Esempio n. 1
0
/*
 * do_cmd_mind calls this function if the player's class
 * is 'Medium'.
 */
static bool cast_medium_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int             b = 0;
	int 			dir;
	int             plev = p_ptr->lev;

	/* spell code */
	switch (spell)
	{
		case 0:
			/* Mindblast */
			if (!get_aim_dir(&dir)) return FALSE;

			if (randint(100) < plev * 2)
				(void)fire_bolt_or_beam(100, GF_PSI, dir,
								damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
			else
				(void)fire_ball(GF_PSI, dir,
								damroll(3 + ((plev - 1) / 4), (3 + plev / 15)),
								0);
			break;
		case 1:
			if (plev > 44)
				wiz_lite();
			else if (plev > 19)
				map_area();

			if (plev < 30)
			{
				b = detect_monsters_normal();
				if (plev > 14)
					b |= detect_monsters_invis();

				if (plev > 4)
				{
					b |= detect_traps();
					b |= detect_doors();
				}
			}
			else
			{
				b = detect_all();
			}

			if (plev > 24)
			{
				(void)set_tim_esp(p_ptr->tim_esp + plev);
			}

			if (!b) msg_print("You feel safe.");
			break;
		case 2:
			/* Minor displace */
			teleport_player(plev);
			break;
		case 3:
			/* Major displace */
			teleport_player(plev * 5);
			break;
		case 4:
			/* Psychic Disturbance */
			msg_print("You disturb specters from beyond the veil!");
			(void)project(-1, 2 + plev / 8, p_ptr->py, p_ptr->px,
						  damroll((plev / 2), plev), GF_CONFUSION, PROJECT_KILL);
			break;
		case 5:
			/* spirit blast  ---  not 'true' TK */
			if (!get_aim_dir(&dir)) return FALSE;
			(void)fire_ball(GF_SOUND, dir, damroll(8 + ((plev - 5) / 4), 8),
							(plev > 20 ? (plev - 20) / 8 + 1 : 0));
			break;
		case 6:
			/* Character Armour */
			(void)set_shield(p_ptr->shield + plev);
			if (plev > 14) (void)set_oppose_acid(p_ptr->oppose_acid + plev);
			if (plev > 19) (void)set_oppose_fire(p_ptr->oppose_fire + plev);
			if (plev > 24) (void)set_oppose_cold(p_ptr->oppose_cold + plev);
			if (plev > 29) (void)set_oppose_elec(p_ptr->oppose_elec + plev);
			if (plev > 34) (void)set_oppose_pois(p_ptr->oppose_pois + plev);
			break;
		case 7:
			ident_spell();
			break;
		case 8:
			if (!get_aim_dir(&dir)) return FALSE; 
			(void)fire_bolt(GF_DOMINATION, dir,
					damroll((plev / 2), (3 + plev / 3)));
			break;
		case 9:
			/* Soul Purge */
			msg_print("The anguish of the dead emanates from your brain!");
			
			(void)project(-1, 2 + plev / 10, p_ptr->py, p_ptr->px,
						  damroll(plev, 4), GF_PSI, PROJECT_KILL);
			break;
		case 10:
			/* Adrenaline */
			(void)set_afraid(0);
			(void)set_stun(0);

			/*
			 * Only heal when Adrenalin Channeling is not active. We check
			 * that by checking if the player isn't fast and 'heroed' atm.
			 */
			if (!p_ptr->fast || !(p_ptr->hero || p_ptr->shero))
			{
				(void)hp_player(plev);
			}

			b = 10 + randint((plev * 3) / 2);
			if (plev < 35)
				(void)set_hero(p_ptr->hero + b);
			else
				(void)set_shero(p_ptr->shero + b);

			if (!p_ptr->fast)
			{
				/* Haste */
				(void)set_fast(b);
			}
			else
			{
				(void)set_fast(p_ptr->fast + b);
			}
			break;
		case 11:
			/* Psychic Drain Turned into MEGA-STUN*/
			if (!get_aim_dir(&dir)) return FALSE;

			b = damroll(plev * 2, 3);

