bool classPlayer::get_item(object_colision &obj_info) { if (character::get_item(obj_info)) { return true; } bool res = false; // deal with non-blocking items if (obj_info._object != NULL && obj_info._object->finished() == false) { //std::cout << "classPlayer::get_item" << std::endl; switch (obj_info._object->get_type()) { case OBJ_ENERGY_TANK: if (game_save.items.energy_tanks < 9) { game_save.items.energy_tanks++; } obj_info._object->set_finished(true); soundManager.play_sfx(SFX_GOT_ITEM); res = true; break; case OBJ_WEAPON_TANK: if (game_save.items.weapon_tanks == 0) { game_save.items.weapon_tanks++; } obj_info._object->set_finished(true); soundManager.play_sfx(SFX_GOT_ITEM); res = true; break; case OBJ_LIFE: game_save.items.lifes++; if (game_save.items.lifes > 9) { game_save.items.lifes = 9; } obj_info._object->set_finished(true); soundManager.play_sfx(SFX_GOT_ITEM); res = true; break; case OBJ_WEAPON_PILL_BIG: obj_info._object->set_finished(true); recharge(ENERGY_TYPE_WEAPON, ENERGY_ITEM_BIG); res = true; break; case OBJ_WEAPON_PILL_SMALL: obj_info._object->set_finished(true); recharge(ENERGY_TYPE_WEAPON, ENERGY_ITEM_SMALL); res = true; break; default: //std::cout << "classPlayer::get_item - unknown item type: " << obj_info._object->get_type() << std::endl; break; } } return res; }
int main(int argc, char const *argv[]) { double operating_time, operating_current; double discharge_time; //ask user for battery info printf("%s", "Enter battery voltage > "); scanf("%lf", &bat.voltage); printf("%s", "Enter power rating of the battery (in joules) > "); scanf("%lf", &bat.energy_limit); printf("%s", "What is battery’s available energy (in joules) > "); scanf("%lf", &bat.energy_available); printf("%s", "What is operating time (in seconds) > "); scanf("%lf", &operating_time); printf("%s", "What is operating current (int amps) > "); scanf("%lf", &operating_current); /****** start calculation *******/ bat = power_device (bat, operating_time, operating_current); printf("\n\nthe outcome is %d\n",bat.dec); printf("the updated energy is %f\n\n\n",bat.energy_available); discharge_time = max_time(bat, operating_time, operating_current); printf("%s%f\n", "Discharge time with current load:\n", discharge_time); bat = recharge (bat); discharge_time = max_time(bat, operating_time, operating_current); printf("%s%f\n", "Discharge time after the battery is fully recharged:\n", discharge_time); //debug //printf("%f %f %f\n", bat.voltage, bat.energy_limit, bat.energy_available); return 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)dec_timed(TMD_CUT, 20, TRUE); (void)dec_timed(TMD_CONFUSED, 20, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_BLESS: { (void)inc_timed(TMD_BLESSED, randint1(12) + 12, TRUE); break; } case PRAYER_REMOVE_FEAR: { (void)clear_timed(TMD_AFRAID, TRUE); break; } case PRAYER_CALL_LIGHT: { (void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; } case PRAYER_FIND_TRAPS_DOORS: { (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); break; } case PRAYER_SLOW_POISON: { (void)set_timed(TMD_POISONED, p_ptr->timed[TMD_POISONED] / 2, TRUE); break; } case PRAYER_SCARE_MONSTER: { (void)fear_monster(dir, plev, TRUE); break; } case PRAYER_PORTAL: { teleport_player(plev * 3); break; } case PRAYER_CURE_SERIOUS_WOUNDS: { (void)heal_player(20, 25); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_CHANT: { (void)inc_timed(TMD_BLESSED, randint1(24) + 24, TRUE); break; } case PRAYER_SANCTUARY: { (void)sleep_monsters_touch(TRUE); break; } case PRAYER_SATISFY_HUNGER: { (void)set_food(PY_FOOD_MAX - 1); break; } case PRAYER_REMOVE_CURSE: { remove_curse(); break; } case PRAYER_RESIST_HEAT_COLD: { (void)inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE); break; } case PRAYER_NEUTRALIZE_POISON: { (void)clear_timed(TMD_POISONED, TRUE); break; } case PRAYER_ORB_OF_DRAINING: { fire_ball(GF_HOLY_ORB, dir, (damroll(3, 6) + plev + (plev / (player_has(PF_BLESS_WEAPON) ? 2 : 4))), ((plev < 30) ? 2 : 3)); break; } case PRAYER_CURE_CRITICAL_WOUNDS: { (void)heal_player(25, 30); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_SENSE_INVISIBLE: { (void)inc_timed(TMD_SINVIS, randint1(24) + 24, TRUE); break; } case PRAYER_PROTECTION_FROM_EVIL: { (void)inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE); break; } case PRAYER_EARTHQUAKE: { earthquake(py, px, 10); break; } case PRAYER_SENSE_SURROUNDINGS: { map_area(); break; } case PRAYER_CURE_MORTAL_WOUNDS: { (void)heal_player(30, 50); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_TURN_UNDEAD: { (void)turn_undead(TRUE); break; } case PRAYER_PRAYER: { (void)inc_timed(TMD_BLESSED, randint1(48) + 48, TRUE); break; } case PRAYER_DISPEL_UNDEAD: { (void)dispel_undead(randint1(plev * 3)); break; } case PRAYER_HEAL: { amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; (void)hp_player(amt); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_DISPEL_EVIL: { (void)dispel_evil(randint1(plev * 3)); break; } case PRAYER_GLYPH_OF_WARDING: { warding_glyph(); break; } case PRAYER_HOLY_WORD: { (void)dispel_evil(randint1(plev * 4)); (void)hp_player(1000); (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); break; } case PRAYER_DETECT_MONSTERS: { (void)detect_monsters_normal(TRUE); break; } case PRAYER_DETECTION: { (void)detect_all(TRUE); break; } case PRAYER_PERCEPTION: { return ident_spell(); } case PRAYER_PROBING: { (void)probing(); break; } case PRAYER_CLAIRVOYANCE: { wiz_light(); break; } case PRAYER_CURE_SERIOUS_WOUNDS2: { (void)heal_player(20, 25); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_CURE_MORTAL_WOUNDS2: { (void)heal_player(30, 50); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_HEALING: { (void)hp_player(2000); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); break; } case PRAYER_RESTORATION: { (void)do_res_stat(A_STR); (void)do_res_stat(A_INT); (void)do_res_stat(A_WIS); (void)do_res_stat(A_DEX); (void)do_res_stat(A_CON); (void)do_res_stat(A_CHR); break; } case PRAYER_REMEMBRANCE: { (void)restore_level(); break; } case PRAYER_DISPEL_UNDEAD2: { (void)dispel_undead(randint1(plev * 4)); break; } case PRAYER_DISPEL_EVIL2: { (void)dispel_evil(randint1(plev * 4)); break; } case PRAYER_BANISH_EVIL: { if (banish_evil(100)) { msg("The power of your god banishes evil!"); } break; } case PRAYER_WORD_OF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); break; } case PRAYER_ANNIHILATION: { drain_life(dir, 200); break; } case PRAYER_UNBARRING_WAYS: { (void)destroy_doors_touch(); break; } case PRAYER_RECHARGING: { return recharge(15); } case PRAYER_DISPEL_CURSE: { (void)remove_all_curse(); break; } case PRAYER_ENCHANT_WEAPON: { return enchant_spell(randint0(4) + 1, randint0(4) + 1, 0); } case PRAYER_ENCHANT_ARMOUR: { return enchant_spell(0, 0, randint0(3) + 2); } case PRAYER_ELEMENTAL_BRAND: { brand_weapon(); break; } case PRAYER_BLINK: { teleport_player(10); break; } case PRAYER_TELEPORT_SELF: { teleport_player(plev * 8); break; } case PRAYER_TELEPORT_OTHER: { (void)teleport_monster(dir); break; } case PRAYER_TELEPORT_LEVEL: { (void)teleport_player_level(); break; } case PRAYER_WORD_OF_RECALL: { set_recall(); break; } case PRAYER_ALTER_REALITY: { msg("The world changes!"); /* Leaving */ p_ptr->leaving = TRUE; break; } } /* Success */ return (TRUE); }
