Esempio n. 1
0
/**
 * Check if a monster should stagger or not.  Always stagger when confused,
 * but also deal with random movement for RAND_25 and _50 monsters.
 */
static bool monster_turn_should_stagger(struct monster *mon)
{
	struct monster_lore *lore = get_lore(mon->race);
	int chance = 0;

	/* Increase chance of being erratic for every level of confusion */
	int conf_level = monster_effect_level(mon, MON_TMD_CONF);
	while (conf_level) {
		int accuracy = 100 - chance;
		accuracy *= (100 - CONF_ERRATIC_CHANCE);
		accuracy /= 100;
		chance = 100 - accuracy;
		conf_level--;
	}

	/* RAND_25 and RAND_50 are cumulative */
	if (rf_has(mon->race->flags, RF_RAND_25)) {
		chance += 25;
		if (monster_is_visible(mon))
			rf_on(lore->flags, RF_RAND_25);
	}

	if (rf_has(mon->race->flags, RF_RAND_50)) {
		chance += 50;
		if (monster_is_visible(mon))
			rf_on(lore->flags, RF_RAND_50);
	}

	return randint0(100) < chance;
}
Esempio n. 2
0
/**
 * Check if a monster should stagger or not.  Always stagger when confused,
 * but also deal with random movement for RAND_25 and _50 monsters.
 */
static bool process_monster_should_stagger(struct monster *mon)
{
	struct monster_lore *lore = get_lore(mon->race);

	int chance = 0;

	/* Confused */
	if (mon->m_timed[MON_TMD_CONF])
		return true;

	/* RAND_25 and RAND_50 are cumulative */
	if (rf_has(mon->race->flags, RF_RAND_25)) {
		chance += 25;
		if (mflag_has(mon->mflag, MFLAG_VISIBLE))
			rf_on(lore->flags, RF_RAND_25);
	}

	if (rf_has(mon->race->flags, RF_RAND_50)) {
		chance += 50;
		if (mflag_has(mon->mflag, MFLAG_VISIBLE))
			rf_on(lore->flags, RF_RAND_50);
	}

	return randint0(100) < chance;
}
Esempio n. 3
0
/**
 * Wake a monster or reduce its depth of sleep
 *
 * Chance of waking up is dependent only on the player's stealth, but the
 * amount of sleep reduction takes into account the monster's distance from
 * the player.  Currently straight line distance is used; possibly this
 * should take into account dungeon structure.
 */
static void monster_reduce_sleep(struct chunk *c, struct monster *mon)
{
	bool woke_up = false;
	int stealth = player->state.skills[SKILL_STEALTH];
	int player_noise = 1 << (30 - stealth);
	int notice = randint0(1024);
	struct monster_lore *lore = get_lore(mon->race);

	/* Aggravation */
	if (player_of_has(player, OF_AGGRAVATE)) {
		char m_name[80];

		/* Wake the monster */
		mon_clear_timed(mon, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false);

		/* Get the monster name */
		monster_desc(m_name, sizeof(m_name), mon,
					 MDESC_CAPITAL | MDESC_IND_HID);

		/* Notify the player if aware */
		if (monster_is_obvious(mon))
			msg("%s wakes up.", m_name);

		woke_up = true;

	} else if ((notice * notice * notice) <= player_noise) {
		int sleep_reduction = 1;
		int local_noise = c->noise.grids[mon->fy][mon->fx];

		/* Test - wake up faster in hearing distance of the player 
		 * Note no dependence on stealth for now */
		if ((local_noise > 0) && (local_noise < 50)) {
			sleep_reduction = (100 / local_noise);
		}

		/* Note a complete wakeup */
		if (mon->m_timed[MON_TMD_SLEEP] <= sleep_reduction) {
			woke_up = true;
		}

		/* Monster wakes up a bit */
		mon_dec_timed(mon, MON_TMD_SLEEP, sleep_reduction, MON_TMD_FLG_NOTIFY,
					  false);

		/* Update knowledge */
		if (monster_is_obvious(mon)) {
			if (!woke_up && lore->ignore < UCHAR_MAX)
				lore->ignore++;
			else if (woke_up && lore->wake < UCHAR_MAX)
				lore->wake++;
			lore_update(mon->race, lore);
		}
	}
}
Esempio n. 4
0
/**
 * Extract the multiplier from a given object hitting a given monster.
 *
 * \param o_ptr is the object being used to attack
 * \param m_ptr is the monster being attacked
 * \param best_s_ptr is the best applicable slay_table entry, or NULL if no
 *  slay already known
 * \param real is whether this is a real attack (where we update lore) or a
 *  simulation (where we don't)
 * \param known_only is whether we are using all the object flags, or only
 * the ones we *already* know about
 */
void improve_attack_modifier(object_type *o_ptr, const monster_type
	*m_ptr, const struct slay **best_s_ptr, bool real, bool known_only)
{
	monster_lore *l_ptr = get_lore(m_ptr->race);
	bitflag f[OF_SIZE], known_f[OF_SIZE], note_f[OF_SIZE];
	int i;

	object_flags(o_ptr, f);
	object_flags_known(o_ptr, known_f);

	for (i = 0; i < SL_MAX; i++) {
		const struct slay *s_ptr = &slay_table[i];
		if ((known_only && !of_has(known_f, s_ptr->object_flag)) ||
				(!known_only && !of_has(f, s_ptr->object_flag))) continue;

		/* In a real attack, learn about monster resistance or slay match if:
		 * EITHER the slay flag on the object is known,
		 * OR the monster is vulnerable to the slay/brand
		 */
		if (real && (of_has(known_f, s_ptr->object_flag) || (s_ptr->monster_flag
				&& rf_has(m_ptr->race->flags, s_ptr->monster_flag)) ||
				(s_ptr->resist_flag && !rf_has(m_ptr->race->flags,
				s_ptr->resist_flag)))) {

			/* notice any brand or slay that would affect monster */
			of_wipe(note_f);
			of_on(note_f, s_ptr->object_flag);
			object_notice_slays(o_ptr, note_f);

			if (m_ptr->ml && s_ptr->monster_flag)
				rf_on(l_ptr->flags, s_ptr->monster_flag);

			if (m_ptr->ml && s_ptr->resist_flag)
				rf_on(l_ptr->flags, s_ptr->resist_flag);
		}

		/* If the monster doesn't resist or the slay flag matches */
		if ((s_ptr->brand && !rf_has(m_ptr->race->flags, s_ptr->resist_flag)) ||
				(s_ptr->monster_flag && rf_has(m_ptr->race->flags,
				s_ptr->monster_flag))) {

			/* compare multipliers to determine best attack */
			if ((*best_s_ptr == NULL) || ((*best_s_ptr)->mult < s_ptr->mult))
				*best_s_ptr = s_ptr;
		}
	}
}
Esempio n. 5
0
/**
 * Try to push past / kill another monster.  Returns true on success.
 */
static bool process_monster_try_push(struct chunk *c, struct monster *mon,
									 const char *m_name, int nx, int ny)
{
	struct monster *mon1 = square_monster(c, ny, nx);
	struct monster_lore *lore = get_lore(mon->race);

	/* Kill weaker monsters */
	int kill_ok = rf_has(mon->race->flags, RF_KILL_BODY);

	/* Move weaker monsters if they can swap places */
	/* (not in a wall) */
	int move_ok = (rf_has(mon->race->flags, RF_MOVE_BODY) &&
				   square_ispassable(c, mon->fy, mon->fx));

	if (compare_monsters(mon, mon1) > 0) {
		/* Learn about pushing and shoving */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
			rf_on(lore->flags, RF_KILL_BODY);
			rf_on(lore->flags, RF_MOVE_BODY);
		}

		if (kill_ok || move_ok) {
			/* Get the names of the monsters involved */
			char n_name[80];
			monster_desc(n_name, sizeof(n_name), mon1, MDESC_IND_HID);

			/* Reveal mimics */
			if (is_mimicking(mon1))
				become_aware(mon1);

			/* Note if visible */
			if (mflag_has(mon->mflag, MFLAG_VISIBLE) &&
				mflag_has(mon->mflag, MFLAG_VIEW))
				msg("%s %s %s.", m_name,
					kill_ok ? "tramples over" : "pushes past", n_name);

			/* Monster ate another monster */
			if (kill_ok)
				delete_monster(ny, nx);

			monster_swap(mon->fy, mon->fx, ny, nx);
			return true;
		} 
	}

	return false;
}
Esempio n. 6
0
/**
 * Attempt to reproduce, if possible.  All monsters are checked here for
 * lore purposes, the unfit fail.
 */
static bool process_monster_multiply(struct chunk *c, struct monster *m_ptr)
{
	int oy = m_ptr->fy;
	int ox = m_ptr->fx;

	int k = 0, y, x;

	monster_lore *l_ptr = get_lore(m_ptr->race);

	/* Too many breeders on the level already */
	if (num_repro >= z_info->repro_monster_max) return FALSE;

	/* Count the adjacent monsters */
	for (y = oy - 1; y <= m_ptr->fy + 1; y++)
		for (x = ox - 1; x <= m_ptr->fx + 1; x++)
			if (c->squares[y][x].mon > 0) k++;

	/* Multiply slower in crowded areas */
	if ((k < 4) && (k == 0 || one_in_(k * z_info->repro_monster_rate))) {
		/* Successful breeding attempt, learn about that now */
		if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE))
			rf_on(l_ptr->flags, RF_MULTIPLY);

		/* Leave now if not a breeder */
		if (!rf_has(m_ptr->race->flags, RF_MULTIPLY))
			return FALSE;

		/* Try to multiply */
		if (multiply_monster(m_ptr)) {
			/* Make a sound */
			if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE))
				sound(MSG_MULTIPLY);

			/* Multiplying takes energy */
			return TRUE;
		}
	}

	return FALSE;
}
Esempio n. 7
0
/**
 * Attempt to reproduce, if possible.  All monsters are checked here for
 * lore purposes, the unfit fail.
 */
static bool monster_turn_multiply(struct chunk *c, struct monster *mon)
{
	int k = 0, y, x;

	struct monster_lore *lore = get_lore(mon->race);

	/* Too many breeders on the level already */
	if (num_repro >= z_info->repro_monster_max) return false;

	/* Count the adjacent monsters */
	for (y = mon->fy - 1; y <= mon->fy + 1; y++)
		for (x = mon->fx - 1; x <= mon->fx + 1; x++)
			if (c->squares[y][x].mon > 0) k++;

	/* Multiply slower in crowded areas */
	if ((k < 4) && (k == 0 || one_in_(k * z_info->repro_monster_rate))) {
		/* Successful breeding attempt, learn about that now */
		if (monster_is_visible(mon))
			rf_on(lore->flags, RF_MULTIPLY);

		/* Leave now if not a breeder */
		if (!rf_has(mon->race->flags, RF_MULTIPLY))
			return false;

		/* Try to multiply */
		if (multiply_monster(c, mon)) {
			/* Make a sound */
			if (monster_is_visible(mon))
				sound(MSG_MULTIPLY);

			/* Multiplying takes energy */
			return true;
		}
	}

	return false;
}
Esempio n. 8
0
/**
 * Work out if a monster can move through the grid, if necessary bashing 
 * down doors in the way.
 *
 * Returns TRUE if the monster is able to move through the grid.
 */
static bool process_monster_can_move(struct chunk *c, struct monster *m_ptr,
		const char *m_name, int nx, int ny, bool *did_something)
{
	monster_lore *l_ptr = get_lore(m_ptr->race);

	/* Floor is open? */
	if (square_ispassable(c, ny, nx))
		return TRUE;

	/* Permanent wall in the way */
	if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx))
		return FALSE;

	/* Normal wall, door, or secret door in the way */

	/* There's some kind of feature in the way, so learn about
	 * kill-wall and pass-wall now */
	if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) {
		rf_on(l_ptr->flags, RF_PASS_WALL);
		rf_on(l_ptr->flags, RF_KILL_WALL);
	}

	/* Monster moves through walls (and doors) */
	if (rf_has(m_ptr->race->flags, RF_PASS_WALL)) 
		return TRUE;

	/* Monster destroys walls (and doors) */
	else if (rf_has(m_ptr->race->flags, RF_KILL_WALL)) {
		/* Forget the wall */
		sqinfo_off(c->squares[ny][nx].info, SQUARE_MARK);