			/* This is always a radius-0 ball now */
			if (fire_ball(GF_STUN, dir, b, 0))
			p_ptr->energy -= randint(150);
			break;
		case 12:
			/* Entropic Blast */
			msg_print
				("A wave of pure entropic force blasts out from your spirit!");
			(void)project(-1, 3 + plev / 10, p_ptr->py, p_ptr->px,
						  plev * (plev > 39 ? 4 : 3), GF_FORCE,
						  PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID);
			break;
		default:
			msg_print("Unknown Mindcrafter power!");
	}


	return TRUE;
}
Esempio n. 2
0
/*
 * do_cmd_mind calls this function if the player's class
 * is 'explorer'.
 */
static bool cast_explorer_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int b = 0;
	int plev = p_ptr->lev;
	int	px = p_ptr->px;
	int py = p_ptr->py;
	
	/* spell code */
	switch (spell)
	{
    			case 0:  lite_room (py, px);
    					 break;
				case 1:  if (plev > 44)
							wiz_lite();
						else if (plev > 19)
							map_area();
			
						if (plev < 30)
						{
							b = detect_monsters_normal();
							if (plev > 14)
								b |= detect_monsters_invis();
			
							if (plev > 4)
							{
								b |= detect_traps();
								b |= detect_doors();
							}
						}
						else
						{
							b = detect_all();
						}
			
						if (plev > 24)
						{
							(void)set_tim_esp(p_ptr->tim_esp + plev);
						}
			
						if (!b) msg_print("You feel safe.");
						 break;
				case 2:  teleport_player(plev);
						 break;
				case 3:  (void)set_food(PY_FOOD_MAX - 1);
						 break;
				case 4:  ident_spell();
						 break;
				case 5:  set_recall();
						 break;
				case 6:  (void)recharge(30);
						 break;
				case 7:  alchemy();
						 break;
				case 8: {
						 int time = randint(plev) + plev;
						(void)set_oppose_acid(p_ptr->oppose_acid + time);
						(void)set_oppose_elec(p_ptr->oppose_elec + time);
						(void)set_oppose_fire(p_ptr->oppose_fire + time);
						(void)set_oppose_cold(p_ptr->oppose_cold + time);
						(void)set_oppose_pois(p_ptr->oppose_pois + time); 
						 break;
						 }
				case 9:  break;
				case 10: break;
				case 11: break;
				case 12: break;
				case 13: break;
				case 14: break;
			    case 15: break;
			    case 16: break;
			    case 17: break;
			    case 18: break;
			    case 19: break;
			    case 20: break;
	}

	return TRUE;
}
Esempio n. 3
0
static bool cast_mage_spell(int spell, int dir)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int plev = p_ptr->lev;

	/* Hack -- chance of "beam" instead of "bolt" */
	int beam = beam_chance();

	/* Spells. */
	switch (spell)
	{
		case SPELL_MAGIC_MISSILE:
		{
			fire_bolt_or_beam(beam-10, GF_MISSILE, dir,
			                  damroll(3 + ((plev - 1) / 5), 4));
			break;
		}

		case SPELL_DETECT_MONSTERS:
		{
			(void)detect_monsters_normal(TRUE);
			break;
		}

		case SPELL_PHASE_DOOR:
		{
			teleport_player(10);
			break;
		}

		case SPELL_LIGHT_AREA:
		{
			(void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1);
			break;
		}

		case SPELL_OBJECT_DETECTION:
		{
			(void)detect_treasure(TRUE, TRUE);
			break;
		}

		case SPELL_CURE_LIGHT_WOUNDS:
		{

			heal_player(15, 15);
			player_dec_timed(p_ptr, TMD_CUT, 20, TRUE);
			player_dec_timed(p_ptr, TMD_CONFUSED, 20, TRUE);
			player_clear_timed(p_ptr, TMD_BLIND, TRUE);
			break;
		}

		case SPELL_FIND_TRAPS_DOORS:
		{
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			break;
		}

		case SPELL_STINKING_CLOUD:
		{
			fire_ball(GF_POIS, dir, 10 + (plev / 2), 2);
			break;
		}

		case SPELL_CONFUSE_MONSTER:
		{
			(void)confuse_monster(dir, plev, TRUE);
			break;
		}

		case SPELL_LIGHTNING_BOLT:
		{
			fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6));
			break;
		}

		case SPELL_TRAP_DOOR_DESTRUCTION:
		{
			(void)destroy_doors_touch();
			break;
		}