static bool cast_mage_spell(int spell, int dir) { int py = p_ptr->py; int px = p_ptr->px; int plev = p_ptr->lev; /* Hack -- chance of "beam" instead of "bolt" */ int beam = beam_chance(); /* Spells. */ switch (spell) { case SPELL_MAGIC_MISSILE: { fire_bolt_or_beam(beam-10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); break; } case SPELL_DETECT_MONSTERS: { (void)detect_monsters_normal(TRUE); break; } case SPELL_PHASE_DOOR: { teleport_player(10); break; } case SPELL_LIGHT_AREA: { (void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; } case SPELL_TREASURE_DETECTION: { (void)detect_treasure(TRUE); break; } case SPELL_CURE_LIGHT_WOUNDS: { (void)heal_player(15, 15); (void)dec_timed(TMD_CUT, 20, TRUE); (void)dec_timed(TMD_CONFUSED, 20, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case SPELL_FIND_TRAPS_DOORS: { (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); break; } case SPELL_STINKING_CLOUD: { fire_ball(GF_POIS, dir, 10 + (plev / 2), 2); break; } case SPELL_CONFUSE_MONSTER: { (void)confuse_monster(dir, plev, TRUE); break; } case SPELL_LIGHTNING_BOLT: { fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); break; } case SPELL_TRAP_DOOR_DESTRUCTION: { (void)destroy_doors_touch(); break; } case SPELL_SLEEP_MONSTER: { (void)sleep_monster(dir, TRUE); break; } case SPELL_CURE_POISON: { (void)clear_timed(TMD_POISONED, TRUE); break; } case SPELL_TELEPORT_SELF: { teleport_player(plev * 5); break; } case SPELL_SPEAR_OF_LIGHT: { msg("A line of blue shimmering light appears."); light_line(dir); break; } case SPELL_FROST_BOLT: { fire_bolt_or_beam(beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); break; } case SPELL_TURN_STONE_TO_MUD: { (void)wall_to_mud(dir); break; } case SPELL_SATISFY_HUNGER: { (void)set_food(PY_FOOD_MAX - 1); break; } case SPELL_RECHARGE_ITEM_I: { return recharge(2 + plev / 5); } case SPELL_WONDER: { (void)spell_wonder(dir); break; } case SPELL_POLYMORPH_OTHER: { (void)poly_monster(dir); break; } case SPELL_IDENTIFY: { return ident_spell(); } case SPELL_MASS_SLEEP: { (void)sleep_monsters(TRUE); break; } case SPELL_FIRE_BOLT: { fire_bolt_or_beam(beam, GF_FIRE, dir, damroll(6+((plev-5)/4), 8)); break; } case SPELL_SLOW_MONSTER: { (void)slow_monster(dir); break; } case SPELL_FROST_BALL: { fire_ball(GF_COLD, dir, 30 + (plev), 2); break; } case SPELL_RECHARGE_ITEM_II: /* greater recharging */ { return recharge(50 + plev); } case SPELL_TELEPORT_OTHER: { (void)teleport_monster(dir); break; } case SPELL_BEDLAM: { fire_ball(GF_OLD_CONF, dir, plev, 4); break; } case SPELL_FIRE_BALL: { fire_ball(GF_FIRE, dir, 55 + (plev), 2); break; } case SPELL_WORD_OF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); break; } case SPELL_BANISHMENT: { return banishment(); break; } case SPELL_DOOR_CREATION: { (void)door_creation(); break; } case SPELL_STAIR_CREATION: { (void)stair_creation(); break; } case SPELL_TELEPORT_LEVEL: { (void)teleport_player_level(); break; } case SPELL_EARTHQUAKE: { earthquake(py, px, 10); break; } case SPELL_WORD_OF_RECALL: { set_recall(); break; } case SPELL_ACID_BOLT: { fire_bolt_or_beam(beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8)); break; } case SPELL_CLOUD_KILL: { fire_ball(GF_POIS, dir, 40 + (plev / 2), 3); break; } case SPELL_ACID_BALL: { fire_ball(GF_ACID, dir, 40 + (plev), 2); break; } case SPELL_ICE_STORM: { fire_ball(GF_ICE, dir, 50 + (plev * 2), 3); break; } case SPELL_METEOR_SWARM: { fire_swarm(2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1); break; } case SPELL_MANA_STORM: { fire_ball(GF_MANA, dir, 300 + (plev * 2), 3); break; } case SPELL_DETECT_INVISIBLE: { (void)detect_monsters_normal(TRUE); (void)detect_monsters_invis(TRUE); break; } case SPELL_DETECT_ENCHANTMENT: { (void)detect_objects_magic(TRUE); break; } case SPELL_SHOCK_WAVE: { fire_ball(GF_SOUND, dir, 10 + plev, 2); break; } case SPELL_EXPLOSION: { fire_ball(GF_SHARD, dir, 20 + (plev * 2), 2); break; } case SPELL_MASS_BANISHMENT: { (void)mass_banishment(); break; } case SPELL_RESIST_FIRE: { (void)inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE); break; } case SPELL_RESIST_COLD: { (void)inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE); break; } case SPELL_ELEMENTAL_BRAND: /* elemental brand */ { return brand_ammo(); } case SPELL_RESIST_POISON: { (void)inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE); break; } case SPELL_RESISTANCE: { int time = randint1(20) + 20; (void)inc_timed(TMD_OPP_ACID, time, TRUE); (void)inc_timed(TMD_OPP_ELEC, time, TRUE); (void)inc_timed(TMD_OPP_FIRE, time, TRUE); (void)inc_timed(TMD_OPP_COLD, time, TRUE); (void)inc_timed(TMD_OPP_POIS, time, TRUE); break; } case SPELL_HEROISM: { (void)hp_player(10); (void)inc_timed(TMD_HERO, randint1(25) + 25, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); break; } case SPELL_SHIELD: { (void)inc_timed(TMD_SHIELD, randint1(20) + 30, TRUE); break; } case SPELL_BERSERKER: { (void)hp_player(30); (void)inc_timed(TMD_SHERO, randint1(25) + 25, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); break; } case SPELL_HASTE_SELF: { if (!p_ptr->timed[TMD_FAST]) { (void)set_timed(TMD_FAST, randint1(20) + plev, TRUE); } else { (void)inc_timed(TMD_FAST, randint1(5), TRUE); } break; } case SPELL_RIFT: { fire_beam(GF_GRAVITY, dir, 40 + damroll(plev, 7)); break; } case SPELL_REND_SOUL: /* rend soul */ { fire_bolt_or_beam(beam / 4, GF_NETHER, dir, damroll(11, plev)); break; } case SPELL_CHAOS_STRIKE: /* chaos strike */ { fire_bolt_or_beam(beam, GF_CHAOS, dir, damroll(13, plev)); break; } case SPELL_RUNE_OF_PROTECTION: /* rune of protection */ { (void)warding_glyph(); break; } case SPELL_ENCHANT_ARMOR: /* enchant armor */ { return enchant_spell(0, 0, randint0(3) + plev / 20); } case SPELL_ENCHANT_WEAPON: /* enchant weapon */ { return enchant_spell(randint0(4) + plev / 20, randint0(4) + plev / 20, 0); } } /* Success */ return (TRUE); }
/* * Do an effect, given an object. * Boost is the extent to which skill surpasses difficulty, used as % boost. It * ranges from 0 to 138. */ bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam, int boost) { int py = p_ptr->py; int px = p_ptr->px; int dam, chance, dur; if (effect < 1 || effect > EF_MAX) { msg("Bad effect passed to do_effect(). Please report this bug."); return FALSE; } switch (effect) { case EF_POISON: { inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_BLIND: { inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SCARE: { inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_CONFUSE: { inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_HALLUC: { inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_PARALYZE: { inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SLOW: { if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_POISON: { if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BLINDNESS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_PARANOIA: { if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CONFUSION: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_MIND: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE; if (!of_has(p_ptr->state.flags, OF_RES_CONFU) && inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BODY: { if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_LIGHT: { if (hp_player(20)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE; if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_SERIOUS: { if (hp_player(40)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CRITICAL: { if (hp_player(60)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL: { int amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; if (hp_player(amt)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL2: { if (hp_player(1200)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_TEMP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL1: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL2: { if (hp_player(1000)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL3: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_GAIN_EXP: { if (p_ptr->exp < PY_MAX_EXP) { msg("You feel more experienced."); player_exp_gain(p_ptr, 100000L); *ident = TRUE; } return TRUE; } case EF_LOSE_EXP: { if (!check_state(OF_HOLD_LIFE, p_ptr->state.flags) && (p_ptr->exp > 0)) { msg("You feel your memories fade."); player_exp_lose(p_ptr, p_ptr->exp / 4, FALSE); *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_HOLD_LIFE); return TRUE; } case EF_RESTORE_EXP: { if (restore_level()) *ident = TRUE; return TRUE; } case EF_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } return TRUE; } case EF_GAIN_STR: case EF_GAIN_INT: case EF_GAIN_WIS: case EF_GAIN_DEX: case EF_GAIN_CON: case EF_GAIN_CHR: { int stat = effect - EF_GAIN_STR; if (do_inc_stat(stat)) *ident = TRUE; return TRUE; } case EF_GAIN_ALL: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_BRAWN: { /* Pick a random stat to decrease other than strength */ int stat = randint0(A_MAX-1) + 1; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_STR); *ident = TRUE; } return TRUE; } case EF_INTELLECT: { /* Pick a random stat to decrease other than intelligence */ int stat = randint0(A_MAX-1); if (stat >= A_INT) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_INT); *ident = TRUE; } return TRUE; } case EF_CONTEMPLATION: { /* Pick a random stat to decrease other than wisdom */ int stat = randint0(A_MAX-1); if (stat >= A_WIS) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_WIS); *ident = TRUE; } return TRUE; } case EF_TOUGHNESS: { /* Pick a random stat to decrease other than constitution */ int stat = randint0(A_MAX-1); if (stat >= A_CON) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CON); *ident = TRUE; } return TRUE; } case EF_NIMBLENESS: { /* Pick a random stat to decrease other than dexterity */ int stat = randint0(A_MAX-1); if (stat >= A_DEX) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_DEX); *ident = TRUE; } return TRUE; } case EF_PLEASING: { /* Pick a random stat to decrease other than charisma */ int stat = randint0(A_MAX-1); if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CHR); *ident = TRUE; } return TRUE; } case EF_LOSE_STR: case EF_LOSE_INT: case EF_LOSE_WIS: case EF_LOSE_DEX: case EF_LOSE_CON: case EF_LOSE_CHR: { int stat = effect - EF_LOSE_STR; take_hit(damroll(5, 5), "stat drain"); (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_LOSE_CON2: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON, FALSE); *ident = TRUE; return TRUE; } case EF_RESTORE_STR: case EF_RESTORE_INT: case EF_RESTORE_WIS: case EF_RESTORE_DEX: case EF_RESTORE_CON: case EF_RESTORE_CHR: { int stat = effect - EF_RESTORE_STR; if (do_res_stat(stat)) *ident = TRUE; return TRUE; } case EF_CURE_NONORLYBIG: { msg("You feel life flow through your body!"); restore_level(); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_IMAGE, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; return TRUE; } case EF_RESTORE_ALL: { /* Life, above, also gives these effects */ if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_RESTORE_ST_LEV: { if (restore_level()) *ident = TRUE; if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_TMD_INFRA: { if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_SINVIS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_ESP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT: { msg("An image of your surroundings forms in your mind..."); wiz_light(); *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT2: { msg("You begin to feel more enlightened..."); message_flush(); wiz_light(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); (void)detect_treasure(TRUE); identify_pack(); *ident = TRUE; return TRUE; } case EF_HERO: { dur = randint1(25) + 25; if (hp_player(10)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_HERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHERO: { dur = randint1(25) + 25; if (hp_player(30)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ACID: { if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ELEC: { if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_FIRE: { if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_COLD: { if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_POIS: { if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ALL: { if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_DETECT_TREASURE: { if (detect_treasure(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_TRAP: { if (detect_traps(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_DOORSTAIR: { if (detect_doorstairs(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_INVIS: { if (detect_monsters_invis(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_EVIL: { if (detect_monsters_evil(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_ALL: { if (detect_all(aware)) *ident = TRUE; return TRUE; } case EF_ENCHANT_TOHIT: { *ident = TRUE; return enchant_spell(1, 0, 0); } case EF_ENCHANT_TODAM: { *ident = TRUE; return enchant_spell(0, 1, 0); } case EF_ENCHANT_WEAPON: { *ident = TRUE; return enchant_spell(randint1(3), randint1(3), 0); } case EF_ENCHANT_ARMOR: { *ident = TRUE; return enchant_spell(0, 0, 1); } case EF_ENCHANT_ARMOR2: { *ident = TRUE; return enchant_spell(0, 0, randint1(3) + 2); } case EF_RESTORE_ITEM: { *ident = TRUE; return restore_item(); } case EF_IDENTIFY: { *ident = TRUE; if (!ident_spell()) return FALSE; return TRUE; } case EF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->timed[TMD_BLIND]) msg("The air around your body glows blue for a moment..."); else msg("You feel as if someone is watching over you."); *ident = TRUE; } return TRUE; } case EF_REMOVE_CURSE2: { remove_all_curse(); *ident = TRUE; return TRUE; } case EF_LIGHT: { if (light_area(damroll(2, 8), 2)) *ident = TRUE; return TRUE; } case EF_SUMMON_MON: { int i; sound(MSG_SUM_MONSTER); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, 0, 1)) *ident = TRUE; } return TRUE; } case EF_SUMMON_UNDEAD: { int i; sound(MSG_SUM_UNDEAD); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, S_UNDEAD, 1)) *ident = TRUE; } return TRUE; } case EF_TELE_PHASE: { teleport_player(10); *ident = TRUE; return TRUE; } case EF_TELE_LONG: { teleport_player(100); *ident = TRUE; return TRUE; } case EF_TELE_LEVEL: { (void)teleport_player_level(); *ident = TRUE; return TRUE; } case EF_CONFUSING: { if (p_ptr->confusing == 0) { msg("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } return TRUE; } case EF_MAPPING: { map_area(); *ident = TRUE; return TRUE; } case EF_RUNE: { warding_glyph(); *ident = TRUE; return TRUE; } case EF_ACQUIRE: { acquirement(py, px, p_ptr->depth, 1, TRUE); *ident = TRUE; return TRUE; } case EF_ACQUIRE2: { acquirement(py, px, p_ptr->depth, randint1(2) + 1, TRUE); *ident = TRUE; return TRUE; } case EF_ANNOY_MON: { msg("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; return TRUE; } case EF_CREATE_TRAP: { /* Hack -- no traps in the town */ if (p_ptr->depth == 0) return TRUE; trap_creation(); msg("You hear a low-pitched whistling sound."); *ident = TRUE; return TRUE; } case EF_DESTROY_TDOORS: { if (destroy_doors_touch()) *ident = TRUE; return TRUE; } case EF_RECHARGE: { *ident = TRUE; if (!recharge(60)) return FALSE; return TRUE; } case EF_BANISHMENT: { *ident = TRUE; if (!banishment()) return FALSE; return TRUE; } case EF_DARKNESS: { if (!check_state(OF_RES_DARK, p_ptr->state.flags)) (void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE, TRUE); unlight_area(10, 3); wieldeds_notice_flag(OF_RES_DARK); *ident = TRUE; return TRUE; } case EF_PROTEVIL: { if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SATISFY: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; return TRUE; } case EF_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; return TRUE; } case EF_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; return TRUE; } case EF_BLESSING: { if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING2: { if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING3: { if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RECALL: { set_recall(); *ident = TRUE; return TRUE; } case EF_DEEP_DESCENT: { int i, target_depth = p_ptr->depth; /* Calculate target depth */ for (i = 2; i > 0; i--) { if (is_quest(target_depth)) break; if (target_depth >= MAX_DEPTH - 1) break; target_depth++; } if (target_depth > p_ptr->depth) { msgt(MSG_TPLEVEL, "You sink through the floor..."); dungeon_change_level(target_depth); *ident = TRUE; return TRUE; } else { msgt(MSG_TPLEVEL, "You sense a malevolent presence blocking passage to the levels below."); *ident = TRUE; return FALSE; } } case EF_LOSHASTE: { if (speed_monsters()) *ident = TRUE; return TRUE; } case EF_LOSSLEEP: { if (sleep_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSSLOW: { if (slow_monsters()) *ident = TRUE; return TRUE; } case EF_LOSCONF: { if (confuse_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSKILL: { (void)mass_banishment(); *ident = TRUE; return TRUE; } case EF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; return TRUE; } case EF_DESTRUCTION2: { destroy_area(py, px, 15, TRUE); *ident = TRUE; return TRUE; } case EF_ILLUMINATION: { if (light_area(damroll(2, 15), 3)) *ident = TRUE; return TRUE; } case EF_CLAIRVOYANCE: { *ident = TRUE; wiz_light(); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); return TRUE; } case EF_PROBING: { *ident = probing(); return TRUE; } case EF_STONE_TO_MUD: { if (wall_to_mud(dir)) *ident = TRUE; return TRUE; } case EF_CONFUSE2: { *ident = TRUE; confuse_monster(dir, 20, aware); return TRUE; } case EF_BIZARRE: { *ident = TRUE; ring_of_power(dir); return TRUE; } case EF_STAR_BALL: { int i; *ident = TRUE; for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], (150 * (100 + boost) / 100), 3); return TRUE; } case EF_RAGE_BLESS_RESIST: { dur = randint1(50) + 50; *ident = TRUE; (void)hp_player(30); (void)clear_timed(TMD_AFRAID, TRUE); (void)inc_timed(TMD_BOLD, dur, TRUE, TRUE); (void)inc_timed(TMD_SHERO, dur, TRUE, TRUE); (void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE, TRUE); return TRUE; } case EF_SLEEPII: { *ident = TRUE; sleep_monsters_touch(aware); return TRUE; } case EF_RESTORE_LIFE: { *ident = TRUE; restore_level(); return TRUE; } case EF_MISSILE: { *ident = TRUE; dam = damroll(3, 4) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_MISSILE, dir, dam); return TRUE; } case EF_DISPEL_EVIL: { *ident = TRUE; dam = p_ptr->lev * 5 * (100 + boost) / 100; dispel_evil(dam); return TRUE; } case EF_DISPEL_EVIL60: { dam = 60 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_UNDEAD: { dam = 60 * (100 + boost) / 100; if (dispel_undead(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_ALL: { dam = 120 * (100 + boost) / 100; if (dispel_monsters(dam)) *ident = TRUE; return TRUE; } case EF_HASTE: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE1: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE2: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_FIRE_BOLT: { *ident = TRUE; dam = damroll(9, 8) * (100 + boost) / 100; fire_bolt(GF_FIRE, dir, dam); return TRUE; } case EF_FIRE_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT3: { dam = damroll(16, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT72: { dam = 72 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_FIRE_BALL: { dam = 144 * (100 + boost) / 100; fire_ball(GF_FIRE, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_FIRE_BALL2: { dam = 120 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_FIRE_BALL200: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_COLD_BOLT: { dam = damroll(6, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt_or_beam(beam, GF_COLD, dir, dam); return TRUE; } case EF_COLD_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_COLD, dir, dam); return TRUE; } case EF_COLD_BALL2: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_COLD_BALL50: { dam = 50 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL100: { dam = 100 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL160: { dam = 160 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_ACID_BOLT: { dam = damroll(5, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ACID, dir, dam); return TRUE; } case EF_ACID_BOLT2: { dam = damroll(10, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BOLT3: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BALL: { dam = 120 * (100 + boost) / 100; fire_ball(GF_ACID, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BOLT: { dam = damroll(6, 6) * (100 + boost) / 100; *ident = TRUE; fire_beam(GF_ELEC, dir, dam); return TRUE; } case EF_ELEC_BALL: { dam = 64 * (100 + boost) / 100; fire_ball(GF_ELEC, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BALL2: { dam = 250 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 3); return TRUE; } case EF_ARROW: { dam = 150 * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ARROW, dir, dam); return TRUE; } case EF_REM_FEAR_POIS: { *ident = TRUE; (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); return TRUE; } case EF_STINKING_CLOUD: { dam = 12 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_POIS, dir, dam, 3); return TRUE; } case EF_DRAIN_LIFE1: { dam = 90 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE2: { dam = 120 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE3: { dam = 150 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE4: { dam = 250 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_FIREBRAND: { *ident = TRUE; if (!brand_bolts()) return FALSE; return TRUE; } case EF_MANA_BOLT: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt(GF_MANA, dir, dam); *ident = TRUE; return TRUE; } case EF_MON_HEAL: { if (heal_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_HASTE: { if (speed_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SLOW: { if (slow_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_CONFUSE: { if (confuse_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_MON_SLEEP: { if (sleep_monster(dir, aware)) *ident = TRUE; return TRUE; } case EF_MON_CLONE: { if (clone_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SCARE: { if (fear_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_LIGHT_LINE: { msg("A line of shimmering blue light appears."); light_line(dir); *ident = TRUE; return TRUE; } case EF_TELE_OTHER: { if (teleport_monster(dir)) *ident = TRUE; return TRUE; } case EF_DISARMING: { if (disarm_trap(dir)) *ident = TRUE; return TRUE; } case EF_TDOOR_DEST: { if (destroy_door(dir)) *ident = TRUE; return TRUE; } case EF_POLYMORPH: { if (poly_monster(dir)) *ident = TRUE; return TRUE; } case EF_STARLIGHT: { int i; if (!p_ptr->timed[TMD_BLIND]) msg("Light shoots in all directions!"); for (i = 0; i < 8; i++) light_line(ddd[i]); *ident = TRUE; return TRUE; } case EF_STARLIGHT2: { int k; for (k = 0; k < 8; k++) strong_light_line(ddd[k]); *ident = TRUE; return TRUE; } case EF_BERSERKER: { dur = randint1(50) + 50; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_WONDER: { if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5, beam)) *ident = TRUE; return TRUE; } case EF_WAND_BREATH: { /* table of random ball effects and their damages */ const int breath_types[] = { GF_ACID, 200, GF_ELEC, 160, GF_FIRE, 200, GF_COLD, 160, GF_POIS, 120 }; /* pick a random (type, damage) tuple in the table */ int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int))); fire_ball(breath_types[which], dir, breath_types[which + 1], 3); *ident = TRUE; return TRUE; } case EF_STAFF_MAGI: { if (do_res_stat(A_INT)) *ident = TRUE; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; *ident = TRUE; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); } return TRUE; } case EF_STAFF_HOLY: { dam = 120 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_DRINK_BREATH: { const int breath_types[] = { GF_FIRE, 80, GF_COLD, 80, }; int which = 2 * randint0(N_ELEMENTS(breath_types) / 2); fire_ball(breath_types[which], dir, breath_types[which + 1], 2); *ident = TRUE; return TRUE; } case EF_DRINK_GOOD: { msg("You feel less thirsty."); *ident = TRUE; return TRUE; } case EF_DRINK_DEATH: { msg("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *ident = TRUE; return TRUE; } case EF_DRINK_RUIN: { msg("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); player_stat_dec(p_ptr, A_DEX, TRUE); player_stat_dec(p_ptr, A_WIS, TRUE); player_stat_dec(p_ptr, A_CON, TRUE); player_stat_dec(p_ptr, A_STR, TRUE); player_stat_dec(p_ptr, A_CHR, TRUE); player_stat_dec(p_ptr, A_INT, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_DETONATE: { msg("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)inc_timed(TMD_STUN, 75, TRUE, TRUE); (void)inc_timed(TMD_CUT, 5000, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_SALT: { msg("The potion makes you vomit!"); (void)set_food(PY_FOOD_STARVE - 1); (void)clear_timed(TMD_POISONED, TRUE); (void)inc_timed(TMD_PARALYZED, 4, TRUE, FALSE); *ident = TRUE; return TRUE; } case EF_FOOD_GOOD: { msg("That tastes good."); *ident = TRUE; return TRUE; } case EF_FOOD_WAYBREAD: { msg("That tastes good."); (void)clear_timed(TMD_POISONED, TRUE); (void)hp_player(damroll(4, 8)); *ident = TRUE; return TRUE; } case EF_SHROOM_EMERGENCY: { (void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE); (void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE); (void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE); (void)hp_player(200); *ident = TRUE; return TRUE; } case EF_SHROOM_TERROR: { if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_STONE: { if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_DEBILITY: { int stat = one_in_(2) ? A_STR : A_CON; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_SHROOM_SPRINTING: { if (inc_timed(TMD_SPRINT, 100, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_PURGING: { (void)set_food(PY_FOOD_FAINT - 1); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_RING_ACID: { dam = 70 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ACID, dir, dam, 2); inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_FLAMES: { dam = 80 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_ICE: { dam = 75 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_LIGHTNING: { dam = 85 