d = (k_info[k_idx].level - level) * 5; /* Roll for out-of-depth creation */ if (randint0(d) != 0) continue; } /* Assign the template */ object_prep(o_ptr, &k_info[k_idx], a_ptr->alloc_min, RANDOMISE); /* Mark the item as an artifact */ o_ptr->name1 = i; /* Copy across all the data from the artifact struct */ copy_artifact_data(o_ptr, a_ptr); /* Mark the artifact as "created" */ a_ptr->created = 1; /* Success */ return TRUE; } /* Failure */ return FALSE; }
/* * Pickup all gold at the player's current location. */ static void py_pickup_gold(void) { int py = p_ptr->py; int px = p_ptr->px; s32b total_gold = 0L; byte *treasure; s16b this_o_idx = 0; s16b next_o_idx = 0; object_type *o_ptr; int sound_msg; bool verbal = FALSE; /* Allocate an array of ordinary gold objects */ treasure = C_ZNEW(SV_GOLD_MAX, byte); /* Pick up all the ordinary gold objects */ for (this_o_idx = cave->o_idx[py][px]; this_o_idx; this_o_idx = next_o_idx) { /* Get the object */ o_ptr = object_byid(this_o_idx); /* Get the next object */ next_o_idx = o_ptr->next_o_idx; /* Ignore if not legal treasure */ if ((o_ptr->tval != TV_GOLD) || (o_ptr->sval >= SV_GOLD_MAX)) continue; /* Note that we have this kind of treasure */ treasure[o_ptr->sval]++; /* Remember whether feedback message is in order */ if (!squelch_item_ok(o_ptr)) verbal = TRUE; /* Increment total value */ total_gold += (s32b)o_ptr->pval[DEFAULT_PVAL]; /* Delete the gold */ delete_object_idx(this_o_idx); } /* Pick up the gold, if present */ if (total_gold) { char buf[1024]; char tmp[80]; int i, count, total; object_kind *kind; /* Build a message */ (void)strnfmt(buf, sizeof(buf), "You have found %ld gold pieces worth of ", (long)total_gold); /* Count the types of treasure present */ for (total = 0, i = 0; i < SV_GOLD_MAX; i++) { if (treasure[i]) total++; } /* List the treasure types */ for (count = 0, i = 0; i < SV_GOLD_MAX; i++) { /* Skip if no treasure of this type */ if (!treasure[i]) continue; /* Get this object index */ kind = lookup_kind(TV_GOLD, i); if (!kind) continue; /* Get the object name */ object_kind_name(tmp, sizeof tmp, kind, TRUE); /* Build up the pickup string */ my_strcat(buf, tmp, sizeof(buf)); /* Added another kind of treasure */ count++; /* Add a comma if necessary */ if ((total > 2) && (count < total)) my_strcat(buf, ",", sizeof(buf)); /* Add an "and" if necessary */ if ((total >= 2) && (count == total-1)) my_strcat(buf, " and", sizeof(buf)); /* Add a space or period if necessary */ if (count < total) my_strcat(buf, " ", sizeof(buf)); else my_strcat(buf, ".", sizeof(buf)); } /* Determine which sound to play */ if (total_gold < 200) sound_msg = MSG_MONEY1; else if (total_gold < 600) sound_msg = MSG_MONEY2; else sound_msg = MSG_MONEY3; /* Display the message */ if (verbal) msgt(sound_msg, "%s", buf); /* Add gold to purse */ p_ptr->au += total_gold; /* Redraw gold */ p_ptr->redraw |= (PR_GOLD); } /* Free the gold array */ FREE(treasure); }
/** * Attempt to create an artifact. If the object is already set to be an * artifact, use that. If the object kind is already set, check only artifacts * for that kind. * * \param o_ptr is the object to turn into an artifact * \param level is the effective creation level */ static bool make_artifact(object_type *o_ptr, int level) { int i, j, basemin = 0, basemax = 0, success = 0, entry = 0; long total = 0L; bool art_ok = TRUE; object_kind *kind; alloc_entry *table; artifact_type *a_ptr = NULL; /* Make sure birth no artifacts isn't set */ if (OPT(birth_no_artifacts)) art_ok = FALSE; /* Special handling of quest artifacts - these override the birth option */ if (o_ptr->artifact) { switch (o_ptr->artifact->aidx) { case ART_GROND: case ART_MORGOTH: art_ok = TRUE; } } if (!art_ok) return FALSE; /* No artifacts in the town */ if (!p_ptr->depth) return FALSE; /* Create the allocation table from allowed artifacts TODO: initialise it once at init and then restrict it here */ table = C_ZNEW(z_info->a_max, alloc_entry); for (i = 0; !o_ptr->artifact && i < z_info->a_max; i++) { a_ptr = &a_info[i]; /* Skip non-existent entries */ if (!a_ptr->name || !a_ptr->alloc_prob[0]) continue; /* Cannot make an artifact twice */ if (a_ptr->created) continue; /* Find the base object if we don't already have one */ if (!o_ptr->kind) { kind = lookup_kind(a_ptr->tval, a_ptr->sval); /* Make sure we now have a base object kind */ if (!kind) continue; basemin = kind->alloc_min; basemax = kind->alloc_max; } else { /* If we do have a kind, it must match */ if (a_ptr->tval != o_ptr->tval || a_ptr->sval != o_ptr->sval) continue; basemin = o_ptr->kind->alloc_min; basemax = o_ptr->kind->alloc_max; } /* Enforce minimum base object level (loosely) */ if (basemin > level) { /* Get the out-of-depth factor */ int d = (basemin - level) * 3; /* Roll for out-of-depth creation */ if (randint0(d) != 0) continue; } /* Enforce maximum base object