		/* Notice */
		square_destroy_wall(c, ny, nx);

		/* Note changes to viewable region */
		if (player_has_los_bold(ny, nx))
			player->upkeep->update |= PU_UPDATE_VIEW;

		/* Update the flow, since walls affect flow */
		player->upkeep->update |= PU_UPDATE_FLOW;

		return TRUE;
	}

	/* Handle doors and secret doors */
	else if (square_iscloseddoor(c, ny, nx) || square_issecretdoor(c, ny, nx)) {
		bool may_bash = rf_has(m_ptr->race->flags, RF_BASH_DOOR) && one_in_(2);

		/* Take a turn */
		*did_something = TRUE;

		/* Learn about door abilities */
		if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) {
			rf_on(l_ptr->flags, RF_OPEN_DOOR);
			rf_on(l_ptr->flags, RF_BASH_DOOR);
		}

		/* Creature can open or bash doors */
		if (!rf_has(m_ptr->race->flags, RF_OPEN_DOOR) && !rf_has(m_ptr->race->flags, RF_BASH_DOOR))
			return FALSE;

		/* Stuck door -- try to unlock it */
		if (square_islockeddoor(c, ny, nx)) {
			int k = square_door_power(c, ny, nx);

			if (randint0(m_ptr->hp / 10) > k) {
				if (may_bash)
					msg("%s slams against the door.", m_name);
				else
					msg("%s fiddles with the lock.", m_name);

				/* Reduce the power of the door by one */
				square_set_door_lock(c, ny, nx, k - 1);
			}
		} else {
			/* Handle viewable doors */
			if (player_has_los_bold(ny, nx))
				player->upkeep->update |= PU_UPDATE_VIEW;

			/* Closed or secret door -- open or bash if allowed */
			if (may_bash) {
				square_smash_door(c, ny, nx);

				msg("You hear a door burst open!");
				disturb(player, 0);

				/* Fall into doorway */
				return TRUE;
			} else if (rf_has(m_ptr->race->flags, RF_OPEN_DOOR)) {
				square_open_door(c, ny, nx);
			}
		}
	}

	return FALSE;
}
Esempio n. 9
0
/**
 * Work out if a monster can move through the grid, if necessary bashing 
 * down doors in the way.
 *
 * Returns true if the monster is able to move through the grid.
 */
static bool process_monster_can_move(struct chunk *c, struct monster *mon,
		const char *m_name, int nx, int ny, bool *did_something)
{
	struct monster_lore *lore = get_lore(mon->race);

	/* Only fiery creatures can handle lava */
	if (square_isfiery(c, ny, nx) && !rf_has(mon->race->flags, RF_IM_FIRE))
		return false;

	/* Floor is open? */
	if (square_ispassable(c, ny, nx))
		return true;

	/* Permanent wall in the way */
	if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx))
		return false;

	/* Normal wall, door, or secret door in the way */

	/* There's some kind of feature in the way, so learn about
	 * kill-wall and pass-wall now */
	if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
		rf_on(lore->flags, RF_PASS_WALL);
		rf_on(lore->flags, RF_KILL_WALL);
	}

	/* Monster may be able to deal with walls and doors */
	if (rf_has(mon->race->flags, RF_PASS_WALL)) {
		return true;
	} else if (rf_has(mon->race->flags, RF_KILL_WALL)) {
		/* Remove the wall */
		square_destroy_wall(c, ny, nx);

		/* Note changes to viewable region */
		if (square_isview(c, ny, nx))
			player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

		/* Fully update the flow since terrain changed */
		player->upkeep->update |= (PU_FORGET_FLOW | PU_UPDATE_FLOW);

		return true;
	} else if (square_iscloseddoor(c, ny, nx) ||
			   square_issecretdoor(c, ny, nx)) {
		bool may_bash = rf_has(mon->race->flags, RF_BASH_DOOR) && one_in_(2);

		/* Take a turn */
		*did_something = true;

		/* Learn about door abilities */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
			rf_on(lore->flags, RF_OPEN_DOOR);
			rf_on(lore->flags, RF_BASH_DOOR);
		}

		/* Creature can open or bash doors */
		if (!rf_has(mon->race->flags, RF_OPEN_DOOR) &&
			!rf_has(mon->race->flags, RF_BASH_DOOR))
			return false;

		/* Stuck door -- try to unlock it */
		if (square_islockeddoor(c, ny, nx)) {
			int k = square_door_power(c, ny, nx);

			if (randint0(mon->hp / 10) > k) {
				if (may_bash)
					msg("%s slams against the door.", m_name);
				else
					msg("%s fiddles with the lock.", m_name);

				/* Reduce the power of the door by one */
				square_set_door_lock(c, ny, nx, k - 1);
			}
		} else {
			/* Handle viewable doors */
			if (square_isview(c, ny, nx))
				player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

			/* Closed or secret door -- open or bash if allowed */
			if (may_bash) {
				square_smash_door(c, ny, nx);

				msg("You hear a door burst open!");
				disturb(player, 0);

				/* Fall into doorway */
				return true;
			} else if (rf_has(mon->race->flags, RF_OPEN_DOOR)) {
				square_open_door(c, ny, nx);
			}
		}
	}

	return false;
}
Esempio n. 10
0
/**
 * Determines whether the given monster successfully resists the given effect.
 *
 * If MON_TMD_FLG_NOFAIL is set in `flag`, this returns false.
 * Then we determine if the monster resists the effect for some racial
 * reason. For example, the monster might have the NO_SLEEP flag, in which
 * case it always resists sleep. Or if it breathes chaos, it always resists
 * confusion. If the given monster doesn't resist for any of these reasons,
 * then it makes a saving throw. If MON_TMD_MON_SOURCE is set in `flag`,
 * indicating that another monster caused this effect, then the chance of
 * success on the saving throw just depends on the monster's native depth.
 * Otherwise, the chance of success decreases as `timer` increases.
 *
 * Also marks the lore for any appropriate resists.
 */
static bool mon_resist_effect(const struct monster *mon, int ef_idx, int timer, u16b flag)
{
	struct mon_timed_effect *effect;
	int resist_chance;
	struct monster_lore *lore;

	assert(ef_idx >= 0 && ef_idx < MON_TMD_MAX);
	assert(mon);

	effect = &effects[ef_idx];
	lore = get_lore(mon->race);
	
	/* Hasting never fails */
	if (ef_idx == MON_TMD_FAST) return (false);
	
	/* Some effects are marked to never fail */
	if (flag & MON_TMD_FLG_NOFAIL) return (false);

	/* A sleeping monster resists further sleeping */
	if (ef_idx == MON_TMD_SLEEP && mon->m_timed[ef_idx]) return (true);

	/* If the monster resists innately, learn about it */
	if (rf_has(mon->race->flags, effect->flag_resist)) {
		if (mflag_has(mon->mflag, MFLAG_VISIBLE))
			rf_on(lore->flags, effect->flag_resist);

		return (true);
	}

	/* Monsters with specific breaths resist stunning */
	if (ef_idx == MON_TMD_STUN &&
		(rsf_has(mon->race->spell_flags, RSF_BR_SOUN) ||
		 rsf_has(mon->race->spell_flags, RSF_BR_WALL))) {
		/* Add the lore */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
			if (rsf_has(mon->race->spell_flags, RSF_BR_SOUN))
				rsf_on(lore->spell_flags, RSF_BR_SOUN);
			if (rsf_has(mon->race->spell_flags, RSF_BR_WALL))
				rsf_on(lore->spell_flags, RSF_BR_WALL);
		}

		return (true);
	}

	/* Monsters with specific breaths resist confusion */
	if ((ef_idx == MON_TMD_CONF) &&
		rsf_has(mon->race->spell_flags, RSF_BR_CHAO)) {
		/* Add the lore */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE))
			if (rsf_has(mon->race->spell_flags, RSF_BR_CHAO))
				rsf_on(lore->spell_flags, RSF_BR_CHAO);

		return (true);
	}

	/* Inertia breathers resist slowing */
	if (ef_idx == MON_TMD_SLOW && rsf_has(mon->race->spell_flags, RSF_BR_INER)){
		rsf_on(lore->spell_flags, RSF_BR_INER);
		return (true);
	}

	/* Calculate the chance of the monster making its saving throw. */
	if (ef_idx == MON_TMD_SLEEP)
		timer /= 25; /* Hack - sleep uses much bigger numbers */

	if (flag & MON_TMD_MON_SOURCE)
		resist_chance = mon->race->level;
	else
		resist_chance = mon->race->level + 40 - (timer / 2);

	if (randint0(100) < resist_chance) return (true);

	/* Uniques are doubly hard to affect */
	if (rf_has(mon->race->flags, RF_UNIQUE))
		if (randint0(100) < resist_chance) return (true);

	return (false);
}
Esempio n. 11
0
int context_menu_cave(struct cave *c, int y, int x, int adjacent, int mx, int my)
{
	menu_type *m;
	region r;
	int selected;
	char *labels;
	bool allowed = TRUE;
	int mode = OPT(rogue_like_commands) ? KEYMAP_MODE_ROGUE : KEYMAP_MODE_ORIG;
	unsigned char cmdkey;

	m = menu_dynamic_new();
	if (!m) {
		return 0;
	}

	labels = string_make(lower_case);
	m->selections = labels;

	/* Looking has different keys, but we don't have a way to look them up (see cmd-process.c). */
	cmdkey = (mode == KEYMAP_MODE_ORIG) ? 'l' : 'x';
	menu_dynamic_add_label(m, "Look At", cmdkey, MENU_VALUE_LOOK, labels);

	if (c->m_idx[y][x]) {
		/* '/' is used for recall in both keymaps. */
		menu_dynamic_add_label(m, "Recall Info", '/', MENU_VALUE_RECALL, labels);
	}

	ADD_LABEL("Use Item On", CMD_USE_ANY, MN_ROW_VALID);

	if (player_can_cast(p_ptr, FALSE)) {
		ADD_LABEL("Cast On", CMD_CAST, MN_ROW_VALID);
	}

	if (adjacent) {
		ADD_LABEL((c->m_idx[y][x]) ? "Attack" : "Alter", CMD_ALTER, MN_ROW_VALID);

		if (c->o_idx[y][x]) {
			s16b o_idx = chest_check(y,x, CHEST_ANY);
			if (o_idx) {
				object_type *o_ptr = object_byid(o_idx);
				if (!squelch_item_ok(o_ptr)) {
					if (object_is_known(o_ptr)) {
						if (is_locked_chest(o_ptr)) {
							ADD_LABEL("Disarm Chest", CMD_DISARM, MN_ROW_VALID);
							ADD_LABEL("Open Chest", CMD_OPEN, MN_ROW_VALID);
						}
						else {
							ADD_LABEL("Open Disarmed Chest", CMD_OPEN, MN_ROW_VALID);
						}
					}
					else {
						ADD_LABEL("Open Chest", CMD_OPEN, MN_ROW_VALID);
					}
				}
			}
		}

		if (cave_istrap(c, y, x)) {
			ADD_LABEL("Disarm", CMD_DISARM, MN_ROW_VALID);
			ADD_LABEL("Jump Onto", CMD_JUMP, MN_ROW_VALID);
		}

		if (cave_isopendoor(c, y, x)) {
			ADD_LABEL("Close", CMD_CLOSE, MN_ROW_VALID);
		}
		else if (cave_iscloseddoor(c, y, x)) {
			ADD_LABEL("Open", CMD_OPEN, MN_ROW_VALID);
			ADD_LABEL("Lock", CMD_DISARM, MN_ROW_VALID);
		}
		else if (cave_isdiggable(c, y, x)) {
			ADD_LABEL("Tunnel", CMD_TUNNEL, MN_ROW_VALID);
		}

		ADD_LABEL("Search", CMD_SEARCH, MN_ROW_VALID);
		ADD_LABEL("Walk Towards", CMD_WALK, MN_ROW_VALID);
	}
	else {
		/* ',' is used for squelch in rogue keymap, so we'll just swap letters. */
		cmdkey = (mode == KEYMAP_MODE_ORIG) ? ',' : '.';
		menu_dynamic_add_label(m, "Pathfind To", cmdkey, CMD_PATHFIND, labels);