		case SPELL_SLEEP_MONSTER:
		{
			(void)sleep_monster(dir, TRUE);
			break;
		}

		case SPELL_CURE_POISON:
		{
			(void)player_clear_timed(p_ptr, TMD_POISONED, TRUE);
			break;
		}

		case SPELL_TELEPORT_SELF:
		{
			teleport_player(plev * 5);
			break;
		}

		case SPELL_SPEAR_OF_LIGHT:
		{
			msg("A line of blue shimmering light appears.");
			light_line(dir);
			break;
		}

		case SPELL_FROST_BOLT:
		{
			fire_bolt_or_beam(beam-10, GF_COLD, dir,
			                  damroll(5+((plev-5)/4), 8));
			break;
		}

		case SPELL_TURN_STONE_TO_MUD:
		{
			(void)wall_to_mud(dir);
			break;
		}

		case SPELL_SATISFY_HUNGER:
		{
			player_set_food(p_ptr, PY_FOOD_MAX - 1);
			break;
		}

		case SPELL_RECHARGE_ITEM_I:
		{
			return recharge(2 + plev / 5);
		}

		case SPELL_WONDER:
		{
			(void)spell_wonder(dir);
			break;
		}

		case SPELL_POLYMORPH_OTHER:
		{
			(void)poly_monster(dir);
			break;
		}

		case SPELL_IDENTIFY:
		{
			return ident_spell();
		}

		case SPELL_MASS_SLEEP:
		{
			(void)sleep_monsters(TRUE);
			break;
		}

		case SPELL_FIRE_BOLT:
		{
			fire_bolt_or_beam(beam, GF_FIRE, dir,
			                  damroll(6+((plev-5)/4), 8));
			break;
		}

		case SPELL_SLOW_MONSTER:
		{
			(void)slow_monster(dir);
			break;
		}

		case SPELL_FROST_BALL:
		{
			fire_ball(GF_COLD, dir, 30 + (plev), 2);
			break;
		}

		case SPELL_RECHARGE_ITEM_II: /* greater recharging */
		{
			return recharge(50 + plev);
		}

		case SPELL_TELEPORT_OTHER:
		{
			(void)teleport_monster(dir);
			break;
		}

		case SPELL_BEDLAM:
		{
			fire_ball(GF_OLD_CONF, dir, plev, 4);
			break;
		}

		case SPELL_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 55 + (plev), 2);
			break;
		}

		case SPELL_WORD_OF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			break;
		}

		case SPELL_BANISHMENT:
		{
			return banishment();
		}

		case SPELL_DOOR_CREATION:
		{
			(void)door_creation();
			break;
		}

		case SPELL_STAIR_CREATION:
		{
			(void)stair_creation();
			break;
		}

		case SPELL_TELEPORT_LEVEL:
		{
			(void)teleport_player_level();
			break;
		}

		case SPELL_EARTHQUAKE:
		{
			earthquake(py, px, 10);
			break;
		}

		case SPELL_WORD_OF_RECALL:
		{
			return set_recall();
		}

		case SPELL_ACID_BOLT:
		{
			fire_bolt_or_beam(beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8));
			break;
		}

		case SPELL_CLOUD_KILL:
		{
			fire_ball(GF_POIS, dir, 40 + (plev / 2), 3);
			break;
		}

		case SPELL_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 40 + (plev), 2);
			break;
		}

		case SPELL_ICE_STORM:
		{
			fire_ball(GF_ICE, dir, 50 + (plev * 2), 3);
			break;
		}

		case SPELL_METEOR_SWARM:
		{
			fire_swarm(2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1);
			break;
		}

		case SPELL_MANA_STORM:
		{
			fire_ball(GF_MANA, dir, 300 + (plev * 2), 3);
			break;
		}
		case SPELL_DETECT_INVISIBLE:
		{
			(void)detect_monsters_normal(TRUE);
			(void)detect_monsters_invis(TRUE);
			break;
		}

		case SPELL_TREASURE_DETECTION:
		{
			(void)detect_treasure(TRUE, FALSE);
			break;
		}

		case SPELL_SHOCK_WAVE:
		{
			fire_ball(GF_SOUND, dir, 10 + plev, 2);
			break;
		}