level (strictly) */ if (basemax && basemax < p_ptr->depth) continue; for (j = 0; j < ART_ALLOC_MAX && a_ptr->alloc_prob[j]; j++) { /* Enforce minimum depth (loosely) */ if (a_ptr->alloc_min[j] > level) { /* Get the out-of-depth factor */ int d = (a_ptr->alloc_min[j] - level) * 2; /* Roll for out-of-depth creation */ if (randint0(d) != 0) continue; } /* Enforce maximum depth (strictly) */ if (a_ptr->alloc_max[j] < p_ptr->depth) continue; /* Looks good - add this artifact to the table */ table[entry].index = a_ptr->aidx; table[entry++].prob3 = a_ptr->alloc_prob[j]; total += a_ptr->alloc_prob[j]; } } /* Choose an artifact from the table, then free it */ if (!o_ptr->artifact) { success = table_pick(total, entry, table); if (success > 0) { a_ptr = &a_info[success]; o_ptr->artifact = a_ptr; } } mem_free(table); if (o_ptr->artifact) { /* If we haven't got a base object yet, do it now */ if (!o_ptr->kind) { kind = lookup_kind(a_ptr->tval, a_ptr->sval); /* Make sure we now have a base object kind */ if (!kind) return FALSE; object_prep(o_ptr, kind, level, RANDOMISE); o_ptr->artifact = a_ptr; } /* Paranoia -- no artifact stacks (yet) */ if (o_ptr->number != 1) return FALSE; /* Actually make the object into the chosen artifact */ copy_artifact_data(o_ptr, o_ptr->artifact); o_ptr->artifact->created = 1; return TRUE; } /* We didn't manage to select a legal artifact */ return FALSE; }
/** * Creates a specific monster's drop, including any drops specified * in the monster.txt file. * * Returns true if anything is created, false if nothing is. */ static bool mon_create_drop(struct chunk *c, struct monster *mon, byte origin) { struct monster_drop *drop; bool great, good, gold_ok, item_ok; bool extra_roll = false; bool any = false; int number = 0, level, j, monlevel; struct object *obj; assert(mon); great = (rf_has(mon->race->flags, RF_DROP_GREAT)); good = great || (rf_has(mon->race->flags, RF_DROP_GOOD)); gold_ok = (!rf_has(mon->race->flags, RF_ONLY_ITEM)); item_ok = (!rf_has(mon->race->flags, RF_ONLY_GOLD)); /* Determine how much we can drop */ number = mon_create_drop_count(mon->race, false); /* Give added bonus for unique monters */ monlevel = mon->race->level; if (rf_has(mon->race->flags, RF_UNIQUE)) { monlevel = MIN(monlevel + 15, monlevel * 2); extra_roll = true; } /* Take the best of (average of monster level and current depth) and (monster level) - to reward fighting OOD monsters */ level = MAX((monlevel + player->depth) / 2, monlevel); level = MIN(level, 100); /* Specified drops */ for (drop = mon->race->drops; drop; drop = drop->next) { if ((unsigned int)randint0(100) >= drop->percent_chance) continue; /* Allocate by hand, prep, apply magic */ obj = mem_zalloc(sizeof(*obj)); if (drop->artifact) { object_prep(obj, lookup_kind(drop->artifact->tval, drop->artifact->sval), level, RANDOMISE); obj->artifact = drop->artifact; copy_artifact_data(obj, obj->artifact); obj->artifact->created = true; } else { object_prep(obj, drop->kind, level, RANDOMISE); apply_magic(obj, level, true, good, great, extra_roll); } /* Set origin details */ obj->origin = origin; obj->origin_depth = player->depth; obj->origin_xtra = mon->race->ridx; obj->number = randint0(drop->max - drop->min) + drop->min; /* Try to carry */ if (monster_carry(c, mon, obj)) { any = true; } else { obj->artifact->created = false; object_wipe(obj); mem_free(obj); } } /* Make some objects */ for (j = 0; j < number; j++) { if (gold_ok && (!item_ok || (randint0(100) < 50))) { obj = make_gold(level, "any"); } else { obj = make_object(c, level, good, great, extra_roll, NULL, 0); if (!obj) continue; } /* Set origin details */ obj->origin = origin; obj->origin_depth = player->depth; obj->origin_xtra = mon->race->ridx; /* Try to carry */ if (monster_carry(c, mon, obj)) { any = true; } else { obj->artifact->created = false; object_wipe(obj); mem_free(obj); } } return any; }
/** * Read an object. */ static struct object *rd_item(void) { struct object *obj = object_new(); byte tmp8u; u16b tmp16u; byte effect; size_t i; char buf[128]; byte ver = 1; rd_u16b(&tmp16u); rd_byte(&ver); if (tmp16u != 0xffff) return NULL; rd_u16b(&obj->oidx); /* Location */ rd_byte(&obj->iy); rd_byte(&obj->ix); /* Type/Subtype */ rd_string(buf, sizeof(buf)); if (buf[0]) { obj->tval = tval_find_idx(buf); } rd_string(buf, sizeof(buf)); if (buf[0]) { obj->sval = lookup_sval(obj->tval, buf); } rd_s16b(&obj->pval); rd_byte(&obj->number); rd_s16b(&obj->weight); rd_string(buf, sizeof(buf)); if (buf[0]) { obj->artifact = lookup_artifact_name(buf); if (!obj->artifact) { note(format("Couldn't find artifact %s!", buf)); return NULL; } } rd_string(buf, sizeof(buf)); if (buf[0]) { obj->ego = lookup_ego_item(buf, obj->tval, obj->sval); if (!obj->ego) { note(format("Couldn't find ego item %s!", buf)); return