		ADD_LABEL("Walk Towards", CMD_WALK, MN_ROW_VALID);
		ADD_LABEL("Run Towards", CMD_RUN, MN_ROW_VALID);
	}

	if (player_can_fire(p_ptr, FALSE)) {
		ADD_LABEL("Fire On", CMD_FIRE, MN_ROW_VALID);
	}

	ADD_LABEL("Throw To", CMD_THROW, MN_ROW_VALID);

	/* work out display region */
	r.width = (int)menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */
	if (mx > Term->wid - r.width - 1) {
		r.col = Term->wid - r.width - 1;
	} else {
		r.col = mx + 1;
	}
	r.page_rows = m->count;
	if (my > Term->hgt - r.page_rows - 1) {
		if (my - r.page_rows - 1 <= 0) {
			/* menu has too many items, so put in upper right corner */
			r.row = 1;
			r.col = Term->wid - r.width - 1;
		} else {
			r.row = Term->hgt - r.page_rows - 1;
		}
	} else {
		r.row = my + 1;
	}

	/* Hack -- no flush needed */
	msg_flag = FALSE;
	screen_save();

	menu_layout(m, &r);
	region_erase_bordered(&r);
	if (p_ptr->timed[TMD_IMAGE]) {
		prt("(Enter to select command, ESC to cancel) You see something strange:", 0, 0);
	} else
	if (c->m_idx[y][x]) {
		char m_name[80];
		monster_type *m_ptr = cave_monster_at(c, y, x);

		/* Get the monster name ("a kobold") */
		monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND_VIS);

		prt(format("(Enter to select command, ESC to cancel) You see %s:", m_name), 0, 0);
	} else
	if (c->o_idx[y][x] && !squelch_item_ok(object_byid(c->o_idx[y][x]))) {
		char o_name[80];

		/* Get the single object in the list */
		object_type *o_ptr = object_byid(c->o_idx[y][x]);

		/* Obtain an object description */
		object_desc(o_name, sizeof (o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);

		prt(format("(Enter to select command, ESC to cancel) You see %s:", o_name), 0, 0);
	} else
	{
		/* Feature (apply mimic) */
		const char *name = cave_apparent_name(c, p_ptr, y, x);

		/* Hack -- special introduction for store doors */
		if (cave_isshop(cave, y, x)) {
			prt(format("(Enter to select command, ESC to cancel) You see the entrance to the %s:", name), 0, 0);
		} else {
			prt(format("(Enter to select command, ESC to cancel) You see %s %s:",
					(is_a_vowel(name[0])) ? "an" : "a", name), 0, 0);
		}
	}

	selected = menu_dynamic_select(m);

	menu_dynamic_free(m);
	string_free(labels);

	screen_load();

	cmdkey = cmd_lookup_key(selected, mode);

	/* Check the command to see if it is allowed. */
	switch (selected) {
		case -1:
			/* User cancelled the menu. */
			return 3;

		case MENU_VALUE_LOOK:
		case MENU_VALUE_RECALL:
		case CMD_PATHFIND:
			allowed = TRUE;
			break;

		case CMD_SEARCH:
		case CMD_ALTER:
		case CMD_DISARM:
		case CMD_JUMP:
		case CMD_CLOSE:
		case CMD_OPEN:
		case CMD_TUNNEL:
		case CMD_WALK:
		case CMD_RUN:
		case CMD_CAST:
		case CMD_FIRE:
		case CMD_THROW:
		case CMD_USE_ANY:
			/* Only check for ^ inscriptions, since we don't have an object selected (if we need one). */
			allowed = key_confirm_command(cmdkey);
			break;

		default:
			/* Invalid command; prevent anything from happening. */
			bell("Invalid context menu command.");
			allowed = FALSE;
			break;
	}

	if (!allowed)
		return 1;

	/* Perform the command. */
	switch (selected) {
		case MENU_VALUE_LOOK:
			/* look at the spot */
			if (target_set_interactive(TARGET_LOOK, x, y)) {
				msg("Target Selected.");
			}
			break;

		case MENU_VALUE_RECALL: {
			/* recall monster Info */
			monster_type *m_ptr = cave_monster_at(c, y, x);
			if (m_ptr) {
				monster_lore *lore = get_lore(m_ptr->race);
				lore_show_interactive(m_ptr->race, lore);
			}
		}
			break;

		case CMD_SEARCH:
			cmd_insert(selected);
			break;

		case CMD_PATHFIND:
			cmd_insert(selected);
			cmd_set_arg_point(cmd_get_top(), 0, x, y);
			break;

		case CMD_ALTER:
		case CMD_DISARM:
		case CMD_JUMP:
		case CMD_CLOSE:
		case CMD_OPEN:
		case CMD_TUNNEL:
		case CMD_WALK:
		case CMD_RUN:
			cmd_insert(selected);
			cmd_set_arg_direction(cmd_get_top(), 0, coords_to_dir(y,x));
			break;

		case CMD_CAST:
			if (textui_obj_cast_ret() >= 0) {
				cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);
			}
			break;

		case CMD_FIRE:
		case CMD_THROW:
		case CMD_USE_ANY:
			cmd_insert(selected);
			cmd_set_arg_target(cmd_get_top(), 1, DIR_TARGET);
			break;

		default:
			break;
	}

	return 1;
}
Esempio n. 12
0
/**
 * Examine a grid, return a keypress.
 *
 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
 * indicates that the "space" key should scan through the contents
 * of the grid, instead of simply returning immediately.  This lets
 * the "look" command get complete information, without making the
 * "target" command annoying.
 *
 * The "info" argument contains the "commands" which should be shown
 * inside the "[xxx]" text.  This string must never be empty, or grids
 * containing monsters will be displayed with an extra comma.
 *
 * Note that if a monster is in the grid, we update both the monster
 * recall info and the health bar info to track that monster.
 *
 * This function correctly handles multiple objects per grid, and objects
 * and terrain features in the same grid, though the latter never happens.
 *
 * This function must handle blindness/hallucination.
 */
static ui_event target_set_interactive_aux(int y, int x, int mode)
{
	struct object *obj = NULL;

	const char *s1, *s2, *s3;

	bool boring;

	int floor_max = z_info->floor_size;
	struct object **floor_list = mem_zalloc(floor_max * sizeof(*floor_list));
	int floor_num;

	ui_event press;

	char out_val[TARGET_OUT_VAL_SIZE];

	char coords[20];

	const char *name;

	/* Describe the square location */
	coords_desc(coords, sizeof(coords), y, x);

	/* Repeat forever */
	while (1) {
		/* Paranoia */
		press.type = EVT_KBRD;
		press.key.code = ' ';
		press.key.mods = 0;

		/* Assume boring */
		boring = TRUE;

		/* Default */
		s1 = "You see ";
		s2 = "";
		s3 = "";


		/* The player */
		if (cave->squares[y][x].mon < 0) {
			/* Description */
			s1 = "You are ";

			/* Preposition */
			s2 = "on ";
		}

		/* Hallucination messes things up */
		if (player->timed[TMD_IMAGE]) {
			const char *name = "something strange";

			/* Display a message */
			if (player->wizard)
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3,
						name, coords, y, x, (int)cave->squares[y][x].cost,
						(int)cave->squares[y][x].when);
			else
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.",
						s1, s2, s3, name, coords);

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);

			press.key = inkey();

			/* Stop on everything but "return" */
			if (press.key.code == KC_ENTER)
				continue;

			mem_free(floor_list);
			return press;
		}

		/* Actual monsters */
		if (cave->squares[y][x].mon > 0) {
			monster_type *m_ptr = square_monster(cave, y, x);
			const monster_lore *l_ptr = get_lore(m_ptr->race);

			/* Visible */
			if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE) &&
				!mflag_has(m_ptr->mflag, MFLAG_UNAWARE)) {
				bool recall = FALSE;

				char m_name[80];

				/* Not boring */
				boring = FALSE;

				/* Get the monster name ("a kobold") */
				monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND_VIS);

				/* Hack -- track this monster race */
				monster_race_track(player->upkeep, m_ptr->race);

				/* Hack -- health bar for this monster */
				health_track(player->upkeep, m_ptr);

				/* Hack -- handle stuff */
				handle_stuff(player);

				/* Interact */
				while (1) {
					/* Recall or target */
					if (recall) {
						lore_show_interactive(m_ptr->race, l_ptr);
						press = inkey_m();
					} else {
						char buf[80];

						/* Describe the monster */
						look_mon_desc(buf, sizeof(buf),
									  cave->squares[y][x].mon);

						/* Describe, and prompt for recall */
						if (player->wizard) {
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s (%d:%d, cost=%d, when=%d).",
									s1, s2, s3, m_name, buf, coords, y, x,
									(int)cave->squares[y][x].cost,
									(int)cave->squares[y][x].when);
						} else {
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s.",
									s1, s2, s3, m_name, buf, coords);
						}

						prt(out_val, 0, 0);

						/* Place cursor */
						move_cursor_relative(y, x);

						/* Command */
						press = inkey_m();
					}

					/* Normal commands */
					if ((press.type == EVT_MOUSE) && (press.mouse.button == 1)
						&& (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y))
						recall = !recall;
					else
					if ((press.type == EVT_KBRD) && (press.key.code == 'r'))
						recall = !recall;
					else
						break;
				}

				if (press.type == EVT_MOUSE) {
					/* Stop on right click */
					if (press.mouse.button == 2)
						break;

					/* Sometimes stop at "space" key */
					if (press.mouse.button && !(mode & (TARGET_LOOK))) break;
				} else {
					/* Stop on everything but "return"/"space" */
					if (press.key.code != KC_ENTER && press.key.code != ' ')
						break;

					/* Sometimes stop at "space" key */
					if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
						break;
				}

				/* Take account of gender */
				if (rf_has(m_ptr->race->flags, RF_FEMALE)) s1 = "She is ";
				else if (rf_has(m_ptr->race->flags, RF_MALE)) s1 = "He is ";
				else s1 = "It is ";

				/* Use a verb */
				s2 = "carrying ";

				/* Scan all objects being carried */
				for (obj = m_ptr->held_obj; obj; obj = obj->next) {
					char o_name[80];

					/* Obtain an object description */
					object_desc(o_name, sizeof(o_name), obj,
								ODESC_PREFIX | ODESC_FULL);

					/* Describe the object */
					if (player->wizard) {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).",
								s1, s2, s3, o_name, coords, y, x,
								(int)cave->squares[y][x].cost,
								(int)cave->squares[y][x].when);
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					press = inkey_m();

					if (press.type == EVT_MOUSE) {
						/* Stop on right click */
						if (press.mouse.button == 2)
							break;

						/* Sometimes stop at "space" key */
						if (press.mouse.button && !(mode & (TARGET_LOOK)))
							break;
					} else {
						/* Stop on everything but "return"/"space" */
						if ((press.key.code != KC_ENTER) &&
							(press.key.code != ' '))
							break;

						/* Sometimes stop at "space" key */
						if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
							break;
					}

					/* Change the intro */
					s2 = "also carrying ";
				}

				/* Double break */
				if (obj) break;

				/* Use a preposition */
				s2 = "on ";
			}
		}

		/* A trap */
		if (square_isvisibletrap(cave, y, x)) {
			struct trap *trap = cave->squares[y][x].trap;

			/* Not boring */
			boring = FALSE;

			/* Interact */
			while (1) {
				/* Change the intro */
				if (cave->squares[y][x].mon < 0) {
					s1 = "You are ";
					s2 = "on ";
				} else {
					s1 = "You see ";
					s2 = "";
				}

				/* Pick proper indefinite article */
				s3 = (is_a_vowel(trap->kind->desc[0])) ? "an " : "a ";

				/* Describe, and prompt for recall */
				if (player->wizard) {
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2,
							s3, trap->kind->name, coords, y, x,
							(int)cave->squares[y][x].cost,
							(int)cave->squares[y][x].when);
				} else {
					strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.", 
							s1, s2, s3, trap->kind->desc, coords);
				}

				prt(out_val, 0, 0);

				/* Place cursor */
				move_cursor_relative(y, x);

				/* Command */
				press = inkey_m();
		
				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;
		
				/* Sometimes stop at "space" key */
				if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
					break;
			}
		}
	
		/* Double break */
		if (square_isvisibletrap(cave, y, x))
			break;
	