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 2); inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_DRAGON_BLUE: { dam = 100 * (100 + boost) / 100; msgt(MSG_BR_ELEC, "You breathe lightning."); fire_ball(GF_ELEC, dir, dam, 2); return TRUE; } case EF_DRAGON_GREEN: { dam = 150 * (100 + boost) / 100; msgt(MSG_BR_GAS, "You breathe poison gas."); fire_ball(GF_POIS, dir, dam, 2); return TRUE; } case EF_DRAGON_RED: { dam = 200 * (100 + boost) / 100; msgt(MSG_BR_FIRE, "You breathe fire."); fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_DRAGON_MULTIHUED: { static const struct { int msg_sound; const char *msg; int typ; } mh[] = { { MSG_BR_ELEC, "lightning", GF_ELEC }, { MSG_BR_FROST, "frost", GF_COLD }, { MSG_BR_ACID, "acid", GF_ACID }, { MSG_BR_GAS, "poison gas", GF_POIS }, { MSG_BR_FIRE, "fire", GF_FIRE } }; int chance = randint0(5); dam = 250 * (100 + boost) / 100; msgt(mh[chance].msg_sound, "You breathe %s.", mh[chance].msg); fire_ball(mh[chance].typ, dir, dam, 2); return TRUE; } case EF_DRAGON_BRONZE: { dam = 120 * (100 + boost) / 100; msgt(MSG_BR_CONF, "You breathe confusion."); fire_ball(GF_CONFU, dir, dam, 2); return TRUE; } case EF_DRAGON_GOLD: { dam = 130 * (100 + boost) / 100; msgt(MSG_BR_SOUND, "You breathe sound."); fire_ball(GF_SOUND, dir, dam, 2); return TRUE; } case EF_DRAGON_CHAOS: { dam = 220 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISEN), "You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISEN), dir, dam, 2); return TRUE; } case EF_DRAGON_LAW: { dam = 230 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), "You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, dam, 2); return TRUE; } case EF_DRAGON_BALANCE: { dam = 250 * (100 + boost) / 100; chance = randint0(4); msg("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISEN : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, dam, 2); return TRUE; } case EF_DRAGON_SHINING: { dam = 200 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), "You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam, 2); return TRUE; } case EF_DRAGON_POWER: { dam = 300 * (100 + boost) / 100; msgt(MSG_BR_ELEMENTS, "You breathe the elements."); fire_ball(GF_MISSILE, dir, dam, 2); return TRUE; } case EF_TRAP_DOOR: { msg("You fall through a trap door!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently down to the next level."); } else { take_hit(damroll(2, 8), "a trap"); } wieldeds_notice_flag(OF_FEATHER); dungeon_change_level(p_ptr->depth + 1); return TRUE; } case EF_TRAP_PIT: { msg("You fall into a pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the bottom of the pit."); } else { take_hit(damroll(2, 6), "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_SPIKES: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled!"); dam *= 2; (void)inc_timed(TMD_CUT, randint1(dam), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_POISON: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled on poisonous spikes!"); (void)inc_timed(TMD_CUT, randint1(dam * 2), TRUE, TRUE); (void)inc_timed(TMD_POISONED, randint1(dam * 4), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_RUNE_SUMMON: { int i; int num = 2 + randint1(3); msgt(MSG_SUM_MONSTER, "You are enveloped in a cloud of smoke!"); /* Remove trap */ cave->info[py][px] &= ~(CAVE_MARK); cave_set_feat(cave, py, px, FEAT_FLOOR); for (i = 0; i < num; i++) (void)summon_specific(py, px, p_ptr->depth, 0, 1); break; } case EF_TRAP_RUNE_TELEPORT: { msg("You hit a teleport trap!"); teleport_player(100); return TRUE; } case EF_TRAP_SPOT_FIRE: { int dam; msg("You are enveloped in flames!"); dam = damroll(4, 6); dam = adjust_dam(GF_FIRE, dam, RANDOMISE, check_for_resist(GF_FIRE, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "a fire trap"); inven_damage(GF_FIRE, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_SPOT_ACID: { int dam; msg("You are splashed with acid!"); dam = damroll(4, 6); dam = adjust_dam(GF_ACID, dam, RANDOMISE, check_for_resist(GF_ACID, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "an acid trap"); inven_damage(GF_ACID, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_DART_SLOW: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_STR: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_STR, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_DEX: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_DEX, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_CON: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_CON, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_GAS_BLIND: { msg("You are surrounded by a black gas!"); (void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_CONFUSE: { msg("You are surrounded by a gas of scintillating colors!"); (void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_POISON: { msg("You are surrounded by a pungent green gas!"); (void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_SLEEP: { msg("You are surrounded by a strange white mist!"); (void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE, TRUE); return TRUE; } case EF_XXX: case EF_MAX: break; } /* Not used */ msg("Effect not handled."); return FALSE; }
/** * Cast a spell. * @param op The creature that is owner of the object that is casting the * spell. * @param caster The actual object (wand, potion) casting the spell. Can * be same as op. * @param dir Direction to cast in. * @param type Spell ID. * @param ability If true, the spell is the innate ability of a monster * (ie, don't check for blocks_magic(), and don't add AT_MAGIC to attacktype). * @param item The type of object that is casting the spell. * @param stringarg Any options that are being used. * @return 0 on failure, non-zero on success and is used by caller to * drain mana/grace. */ int cast_spell(object *op, object *caster, int dir, int type, int ability, SpellTypeFrom item, char *stringarg) { spell *s = find_spell(type); shstr *godname = NULL; object *target = NULL; int success = 0, duration, spell_cost = 0; if (!s) { LOG(llevBug, "BUG: cast_spell(): Unknown spell: %d\n", type); return 0; } /* Get the base duration */ duration = spells[type].bdur; if (!op) { op = caster; } /* Script NPCs can ALWAYS cast - even in no spell areas! */ if (item == spellNPC) { /* If spellNPC, this usually comes from a script, * and caster is the NPC and op the target. */ target = op; op = caster; } else { /* It looks like the only properties we ever care about from the casting * object (caster) is spell paths and level. */ object *cast_op = op; if (!caster) { if (item == spellNormal) { caster = op; } } else { /* Caster has a map? Then we use caster */ if (caster->map) { cast_op = caster; } } /* No magic and not a prayer. */ if (MAP_NOMAGIC(cast_op->map) && spells[type].type == SPELL_TYPE_WIZARD) { new_draw_info(NDI_UNIQUE, op, "Powerful countermagic cancels all spellcasting here!"); return 0; } /* No prayer and a prayer. */ if (MAP_NOPRIEST(cast_op->map) && spells[type].type == SPELL_TYPE_PRIEST) { new_draw_info(NDI_UNIQUE, op, "Powerful countermagic cancels all prayer spells here!"); return 0; } /* No harm spell and not town safe. */ if (MAP_NOHARM(cast_op->map) && !(spells[type].flags & SPELL_DESC_TOWN)) { new_draw_info(NDI_UNIQUE, op, "Powerful countermagic cancels all harmful magic here!"); return 0; } if (op->type == PLAYER) { CONTR(op)->praying = 0; /* Cancel player spells which are denied, but only real spells (not * potions, wands, etc). */ if (item == spellNormal) { if (caster->path_denied & s->path) { new_draw_info(NDI_UNIQUE, op, "It is denied for you to cast that spell."); return 0; } if (!