NULL; } } rd_byte(&effect); rd_s16b(&obj->timeout); rd_s16b(&obj->to_h); rd_s16b(&obj->to_d); rd_s16b(&obj->to_a); rd_s16b(&obj->ac); rd_byte(&obj->dd); rd_byte(&obj->ds); rd_byte(&obj->origin); rd_byte(&obj->origin_depth); rd_string(buf, sizeof(buf)); if (buf[0]) { obj->origin_race = lookup_monster(buf); } rd_byte(&obj->notice); for (i = 0; i < of_size; i++) rd_byte(&obj->flags[i]); for (i = 0; i < obj_mod_max; i++) { rd_s16b(&obj->modifiers[i]); } /* Read brands */ rd_byte(&tmp8u); if (tmp8u) { obj->brands = mem_zalloc(z_info->brand_max * sizeof(bool)); for (i = 0; i < brand_max; i++) { rd_byte(&tmp8u); obj->brands[i] = tmp8u ? true : false; } } /* Read slays */ rd_byte(&tmp8u); if (tmp8u) { obj->slays = mem_zalloc(z_info->slay_max * sizeof(bool)); for (i = 0; i < slay_max; i++) { rd_byte(&tmp8u); obj->slays[i] = tmp8u ? true : false; } } /* Read curses */ rd_byte(&tmp8u); if (tmp8u) { obj->curses = mem_zalloc(z_info->curse_max * sizeof(struct curse_data)); for (i = 0; i < curse_max; i++) { rd_byte(&tmp8u); obj->curses[i].power = tmp8u; rd_u16b(&tmp16u); obj->curses[i].timeout = tmp16u; } } for (i = 0; i < elem_max; i++) { rd_s16b(&obj->el_info[i].res_level); rd_byte(&obj->el_info[i].flags); } /* Monster holding object */ rd_s16b(&obj->held_m_idx); rd_s16b(&obj->mimicking_m_idx); /* Activation */ rd_u16b(&tmp16u); if (tmp16u) obj->activation = &activations[tmp16u]; rd_u16b(&tmp16u); obj->time.base = tmp16u; rd_u16b(&tmp16u); obj->time.dice = tmp16u; rd_u16b(&tmp16u); obj->time.sides = tmp16u; /* Save the inscription */ rd_string(buf, sizeof(buf)); if (buf[0]) obj->note = quark_add(buf); /* Lookup item kind */ obj->kind = lookup_kind(obj->tval, obj->sval); /* Check we have a kind */ if ((!obj->tval && !obj->sval) || !obj->kind) { object_delete(&obj); return NULL; } /* Set effect */ if (effect && obj->ego) obj->effect = obj->ego->effect; if (effect && !obj->effect) obj->effect = obj->kind->effect; /* Success */ return obj; }
bool wiz_create_item_subaction(menu_type *m, const ui_event_data *e, int oid) { int *choices = menu_priv(m); object_type *i_ptr; object_type object_type_body; /* Artifacts */ if (choose_artifact) { int i; int o_idx; artifact_type *a_ptr = &a_info[choices[oid]]; /* Get the artifact info */ //a_ptr = &a_info[choices[oid]]; /* Ignore "empty" artifacts */ if (!a_ptr->name) return TRUE; /* Get local object */ i_ptr = &object_type_body; /* Wipe the object */ object_wipe(i_ptr); /* Acquire the "kind" index */ o_idx = lookup_kind(a_ptr->tval, a_ptr->sval); /* Create the base object */ object_prep(i_ptr, o_idx, RANDOMISE); /* Mark the object as an artifact. */ i_ptr->name1 = choices[oid]; /* Extract the fields */ i_ptr->pval = a_ptr->pval; i_ptr->ac = a_ptr->ac; i_ptr->dd = a_ptr->dd; i_ptr->ds = a_ptr->ds; i_ptr->to_a = a_ptr->to_a; i_ptr->to_h = a_ptr->to_h; i_ptr->to_d = a_ptr->to_d; i_ptr->weight = a_ptr->weight; of_copy(i_ptr->flags_obj, a_ptr->flags_obj); cf_copy(i_ptr->flags_curse, a_ptr->flags_curse); for (i = 0; i < MAX_P_RES; i++) i_ptr->percent_res[i] = a_ptr->percent_res[i]; for (i = 0; i < A_MAX; i++) i_ptr->bonus_stat[i] = a_ptr->bonus_stat[i]; for (i = 0; i < MAX_P_BONUS; i++) i_ptr->bonus_other[i] = a_ptr->bonus_other[i]; for (i = 0; i < MAX_P_SLAY; i++) i_ptr->multiple_slay[i] = a_ptr->multiple_slay[i]; for (i = 0; i < MAX_P_BRAND; i++) i_ptr->multiple_brand[i] = a_ptr->multiple_brand[i]; /* Transfer the activation information. */ if (a_ptr->effect) i_ptr->effect = a_ptr->effect; } /* Regular objects */ else { object_kind *kind = &k_info[choices[oid]]; if (e->type != EVT_SELECT) return TRUE; /* Get local object */ i_ptr = &object_type_body; /* Wipe the object */ object_wipe(i_ptr); /* Create the item */ object_prep(i_ptr, kind->kidx, RANDOMISE); /* Apply magic (no messages, no artifacts) */ apply_magic(i_ptr, p_ptr->depth, FALSE, FALSE, FALSE); /* Hack -- Since treasure objects are not effected by apply_magic, they * need special processing. */ if (i_ptr->tval == TV_GOLD) { i_ptr->pval = kind->cost / 2 + randint1((kind->cost + 1) / 2); } /* Mark as cheat, and where created */ i_ptr->origin = ORIGIN_CHEAT; i_ptr->origin_stage = p_ptr->stage; } /* Drop from heaven */ drop_near(i_ptr, -1, p_ptr->py, p_ptr->px, TRUE); /* All done */ msg_print("Allocated."); return FALSE; }