		/* Assume not floored */
		floor_num = scan_floor(floor_list, floor_max, y, x, 0x0A, NULL);

		/* Scan all marked objects in the grid */
		if ((floor_num > 0) &&
		    (!(player->timed[TMD_BLIND]) ||
			 (y == player->py && x == player->px))) {
			/* Not boring */
			boring = FALSE;

			track_object(player->upkeep, floor_list[0]);
			handle_stuff(player);

			/* If there is more than one item... */
			if (floor_num > 1)
				while (1) {
					/* Describe the pile */
					if (player->wizard) {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%sa pile of %d objects, %s (%d:%d, cost=%d, when=%d).",
								s1, s2, s3, floor_num, coords, y, x,
								(int)cave->squares[y][x].cost,
								(int)cave->squares[y][x].when);
					} else {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%sa pile of %d objects, %s.",
								s1, s2, s3, floor_num, coords);
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					press = inkey_m();

					/* Display objects */
					if (((press.type == EVT_MOUSE) && (press.mouse.button == 1)
						 && (KEY_GRID_X(press) == x) && 
						 (KEY_GRID_Y(press) == y)) ||
						((press.type == EVT_KBRD) && (press.key.code == 'r'))) {
						int rdone = 0;
						int pos;
						while (!rdone) {
							/* Save screen */
							screen_save();

							/* Display */
							show_floor(floor_list, floor_num,
									   (OLIST_WEIGHT | OLIST_GOLD), NULL);

							/* Describe the pile */
							prt(out_val, 0, 0);
							press = inkey_m();

							/* Load screen */
							screen_load();

							if (press.type == EVT_MOUSE) {
								pos = press.mouse.y-1;
							} else {
								pos = press.key.code - 'a';
							}
							if (0 <= pos && pos < floor_num) {
								track_object(player->upkeep, floor_list[pos]);
								handle_stuff(player);
								continue;
							}
							rdone = 1;
						}

						/* Now that the user's done with the display loop,
						 * let's do the outer loop over again */
						continue;
					}

					/* Done */
					break;
				}
			/* Only one object to display */
			else {
				/* Get the single object in the list */
				struct object *obj = floor_list[0];

				/* Allow user to recall an object */
				press = target_recall_loop_object(obj, y, x, out_val, s1, s2,
												  s3, coords);

				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;

				/* Sometimes stop at "space" key */
				if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Plurals */
				s1 = VERB_AGREEMENT(obj->number, "It is ", "They are ");

				/* Preposition */
				s2 = "on ";
			}

		}

		/* Double break */
		if (obj) break;

		name = square_apparent_name(cave, player, y, x);

		/* Terrain feature if needed */
		if (boring || square_isinteresting(cave, y, x)) {
			/* Hack -- handle unknown grids */

			/* Pick a prefix */
			if (*s2 && square_isdoor(cave, y, x)) s2 = "in ";

			/* Pick proper indefinite article */
			s3 = (is_a_vowel(name[0])) ? "an " : "a ";

			/* Hack -- special introduction for store doors */
			if (square_isshop(cave, y, x))
				s3 = "the entrance to the ";

			/* Display a message */
			if (player->wizard) {
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3,
						name, coords, y, x, (int)cave->squares[y][x].cost,
						(int)cave->squares[y][x].when);
			} else {
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s.", s1, s2, s3, name, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			press = inkey_m();

			if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button == 2)
					break;
			} else {
				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;
			}
		}

		/* Stop on everything but "return" */
		if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button != 2)
					break;
		} else {
    			if (press.key.code != KC_ENTER) break;
		}
	}

	mem_free(floor_list);

	/* Keep going */
	return (press);
}
Esempio n. 13
0
/**
 * Work out if a monster can move through the grid, if necessary bashing 
 * down doors in the way.
 *
 * Returns true if the monster is able to move through the grid.
 */
static bool monster_turn_can_move(struct chunk *c, struct monster *mon,
		const char *m_name, int nx, int ny, bool *did_something)
{
	struct monster_lore *lore = get_lore(mon->race);

	/* Dangerous terrain in the way */
	if (monster_hates_grid(c, mon, ny, nx)) {
		return false;
	}

	/* Floor is open? */
	if (square_ispassable(c, ny, nx)) {
		return true;
	}

	/* Permanent wall in the way */
	if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx)) {
		return false;
	}

	/* Normal wall, door, or secret door in the way */

	/* There's some kind of feature in the way, so learn about
	 * kill-wall and pass-wall now */
	if (monster_is_visible(mon)) {
		rf_on(lore->flags, RF_PASS_WALL);
		rf_on(lore->flags, RF_KILL_WALL);
	}

	/* Monster may be able to deal with walls and doors */
	if (rf_has(mon->race->flags, RF_PASS_WALL)) {
		return true;
	} else if (rf_has(mon->race->flags, RF_KILL_WALL)) {
		/* Remove the wall */
		square_destroy_wall(c, ny, nx);

		/* Note changes to viewable region */
		if (square_isview(c, ny, nx))
			player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

		return true;
	} else if (square_iscloseddoor(c, ny, nx) ||
			   square_issecretdoor(c, ny, nx)) {
		bool can_open = rf_has(mon->race->flags, RF_OPEN_DOOR);
		bool can_bash = rf_has(mon->race->flags, RF_BASH_DOOR);
		bool will_bash = false;

		/* Take a turn */
		*did_something = true;

		/* Learn about door abilities */
		if (monster_is_visible(mon)) {
			rf_on(lore->flags, RF_OPEN_DOOR);
			rf_on(lore->flags, RF_BASH_DOOR);
		}

		/* If creature can open or bash doors, make a choice */
		if (can_open) {
			/* Sometimes bash anyway (impatient) */
			if (can_bash) {
				will_bash = one_in_(2) ? true : false;
			}
		} else if (can_bash) {
			/* Only choice */
			will_bash = true;
		} else {
			/* Door is an insurmountable obstacle */
			return false;
		}

		/* Now outcome depends on type of door */
		if (square_islockeddoor(c, ny, nx)) {
			/* Locked door -- test monster strength against door strength */
			int k = square_door_power(c, ny, nx);
			if (randint0(mon->hp / 10) > k) {
				if (will_bash) {
					msg("%s slams against the door.", m_name);
				} else {
					msg("%s fiddles with the lock.", m_name);
				}

				/* Reduce the power of the door by one */
				square_set_door_lock(c, ny, nx, k - 1);
			}
		} else {
			/* Closed or secret door -- always open or bash */
			if (square_isview(c, ny, nx))
				player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

			if (will_bash) {
				square_smash_door(c, ny, nx);

				msg("You hear a door burst open!");
				disturb(player, 0);

				/* Fall into doorway */
				return true;
			} else {
				square_open_door(c, ny, nx);
			}
		}
	}

	return false;
}
Esempio n. 14
0
/**
 * Process a monster's timed effects, e.g. decrease them.
 *
 * Returns TRUE if the monster is skipping its turn.
 */
static bool process_monster_timed(struct chunk *c, struct monster *m_ptr)
{
	monster_lore *l_ptr = get_lore(m_ptr->race);

	/* Handle "sleep" */
	if (m_ptr->m_timed[MON_TMD_SLEEP]) {
		bool woke_up = FALSE;

		/* Anti-stealth */
		int notice = randint0(1024);

		/* Aggravation */
		if (player_of_has(player, OF_AGGRAVATE)) {
			/* Wake the monster and notify player */
			mon_clear_timed(m_ptr, MON_TMD_SLEEP, MON_TMD_FLG_NOTIFY, FALSE);
			woke_up = TRUE;

		/* Hack See if monster "notices" player */
		} else if ((notice * notice * notice) <= player->state.noise) {
			int d = 1;

			/* Wake up faster near the player */
			if (m_ptr->cdis < 50) d = (100 / m_ptr->cdis);

			/* Note a complete wakeup */
			if (m_ptr->m_timed[MON_TMD_SLEEP] <= d) woke_up = TRUE;

			/* Monster wakes up a bit */
			mon_dec_timed(m_ptr, MON_TMD_SLEEP, d, MON_TMD_FLG_NOTIFY, FALSE);

			/* Update knowledge */
			if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE) &&
				!mflag_has(m_ptr->mflag, MFLAG_UNAWARE)) {
				if (!woke_up && l_ptr->ignore < MAX_UCHAR)
					l_ptr->ignore++;
				else if (woke_up && l_ptr->wake < MAX_UCHAR)
					l_ptr->wake++;
				lore_update(m_ptr->race, l_ptr);
			}
		}

		/* Update the health bar */
		if (woke_up && mflag_has(m_ptr->mflag, MFLAG_VISIBLE) &&
			!mflag_has(m_ptr->mflag, MFLAG_UNAWARE) &&
			player->upkeep->health_who == m_ptr)
			player->upkeep->redraw |= (PR_HEALTH);

		/* Sleeping monsters don't recover in any other ways */
		/* If the monster just woke up, then it doesn't act */
		return TRUE;
	}

	if (m_ptr->m_timed[MON_TMD_FAST])
		mon_dec_timed(m_ptr, MON_TMD_FAST, 1, 0, FALSE);

	if (m_ptr->m_timed[MON_TMD_SLOW])
		mon_dec_timed(m_ptr, MON_TMD_SLOW, 1, 0, FALSE);

	if (m_ptr->m_timed[MON_TMD_STUN]) {
		int d = 1;

		/* Make a "saving throw" against stun */
		if (randint0(5000) <= m_ptr->race->level * m_ptr->race->level)
			/* Recover fully */
			d = m_ptr->m_timed[MON_TMD_STUN];

		/* Hack -- Recover from stun */
		mon_dec_timed(m_ptr, MON_TMD_STUN, d, MON_TMD_FLG_NOTIFY, FALSE);
	}

	if (m_ptr->m_timed[MON_TMD_CONF]) {
		int d = randint1(m_ptr->race->level / 10 + 1);
		mon_dec_timed(m_ptr, MON_TMD_CONF, d, MON_TMD_FLG_NOTIFY, FALSE);
	}

	if (m_ptr->m_timed[MON_TMD_FEAR]) {
		int d = randint1(m_ptr->race->level / 10 + 1);
		mon_dec_timed(m_ptr, MON_TMD_FEAR, d, MON_TMD_FLG_NOTIFY, FALSE);
	}

	/* Don't do anything if stunned */
	return m_ptr->m_timed[MON_TMD_STUN] ? TRUE : FALSE;
}
Esempio n. 15
0
/**
 * Process a monster's timed effects, e.g. decrease them.
 *
 * Returns true if the monster is skipping its turn.
 */
static bool process_monster_timed(struct chunk *c, struct monster *mon)
{
	struct monster_lore *lore = get_lore(mon->race);

	/* Handle "sleep" */
	if (mon->m_timed[MON_TMD_SLEEP]) {
		bool woke_up = false;

		/* Anti-stealth */
		int notice = randint0(1024);

		/* Aggravation */
		if (player_of_has(player, OF_AGGRAVATE)) {
			char m_name[80];

			/* Wake the monster */
			mon_clear_timed(mon, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false);

			/* Get the monster name */
			monster_desc(m_name, sizeof(m_name), mon,
						 MDESC_CAPITAL | MDESC_IND_HID);

			/* Notify the player if aware */
			if (mflag_has(mon->mflag, MFLAG_VISIBLE) &&
				!mflag_has(mon->mflag, MFLAG_UNAWARE))
				msg("%s wakes up.", m_name);

			woke_up = true;

		} else if ((notice * notice * notice) <= player->state.noise) {
			/* See if monster "notices" player */
			int d = 1;

			/* Wake up faster near the player */
			if (mon->cdis < 50) d = (100 / mon->cdis);

			/* Note a complete wakeup */
			if (mon->m_timed[MON_TMD_SLEEP] <= d) woke_up = true;

			/* Monster wakes up a bit */
			mon_dec_timed(mon, MON_TMD_SLEEP, d, MON_TMD_FLG_NOTIFY, false);

			/* Update knowledge */
			if (mflag_has(mon->mflag, MFLAG_VISIBLE) &&
				!mflag_has(mon->mflag, MFLAG_UNAWARE)) {
				if (!woke_up && lore->ignore < UCHAR_MAX)
					lore->ignore++;
				else if (woke_up && lore->wake < UCHAR_MAX)
					lore->wake++;
				lore_update(mon->race, lore);
			}
		}