		case SPELL_EXPLOSION:
		{
			fire_ball(GF_SHARD, dir, 20 + (plev * 2), 2);
			break;
		}

		case SPELL_MASS_BANISHMENT:
		{
			(void)mass_banishment();
			break;
		}

		case SPELL_RESIST_FIRE:
		{
			(void)player_inc_timed(p_ptr, TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE);
			break;
		}

		case SPELL_RESIST_COLD:
		{
			(void)player_inc_timed(p_ptr, TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE);
			break;
		}

		case SPELL_ELEMENTAL_BRAND: /* elemental brand */
		{
			return brand_ammo();
		}

		case SPELL_RESIST_POISON:
		{
			(void)player_inc_timed(p_ptr, TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE);
			break;
		}

		case SPELL_RESISTANCE:
		{
			int time = randint1(20) + 20;
			(void)player_inc_timed(p_ptr, TMD_OPP_ACID, time, TRUE, TRUE);
			(void)player_inc_timed(p_ptr, TMD_OPP_ELEC, time, TRUE, TRUE);
			(void)player_inc_timed(p_ptr, TMD_OPP_FIRE, time, TRUE, TRUE);
			(void)player_inc_timed(p_ptr, TMD_OPP_COLD, time, TRUE, TRUE);
			(void)player_inc_timed(p_ptr, TMD_OPP_POIS, time, TRUE, TRUE);
			break;
		}

		case SPELL_HEROISM:
		{
			int dur = randint1(25) + 25;
			(void)hp_player(10);
			(void)player_clear_timed(p_ptr, TMD_AFRAID, TRUE);
			(void)player_inc_timed(p_ptr, TMD_BOLD, dur, TRUE, TRUE);
			(void)player_inc_timed(p_ptr, TMD_HERO, dur, TRUE, TRUE);
			break;
		}

		case SPELL_SHIELD:
		{
			(void)player_inc_timed(p_ptr, TMD_SHIELD, randint1(20) + 30, TRUE, TRUE);
			break;
		}

		case SPELL_BERSERKER:
		{
			int dur = randint1(25) + 25;
			(void)hp_player(30);
			(void)player_clear_timed(p_ptr, TMD_AFRAID, TRUE);
			(void)player_inc_timed(p_ptr, TMD_BOLD, dur, TRUE, TRUE);
			(void)player_inc_timed(p_ptr, TMD_SHERO, dur, TRUE, TRUE);
			break;
		}

		case SPELL_HASTE_SELF:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				(void)player_set_timed(p_ptr, TMD_FAST, randint1(20) + plev, TRUE);
			}
			else
			{
				(void)player_inc_timed(p_ptr, TMD_FAST, randint1(5), TRUE, TRUE);
			}
			break;
		}

		case SPELL_RIFT:
		{
			fire_beam(GF_GRAVITY, dir,	40 + damroll(plev, 7));
			break;
		}

		case SPELL_REND_SOUL: /* rend soul */
		{
			fire_bolt_or_beam(beam / 4, GF_NETHER, dir, damroll(11, plev));
			break;
		}

		case SPELL_CHAOS_STRIKE: /* chaos strike */
		{
			fire_bolt_or_beam(beam, GF_CHAOS, dir, damroll(13, plev));
			break;
		}

		case SPELL_RUNE_OF_PROTECTION: /* rune of protection */
		{
			warding_glyph_spell();
			break;
		}

		case SPELL_ENCHANT_ARMOR: /* enchant armor */
		{
			return enchant_spell(0, 0, randint0(3) + plev / 20);
		}

		case SPELL_ENCHANT_WEAPON: /* enchant weapon */
		{
			return enchant_spell(randint0(4) + plev / 20,
			                     randint0(4) + plev / 20, 0);
		}
	}