(QUERY_FLAG(op, FLAG_WIZ))) { if (spells[type].type == SPELL_TYPE_WIZARD && op->stats.sp < SP_level_spellpoint_cost(caster, type, -1)) { new_draw_info(NDI_UNIQUE, op, "You don't have enough mana."); return 0; } if (spells[type].type == SPELL_TYPE_PRIEST && op->stats.grace < SP_level_spellpoint_cost(caster, type, -1)) { new_draw_info(NDI_UNIQUE, op, "You don't have enough grace."); return 0; } } } /* If it a prayer, grab the player's god - if we have none, we * can't cast, except for potions. */ if (spells[type].type == SPELL_TYPE_PRIEST && item != spellPotion) { if ((godname = determine_god(op)) == shstr_cons.none) { new_draw_info(NDI_UNIQUE, op, "You need a deity to cast a prayer!"); return 0; } } } /* If it is an ability, assume that the designer of the archetype * knows what they are doing. */ if (item == spellNormal && !ability && SK_level(caster) < s->level && !QUERY_FLAG(op, FLAG_WIZ)) { new_draw_info(NDI_UNIQUE, op, "You lack enough skill to cast that spell."); return 0; } if (item == spellPotion) { /* If the potion casts a self spell, don't use the facing * direction. */ if (spells[type].flags & SPELL_DESC_SELF) { target = op; dir = 0; } } else if (find_target_for_spell(op, &target, spells[type].flags) == 0) { new_draw_info_format(NDI_UNIQUE, op, "You can't cast that spell on %s!", target ? target->name : "yourself"); return 0; } /* If valid target is not in range for selected spell, skip casting. */ if (target) { rv_vector rv; if (!get_rangevector_from_mapcoords(op->map, op->x, op->y, target->map, target->x, target->y, &rv, RV_DIAGONAL_DISTANCE) || rv.distance > (unsigned int) spells[type].range) { new_draw_info(NDI_UNIQUE, op, "Your target is out of range!"); return 0; } } if (op->type == PLAYER && target == op && CONTR(op)->target_object != op) { new_draw_info(NDI_UNIQUE, op, "You auto-target yourself with this spell!"); } if (!ability && ((s->type == SPELL_TYPE_WIZARD && blocks_magic(op->map, op->x, op->y)) || (s->type == SPELL_TYPE_PRIEST && blocks_cleric(op->map, op->x, op->y)))) { if (op->type != PLAYER) { return 0; } if (s->type == SPELL_TYPE_PRIEST) { new_draw_info_format(NDI_UNIQUE, op, "This ground is unholy! %s ignores you.", godname); } else { switch (CONTR(op)->shoottype) { case range_magic: new_draw_info(NDI_UNIQUE, op, "Something blocks your spellcasting."); break; case range_wand: new_draw_info(NDI_UNIQUE, op, "Something blocks the magic of your wand."); break; case range_rod: new_draw_info(NDI_UNIQUE, op, "Something blocks the magic of your rod."); break; case range_horn: new_draw_info(NDI_UNIQUE, op, "Something blocks the magic of your horn."); break; case range_scroll: new_draw_info(NDI_UNIQUE, op, "Something blocks the magic of your scroll."); break; default: break; } } return 0; } if (item == spellNormal && op->type == PLAYER) { /* Chance to fumble the spell by too low wisdom. */ if (s->type == SPELL_TYPE_PRIEST && rndm(0, 99) < s->level / (float) MAX(1, op->chosen_skill->level) * cleric_chance[op->stats.Wis]) { play_sound_player_only(CONTR(op), SOUND_FUMBLE_SPELL, SOUND_NORMAL, 0, 0); new_draw_info(NDI_UNIQUE, op, "You fumble the prayer because your wisdom is low."); /* Shouldn't happen... */ if (s->sp == 0) { return 0; } return rndm(1, SP_level_spellpoint_cost(caster, type, -1)); } if (s->type == SPELL_TYPE_WIZARD) { int failure = rndm(0, 199) - CONTR(op)->encumbrance + op->chosen_skill->level - s->level + 35; if (failure < 0) { new_draw_info(NDI_UNIQUE, op, "You bungle the spell because you have too much heavy equipment in use."); return rndm(0, SP_level_spellpoint_cost(caster, type, -1)); } } } /* Now let's talk about action/shooting speed */ if (op->type == PLAYER) { switch (CONTR(op)->shoottype) { case range_wand: case range_rod: case range_horn: op->chosen_skill->stats.maxsp = caster->last_grace; break; default: break; } } } /* A last sanity check: are caster and target *really* valid? */ if ((caster && !OBJECT_ACTIVE(caster)) || (target && !OBJECT_ACTIVE(target))) { return 0; } /* We need to calculate the spell point cost before the spell actually * does something, otherwise the following can happen (example): * Player has 7 mana left, kills a monster with magic bullet (which costs 7 * mana) while standing right next to it, magic bullet kills the monster before * we reach the return here, player levels up, cost of magic bullet increases * from 7 to 8. So the function would return 8 instead of 7, resulting in the * player's mana being -1. */ if (item != spellNPC) { spell_cost = SP_level_spellpoint_cost(caster, type, -1); } switch ((enum spellnrs) type) { case SP_RESTORATION: case SP_CURE_CONFUSION: case SP_MINOR_HEAL: case SP_GREATER_HEAL: case SP_CURE_POISON: case SP_CURE_DISEASE: success = cast_heal(op, SK_level(caster), target, type); break; case SP_REMOVE_DEPLETION: success = remove_depletion(op, target); break; case SP_REMOVE_CURSE: case SP_REMOVE_DAMNATION: success = remove_curse(op, target, type, item); break; case SP_STRENGTH: case SP_PROT_COLD: case SP_PROT_FIRE: case SP_PROT_ELEC: case SP_PROT_POISON: success = cast_change_attr(op, caster, target, type); break; case SP_IDENTIFY: success = cast_identify(target, SK_level(caster), NULL, IDENTIFY_MODE_NORMAL); break; /* Spells after this use direction and not a target */ case SP_ICESTORM: case SP_FIRESTORM: success = cast_cone(op, caster, dir, duration, type, spellarch[type]); break; case SP_PROBE: if (!dir) { examine(op, op); success = 1; } else { success = fire_arch_from_position(op, caster, op->x, op->y, dir, spellarch[type], type, NULL); } break; case SP_BULLET: case SP_CAUSE_LIGHT: case SP_MAGIC_MISSILE: success = fire_arch_from_position(op, caster, op->x, op->y, dir, spellarch[type], type, target); break; case SP_TOWN_PORTAL: success = cast_create_town_portal(op); break; case SP_WOR: success = cast_wor(op, caster); break; case SP_CREATE_FOOD: success = cast_create_food(op, caster, dir, stringarg); break; case SP_CHARGING: success = recharge(op); break; case SP_CONSECRATE: success = cast_consecrate(op); break; case SP_CAUSE_COLD: case SP_CAUSE_FLU: case SP_CAUSE_LEPROSY: case SP_CAUSE_SMALLPOX: case SP_CAUSE_PNEUMONIC_PLAGUE: success = cast_cause_disease(op, caster, dir, spellarch[type], type); break; case SP_FINGER_DEATH: success = finger_of_death(op, target); break; case SP_POISON_FOG: case SP_METEOR: case SP_ASTEROID: success = fire_arch_from_position(op, caster, op->x, op->y, dir, spellarch[type], type, NULL); break; case SP_METEOR_SWARM: success = 1; fire_swarm(op, caster, dir, spellarch[type], SP_METEOR, 3, 0); break; case SP_FROST_NOVA: success = 1; fire_swarm(op, caster, dir, spellarch[type], SP_ASTEROID, 3, 0); break; case SP_BULLET_SWARM: success = 1; fire_swarm(op, caster, dir, spellarch[type], SP_BULLET, 5, 0); break; case SP_BULLET_STORM: success = 1; fire_swarm(op, caster, dir, spellarch[type], SP_BULLET, 3, 0); break; case SP_DESTRUCTION: success = cast_destruction(op, caster, 5 + op->stats.Int, AT_MAGIC); break; case SP_BOMB: success = create_bomb(op, caster, dir, type); break; case SP_TRANSFORM_WEALTH: success = cast_transform_wealth(op); break; case SP_RAIN_HEAL: case SP_PARTY_HEAL: success = cast_heal_around(op, SK_level(caster), type); break; case SP_FROSTBOLT: case SP_FIREBOLT: case SP_LIGHTNING: case SP_FORKED_LIGHTNING: case SP_NEGABOLT: success = fire_bolt(op, caster, dir, type); break; default: LOG(llevBug, "BUG: cast_spell(): Invalid invalid spell: %d\n", type); break; } play_sound_map(op->map, op->x, op->y, spells[type].sound, SOUND_SPELL); if (item == spellNPC) { return success; } return success ? spell_cost : 0; }
static bool cast_priest_spell(int Ind, int spell) { player_type *p_ptr = Players[Ind]; object_type *o_ptr; int py = p_ptr->py; int px = p_ptr->px; int Depth = p_ptr->dun_depth; int dir; int plev = p_ptr->lev; switch (spell) { case PRAYER_DETECT_EVIL: { (void)detect_evil(Ind); break; } case PRAYER_CURE_LIGHT_WOUNDS: { (void)hp_player(Ind, damroll(2, 10)); (void)set_cut(Ind, p_ptr->cut - 10); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_LIGHT_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(2, 8)); break; } case PRAYER_BLESS: { (void)set_blessed(Ind, p_ptr->blessed + randint(12) + 12); break; } case PRAYER_REMOVE_FEAR: { (void)set_afraid(Ind, 0); break; } case PRAYER_CALL_LIGHT: { msg_prayer("%s calls light."); (void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1); break; } case PRAYER_FIND_TRAPS: { (void)detect_trap(Ind);//detect_traps(Ind) break; } case PRAYER_DETECT_DOORS_STAIRS: { (void)detect_sdoor(Ind);//detect_doors(Ind); //(void)detect_stairs(); break; } case PRAYER_SLOW_POISON: { (void)set_poisoned(Ind, p_ptr->poisoned / 2); break; } case PRAYER_SCARE_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)fear_monster(Ind, dir, plev); break; } case PRAYER_PORTAL: { msg_prayer("%s blinks away!"); teleport_player(Ind, plev * 3); break; } case PRAYER_CURE_SERIOUS_WOUNDS: { (void)hp_player(Ind, damroll(4, 10)); (void)set_cut(Ind, (p_ptr->cut / 2) - 20); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_SERIOUS_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(4, 10)); break; } case PRAYER_CHANT: { (void)set_blessed(Ind, p_ptr->blessed + randint(24) + 24); break; } case PRAYER_SANCTUARY: { msg_prayer("For a brief moment, %s is enclosed by a deep blue aura."); (void)sleep_monsters_touch(Ind); break; } case PRAYER_SATISFY_HUNGER: { (void)set_food(Ind, PY_FOOD_MAX - 1); break; } case PRAYER_REMOVE_CURSE: { remove_curse(Ind); break; } case PRAYER_RESIST_HEAT_COLD: { (void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(10) + 10); (void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(10) + 10); break; } case PRAYER_NEUTRALIZE_POISON: { (void)set_poisoned(Ind, 0); break; } case PRAYER_ORB_OF_DRAINING: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s fires a holy orb!"); fire_ball(Ind, GF_HOLY_ORB, dir, (damroll(3, 6) + plev + (plev / ((p_ptr->cp_ptr->flags & CF_BLESS_WEAPON) ? 