		/* Sleeping monsters don't recover in any other ways */
		/* If the monster just woke up, then it doesn't act */
		return true;
	}

	if (mon->m_timed[MON_TMD_FAST])
		mon_dec_timed(mon, MON_TMD_FAST, 1, 0, false);

	if (mon->m_timed[MON_TMD_SLOW])
		mon_dec_timed(mon, MON_TMD_SLOW, 1, 0, false);

	if (mon->m_timed[MON_TMD_STUN]) {
		int d = 1;

		/* Make a "saving throw" against stun */
		if (randint0(5000) <= mon->race->level * mon->race->level)
			/* Recover fully */
			d = mon->m_timed[MON_TMD_STUN];

		/* Hack -- Recover from stun */
		mon_dec_timed(mon, MON_TMD_STUN, d, MON_TMD_FLG_NOTIFY, false);
	}

	if (mon->m_timed[MON_TMD_CONF]) {
		int d = randint1(mon->race->level / 10 + 1);
		mon_dec_timed(mon, MON_TMD_CONF, d, MON_TMD_FLG_NOTIFY, false);
	}

	if (mon->m_timed[MON_TMD_FEAR]) {
		int d = randint1(mon->race->level / 10 + 1);
		mon_dec_timed(mon, MON_TMD_FEAR, d, MON_TMD_FLG_NOTIFY, false);
	}

	/* Don't do anything if stunned */
	return mon->m_timed[MON_TMD_STUN] ? true : false;
}
Esempio n. 16
0
/**
 * Grab all objects from the grid.
 */
void process_monster_grab_objects(struct chunk *c, struct monster *mon, 
		const char *m_name, int nx, int ny)
{
	struct monster_lore *lore = get_lore(mon->race);
	struct object *obj;
	bool visible = mflag_has(mon->mflag, MFLAG_VISIBLE);

	/* Learn about item pickup behavior */
	for (obj = square_object(c, ny, nx); obj; obj = obj->next) {
		if (!tval_is_money(obj) && visible) {
			rf_on(lore->flags, RF_TAKE_ITEM);
			rf_on(lore->flags, RF_KILL_ITEM);
			break;
		}
	}

	/* Abort if can't pickup/kill */
	if (!rf_has(mon->race->flags, RF_TAKE_ITEM) &&
		!rf_has(mon->race->flags, RF_KILL_ITEM)) {
		return;
	}

	/* Take or kill objects on the floor */
	obj = square_object(c, ny, nx);
	while (obj) {
		char o_name[80];
		bool safe = obj->artifact ? true : false;
		struct object *next = obj->next;

		/* Skip gold */
		if (tval_is_money(obj)) {
			obj = next;
			continue;
		}

		/* Skip mimicked objects */
		if (obj->mimicking_m_idx) {
			obj = next;
			continue;
		}

		/* Get the object name */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		/* React to objects that hurt the monster */
		if (react_to_slay(obj, mon))
			safe = true;

		/* Try to pick up, or crush */
		if (safe) {
			/* Only give a message for "take_item" */
			if (rf_has(mon->race->flags, RF_TAKE_ITEM) && visible &&
				square_isview(c, ny, nx) && !ignore_item_ok(obj)) {
				/* Dump a message */
				msg("%s tries to pick up %s, but fails.", m_name, o_name);
			}
		} else if (rf_has(mon->race->flags, RF_TAKE_ITEM)) {
			/* Describe observable situations */
			if (square_isseen(c, ny, nx) && !ignore_item_ok(obj))
				msg("%s picks up %s.", m_name, o_name);

			/* Carry the object */
			square_excise_object(c, ny, nx, obj);
			monster_carry(c, mon, obj);
			square_note_spot(c, ny, nx);
			square_light_spot(c, ny, nx);
		} else {
			/* Describe observable situations */
			if (square_isseen(c, ny, nx) && !ignore_item_ok(obj))
				msgt(MSG_DESTROY, "%s crushes %s.", m_name, o_name);

			/* Delete the object */
			square_excise_object(c, ny, nx, obj);
			delist_object(c, obj);
			object_delete(&obj);
			square_note_spot(c, ny, nx);
			square_light_spot(c, ny, nx);
		}

		/* Next object */
		obj = next;
	}
}
Esempio n. 17
0
/**
 * Decreases a monster's hit points by `dam` and handle monster death.
 *
 * Hack -- we "delay" fear messages by passing around a "fear" flag.
 *
 * We announce monster death (using an optional "death message" (`note`)
 * if given, and a otherwise a generic killed/destroyed message).
 * 
 * Returns TRUE if the monster has been killed (and deleted).
 *
 * TODO: Consider decreasing monster experience over time, say, by using
 * "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))" instead
 * of simply "(m_exp * m_lev) / (p_lev)", to make the first monster
 * worth more than subsequent monsters.  This would also need to
 * induce changes in the monster recall code.  XXX XXX XXX
 **/
bool mon_take_hit(struct monster *m_ptr, int dam, bool *fear, const char *note)
{
	s32b div, new_exp, new_exp_frac;
	monster_lore *l_ptr = get_lore(m_ptr->race);


	/* Redraw (later) if needed */
	if (p_ptr->health_who == m_ptr) p_ptr->redraw |= (PR_HEALTH);

	/* Wake it up */
	mon_clear_timed(m_ptr, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, FALSE);

	/* Become aware of its presence */
	if (m_ptr->unaware)
		become_aware(m_ptr);

	/* Hurt it */
	m_ptr->hp -= dam;

	/* It is dead now */
	if (m_ptr->hp < 0) {
		char m_name[80];
		char buf[80];

		/* Assume normal death sound */
		int soundfx = MSG_KILL;

		/* Play a special sound if the monster was unique */
		if (rf_has(m_ptr->race->flags, RF_UNIQUE)) {
			if (m_ptr->race->base == lookup_monster_base("Morgoth"))
				soundfx = MSG_KILL_KING;
			else
				soundfx = MSG_KILL_UNIQUE;
		}

		/* Extract monster name */
		monster_desc(m_name, sizeof(m_name), m_ptr, 0);

		/* Death by Missile/Spell attack */
		if (note) {
			/* Hack -- allow message suppression */
			if (strlen(note) <= 1) {
				/* Be silent */
			} else {
				char *str = format("%s%s", m_name, note);
				my_strcap(str);
				msgt(soundfx, "%s", str);
			}
		}

		/* Death by physical attack -- invisible monster */
		else if (!m_ptr->ml)
			msgt(soundfx, "You have killed %s.", m_name);

		/* Death by Physical attack -- non-living monster */
		else if (monster_is_unusual(m_ptr->race))
			msgt(soundfx, "You have destroyed %s.", m_name);

		/* Death by Physical attack -- living monster */
		else
			msgt(soundfx, "You have slain %s.", m_name);

		/* Player level */
		div = p_ptr->lev;

		/* Give some experience for the kill */
		new_exp = ((long)m_ptr->race->mexp * m_ptr->race->level) / div;

		/* Handle fractional experience */
		new_exp_frac = ((((long)m_ptr->race->mexp * m_ptr->race->level) % div)
		                * 0x10000L / div) + p_ptr->exp_frac;

		/* Keep track of experience */
		if (new_exp_frac >= 0x10000L) {
			new_exp++;
			p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
		}
		else
			p_ptr->exp_frac = (u16b)new_exp_frac;

		/* When the player kills a Unique, it stays dead */
		if (rf_has(m_ptr->race->flags, RF_UNIQUE)) {
			char unique_name[80];
			m_ptr->race->max_num = 0;

			/* 
			 * This gets the correct name if we slay an invisible 
			 * unique and don't have See Invisible.
			 */
			monster_desc(unique_name, sizeof(unique_name), m_ptr, 
					MDESC_SHOW | MDESC_IND2);

			/* Log the slaying of a unique */
			strnfmt(buf, sizeof(buf), "Killed %s", unique_name);
			history_add(buf, HISTORY_SLAY_UNIQUE, 0);
		}

		/* Gain experience */
		player_exp_gain(p_ptr, new_exp);

		/* Generate treasure */
		monster_death(m_ptr, FALSE);

		/* Recall even invisible uniques or winners */
		if (m_ptr->ml || rf_has(m_ptr->race->flags, RF_UNIQUE)) {
			/* Count kills this life */
			if (l_ptr->pkills < MAX_SHORT) l_ptr->pkills++;

			/* Count kills in all lives */
			if (l_ptr->tkills < MAX_SHORT) l_ptr->tkills++;

			/* Hack -- Auto-recall */
			monster_race_track(m_ptr->race);
		}

		/* Delete the monster */
		delete_monster_idx(m_ptr->midx);

		/* Not afraid */
		(*fear) = FALSE;

		/* Monster is dead */
		return (TRUE);
	}


	/* Mega-Hack -- Pain cancels fear */
	if (!(*fear) && m_ptr->m_timed[MON_TMD_FEAR] && (dam > 0)) {
		int tmp = randint1(dam);

		/* Cure a little fear */
		if (tmp < m_ptr->m_timed[MON_TMD_FEAR]) {
			/* Reduce fear */
			mon_dec_timed(m_ptr, MON_TMD_FEAR, tmp, MON_TMD_FLG_NOMESSAGE,
				FALSE);
		}

		/* Cure all the fear */
		else {
			/* Cure fear */
			mon_clear_timed(m_ptr, MON_TMD_FEAR, MON_TMD_FLG_NOMESSAGE, FALSE);

			/* No more fear */
			(*fear) = FALSE;
		}
	}

	/* Sometimes a monster gets scared by damage */
	if (!m_ptr->m_timed[MON_TMD_FEAR] && !rf_has(m_ptr->race->flags, RF_NO_FEAR) &&
		dam > 0) {
		int percentage;

		/* Percentage of fully healthy */
		percentage = (100L * m_ptr->hp) / m_ptr->maxhp;

		/*
		 * Run (sometimes) if at 10% or less of max hit points,
		 * or (usually) when hit for half its current hit points
		 */
		if ((randint1(10) >= percentage) ||
		    ((dam >= m_ptr->hp) && (randint0(100) < 80)))
		{
			int timer = randint1(10) + (((dam >= m_ptr->hp) && (percentage > 7)) ?
	                   20 : ((11 - percentage) * 5));

			/* Hack -- note fear */
			(*fear) = TRUE;

			mon_inc_timed(m_ptr, MON_TMD_FEAR, timer,
					MON_TMD_FLG_NOMESSAGE | MON_TMD_FLG_NOFAIL, FALSE);
		}
	}


	/* Not dead yet */
	return (FALSE);
}
Esempio n. 18
0
/**
 * Attack the player via physical attacks.
 */
bool make_attack_normal(struct monster *mon, struct player *p)
{
	struct monster_lore *lore = get_lore(mon->race);
	int ap_cnt;
	int k, tmp, ac, rlev;
	char m_name[80];
	char ddesc[80];
	bool blinked;

	/* Not allowed to attack */
	if (rf_has(mon->race->flags, RF_NEVER_BLOW)) return (false);

	/* Total armor */
	ac = p->state.ac + p->state.to_a;

	/* Extract the effective monster level */
	rlev = ((mon->race->level >= 1) ? mon->race->level : 1);


	/* Get the monster name (or "it") */
	monster_desc(m_name, sizeof(m_name), mon, MDESC_STANDARD);

	/* Get the "died from" information (i.e. "a kobold") */
	monster_desc(ddesc, sizeof(ddesc), mon, MDESC_SHOW | MDESC_IND_VIS);

	/* Assume no blink */
	blinked = false;

	/* Scan through all blows */
	for (ap_cnt = 0; ap_cnt < z_info->mon_blows_max; ap_cnt++) {
		bool visible = false;
		bool obvious = false;
		bool do_break = false;

		int power = 0;
		int damage = 0;
		int do_cut = 0;
		int do_stun = 0;
		int sound_msg = MSG_GENERIC;

		const char *act = NULL;

		/* Extract the attack infomation */
		int effect = mon->race->blow[ap_cnt].effect;
		int method = mon->race->blow[ap_cnt].method;
		random_value dice = mon->race->blow[ap_cnt].dice;

		/* Hack -- no more attacks */
		if (!method) break;

		/* Handle "leaving" */
		if (p->is_dead || p->upkeep->generate_level) break;