	/* Success */
	return (TRUE);
}
Esempio n. 4
0
static bool cast_priest_spell(int spell, int dir)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int plev = p_ptr->lev;

	int amt;

	switch (spell)
	{
		case PRAYER_DETECT_EVIL:
		{
			(void)detect_monsters_evil(TRUE);
			break;
		}

		case PRAYER_CURE_LIGHT_WOUNDS:
		{
			(void)heal_player(15, 15);
			(void)player_dec_timed(p_ptr, TMD_CUT, 20, TRUE);
			(void)player_dec_timed(p_ptr, TMD_CONFUSED, 20, TRUE);
			(void)player_clear_timed(p_ptr, TMD_BLIND, TRUE);
			break;
		}

		case PRAYER_BLESS:
		{
			(void)player_inc_timed(p_ptr, TMD_BLESSED, randint1(12) + 12, TRUE, TRUE);
			break;
		}

		case PRAYER_REMOVE_FEAR:
		{
			(void)player_clear_timed(p_ptr, TMD_AFRAID, TRUE);
			break;
		}

		case PRAYER_CALL_LIGHT:
		{
			(void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1);
			break;
		}

		case PRAYER_FIND_TRAPS_DOORS:
		{
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			break;
		}

		case PRAYER_SCARE_MONSTER:
		{
			(void)fear_monster(dir, plev, TRUE);
			break;
		}

		case PRAYER_PORTAL:
		{
			teleport_player(plev * 3);
			break;
		}

		case PRAYER_CURE_SERIOUS_WOUNDS:
		{
			(void)heal_player(20, 25);
			(void)player_clear_timed(p_ptr, TMD_CUT, TRUE);
			(void)player_clear_timed(p_ptr, TMD_CONFUSED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_BLIND, TRUE);
			break;
		}

		case PRAYER_CHANT:
		{
			(void)player_inc_timed(p_ptr, TMD_BLESSED, randint1(24) + 24, TRUE, TRUE);
			break;
		}

		case PRAYER_SANCTUARY:
		{
			(void)sleep_monsters_touch(TRUE);
			break;
		}

		case PRAYER_SATISFY_HUNGER:
		{
			player_set_food(p_ptr, PY_FOOD_MAX - 1);
			break;
		}
		
        /* Remove curse has been removed in 3.4 until curses are redone
		case PRAYER_REMOVE_CURSE:
		{
			remove_curse();
			break;
		}
		*/

		case PRAYER_RESIST_HEAT_COLD:
		{
			(void)player_inc_timed(p_ptr, TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE);
			(void)player_inc_timed(p_ptr, TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE);
			break;
		}

		case PRAYER_NEUTRALIZE_POISON:
		{
			(void)player_clear_timed(p_ptr, TMD_POISONED, TRUE);
			break;
		}

		case PRAYER_ORB_OF_DRAINING:
		{
			fire_ball(GF_HOLY_ORB, dir,
				(damroll(3, 6) + plev +
				 (player_has(PF_ZERO_FAIL)
					? (plev / 2)
					: (plev / 4))),	
				((plev < 30) ? 2 : 3));
			break;
		}

		case PRAYER_CURE_CRITICAL_WOUNDS:
		{
			(void)heal_player(25, 30);
			(void)player_clear_timed(p_ptr, TMD_CUT, TRUE);
			(void)player_clear_timed(p_ptr, TMD_AMNESIA, TRUE);
			(void)player_clear_timed(p_ptr, TMD_CONFUSED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_BLIND, TRUE);
			(void)player_clear_timed(p_ptr, TMD_POISONED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_STUN, TRUE);
			break;
		}

		case PRAYER_SENSE_INVISIBLE:
		{
			(void)player_inc_timed(p_ptr, TMD_SINVIS, randint1(24) + 24, TRUE, TRUE);
			break;
		}

		case PRAYER_PROTECTION_FROM_EVIL:
		{
			(void)player_inc_timed(p_ptr, TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE,
				TRUE);
			break;
		}

		case PRAYER_EARTHQUAKE:
		{
			earthquake(py, px, 10);
			break;
		}

		case PRAYER_SENSE_SURROUNDINGS:
		{
			map_area();
			break;
		}

		case PRAYER_CURE_MORTAL_WOUNDS:
		{
			(void)heal_player(30, 50);
			(void)player_clear_timed(p_ptr, TMD_CUT, TRUE);
			(void)player_clear_timed(p_ptr, TMD_AMNESIA, TRUE);
			(void)player_clear_timed(p_ptr, TMD_CONFUSED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_BLIND, TRUE);
			(void)player_clear_timed(p_ptr, TMD_POISONED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_STUN, TRUE);
			break;
		}

		case PRAYER_TURN_UNDEAD:
		{
			(void)turn_undead(TRUE);
			break;
		}

		case PRAYER_PRAYER:
		{
			(void)player_inc_timed(p_ptr, TMD_BLESSED, randint1(48) + 48, TRUE, TRUE);
			break;
		}

		case PRAYER_DISPEL_UNDEAD:
		{
			(void)dispel_undead(randint1(plev * 3));
			break;
		}

		case PRAYER_HEAL:
		{
			amt = (p_ptr->mhp * 35) / 100;
                        if (amt < 300) amt = 300;
			