2 : 4))), ((plev < 30) ? 2 : 3)); break; } case PRAYER_CURE_CRITICAL_WOUNDS: { (void)hp_player(Ind, damroll(6, 10)); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_CRITICAL_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(6, 10)); break; } case PRAYER_SENSE_INVISIBLE: { (void)set_tim_invis(Ind, p_ptr->tim_invis + randint(24) + 24); break; } case PRAYER_PROTECTION_FROM_EVIL: { (void)set_protevil(Ind, p_ptr->protevil + randint(25) + 3 * p_ptr->lev); break; } case PRAYER_EARTHQUAKE: { msg_prayer("%s murmurs, and the ground shakes!"); earthquake(Depth, py, px, 10); break; } case PRAYER_SENSE_SURROUNDINGS: { map_area(Ind); break; } case PRAYER_CURE_MORTAL_WOUNDS: { (void)hp_player(Ind, damroll(8, 10)); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_MORTAL_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(8, 10)); break; } case PRAYER_TURN_UNDEAD: { msg_prayer("%s tries to turn undead."); (void)turn_undead(Ind); break; } case PRAYER_PRAYER: { (void)set_blessed(Ind, p_ptr->blessed + randint(48) + 48); break; } case PRAYER_DISPEL_UNDEAD: { msg_prayer("%s dispells undead."); (void)dispel_undead(Ind, randint(plev * 3)); break; } case PRAYER_HEAL: { (void)hp_player(Ind, 300); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_HEAL + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, 300); break; } case PRAYER_DISPEL_EVIL: { msg_prayer("%s dispells evil."); (void)dispel_evil(Ind, randint(plev * 3)); break; } case PRAYER_GLYPH_OF_WARDING: { if (warding_glyph(Ind)) { msg_prayer("%s lays down a glyph of warding."); } break; } case PRAYER_HOLY_WORD: { msg_prayer("%s shouts the holy word."); (void)dispel_evil(Ind, randint(plev * 4)); (void)hp_player(Ind, 1000); (void)set_afraid(Ind, 0); (void)set_poisoned(Ind, 0); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } case PRAYER_DETECT_MONSTERS: { (void)detect_creatures(Ind, TRUE); break; } case PRAYER_DETECTION: { (void)detection(Ind);//detect_all(Ind) break; } case PRAYER_PERCEPTION: { return ident_spell(Ind); } case PRAYER_PROBING: { (void)probing(Ind); break; } case PRAYER_CLAIRVOYANCE: { msg_prayer("An image of your surroundings forms in your mind..."); wiz_lite(Ind); break; } case PRAYER_CURE_SERIOUS_WOUNDS2: { (void)hp_player(Ind, damroll(4, 10)); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_SERIOUS_WOUNDS2 + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(4, 10)); break; } case PRAYER_CURE_MORTAL_WOUNDS2: { (void)hp_player(Ind, damroll(8, 10)); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_MORTAL_WOUNDS2 + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(8, 10)); break; } case PRAYER_HEALING: { (void)hp_player(Ind, 2000); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_HEALING + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, 2000); break; } /* With MAngband-specific addon: ressurect ghosts */ case PRAYER_RESTORATION: { if (!do_scroll_life(Ind)) { (void)do_res_stat(Ind, A_STR); (void)do_res_stat(Ind, A_INT); (void)do_res_stat(Ind, A_WIS); (void)do_res_stat(Ind, A_DEX); (void)do_res_stat(Ind, A_CON); (void)do_res_stat(Ind, A_CHR); } break; } /* With Mangband-sepcific addon: restore others */ case PRAYER_REMEMBRANCE: { if (!do_restoreXP_other(Ind)) { (void)restore_level(Ind); } break; } case PRAYER_DISPEL_UNDEAD2: { msg_prayer("%s dispells undead."); (void)dispel_undead(Ind, randint(plev * 4)); break; } case PRAYER_DISPEL_EVIL2: { msg_prayer("%s dispells evil."); (void)dispel_evil(Ind, randint(plev * 4)); break; } case PRAYER_BANISH_EVIL: { msg_prayer("%s speaks a holy curse on nearby evil!"); if (banish_evil(Ind, 100)) { msg_print(Ind, "The power of your god banishes evil!"); } break; } case PRAYER_WORD_OF_DESTRUCTION: { msg_prayer("%s unleashes a spell of great power!"); destroy_area(Depth, py, px, 15, TRUE); break; } case PRAYER_ANNIHILATION: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s fires a massive bolt filled with pure energy!"); drain_life(Ind, dir, 200); break; } case PRAYER_UNBARRING_WAYS: { msg_prayer("%s sways his hands."); (void)destroy_doors_touch(Ind); break; } case PRAYER_RECHARGING: { return recharge(Ind, 15); } case PRAYER_DISPEL_CURSE: { (void)remove_all_curse(Ind); break; } case PRAYER_ENCHANT_WEAPON: { return enchant_spell(Ind, rand_int(4) + 1, rand_int(4) + 1, 0); } case PRAYER_ENCHANT_ARMOUR: { return enchant_spell(Ind, 0, 0, rand_int(3) + 2); } case PRAYER_ELEMENTAL_BRAND: { brand_weapon(Ind); break; } case PRAYER_BLINK: { msg_prayer("%s blinks away!"); teleport_player(Ind, 10); break; } case PRAYER_TELEPORT_SELF: { msg_prayer("%s teleports away!"); teleport_player(Ind, plev * 8); break; } case PRAYER_TELEPORT_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s prays for divine intervention."); (void)teleport_monster(Ind, dir); break; } case PRAYER_TELEPORT_LEVEL: { (void)teleport_player_level(Ind); break; } case PRAYER_WORD_OF_RECALL: { o_ptr = &p_ptr->inventory[get_spell_book(Ind, spell)]; set_recall(Ind, o_ptr); break; } case PRAYER_ALTER_REALITY: { (void)alter_reality(Ind, FALSE); break; } /* Paranoia: shouldn't happen with safe clients */ default: { msg_print(Ind, "You cannot project that spell on other players."); return (FALSE); } } /* Success */ return (TRUE); }
static bool cast_mage_spell(int Ind, int spell) { player_type *p_ptr = Players[Ind]; object_type *o_ptr; int py = p_ptr->py; int px = p_ptr->px; int Depth = p_ptr->dun_depth; int dir; int plev = p_ptr->lev; /* Hack -- chance of "beam" instead of "bolt" */ int beam = beam_chance(Ind); /* MAngband-specific: Projected */ if (spell >= SPELL_PROJECTED) { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)project_spell_ball(Ind, dir, spell - SPELL_PROJECTED); return (TRUE); } /* Spells. */ switch (spell) { case SPELL_MAGIC_MISSILE: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s fires a magic missile."); fire_bolt_or_beam(Ind, beam-10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); break; } case SPELL_DETECT_MONSTERS: { (void)detect_creatures(Ind, TRUE); break; } case SPELL_PHASE_DOOR: { msg_spell("%s blinks away!"); teleport_player(Ind, 10); break; } case SPELL_LIGHT_AREA: { (void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1); break; } case SPELL_TREASURE_DETECTION: { (void)detect_treasure(Ind); //(void)detect_objects_gold(Ind); break; } case SPELL_CURE_LIGHT_WOUNDS: { (void)hp_player(Ind, damroll(2, 8)); (void)set_cut(Ind, p_ptr->cut - 15); break; } case SPELL_OBJECT_DETECTION: { (void)detect_objects_normal(Ind); break; } case SPELL_FIND_TRAPS_DOORS: { (void)detect_trap(Ind);//detect_traps(Ind); (void)detect_sdoor(Ind);//detect_doors(Ind); //(void)detect_stairs(Ind); break; } case SPELL_STINKING_CLOUD: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a stinking cloud."); fire_ball(Ind, GF_POIS, dir, 10 + (plev / 2), 2); break; } case SPELL_CONFUSE_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a complicated gesture."); (void)confuse_monster(Ind, dir, plev); break; } case SPELL_LIGHTNING_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a lightning bolt."); fire_beam(Ind, GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); break; } case SPELL_TRAP_DOOR_DESTRUCTION: { (void)destroy_doors_touch(Ind); break; } case SPELL_SLEEP_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s gestures and mumbles calmly."); (void)sleep_monster(Ind, dir); break; } case SPELL_CURE_POISON: { (void)set_poisoned(Ind, 0); break; } case SPELL_TELEPORT_SELF: { msg_spell("%s teleports away!"); teleport_player(Ind, plev * 5); break; } case SPELL_SPEAR_OF_LIGHT: /* spear