void prise_silmaril(void) { object_type *o_ptr; object_type *w_ptr; artefact_type *a_ptr; object_type object_type_body; cptr freed_msg = NULL; // default to soothe compiler warnings bool freed = FALSE; int slot = 0; int dam = 0; int prt = 0; int net_dam = 0; int prt_percent = 0; int hit_result = 0; int crit_bonus_dice = 0; int pd = 15; int step = 0; int noise = 0; u32b dummy_noticed_flag; int mds = p_ptr->mds; int attack_mod = p_ptr->skill_use[S_MEL]; char o_name[80]; // the Crown is on the ground o_ptr = &o_list[cave_o_idx[p_ptr->py][p_ptr->px]]; switch (o_ptr->name1) { case ART_MORGOTH_3: { noise = 5; freed_msg = "You have freed a Silmaril!"; break; } case ART_MORGOTH_2: { step = 1; noise = 10; if (p_ptr->crown_shatter) freed_msg = "The fates be damned! You free a second Silmaril."; else freed_msg = "You free a second Silmaril."; break; } case ART_MORGOTH_1: { step = 2; noise = 15; freed_msg = "You free the final Silmaril. You have a very bad feeling about this."; msg_print("Looking into the hallowed light of the final Silmaril, you are filled with a strange dread."); if (!get_check("Are you sure you wish to proceed? ")) return; break; } } /* Get the weapon */ w_ptr = &inventory[INVEN_WIELD]; // undo rapid attack penalties if (p_ptr->active_ability[S_MEL][MEL_RAPID_ATTACK]) { // undo strength adjustment to the attack mds = total_mds(w_ptr, 0); // undo the dexterity adjustment to the attack attack_mod += 3; } /* Test for hit */ hit_result = hit_roll(attack_mod, 0, PLAYER, NULL, TRUE); /* Make some noise */ stealth_score -= noise; // Determine damage if (hit_result > 0) { crit_bonus_dice = crit_bonus(hit_result, w_ptr->weight, &r_info[R_IDX_MORGOTH], S_MEL, FALSE); dam = damroll(p_ptr->mdd + crit_bonus_dice, mds); prt = damroll(pd, 4); prt_percent = prt_after_sharpness(w_ptr, &dummy_noticed_flag); prt = (prt * prt_percent) / 100; net_dam = dam - prt; /* No negative damage */ if (net_dam < 0) net_dam = 0; //update_combat_rolls1b(PLAYER, TRUE); update_combat_rolls2(p_ptr->mdd + crit_bonus_dice, mds, dam, pd, 4, prt, prt_percent, GF_HURT, TRUE); } // if you succeed in prising out a Silmaril... if (net_dam > 0) { freed = TRUE; switch (o_ptr->name1) { case ART_MORGOTH_3: { break; } case ART_MORGOTH_2: { if (!p_ptr->crown_shatter && one_in_(2)) { shatter_weapon(2); freed = FALSE; } break; } case ART_MORGOTH_1: { if (!p_ptr->crown_shatter) { shatter_weapon(3); freed = FALSE; } else { p_ptr->cursed = TRUE; } break; } } if (freed) { // change its type to that of the crown with one less silmaril o_ptr->name1--; // get the details of this new crown a_ptr = &a_info[o_ptr->name1]; // modify the existing crown object_into_artefact(o_ptr, a_ptr); // report success msg_print(freed_msg); // Get new local object o_ptr = &object_type_body; // Make Silmaril object_prep(o_ptr, lookup_kind(TV_LIGHT, SV_LIGHT_SILMARIL)); // Get it slot = inven_carry(o_ptr); /* Get the object again */ o_ptr = &inventory[slot]; /* Describe the object */ object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 3); /* Message */ msg_format("You have %s (%c).", o_name, index_to_label(slot)); // Break the truce (always) break_truce(TRUE); // add a note to the notes file do_cmd_note("Cut a Silmaril from Morgoth's crown", p_ptr->depth); } } // if you fail to prise out a Silmaril... else { msg_print("Try though you might, you were unable to free a Silmaril."); msg_print("Perhaps you should try again or use a different weapon."); // Break the truce if creatures see break_truce(FALSE); } // check for taking of final Silmaril if ((step == 2) && freed) { msg_print("You hear a cry of vengeance echo through the iron hells."); wake_all_monsters(0); } }
/* * Handle the "death" of a monster. * * Disperse treasures centered at the monster location based on the * various flags contained in the monster flags fields. * * Check for "Quest" completion when a quest monster is killed. * * Note that only the player can induce "monster_death()" on Uniques or quest monsters. * * Note that monsters can now carry objects, and when a monster dies, * it drops all of its objects, which may disappear in crowded rooms. */ void monster_death(int m_idx, int who) { int i, j, y, x; int dump_item = 0; int dump_gold = 0; int number_drops = 0; int total = 0; bool questlevel = FALSE; bool completed = FALSE; bool fixedquest = FALSE; bool writenote = TRUE; bool need_stairs = FALSE; s16b set_object_level; s16b this_o_idx, next_o_idx = 0; monster_type *m_ptr = &mon_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; bool visible = (m_ptr->ml || (r_ptr->flags1 & (RF1_UNIQUE))); bool chest = (r_ptr->flags1 & (RF1_DROP_CHEST)) ? TRUE : FALSE; bool good = (r_ptr->flags1 & (RF1_DROP_GOOD)) ? TRUE : FALSE; bool great = (r_ptr->flags1 & (RF1_DROP_GREAT)) ? TRUE : FALSE; bool do_gold = (!(r_ptr->flags1 & (RF1_ONLY_ITEM))); bool do_item = (!