			(void)hp_player(amt);
			(void)player_clear_timed(p_ptr, TMD_CUT, TRUE);
			(void)player_clear_timed(p_ptr, TMD_AMNESIA, TRUE);
			(void)player_clear_timed(p_ptr, TMD_CONFUSED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_BLIND, TRUE);
			(void)player_clear_timed(p_ptr, TMD_POISONED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_STUN, TRUE);
			break;
		}

		case PRAYER_DISPEL_EVIL:
		{
			(void)dispel_evil(randint1(plev * 3));
			break;
		}

		case PRAYER_GLYPH_OF_WARDING:
		{
			warding_glyph_spell();
			break;
		}

		case PRAYER_HOLY_WORD:
		{
			(void)dispel_evil(randint1(plev * 4));
			(void)hp_player(1000);
			(void)player_clear_timed(p_ptr, TMD_AFRAID, TRUE);
			(void)player_clear_timed(p_ptr, TMD_POISONED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_STUN, TRUE);
			(void)player_clear_timed(p_ptr, TMD_CUT, TRUE);
			break;
		}

		case PRAYER_DETECT_MONSTERS:
		{
			(void)detect_monsters_normal(TRUE);
			break;
		}

		case PRAYER_DETECTION:
		{
			(void)detect_all(TRUE);
			break;
		}

		case PRAYER_PERCEPTION:
		{
			return ident_spell();
		}

		case PRAYER_PROBING:
		{
			(void)probing();
			break;
		}

		case PRAYER_CLAIRVOYANCE:
		{
			wiz_light(FALSE);
			break;
		}

		case PRAYER_CURE_SERIOUS_WOUNDS2:
		{
			(void)heal_player(20, 25);
			(void)player_clear_timed(p_ptr, TMD_CUT, TRUE);
			(void)player_clear_timed(p_ptr, TMD_CONFUSED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_BLIND, TRUE);
			break;
		}

		case PRAYER_CURE_MORTAL_WOUNDS2:
		{
			(void)heal_player(30, 50);
			(void)player_clear_timed(p_ptr, TMD_CUT, TRUE);
			(void)player_clear_timed(p_ptr, TMD_AMNESIA, TRUE);
			(void)player_clear_timed(p_ptr, TMD_CONFUSED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_BLIND, TRUE);
			(void)player_clear_timed(p_ptr, TMD_POISONED, TRUE);
			(void)player_clear_timed(p_ptr, TMD_STUN, TRUE);
			break;
		}

		case PRAYER_HEALING:
		{
			(void)hp_player(2000);
			(void)player_clear_timed(p_ptr, TMD_STUN, TRUE);
			(void)player_clear_timed(p_ptr, TMD_CUT, TRUE);
			break;
		}

		case PRAYER_RESTORATION:
		{
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_CON);
			break;
		}

		case PRAYER_REMEMBRANCE:
		{
			(void)restore_level();
			break;
		}

		case PRAYER_DISPEL_UNDEAD2:
		{
			(void)dispel_undead(randint1(plev * 4));
			break;
		}

		case PRAYER_DISPEL_EVIL2:
		{
			(void)dispel_evil(randint1(plev * 4));
			break;
		}

		case PRAYER_BANISH_EVIL:
		{
			if (banish_evil(100))
			{
				msg("The power of your god banishes evil!");
			}
			break;
		}

		case PRAYER_WORD_OF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			break;
		}

		case PRAYER_ANNIHILATION:
		{
			drain_life(dir, 200);
			break;
		}

		case PRAYER_UNBARRING_WAYS:
		{
			(void)destroy_doors_touch();
			break;
		}

		case PRAYER_RECHARGING:
		{
			return recharge(20 + plev);
		}
		
        /* Dispel Curse has been removed in 3.4 until curses are redone 
		case PRAYER_DISPEL_CURSE:
		{
			(void)remove_all_curse();
			break;
		}
		*/
		