		/* Extract visibility (before blink) */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE)) visible = true;

		/* Extract visibility from carrying light */
		if (rf_has(mon->race->flags, RF_HAS_LIGHT)) visible = true;

		/* Extract the attack "power" */
		power = monster_blow_effect_power(effect);

		/* Monster hits player */
		if (!effect || check_hit(p, power, rlev)) {
			melee_effect_handler_f effect_handler;

			/* Always disturbing */
			disturb(p, 1);

			/* Hack -- Apply "protection from evil" */
			if (p->timed[TMD_PROTEVIL] > 0) {
				/* Learn about the evil flag */
				if (mflag_has(mon->mflag, MFLAG_VISIBLE))
					rf_on(lore->flags, RF_EVIL);

				if (rf_has(mon->race->flags, RF_EVIL) && p->lev >= rlev &&
				    randint0(100) + p->lev > 50) {
					/* Message */
					msg("%s is repelled.", m_name);

					/* Hack -- Next attack */
					continue;
				}
			}

			/* Describe the attack method */
			act = monster_blow_method_action(method);
			do_cut = monster_blow_method_cut(method);
			do_stun = monster_blow_method_stun(method);
			sound_msg = monster_blow_method_message(method);

			/* Message */
			if (act)
				msgt(sound_msg, "%s %s", m_name, act);

			/* Hack -- assume all attacks are obvious */
			obvious = true;

			/* Roll dice */
			damage = randcalc(dice, rlev, RANDOMISE);

			/* Perform the actual effect. */
			effect_handler = melee_handler_for_blow_effect(effect);
			if (effect_handler != NULL) {
				melee_effect_handler_context_t context = {
					p,
					mon,
					rlev,
					method,
					ac,
					ddesc,
					obvious,
					blinked,
					do_break,
					damage,
				};

				effect_handler(&context);

				/* Save any changes made in the handler for later use. */
				obvious = context.obvious;
				blinked = context.blinked;
				damage = context.damage;
				do_break = context.do_break;
			} else {
				msg("ERROR: Effect handler not found for %d.", effect);
			}

			/* Don't cut or stun if player is dead */
			if (p->is_dead) {
				do_cut = false;
				do_stun = false;
			}

			/* Hack -- only one of cut or stun */
			if (do_cut && do_stun) {
				/* Cancel cut */
				if (randint0(100) < 50)
					do_cut = 0;

				/* Cancel stun */
				else
					do_stun = 0;
			}

			/* Handle cut */
			if (do_cut) {
				/* Critical hit (zero if non-critical) */
				tmp = monster_critical(dice, rlev, damage);

				/* Roll for damage */
				switch (tmp) {
					case 0: k = 0; break;
					case 1: k = randint1(5); break;
					case 2: k = randint1(5) + 5; break;
					case 3: k = randint1(20) + 20; break;
					case 4: k = randint1(50) + 50; break;
					case 5: k = randint1(100) + 100; break;
					case 6: k = 300; break;
					default: k = 500; break;
				}

				/* Apply the cut */
				if (k) (void)player_inc_timed(p, TMD_CUT, k, true, true);
			}

			/* Handle stun */
			if (do_stun) {
				/* Critical hit (zero if non-critical) */
				tmp = monster_critical(dice, rlev, damage);

				/* Roll for damage */
				switch (tmp) {
					case 0: k = 0; break;
					case 1: k = randint1(5); break;
					case 2: k = randint1(10) + 10; break;
					case 3: k = randint1(20) + 20; break;
					case 4: k = randint1(30) + 30; break;
					case 5: k = randint1(40) + 40; break;
					case 6: k = 100; break;
					default: k = 200; break;
				}

				/* Apply the stun */
				if (k)
					(void)player_inc_timed(p, TMD_STUN, k, true, true);
			}
		} else {
			/* Visible monster missed player, so notify if appropriate. */
			if (mflag_has(mon->mflag, MFLAG_VISIBLE) &&
				monster_blow_method_miss(method)) {
				/* Disturbing */
				disturb(p, 1);
				msg("%s misses you.", m_name);
			}
		}

		/* Analyze "visible" monsters only */
		if (visible) {
			/* Count "obvious" attacks (and ones that cause damage) */
			if (obvious || damage || (lore->blows[ap_cnt].times_seen > 10)) {
				/* Count attacks of this type */
				if (lore->blows[ap_cnt].times_seen < UCHAR_MAX)
					lore->blows[ap_cnt].times_seen++;
			}
		}

		/* Skip the other blows if necessary */
		if (do_break) break;
	}

	/* Blink away */
	if (blinked) {
		char dice[5];
		msg("There is a puff of smoke!");
		strnfmt(dice, sizeof(dice), "%d", z_info->max_sight * 2 + 5);
		effect_simple(EF_TELEPORT, dice, 0, 0, 0, NULL);
	}

	/* Always notice cause of death */
	if (p->is_dead && (lore->deaths < SHRT_MAX))
		lore->deaths++;

	/* Learn lore */
	lore_update(mon->race, lore);

	/* Assume we attacked */
	return (true);
}
Esempio n. 19
0
/**
 * Creatures can cast spells, shoot missiles, and breathe.
 *
 * Returns "true" if a spell (or whatever) was (successfully) cast.
 *
 * XXX XXX XXX This function could use some work, but remember to
 * keep it as optimized as possible, while retaining generic code.
 *
 * Verify the various "blind-ness" checks in the code.
 *
 * XXX XXX XXX Note that several effects should really not be "seen"
 * if the player is blind.
 *
 * Perhaps monsters should breathe at locations *near* the player,
 * since this would allow them to inflict "partial" damage.
 *
 * Perhaps smart monsters should decline to use "bolt" spells if
 * there is a monster in the way, unless they wish to kill it.
 *
 * It will not be possible to "correctly" handle the case in which a
 * monster attempts to attack a location which is thought to contain
 * the player, but which in fact is nowhere near the player, since this
 * might induce all sorts of messages about the attack itself, and about
 * the effects of the attack, which the player might or might not be in
 * a position to observe.  Thus, for simplicity, it is probably best to
 * only allow "faulty" attacks by a monster if one of the important grids
 * (probably the initial or final grid) is in fact in view of the player.
 * It may be necessary to actually prevent spell attacks except when the
 * monster actually has line of sight to the player.  Note that a monster
 * could be left in a bizarre situation after the player ducked behind a
 * pillar and then teleported away, for example.
 *
 * Note that this function attempts to optimize the use of spells for the
 * cases in which the monster has no spells, or has spells but cannot use
 * them, or has spells but they will have no "useful" effect.  Note that
 * this function has been an efficiency bottleneck in the past.
 *
 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
 * any spell attacks until the player has had a single chance to move.
 */
bool make_attack_spell(struct monster *mon)
{
	int chance, thrown_spell, rlev, failrate;

	bitflag f[RSF_SIZE];

	struct monster_lore *lore = get_lore(mon->race);

	char m_name[80], m_poss[80], ddesc[80];

	/* Player position */
	int px = player->px;
	int py = player->py;

	/* Extract the blind-ness */
	bool blind = (player->timed[TMD_BLIND] ? true : false);

	/* Extract the "see-able-ness" */
	bool seen = (!blind && mflag_has(mon->mflag, MFLAG_VISIBLE));

	/* Assume "normal" target */
	bool normal = true;

	/* Cannot cast spells when confused */
	if (mon->m_timed[MON_TMD_CONF]) return (false);

	/* Cannot cast spells when nice */
	if (mflag_has(mon->mflag, MFLAG_NICE)) return false;

	/* Hack -- Extract the spell probability */
	chance = (mon->race->freq_innate + mon->race->freq_spell) / 2;

	/* Not allowed to cast spells */
	if (!chance) return false;

	/* Only do spells occasionally */
	if (randint0(100) >= chance) return false;

	/* Hack -- require projectable player */
	if (normal) {
		/* Check range */
		if (mon->cdis > z_info->max_range)
			return false;

		/* Check path */
		if (!projectable(cave, mon->fy, mon->fx, py, px, PROJECT_NONE))
			return false;
	}

	/* Extract the monster level */
	rlev = ((mon->race->level >= 1) ? mon->race->level : 1);

	/* Extract the racial spell flags */
	rsf_copy(f, mon->race->spell_flags);

	/* Allow "desperate" spells */
	if (rf_has(mon->race->flags, RF_SMART) &&
	    mon->hp < mon->maxhp / 10 &&
	    randint0(100) < 50)

		/* Require intelligent spells */
		ignore_spells(f, RST_BOLT | RST_BALL | RST_BREATH | RST_ATTACK | RST_INNATE);

	/* Remove the "ineffective" spells */
	remove_bad_spells(mon, f);

	/* Check whether summons and bolts are worth it. */
	if (!rf_has(mon->race->flags, RF_STUPID)) {
		/* Check for a clean bolt shot */
		if (test_spells(f, RST_BOLT) &&
			!projectable(cave, mon->fy, mon->fx, py, px, PROJECT_STOP))

			/* Remove spells that will only hurt friends */
			ignore_spells(f, RST_BOLT);

		/* Check for a possible summon */
		if (!(summon_possible(mon->fy, mon->fx)))

			/* Remove summoning spells */
			ignore_spells(f, RST_SUMMON);
	}

	/* No spells left */
	if (rsf_is_empty(f)) return false;

	/* Get the monster name (or "it") */
	monster_desc(m_name, sizeof(m_name), mon, MDESC_STANDARD);

	/* Get the monster possessive ("his"/"her"/"its") */
	monster_desc(m_poss, sizeof(m_poss), mon, MDESC_PRO_VIS | MDESC_POSS);

	/* Get the "died from" name */
	monster_desc(ddesc, sizeof(ddesc), mon, MDESC_DIED_FROM);

	/* Choose a spell to cast */
	thrown_spell = choose_attack_spell(f);

	/* Abort if no spell was chosen */
	if (!thrown_spell) return false;

	/* If we see an unaware monster try to cast a spell, become aware of it */
	if (mflag_has(mon->mflag, MFLAG_UNAWARE))
		become_aware(mon);

	/* Calculate spell failure rate */
	failrate = 25 - (rlev + 3) / 4;
	if (mon->m_timed[MON_TMD_FEAR])
		failrate += 20;

	/* Stupid monsters will never fail (for jellies and such) */
	if (rf_has(mon->race->flags, RF_STUPID))
		failrate = 0;

	/* Check for spell failure (innate attacks never fail) */
	if (!mon_spell_is_innate(thrown_spell) && (randint0(100) < failrate)) {
		/* Message */
		msg("%s tries to cast a spell, but fails.", m_name);

		return true;
	}

	/* Cast the spell. */
	disturb(player, 1);
	do_mon_spell(thrown_spell, mon, seen);

	/* Remember what the monster did to us */
	if (seen) {
		rsf_on(lore->spell_flags, thrown_spell);

		/* Innate spell */
		if (mon_spell_is_innate(thrown_spell)) {
			if (lore->cast_innate < UCHAR_MAX)
				lore->cast_innate++;
		} else {
			/* Bolt or Ball, or Special spell */
			if (lore->cast_spell < UCHAR_MAX)
				lore->cast_spell++;
		}
	}

	/* Always take note of monsters that kill you */
	if (player->is_dead && (lore->deaths < SHRT_MAX)) {
		lore->deaths++;
	}

	/* Record any new info */
	lore_update(mon->race, lore);

	/* A spell was cast */
	return true;
}
Esempio n. 20
0
/**
 * Process a monster
 *
 * In several cases, we directly update the monster lore
 *
 * Note that a monster is only allowed to "reproduce" if there
 * are a limited number of "reproducing" monsters on the current
 * level.  This should prevent the level from being "swamped" by
 * reproducing monsters.  It also allows a large mass of mice to
 * prevent a louse from multiplying, but this is a small price to
 * pay for a simple multiplication method.
 *
 * XXX Monster fear is slightly odd, in particular, monsters will
 * fixate on opening a door even if they cannot open it.  Actually,
 * the same thing happens to normal monsters when they hit a door
 *
 * In addition, monsters which *cannot* open or bash down a door
 * will still stand there trying to open it...  XXX XXX XXX
 *
 * Technically, need to check for monster in the way combined
 * with that monster being in a wall (or door?) XXX
 */
static void process_monster(struct chunk *c, struct monster *mon)
{
	struct monster_lore *lore = get_lore(mon->race);

	bool did_something = false;

	int i;
	int dir = 0;
	bool stagger = false;
	char m_name[80];