(r_ptr->flags1 & (RF1_ONLY_GOLD))); int force_coin = get_coin_type(r_ptr); object_type *i_ptr; object_type object_type_body; /* Get the location */ y = m_ptr->fy; x = m_ptr->fx; /* Drop objects being carried */ for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; /* Get the object */ o_ptr = &o_list[this_o_idx]; /*Remove the mark to hide when monsters carry this object*/ o_ptr->ident &= ~(IDENT_HIDE_CARRY); /* Get the next object */ next_o_idx = o_ptr->next_o_idx; /* Paranoia */ o_ptr->held_m_idx = 0; /* Get local object */ i_ptr = &object_type_body; /* Copy the object */ object_copy(i_ptr, o_ptr); /* Delete the object */ delete_object_idx(this_o_idx); /* Drop it */ drop_near(i_ptr, -1, y, x); } /* Forget objects */ m_ptr->hold_o_idx = 0; /* Mega-Hack -- drop "winner" treasures */ if (r_ptr->flags1 & (RF1_DROP_CHOSEN)) { /* Get local object */ i_ptr = &object_type_body; /* Mega-Hack -- Prepare to make "Grond" */ object_prep(i_ptr, lookup_kind(TV_HAFTED, SV_GROND)); /* Mega-Hack -- Mark this item as "Grond" */ i_ptr->art_num = ART_GROND; /* Mega-Hack -- Actually create "Grond" */ apply_magic(i_ptr, -1, TRUE, TRUE, TRUE, FALSE); /* Remember history */ object_history(i_ptr, ORIGIN_MORGOTH, 0); /* Drop it in the dungeon */ drop_near(i_ptr, -1, y, x); /* Get local object */ i_ptr = &object_type_body; /* Mega-Hack -- Prepare to make "Morgoth's crown" */ object_prep(i_ptr, lookup_kind(TV_CROWN, SV_MORGOTH)); /* Mega-Hack -- Mark this item as "Morgoth" */ i_ptr->art_num = ART_MORGOTH; /* Mega-Hack -- Actually create "Morgoth" */ apply_magic(i_ptr, -1, TRUE, TRUE, TRUE, FALSE); /* Remember history */ object_history(i_ptr, ORIGIN_MORGOTH, 0); /* Drop it in the dungeon */ drop_near(i_ptr, -1, y, x); } /* Determine how much we can drop */ if ((r_ptr->flags1 & (RF1_DROP_60)) && (rand_int(100) < 60)) number_drops++; if ((r_ptr->flags1 & (RF1_DROP_90)) && (rand_int(100) < 90)) number_drops++; if (r_ptr->flags1 & (RF1_DROP_1D2)) number_drops += damroll(1, 2); if (r_ptr->flags1 & (RF1_DROP_2D2)) number_drops += damroll(2, 2); if (r_ptr->flags1 & (RF1_DROP_3D2)) number_drops += damroll(3, 2); if (r_ptr->flags1 & (RF1_DROP_4D2)) number_drops += damroll(4, 2); /* Hack -- handle creeping coins */ coin_type = force_coin; /* Average dungeon and monster levels */ set_object_level = object_level = (effective_depth(p_ptr->depth) + r_ptr->level) / 2; /* Drop some objects */ for (j = 0; j < number_drops; j++) { bool interesting = FALSE; /* Re-set the object level */ object_level = set_object_level; /* Get local object */ i_ptr = &object_type_body; /* Wipe the object */ object_wipe(i_ptr); /* work on the "too much junk" problem, large drops sometimes are less items with a "boost". */ if ((randint(750) < (number_drops * number_drops)) && (!(r_ptr->flags1 & (RF1_UNIQUE)))) { interesting = TRUE; number_drops -= 5; object_level += 5; /*Boundry Control*/ if (number_drops < 0) number_drops = 0; if (object_level > MAX_DEPTH) object_level = MAX_DEPTH; } /* Make Gold */ if (do_gold && (!chest) && (!do_item || (rand_int(100) < 70))) { /* Make some gold */ if (!make_gold(i_ptr)) continue; /* Assume seen XXX XXX XXX */ dump_gold++; } /* Make Object */ else { if (chest) { if (!make_object(i_ptr, good, great, DROP_TYPE_CHEST, FALSE)) continue; } /* Make an object */ else if (!make_object(i_ptr, good, great, DROP_TYPE_UNTHEMED, interesting)) continue; /* Remember history */ if (visible) object_history(i_ptr, ORIGIN_DROP_KNOWN, m_ptr->r_idx); else object_history(i_ptr, ORIGIN_DROP_UNKNOWN, 0); /* Assume seen XXX XXX XXX */ dump_item++; } /* Drop it in the dungeon */ drop_near(i_ptr, -1, y, x); } /* Re-set the object level */ object_level = set_object_level; /*If marked for a bonus item, create it and drop it */ if (m_ptr->mflag & (MFLAG_BONUS_ITEM)) { bool this_good = good; bool this_great = great; bool this_chest = chest; bool interesting = FALSE; char o_name[80]; /* Get local object */ i_ptr = &object_type_body; /* Wipe the object */ object_wipe(i_ptr); if (one_in_(50)) this_chest = TRUE; if (one_in_(15)) this_great = TRUE; if (one_in_(5)) this_good = TRUE; if ((!this_good) && (!this_great) && (!this_chest)) { object_level += 5; if (object_level > MAX_DEPTH) object_level = MAX_DEPTH; interesting = TRUE; } if (this_chest) { while (!make_object(i_ptr, TRUE, TRUE, DROP_TYPE_CHEST, FALSE)) continue; } /* Make an object */ else while (!make_object(i_ptr, this_good, this_good, DROP_TYPE_UNTHEMED, interesting)) continue; /* Remember history */ if (visible) object_history(i_ptr, ORIGIN_DROP_KNOWN, m_ptr->r_idx); else object_history(i_ptr, ORIGIN_DROP_UNKNOWN, 0); object_desc(o_name, sizeof(o_name), i_ptr, ODESC_PREFIX | ODESC_FULL); /* Drop it in the dungeon */ drop_near(i_ptr, -1, y, x); } /* Reset the object level */ object_level = effective_depth(p_ptr->depth); /* Reset "coin" type */ coin_type = 0; /* Take note of any dropped treasure */ if (visible && (dump_item || dump_gold)) { /* Take notes on treasure */ lore_treasure(m_idx, dump_item, dump_gold); } /* Update monster list window */ p_ptr->redraw |= (PR_MONLIST); /* Count incomplete quests */ for (i = 0; i < z_info->q_max; i++) { quest_type *q_ptr = &q_info[i]; /* * Hack - don't count if player didn't kill, or on a town level * This assumes only a player can kill quest monsters!!!!! * This line is also ugly coding. :) */ if (((who != SOURCE_PLAYER) && (who != SOURCE_TRAP)) || (!p_ptr->depth)) continue; /* Quest level? */ if ((q_ptr->active_level == p_ptr->depth) && (p_ptr->depth > 0)) { /* One on the level */ questlevel = TRUE; /* Require "Quest Monsters" */ if (q_ptr->mon_idx == m_ptr->r_idx) { char race_name[80]; /* Get the monster race name (singular)*/ monster_desc_race(race_name, sizeof(race_name), q_ptr->mon_idx); /* Mark kills */ q_ptr->cur_num++; /* Redraw quest indicator */ p_ptr->redraw |= (PR_QUEST_ST); /* Completed quest? */ if (q_ptr->cur_num == q_ptr->max_num) { /* Mark complete */ q_ptr->active_level = 0; /* Mark fixed quests */ if ((q_ptr->q_type == QUEST_FIXED) || (q_ptr->q_type == QUEST_FIXED_U)) fixedquest = TRUE; if (q_ptr->q_type == QUEST_GUARDIAN) need_stairs = TRUE; /* One complete */ completed = TRUE; /*make a note of the completed quest, but not for fixed or * fixed unique quests */ if ((adult_take_notes) && (!fixedquest)) { char note[120]; /* Multiple quest monsters */ if (q_ptr->max_num > 1) { plural_aux(race_name, sizeof(race_name)); } if (r_ptr->flags1 & (RF1_UNIQUE)) { /*write note*/ if monster_nonliving(r_ptr) sprintf(note, "Quest: Destroyed %s", race_name); else sprintf(note, "Quest: Killed %s", race_name); } else { /* Write note */ if monster_nonliving(r_ptr)
void WizardModeDialog::wiz_winners_kit(void) { if (!character_dungeon) return; if (game_mode == GAME_NPPMORIA) { // Make 2 rings of speed int k_idx = lookup_kind(TV_RING, SV_RING_SPEED); object_type object_type_body; object_type *i_ptr = &object_type_body; i_ptr->object_wipe(); if (k_idx) { object_prep(i_ptr, k_idx); apply_magic(i_ptr, k_info[k_idx].k_level, FALSE, TRUE, TRUE, TRUE); i_ptr->number = 2; i_ptr->mark_fully_known(TRUE); object_history(i_ptr, ORIGIN_CHEAT, 0); if(inven_carry(i_ptr) < 0) { drop_near(i_ptr, -1, p_ptr->py, p_ptr->px); } } //Give an amulet of the magi; k_idx = lookup_kind(TV_AMULET, SV_AMULET_THE_MAGI); if (k_idx) { i_ptr->object_wipe(); object_prep(i_ptr, k_idx); apply_magic(i_ptr, k_info[k_idx].k_level, FALSE, TRUE, TRUE, TRUE); i_ptr->mark_fully_known(TRUE); object_history(i_ptr, ORIGIN_CHEAT, 0); if(inven_carry(i_ptr) < 0) { drop_near(i_ptr, -1, p_ptr->py, p_ptr->px); } } //boots of speed k_idx = lookup_kind(TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS); int ego_num = lookup_ego(TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS, "speed"); if (k_idx && ego_num) { i_ptr->object_wipe(); object_prep(i_ptr, k_idx); i_ptr->ego_num = ego_num; a_m_aux_2(i_ptr, k_info[k_idx].k_level, 2); apply_ego_item_magic(i_ptr, k_info[k_idx].k_level); i_ptr->to_a = 25; i_ptr->mark_fully_known(TRUE); object_history(i_ptr, ORIGIN_CHEAT, 0); if(inven_carry(i_ptr) < 0) { drop_near(i_ptr, -1, p_ptr->py, p_ptr->px); } } // Robe of Resistance k_idx = lookup_kind(TV_SOFT_ARMOR, SV_ROBE); ego_num = lookup_ego(TV_SOFT_ARMOR, SV_ROBE, "resistance"); if (k_idx && ego_num) { i_ptr->object_wipe(); object_prep(i_ptr, k_idx); i_ptr->ego_num = ego_num; a_m_aux_2(i_ptr, k_info[k_idx].k_level, 2); apply_ego_item_magic(i_ptr, k_info[k_idx].k_level); i_ptr->to_a = 25; i_ptr->mark_fully_known(TRUE); object_history(i_ptr, ORIGIN_CHEAT, 0); if(inven_carry(i_ptr) < 0) { drop_near(i_ptr, -1, p_ptr->py, p_ptr->px); } } // super-charged holy avenger dagger k_idx = lookup_kind(TV_SWORD, SV_DAGGER); ego_num = lookup_ego(TV_SWORD, SV_DAGGER, "holy avenger"); if (k_idx && ego_num) { i_ptr->object_wipe(); object_prep(i_ptr, k_idx); i_ptr->ego_num = ego_num; a_m_aux_1(i_ptr, k_info[k_idx].k_level, 2); apply_ego_item_magic(i_ptr, k_info[k_idx].k_level); i_ptr->to_a = i_ptr->to_h = i_ptr->to_d = 25; i_ptr->dd = i_ptr->ds = 9; i_ptr->mark_fully_known(TRUE); object_history(i_ptr, ORIGIN_CHEAT, 0); if(inven_carry(i_ptr) < 0) { drop_near(i_ptr, -1, p_ptr->py, p_ptr->px); } } // crown of the magi k_idx = lookup_kind(TV_CROWN, SV_SILVER_CROWN); ego_num = lookup_ego(TV_CROWN, SV_SILVER_CROWN, "magi"); if (k_idx && ego_num) { i_ptr->object_wipe(); object_prep(i_ptr, k_idx); i_ptr->ego_num = ego_num; a_m_aux_2(i_ptr, k_info[k_idx].k_level, 2); apply_ego_item_magic(i_ptr, k_info[k_idx].k_level); i_ptr->to_a = 25; i_ptr->mark_fully_known(TRUE); object_history(i_ptr, ORIGIN_CHEAT, 0); if(inven_carry(i_ptr) < 0) { drop_near(i_ptr, -1, p_ptr->py, p_ptr->px); } } // super charged gloves of slaying k_idx = lookup_kind(TV_GLOVES, SV_SET_OF_LEATHER_GLOVES); ego_num = lookup_ego(TV_GLOVES, SV_SET_OF_LEATHER_GLOVES, "slaying"); if (k_idx && ego_num) { i_ptr->object_wipe(); object_prep(i_ptr, k_idx); i_ptr->ego_num = ego_num; a_m_aux_2(i_ptr, k_info[k_idx].k_level, 2); apply_ego_item_magic(i_ptr, k_info[k_idx].k_level); i_ptr->to_a = i_ptr->to_h = i_ptr->to_d = 25; i_ptr->mark_fully_known(TRUE); object_history(i_ptr, ORIGIN_CHEAT, 0); if(inven_carry(i_ptr) < 0) { drop_near(i_ptr, -1, p_ptr->py, p_ptr->px); } } //finally the Phial if (TRUE) { i_ptr->object_wipe(); if (wiz_alloc_artifact(i_ptr, 1)) { object_history(i_ptr, ORIGIN_CHEAT, 0); identify_object(i_ptr, true); if(inven_carry(i_ptr) < 0) { drop_near(i_ptr, -1, p_ptr->py, p_ptr->px); } } } handle_stuff(); this->accept(); return; } else