		case PRAYER_ENCHANT_WEAPON:
		{
			return enchant_spell(randint0(4) + 1, randint0(4) + 1, 0);
		}

		case PRAYER_ENCHANT_ARMOUR:
		{
			return enchant_spell(0, 0, randint0(3) + 2);
		}

		case PRAYER_ELEMENTAL_BRAND:
		{
			brand_weapon();
			break;
		}

		case PRAYER_BLINK:
		{
			teleport_player(10);
			break;
		}

		case PRAYER_TELEPORT_SELF:
		{
			teleport_player(plev * 8);
			break;
		}

		case PRAYER_TELEPORT_OTHER:
		{
			(void)teleport_monster(dir);
			break;
		}

		case PRAYER_TELEPORT_LEVEL:
		{
			(void)teleport_player_level();
			break;
		}

		case PRAYER_WORD_OF_RECALL:
		{
			return set_recall();
		}

		case PRAYER_ALTER_REALITY:
		{
			msg("The world changes!");

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

			break;
		}
	}

	/* Success */
	return (TRUE);
}
void _precognition_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Precognition");
        break;
    case SPELL_DESC:
    {
        if (p_ptr->lev < 5)
            var_set_string(res, "Detects visible monsters in your vicinity.");
        else if (p_ptr->lev < 15)
            var_set_string(res, "Detects visible monsters, traps, and doors in your vicinity.");
        else if (p_ptr->lev < 20)
            var_set_string(res, "Detects monsters, traps, and doors in your vicinity.");
        else if (p_ptr->lev < 25)
            var_set_string(res, "Detects monsters, traps, and doors in your vicinity and maps nearby area.");
        else if (p_ptr->lev < 30)
            var_set_string(res, "Detects monsters, traps, and doors in your vicinity and maps nearby area. Grants temporary ESP.");
        else if (p_ptr->lev < 40)
            var_set_string(res, "Detects monsters, traps, doors, stairs and objects in your vicinity and maps nearby area. Grants temporary ESP.");
        else if (p_ptr->lev < 45)
            var_set_string(res, "Detects monsters, traps, doors, stairs and objects in your vicinity and maps nearby area.");
        else
            var_set_string(res, "Detects monsters, traps, doors, stairs and objects in your vicinity and maps the entire level.");
        break;
    }
    case SPELL_SPOIL_DESC:
        var_set_string(res, "Detects monsters (L1), traps and doors (L5), invisible monsters (L15) and items (L30). Gives magic mapping (L20) and telepathy (L25). Enlightens level (L45).");
        break;
    case SPELL_CAST:
    {
        int b = 0;
        if (p_ptr->lev > 44)
        {
            virtue_add(VIRTUE_KNOWLEDGE, 1);
            virtue_add(VIRTUE_ENLIGHTENMENT, 1);
            wiz_lite(p_ptr->tim_superstealth > 0);
        }
        else if (p_ptr->lev > 19)
            map_area(DETECT_RAD_MAP);

        if (p_ptr->lev < 30)
        {
            b = detect_monsters_normal(DETECT_RAD_DEFAULT);
            if (p_ptr->lev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
            if (p_ptr->lev > 4)  {
                b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
                b |= detect_doors(DETECT_RAD_DEFAULT);
            }
        }
        else
        {
            b = detect_all(DETECT_RAD_DEFAULT);
        }

        if ((p_ptr->lev > 24) && (p_ptr->lev < 40))
            set_tim_esp(p_ptr->lev + randint1(p_ptr->lev), FALSE);

        if (!b) msg_print("You feel safe.");

        var_set_bool(res, TRUE);
        break;
    }
    case SPELL_COST_EXTRA:
    {
        int n = 0;

        if (p_ptr->lev >= 45)
            n += 9;
        else if (p_ptr->lev >= 30)
            n += 4;
        else if (p_ptr->lev >= 25)
            n += 3;
        else if (p_ptr->lev >= 20)
            n += 1;
        else if (p_ptr->lev >= 15)
            n += 0;
        else if (p_ptr->lev >= 5)
            n += 0;

        var_set_int(res, n);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}