	/* Get the monster name */
	monster_desc(m_name, sizeof(m_name), mon, MDESC_CAPITAL | MDESC_IND_HID);

	/* Try to multiply - this can use up a turn */
	if (process_monster_multiply(c, mon))
		return;

	/* Attempt to cast a spell */
	if (make_attack_spell(mon)) return;

	/* Work out what kind of movement to use - AI or staggered movement */
	if (!process_monster_should_stagger(mon)) {
		if (!get_moves(c, mon, &dir)) return;
	} else {
		stagger = true;
	}

	/* Process moves */
	for (i = 0; i < 5 && !did_something; i++) {
		int oy = mon->fy;
		int ox = mon->fx;

		/* Get the direction (or stagger) */
		int d = (stagger ? ddd[randint0(8)] : side_dirs[dir][i]);

		/* Get the destination */
		int ny = oy + ddy[d];
		int nx = ox + ddx[d];

		/* Check if we can move */
		if (!process_monster_can_move(c, mon, m_name, nx, ny, &did_something))
			continue;

		/* Try to break the glyph if there is one.  This can happen multiple
		 * times per turn because failure does not break the loop */
		if (square_iswarded(c, ny, nx) &&
			!process_monster_glyph(c, mon, nx, ny))
			continue;

		/* The player is in the way. */
		if (square_isplayer(c, ny, nx)) {
			/* Learn about if the monster attacks */
			if (mflag_has(mon->mflag, MFLAG_VISIBLE))
				rf_on(lore->flags, RF_NEVER_BLOW);

			/* Some monsters never attack */
			if (rf_has(mon->race->flags, RF_NEVER_BLOW))
				continue;

			/* Otherwise, attack the player */
			make_attack_normal(mon, player);

			did_something = true;
			break;
		} else {
			/* Some monsters never move */
			if (rf_has(mon->race->flags, RF_NEVER_MOVE)) {
				/* Learn about lack of movement */
				if (mflag_has(mon->mflag, MFLAG_VISIBLE))
					rf_on(lore->flags, RF_NEVER_MOVE);

				return;
			}
		}

		/* A monster is in the way, try to push past/kill */
		if (square_monster(c, ny, nx)) {
			did_something = process_monster_try_push(c, mon, m_name, nx, ny);
		} else {
			/* Otherwise we can just move */
			monster_swap(oy, ox, ny, nx);
			did_something = true;
		}

		/* Scan all objects in the grid, if we reached it */
		if (mon == square_monster(c, ny, nx)) {
			monster_desc(m_name, sizeof(m_name), mon,
						 MDESC_CAPITAL | MDESC_IND_HID);
			process_monster_grab_objects(c, mon, m_name, nx, ny);
		}
	}

	if (did_something) {
		/* Learn about no lack of movement */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE))
			rf_on(lore->flags, RF_NEVER_MOVE);

		/* Possible disturb */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE) &&
			mflag_has(mon->mflag, MFLAG_VIEW) && OPT(player, disturb_near))
			disturb(player, 0);		
	}

	/* Hack -- get "bold" if out of options */
	if (!did_something && mon->m_timed[MON_TMD_FEAR])
		mon_clear_timed(mon, MON_TMD_FEAR, MON_TMD_FLG_NOTIFY, false);

	/* If we see an unaware monster do something, become aware of it */
	if (did_something && mflag_has(mon->mflag, MFLAG_UNAWARE))
		become_aware(mon);
}
Esempio n. 21
0
/**
 * Grab all objects from the grid.
 */
void process_monster_grab_objects(struct chunk *c, struct monster *m_ptr, 
		const char *m_name, int nx, int ny)
{
	monster_lore *l_ptr = get_lore(m_ptr->race);
	struct object *obj = square_object(c, ny, nx);

	bool is_item = obj ? TRUE : FALSE;;
	if (is_item && mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) {
		rf_on(l_ptr->flags, RF_TAKE_ITEM);
		rf_on(l_ptr->flags, RF_KILL_ITEM);
	}

	/* Abort if can't pickup/kill */
	if (!rf_has(m_ptr->race->flags, RF_TAKE_ITEM) &&
			!rf_has(m_ptr->race->flags, RF_KILL_ITEM)) {
		return;
	}

	/* Take or kill objects on the floor */
	while (obj) {
		char o_name[80];
		bool safe = obj->artifact ? TRUE : FALSE;
		struct object *next = obj->next;

		/* Skip gold */
		if (tval_is_money(obj)) {
			obj = next;
			continue;
		}

		/* Get the object name */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		/* React to objects that hurt the monster */
		if (react_to_slay(obj, m_ptr))
			safe = TRUE;

		/* The object cannot be picked up by the monster */
		if (safe) {
			/* Only give a message for "take_item" */
			if (rf_has(m_ptr->race->flags, RF_TAKE_ITEM) &&
				mflag_has(m_ptr->mflag, MFLAG_VISIBLE) &&
				player_has_los_bold(ny, nx) && !ignore_item_ok(obj)) {
				/* Dump a message */
				msg("%s tries to pick up %s, but fails.", m_name, o_name);
			}

		/* Pick up the item */
		} else if (rf_has(m_ptr->race->flags, RF_TAKE_ITEM)) {
			/* Describe observable situations */
			if (player_has_los_bold(ny, nx) && !ignore_item_ok(obj))
				msg("%s picks up %s.", m_name, o_name);

			/* Carry the object */
			square_excise_object(c, ny, nx, obj);
			monster_carry(c, m_ptr, obj);

		/* Destroy the item */
		} else {
			/* Describe observable situations */
			if (player_has_los_bold(ny, nx) && !ignore_item_ok(obj))
				msgt(MSG_DESTROY, "%s crushes %s.", m_name, o_name);

			/* Delete the object */
			square_excise_object(c, ny, nx, obj);
			object_delete(obj);
		}

		/* Next object */
		obj = next;
	}
}
Esempio n. 22
0
//static struct keypress target_set_interactive_aux(int y, int x, int mode)
static ui_event target_set_interactive_aux(int y, int x, int mode)
{
	s16b this_o_idx = 0, next_o_idx = 0;

	const char *s1, *s2, *s3;

	bool boring;

	int floor_list[MAX_FLOOR_STACK];
	int floor_num;

	//struct keypress query;
	ui_event press;

	char out_val[256];

	char coords[20];

	const char *name;

	/* Describe the square location */
	coords_desc(coords, sizeof(coords), y, x);

	/* Repeat forever */
	while (1)
	{
		/* Paranoia */
		press.type = EVT_KBRD;
		press.key.code = ' ';
		press.key.mods = 0;

		/* Assume boring */
		boring = TRUE;

		/* Default */
		s1 = "You see ";
		s2 = "";
		s3 = "";


		/* The player */
		if (cave->m_idx[y][x] < 0)
		{
			/* Description */
			s1 = "You are ";

			/* Preposition */
			s2 = "on ";
		}

		/* Hallucination messes things up */
		if (p_ptr->timed[TMD_IMAGE])
		{
			const char *name = "something strange";

			/* Display a message */
			if (p_ptr->wizard)
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s (%d:%d).",
						s1, s2, s3, name, coords, y, x);
			else
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.",
						s1, s2, s3, name, coords);

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			//input = inkey_m();
			//if (
			press.key = inkey();

			/* Stop on everything but "return" */
			if (press.key.code == KC_ENTER)
				continue;

			return press;
		}

		/* Actual monsters */
		if (cave->m_idx[y][x] > 0)
		{
			monster_type *m_ptr = cave_monster_at(cave, y, x);
			const monster_lore *l_ptr = get_lore(m_ptr->race);

			/* Visible */
			if (m_ptr->ml && !m_ptr->unaware)
			{
				bool recall = FALSE;

				char m_name[80];

				/* Not boring */
				boring = FALSE;

				/* Get the monster name ("a kobold") */
				monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND2);

				/* Hack -- track this monster race */
				monster_race_track(m_ptr->race);

				/* Hack -- health bar for this monster */
				health_track(p_ptr, m_ptr);

				/* Hack -- handle stuff */
				handle_stuff(p_ptr);

				/* Interact */
				while (1)
				{
					/* Recall */
					if (recall)
					{
						/* Save screen */
						screen_save();

						/* Recall on screen */
						screen_roff(m_ptr->race, l_ptr);

						/* Command */
						press = inkey_m();

						/* Load screen */
						screen_load();
					}

					/* Normal */
					else
					{
						char buf[80];

						/* Describe the monster */
						look_mon_desc(buf, sizeof(buf), cave->m_idx[y][x]);

						/* Describe, and prompt for recall */
						if (p_ptr->wizard)
						{
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s (%d:%d).",
									s1, s2, s3, m_name, buf, coords, y, x);
						}
						else
						{
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s.",
									s1, s2, s3, m_name, buf, coords);
						}

						prt(out_val, 0, 0);

						/* Place cursor */
						move_cursor_relative(y, x);

						/* Command */
						press = inkey_m();
					}

					/* Normal commands */
				  if ((press.type == EVT_MOUSE) && (press.mouse.button == 1) && (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y))
						recall = !recall;
					else
					if ((press.type == EVT_KBRD) && (press.key.code == 'r'))
						recall = !recall;
					else
						break;
				}

				if (press.type == EVT_MOUSE) {
					/* Stop on right click */
					if (press.mouse.button == 2)
						break;

					/* Sometimes stop at "space" key */
					if (press.mouse.button && !(mode & (TARGET_LOOK))) break;
				} else {
					/* Stop on everything but "return"/"space" */
					if (press.key.code != KC_ENTER && press.key.code != ' ')
						break;

					/* Sometimes stop at "space" key */
					if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;
				}

				/* Take account of gender */
				if (rf_has(m_ptr->race->flags, RF_FEMALE)) s1 = "She is ";
				else if (rf_has(m_ptr->race->flags, RF_MALE)) s1 = "He is ";
				else s1 = "It is ";

				/* Use a verb */
				s2 = "carrying ";

				/* Scan all objects being carried */
				for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
				{
					char o_name[80];

					object_type *o_ptr;

					/* Get the object */
					o_ptr = object_byid(this_o_idx);

					/* Get the next object */
					next_o_idx = o_ptr->next_o_idx;

					/* Obtain an object description */
					object_desc(o_name, sizeof(o_name), o_ptr,
								ODESC_PREFIX | ODESC_FULL);

					/* Describe the object */
					if (p_ptr->wizard)
					{
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s (%d:%d).",
								s1, s2, s3, o_name, coords, y, x);
					}
					/* Disabled since monsters now carry their drops
					else
					{
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s.", s1, s2, s3, o_name, coords);
					} */

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					press = inkey_m();

					if (press.type == EVT_MOUSE) {
						/* Stop on right click */
						if (press.mouse.button == 2)
							break;

						/* Sometimes stop at "space" key */
						if (press.mouse.button && !(mode & (TARGET_LOOK))) break;
					} else {
						/* Stop on everything but "return"/"space" */
						if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break;

						/* Sometimes stop at "space" key */
						if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;
					}

					/* Change the intro */
					s2 = "also carrying ";
				}

				/* Double break */
				if (this_o_idx) break;

				/* Use a preposition */
				s2 = "on ";
			}
		}

		/* Assume not floored */
		floor_num = scan_floor(floor_list, N_ELEMENTS(floor_list), y, x, 0x0A);

		/* Scan all marked objects in the grid */
		if ((floor_num > 0) &&
		    (!(p_ptr->timed[TMD_BLIND]) || (y == p_ptr->py && x == p_ptr->px)))
		{
			/* Not boring */
			boring = FALSE;

			track_object(-floor_list[0]);
			handle_stuff(p_ptr);

			/* If there is more than one item... */
			if (floor_num > 1) while (1)
			{
				/* Describe the pile */
				if (p_ptr->wizard)
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%sa pile of %d objects, %s (%d:%d).",
							s1, s2, s3, floor_num, coords, y, x);
				}
				else
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%sa pile of %d objects, %s.",
							s1, s2, s3, floor_num, coords);
				}

				prt(out_val, 0, 0);
				move_cursor_relative(y, x);
				press = inkey_m();