if (game_mode != GAME_NPPANGBAND) return; int artis[] = { 47, // RINGIL 124, // CUBRAGOL 13, // NARYA 14, // NENYA 10, // ELESSAR 12, // GEM OF AMON SUL 38, // BLADETUNDER 113, // COLANNON 33, // THORIN 110, // NUMENOR 129, // CAMBELEG 127, // FEANOR 0 }; object_type obj; object_type *o_ptr = &obj; for (int i = 0; artis[i]; i++) { o_ptr->object_wipe(); if (!wiz_alloc_artifact(o_ptr, artis[i])) continue; object_history(o_ptr, ORIGIN_CHEAT, 0); identify_object(o_ptr, true); if (inven_carry(o_ptr) < 0) { drop_near(o_ptr, -1, p_ptr->py, p_ptr->px); } QString name = object_desc(o_ptr, ODESC_PREFIX | ODESC_FULL); message("Allocated " + name); } //Some amazing ammo; int k_idx = lookup_kind(TV_BOLT, SV_AMMO_MITHRIL); int ego_num = lookup_ego(TV_BOLT, SV_AMMO_MITHRIL, "holy might"); if (k_idx && ego_num) { o_ptr->object_wipe(); object_prep(o_ptr, k_idx); o_ptr->ego_num = ego_num; a_m_aux_1(o_ptr, k_info[k_idx].k_level, 2); apply_ego_item_magic(o_ptr, k_info[k_idx].k_level); o_ptr->to_h = 99; o_ptr->to_d = 99; o_ptr->dd = 25; o_ptr->ds = 25; o_ptr->number = 99; o_ptr->mark_fully_known(TRUE); object_history(o_ptr, ORIGIN_CHEAT, 0); if(inven_carry(o_ptr) < 0) { drop_near(o_ptr, -1, p_ptr->py, p_ptr->px); } } handle_stuff(); this->accept(); }
void chaos_warrior_reward(void) { if (one_in_(6)) { msg_format("%^s rewards you with a mutation!", chaos_patrons[p_ptr->chaos_patron]); mut_gain_random(NULL); } else { char wrath_reason[32] = ""; int nasty_chance = 6; int dummy = 0, dummy2 = 0; int type, effect; int count = 0; if (p_ptr->lev == 13) nasty_chance = 2; else if (!(p_ptr->lev % 13)) nasty_chance = 3; else if (!(p_ptr->lev % 14)) nasty_chance = 12; if (one_in_(nasty_chance)) type = randint1(20); /* Allow the 'nasty' effects */ else type = randint1(15) + 5; /* Or disallow them */ if (type < 1) type = 1; if (type > 20) type = 20; type--; sprintf(wrath_reason, "the Wrath of %s", chaos_patrons[p_ptr->chaos_patron]); effect = chaos_rewards[p_ptr->chaos_patron][type]; switch (effect) { case REW_POLY_SLF: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst a new form, mortal!'"); do_poly_self(); break; case REW_GAIN_EXP: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Well done, mortal! Lead on!'"); if (p_ptr->prace == RACE_ANDROID) msg_print("But, nothing happen."); else 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); } break; case REW_LOSE_EXP: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou didst not deserve that, slave.'"); if (p_ptr->prace == RACE_ANDROID) msg_print("But, nothing happen."); else { lose_exp(p_ptr->exp / 6); } break; case REW_GOOD_OBJ: msg_format("The voice of %s whispers:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Use my gift wisely.'"); acquirement(py, px, 1, FALSE, FALSE); break; case REW_GREA_OBJ: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Use my gift wisely.'"); acquirement(py, px, 1, TRUE, FALSE); break; case REW_CHAOS_WP: { object_type forge; msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thy deed hath earned thee a worthy blade.'"); dummy = TV_SWORD; switch (randint1(p_ptr->lev)) { case 0: case 1: dummy2 = SV_DAGGER; break; case 2: case 3: dummy2 = SV_MAIN_GAUCHE; break; case 4: dummy2 = SV_TANTO; break; case 5: case 6: dummy2 = SV_RAPIER; break; case 7: case 8: dummy2 = SV_SMALL_SWORD; break; case 9: case 10: dummy2 = SV_BASILLARD; break; case 11: case 12: case 13: dummy2 = SV_SHORT_SWORD; break; case 14: case 15: dummy2 = SV_SABRE; break; case 16: case 17: dummy2 = SV_CUTLASS; break; case 18: dummy2 = SV_WAKIZASHI; break; case 19: dummy2 = SV_KHOPESH; break; case 20: dummy2 = SV_TULWAR; break; case 21: dummy2 = SV_BROAD_SWORD; break; case 22: case 23: dummy2 = SV_LONG_SWORD; break; case 24: case 25: dummy2 = SV_SCIMITAR; break; case 26: dummy2 = SV_NINJATO; break; case 27: dummy2 = SV_KATANA; break; case 28: case 29: dummy2 = SV_BASTARD_SWORD; break; case 30: dummy2 = SV_GREAT_SCIMITAR; break; case 31: dummy2 = SV_CLAYMORE; break; case 32: dummy2 = SV_ESPADON; break; case 33: dummy2 = SV_TWO_HANDED_SWORD; break; case 34: dummy2 = SV_FLAMBERGE; break; case 35: dummy2 = SV_NO_DACHI; break; case 36: dummy2 = SV_EXECUTIONERS_SWORD; break; case 37: dummy2 = SV_ZWEIHANDER; break; case 38: dummy2 = SV_HAYABUSA; break; default: dummy2 = SV_BLADE_OF_CHAOS; } object_prep(&forge, lookup_kind(dummy, dummy2)); forge.to_h = 3 + randint1(dun_level) % 10; forge.to_d = 3 + randint1(dun_level) % 10; one_resistance(&forge); forge.name2 = EGO_WEAPON_CHAOS; drop_near(&forge, -1, py, px); break; } case REW_GOOD_OBS: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thy deed hath earned thee a worthy reward.'"); acquirement(py, px, randint1(2) + 1, FALSE, FALSE); break; case REW_GREA_OBS: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Behold, mortal, how generously I reward thy loyalty.'"); acquirement(py, px, randint1(2) + 