				/* Display objects */
				if (((press.type == EVT_MOUSE) && (press.mouse.button == 1) && (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y))
						|| ((press.type == EVT_KBRD) && (press.key.code == 'r')))
				{
					int rdone = 0;
					int pos;
					while (!rdone)
					{
						/* Save screen */
						screen_save();

						/* Display */
						show_floor(floor_list, floor_num, (OLIST_WEIGHT | OLIST_GOLD));

						/* Describe the pile */
						prt(out_val, 0, 0);
						press = inkey_m();

						/* Load screen */
						screen_load();

						if (press.type == EVT_MOUSE) {
							pos = press.mouse.y-1;
						} else {
							pos = press.key.code - 'a';
						}
						if (0 <= pos && pos < floor_num)
						{
							track_object(-floor_list[pos]);
							handle_stuff(p_ptr);
							continue;
						}
						rdone = 1;
					}

					/* Now that the user's done with the display loop, let's */
					/* the outer loop over again */
					continue;
				}

				/* Done */
				break;
			}
			/* Only one object to display */
			else
			{

				char o_name[80];

				/* Get the single object in the list */
				object_type *o_ptr = object_byid(floor_list[0]);

				/* Not boring */
				boring = FALSE;

				/* Obtain an object description */
				object_desc(o_name, sizeof(o_name), o_ptr,
							ODESC_PREFIX | ODESC_FULL);

				/* Describe the object */
				if (p_ptr->wizard)
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s (%d:%d).",
							s1, s2, s3, o_name, coords, y, x);
				}
				else
				{
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s.", s1, s2, s3, o_name, coords);
				}

				prt(out_val, 0, 0);
				move_cursor_relative(y, x);
				press = inkey_m();

				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break;

				/* Sometimes stop at "space" key */
				if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Change the intro */
				s1 = "It is ";

				/* Plurals */
				if (o_ptr->number != 1) s1 = "They are ";

				/* Preposition */
				s2 = "on ";
			}

		}

		/* Double break */
		if (this_o_idx) break;

		name = cave_apparent_name(cave, p_ptr, y, x);

		/* Terrain feature if needed */
		if (boring || cave_isinteresting(cave, y, x))
		{
			/* Hack -- handle unknown grids */

			/* Pick a prefix */
			if (*s2 && cave_isdoor(cave, y, x)) s2 = "in ";

			/* Pick proper indefinite article */
			s3 = (is_a_vowel(name[0])) ? "an " : "a ";

			/* Hack -- special introduction for store doors */
			if (cave_isshop(cave, y, x))
			{
				s3 = "the entrance to the ";
			}

			/* Display a message */
			if (p_ptr->wizard)
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d).", s1, s2, s3, name, coords, y, x);
			}
			else
			{
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s.", s1, s2, s3, name, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			press = inkey_m();

			if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button == 2)
					break;
			} else {
				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' ')) break;
			}
		}

		/* Stop on everything but "return" */
		if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button != 2)
					break;
		} else {
    			if (press.key.code != KC_ENTER) break;
		}
	}

	/* Keep going */
	return (press);
}
Esempio n. 23
0
/*
 * Ask for and parse a "debug command"
 */
void do_cmd_debug(void)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	struct keypress cmd;


	/* Get a "debug command" */
	if (!get_com("Debug Command: ", &cmd)) return;

	/* Analyze the command */
	switch (cmd.code)
	{
		/* Ignore */
		case ESCAPE:
		case ' ':
		case KC_ENTER:
		{
			break;
		}

#ifdef ALLOW_SPOILERS

		/* Hack -- Generate Spoilers */
		case '"':
		{
			do_cmd_spoilers();
			break;
		}

#endif


		/* Hack -- Help */
		case '?':
		{
			do_cmd_wiz_help();
			break;
		}

		/* Cure all maladies */
		case 'a':
		{
			do_cmd_wiz_cure_all();
			break;
		}

		/* Make the player powerful */
		case 'A':
		{
			do_cmd_wiz_advance();
			break;
		}
		
		/* Teleport to target */
		case 'b':
		{
			do_cmd_wiz_bamf();
			break;
		}

		/* Create any object */
		case 'c':
		{
			wiz_create_item();
			break;
		}

		/* Create an artifact */
		case 'C':
		{
			char name[80] = "";
			int a_idx = -1;

			/* Avoid the prompt getting in the way */
			screen_save();

			/* Prompt */
			prt("Create which artifact? ", 0, 0);

			/* Get the name */
			if (askfor_aux(name, sizeof(name), NULL))
			{
				/* See if an a_idx was entered */
				a_idx = get_idx_from_name(name);

				/* If not, find the artifact with that name */
				if (a_idx < 1)
					a_idx = lookup_artifact_name(name); 

				/* Did we find a valid artifact? */
				if (a_idx != -1 && a_idx < z_info->a_max)
					wiz_create_artifact(a_idx);
				else
					msg("No artifact found.");
			}
				
			/* Reload the screen */
			screen_load();

			break;
		}

		/* Detect everything */
		case 'd':
		{
			detect_all(TRUE);
			break;
		}
		
		/* Test for disconnected dungeon */
		case 'D':
		{
			disconnect_stats();
			break;
		}

		/* Edit character */
		case 'e':
		{
			do_cmd_wiz_change();
			break;
		}

		case 'f':
		{
			stats_collect();
			break;
		}

		/* Good Objects */
		case 'g':
		{
			int n;
			screen_save();
			n= get_quantity("How many good objects? ", 40);
			screen_load();
			if (n < 1) n = 1;
			acquirement(py, px, p_ptr->depth, n, FALSE);
			break;
		}

		/* GF demo */
		case 'G':
		{
			wiz_gf_demo();
			break;
		}

		/* Hitpoint rerating */
		case 'h':
		{
			do_cmd_rerate();
			break;
		}
        
        /* Hit all monsters in LOS */
        case 'H':
        {
            dispel_monsters(10000);
            break;
        }

		/* Identify */
		case 'i':
		{
			(void)ident_spell();
			break;
		}

		/* Go up or down in the dungeon */
		case 'j':
		{
			do_cmd_wiz_jump();
			break;
		}

		/* Learn about objects */
		case 'l':
		{
			do_cmd_wiz_learn(100);
			break;
		}

		case 'L': do_cmd_keylog(); break;

		/* Magic Mapping */
		case 'm':
		{
			map_area();
			break;
		}

		/* Summon Named Monster */
		case 'n':
		{
			monster_race *r = NULL;
			char name[80] = "";

			/* Avoid the prompt getting in the way */
			screen_save();

			/* Prompt */
			prt("Summon which monster? ", 0, 0);

			/* Get the name */
			if (askfor_aux(name, sizeof(name), NULL))
			{
				/* See if a r_idx was entered */
				int r_idx = get_idx_from_name(name);
				if (r_idx)
					r = &r_info[r_idx];
				else
					/* If not, find the monster with that name */
					r = lookup_monster(name); 
					
				p_ptr->redraw |= (PR_MAP | PR_MONLIST);
			}

			/* Reload the screen */
			screen_load();

			if (r)
				do_cmd_wiz_named(r, TRUE);
			else
				msg("No monster found.");
			
			break;
		}

		/* Object playing routines */
		case 'o':
		{
			do_cmd_wiz_play();
			break;
		}

		/* Phase Door */
		case 'p':
		{
			teleport_player(10);
			break;
		}

		/* Monster pit stats */
		case 'P':
		{
			pit_stats();
			break;
		}
		
		/* Query the dungeon */
		case 'q':
		{
			do_cmd_wiz_query();
			break;
		}

		/* Get full recall for a monster */
		case 'r':
		{
			const monster_race *r_ptr = NULL;

			struct keypress sym;
			char *prompt =
				"Full recall for [a]ll monsters or [s]pecific monster? ";

			if (!get_com(prompt, &sym)) return;

			if (sym.code == 'a' || sym.code == 'A')
			{
				int i;
				for (i = 0; i < z_info->r_max; i++)
					cheat_monster_lore(&r_info[i], &l_list[i]);
				msg("Done.");
			}
			else if (sym.code == 's' || sym.code == 'S')
			{
				char name[80] = "";
					
				/* Avoid the prompt getting in the way */
				screen_save();

				/* Prompt */
				prt("Which monster? ", 0, 0);

				/* Get the name */
				if (askfor_aux(name, sizeof(name), NULL))
				{
					/* See if a r_idx was entered */
					int r_idx = get_idx_from_name(name);
					if (r_idx)
						r_ptr = &r_info[r_idx];
					else
						/* If not, find the monster with that name */
						r_ptr = lookup_monster(name); 
				}

				/* Reload the screen */
				screen_load();

				/* Did we find a valid monster? */
				if (r_ptr)
					cheat_monster_lore(r_ptr, get_lore(r_ptr));
				else
					msg("No monster found.");
			}

			break;
		}

		/* Summon Random Monster(s) */
		case 's':
		{
			int n;
			screen_save();
			n = get_quantity("How many monsters? ", 40);
			screen_load();
			if (n < 1) n = 1;
			do_cmd_wiz_summon(n);
			break;
		}
		
		/* Collect stats (S) */
		case 'S':
		{
			stats_collect();
			break;
		}

		/* Teleport */
		case 't':
		{
			teleport_player(100);
			break;
		}

		/* Create a trap */
		case 'T':
		{
			if (!cave_isfloor(cave, p_ptr->py, p_ptr->px))
				msg("You can't place a trap there!");
			else if (p_ptr->depth == 0)
				msg("You can't place a trap in the town!");
			else
				cave_add_trap(cave, p_ptr->py, p_ptr->px);
			break;
		}

		/* Un-hide all monsters */
		case 'u':
		{
			detect_monsters_entire_level();
			break;
		}

		/* Very Good Objects */
		case 'v':
		{
			int n;
			screen_save();
			n = get_quantity("How many great objects? ", 40);
			screen_load();
			if (n < 1) n = 1;
			acquirement(py, px, p_ptr->depth, n, TRUE);
			break;
		}

		case 'V':
		{
			int n;
			screen_save();
			n = get_quantity("Create all items of what tval? ", 255);
			screen_load();
			if (n)
				wiz_test_kind(n);
			break;
		}

		/* Wizard Light the Level */
		case 'w':
		{
			wiz_light(TRUE);
			break;
		}

		/* Wipe recall for a monster */
		case 'W':
		{
			const monster_race *r_ptr = NULL;
			s16b r_idx = 0; 

			struct keypress sym;
			char *prompt =
				"Wipe recall for [a]ll monsters or [s]pecific monster? ";

			if (!get_com(prompt, &sym)) return;

			if (sym.code == 'a' || sym.code == 'A')
			{
				int i;
				for (i = 0; i < z_info->r_max; i++)
					wipe_monster_lore(&r_info[i], &l_list[i]);
				msg("Done.");
			}
			else if (sym.code == 's' || sym.code == 'S')
			{
				char name[80] = "";

				/* Avoid the prompt getting in the way */
				screen_save();

				/* Prompt */
				prt("Which monster? ", 0, 0);

				/* Get the name */
				if (askfor_aux(name, sizeof(name), NULL))
				{
					/* See if a r_idx was entered */
					r_idx = get_idx_from_name(name);
					if (r_idx)
						r_ptr = &r_info[r_idx];
					else
						/* If not, find the monster with that name */
						r_ptr = lookup_monster(name); 
				}
					
				/* Reload the screen */
				screen_load();

				/* Did we find a valid monster? */
				if (r_ptr)
					wipe_monster_lore(r_ptr, get_lore(r_ptr));
				else
					msg("No monster found.");
			}
	
			break;
		}

		/* Increase Experience */
		case 'x':
		{
			int n;
			screen_save();
			n = get_quantity("Gain how much experience? ", 9999);
			screen_load();
			if (n < 1) n = 1;
			player_exp_gain(p_ptr, n);
			break;
		}

		/* Zap Monsters (Banishment) */
		case 'z':
		{
			int n;
			screen_save();
			n = get_quantity("Zap within what distance? ", MAX_SIGHT);
			screen_load();
			do_cmd_wiz_zap(n);
			break;
		}

		/* Hack */
		case '_':
		{
			do_cmd_wiz_hack_ben();
			break;
		}

		/* Oops */
		default:
		{
			msg("That is not a valid debug command.");
			break;
		}
	}
}