1, TRUE, FALSE); break; case REW_TY_CURSE: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou art growing arrogant, mortal.'"); activate_ty_curse(FALSE, &count); break; case REW_SUMMON_M: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'My pets, destroy the arrogant mortal!'"); for (dummy = 0; dummy < randint1(5) + 1; dummy++) summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); break; case REW_H_SUMMON: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst worthier opponents!'"); activate_hi_summon(py, px, FALSE); break; case REW_DO_HAVOC: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Death and destruction! This pleaseth me!'"); call_chaos(100); break; case REW_GAIN_ABL: msg_format("The voice of %s rings out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Stay, mortal, and let me mold thee.'"); if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) do_inc_stat(chaos_stats[p_ptr->chaos_patron]); else do_inc_stat(randint0(6)); break; case REW_LOSE_ABL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'I grow tired of thee, mortal.'"); if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) do_dec_stat(chaos_stats[p_ptr->chaos_patron]); else do_dec_stat(randint0(6)); break; case REW_RUIN_ABL: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst a lesson in humility, mortal!'"); msg_print("You feel less powerful!"); for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), TRUE); break; case REW_POLY_WND: msg_format("You feel the power of %s touch you.", chaos_patrons[p_ptr->chaos_patron]); do_poly_wounds(); break; case REW_AUGM_ABL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Receive this modest gift from me!'"); for (dummy = 0; dummy < 6; dummy++) do_inc_stat(dummy); break; case REW_HURT_LOT: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Suffer, pathetic fool!'"); fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4); take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1); break; case REW_HEAL_FUL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Rise, my servant!'"); restore_level(); set_poisoned(0, TRUE); set_blind(0, TRUE); set_confused(0, TRUE); set_image(0, TRUE); set_stun(0, TRUE); set_cut(0, TRUE); hp_player(5000); for (dummy = 0; dummy < 6; dummy++) do_res_stat(dummy); break; case REW_CURSE_WP: { int slot = equip_random_slot(object_is_melee_weapon); if (slot) { msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou reliest too much on thy weapon.'"); curse_weapon(FALSE, slot); } break; } case REW_CURSE_AR: { int slot = equip_random_slot(object_is_armour); if (slot) { msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou reliest too much on thine equipment.'"); curse_armor(slot); } break; } case REW_PISS_OFF: msg_format("The voice of %s whispers:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Now thou shalt pay for annoying me.'"); switch (randint1(4)) { case 1: activate_ty_curse(FALSE, &count); break; case 2: activate_hi_summon(py, px, FALSE); break; case 3: if (one_in_(2)) { int slot = equip_random_slot(object_is_melee_weapon); if (slot) curse_weapon(FALSE, slot); } else { int slot = equip_random_slot(object_is_armour); if (slot) curse_armor(slot); } break; default: for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), TRUE); break; } break; case REW_WRATH: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Die, mortal!'"); take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1); for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), FALSE); activate_hi_summon(py, px, FALSE); activate_ty_curse(FALSE, &count); if (one_in_(2)) { int slot = equip_random_slot(object_is_melee_weapon); if (slot) curse_weapon(FALSE, slot); } if (one_in_(2)) { int slot = equip_random_slot(object_is_armour); if (slot) curse_armor(slot); } break; case REW_DESTRUCT: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Death and destruction! This pleaseth me!'"); destroy_area(py, px, 25, 3 * p_ptr->lev); break; case REW_GENOCIDE: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Let me relieve thee of thine oppressors!'"); symbol_genocide(0, FALSE); break; case REW_MASS_GEN: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Let me relieve thee of thine oppressors!'"); mass_genocide(0, FALSE); break; case REW_DISPEL_C: msg_format("You can feel the power of %s assault your enemies!", chaos_patrons[p_ptr->chaos_patron]); dispel_monsters(p_ptr->lev * 4); break; case REW_IGNORE: msg_format("%s ignores you.", chaos_patrons[p_ptr->chaos_patron]); break; case REW_SER_DEMO: msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; case REW_SER_MONS: msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; case REW_SER_UNDE: msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; default: msg_format("The voice of %s stammers:", chaos_patrons[p_ptr->chaos_patron]); msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect); } } }