of light */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_print(Ind, "A line of blue shimmering light appears."); msg_spell("A line of blue shimmering light appears out of %s's hands."); lite_line(Ind, dir); break; } case SPELL_FROST_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a frost bolt."); fire_bolt_or_beam(Ind, beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); break; } case SPELL_TURN_STONE_TO_MUD: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a moving gesture."); (void)wall_to_mud(Ind, dir); break; } case SPELL_SATISFY_HUNGER: { (void)set_food(Ind, PY_FOOD_MAX - 1); break; } case SPELL_RECHARGE_ITEM_I: { return recharge(Ind, 2 + plev / 5); } case SPELL_WONDER: /* wonder */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)spell_wonder(Ind, dir); break; } case SPELL_POLYMORPH_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s discharges an everchanging blast of energy."); (void)poly_monster(Ind, dir); break; } case SPELL_IDENTIFY: { return ident_spell(Ind); } case SPELL_MASS_SLEEP: { (void)sleep_monsters(Ind); break; } case SPELL_FIRE_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a fire bolt."); fire_bolt_or_beam(Ind, beam, GF_FIRE, dir, damroll(6+((plev-5)/4), 8)); break; } case SPELL_SLOW_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a lengthy gesture."); (void)slow_monster(Ind, dir); break; } case SPELL_FROST_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a frost ball."); fire_ball(Ind, GF_COLD, dir, 30 + (plev), 2); break; } case SPELL_RECHARGE_ITEM_II: /* greater recharging */ { return recharge(Ind, 50 + plev); } case SPELL_TELEPORT_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a rush gesture."); (void)teleport_monster(Ind, dir); break; } case SPELL_BEDLAM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s creates confusion."); fire_ball(Ind, GF_OLD_CONF, dir, plev, 4); break; } case SPELL_FIRE_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a fire ball."); fire_ball(Ind, GF_FIRE, dir, 55 + (plev), 2); break; } case SPELL_WORD_OF_DESTRUCTION: { msg_spell("%s unleashes great power!"); destroy_area(Depth, py, px, 15, TRUE); break; } case SPELL_BANISHMENT: { return banishment(Ind); break; } case SPELL_DOOR_CREATION: { (void)door_creation(Ind); break; } case SPELL_STAIR_CREATION: { (void)stair_creation(Ind); break; } case SPELL_TELEPORT_LEVEL: { (void)teleport_player_level(Ind); break; } case SPELL_EARTHQUAKE: { msg_spell("%s casts a spell, and the ground shakes!"); earthquake(Depth, py, px, 10); break; } case SPELL_WORD_OF_RECALL: { o_ptr = &p_ptr->inventory[get_spell_book(Ind, spell)]; set_recall(Ind, o_ptr); break; } case SPELL_ACID_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an acid bolt."); fire_bolt_or_beam(Ind, beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8)); break; } case SPELL_CLOUD_KILL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a cloud of death."); fire_ball(Ind, GF_POIS, dir, 40 + (plev / 2), 3); break; } case SPELL_ACID_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an acid ball."); fire_ball(Ind, GF_ACID, dir, 40 + (plev), 2); break; } case SPELL_ICE_STORM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s invokes an ice storm."); fire_ball(Ind, GF_ICE, dir, 50 + (plev * 2), 3); break; } case SPELL_METEOR_SWARM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a meteor shower."); fire_swarm(Ind, 2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1); break; } case SPELL_MANA_STORM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a mana ball."); fire_ball(Ind, GF_MANA, dir, 300 + (plev * 2), 3); break; } case SPELL_DETECT_INVISIBLE: { (void)detect_invisible(Ind, TRUE); break; } case SPELL_DETECT_ENCHANTMENT: { (void)detect_objects_magic(Ind); break; } case SPELL_SHOCK_WAVE: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a shock wave."); fire_ball(Ind, GF_SOUND, dir, 10 + plev, 2); break; } case SPELL_EXPLOSION: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an explosion."); fire_ball(Ind, GF_SHARDS, dir, 20 + (plev * 2), 2); break; } case SPELL_MASS_BANISHMENT: { (void)mass_banishment(Ind); break; } case SPELL_RESIST_FIRE: { (void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(20) + 20); break; } case SPELL_RESIST_COLD: { (void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(20) + 20); break; } case SPELL_ELEMENTAL_BRAND: /* elemental brand */ { if (!get_item(Ind, &dir, item_test(AMMO))) return (FALSE); (void)brand_ammo(Ind, dir); break; } case SPELL_RESIST_POISON: { (void)set_oppose_pois(Ind, p_ptr->oppose_pois + randint(20) + 20); break; } case SPELL_RESISTANCE: { int time = randint(20) + 20; (void)set_oppose_acid(Ind, p_ptr->oppose_acid + time); (void)set_oppose_elec(Ind, p_ptr->oppose_elec + time); (void)set_oppose_fire(Ind, p_ptr->oppose_fire + time); (void)set_oppose_cold(Ind, p_ptr->oppose_cold + time); (void)set_oppose_pois(Ind, p_ptr->oppose_pois + time); break; } case SPELL_HEROISM: { (void)hp_player(Ind, 10); (void)set_hero(Ind, p_ptr->hero + randint(25) + 25); (void)set_afraid(Ind, 0); break; } case SPELL_SHIELD: { msg_spell("%s forms a mystic shield."); (void)set_shield(Ind, p_ptr->shield + randint(20) + 30); break; } case SPELL_BERSERKER: { msg_spell("%s enters a battle rage!"); (void)hp_player(Ind, 30); (void)set_shero(Ind, p_ptr->shero + randint(25) + 25); (void)set_afraid(Ind, 0); break; } case SPELL_HASTE_SELF: { msg_spell("%s starts moving faster."); if (!p_ptr->fast) { (void)set_fast(Ind, randint(20) + plev); } else { (void)set_fast(Ind, p_ptr->fast + randint(5)); } break; } case SPELL_RIFT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("Space warps in a beam from %s."); fire_beam(Ind, GF_GRAVITY, dir, 40 + damroll(plev, 7)); break; } case SPELL_REND_SOUL: /* rend soul */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a nether ball."); fire_bolt_or_beam(Ind, beam / 4, GF_NETHER, dir, damroll(11, plev)); break; } case SPELL_CHAOS_STRIKE: /* chaos strike */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a ball of chaos."); fire_bolt_or_beam(Ind, beam, GF_CHAOS, dir, damroll(13, plev)); break; } case SPELL_RUNE_OF_PROTECTION: /* rune of protection */ { if (warding_glyph(Ind)) { msg_spell("%s lays down a rune of protection."); } break; } case SPELL_ENCHANT_ARMOR: /* enchant armor */ { return enchant_spell(Ind, 0, 0, rand_int(3) + plev / 20); } case SPELL_ENCHANT_WEAPON: /* enchant weapon */ { return enchant_spell(Ind, rand_int(4) + plev / 20, rand_int(4) + plev / 20, 0); } } /* Success */ return (TRUE); }
static bool read_scroll(object_type *o_ptr, bool *ident) { int py = p_ptr->py; int px = p_ptr->px; int k; bool used_up = TRUE; /* Analyze the scroll */ switch (o_ptr->sval) { case SV_SCROLL_DARKNESS: { if (!p_ptr->resist_blind) { (void)set_blind(p_ptr->blind + 3 + randint(5)); } if (unlite_area(10, 3)) *ident = TRUE; break; } case SV_SCROLL_AGGRAVATE_MONSTER: { msg_print("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; break; } case SV_SCROLL_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; break; } case SV_SCROLL_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; break; } case SV_SCROLL_SUMMON_MONSTER: { for (k = 0; k < randint(3); k++) { if (summon_specific(py, px, p_ptr->depth, 0)) { *ident = TRUE; } } break; } case SV_SCROLL_SUMMON_UNDEAD: { for (k = 0; k < randint(3); k++) { if (summon_specific(py, px, p_ptr->depth, SUMMON_UNDEAD)) { *ident = TRUE; } } break; } case SV_SCROLL_TRAP_CREATION: { if (trap_creation()) *ident = TRUE; break; } case SV_SCROLL_PHASE_DOOR: { teleport_player(10); *ident = TRUE; break; } case SV_SCROLL_TELEPORT: { teleport_player(100); *ident = TRUE; break; } case SV_SCROLL_TELEPORT_LEVEL: { (void)teleport_player_level(); *ident = TRUE; break; } case SV_SCROLL_WORD_OF_RECALL: { set_recall(); *ident = TRUE; break; } case SV_SCROLL_IDENTIFY: { *ident = TRUE; if (!ident_spell()) used_up = FALSE; break; } case SV_SCROLL_STAR_IDENTIFY: { *ident = TRUE; if (!identify_fully()) used_up = FALSE; break; } case SV_SCROLL_REMOVE_CURSE: { if (remove_curse()) { msg_print("You feel as if someone is watching over you."); *ident = TRUE; } break; } case SV_SCROLL_STAR_REMOVE_CURSE: { remove_all_curse(); *ident = TRUE; break; } case SV_SCROLL_ENCHANT_ARMOR: { *ident = TRUE; if (!enchant_spell(0, 0, 1)) used_up = FALSE; break; } case SV_SCROLL_ENCHANT_WEAPON_TO_HIT: { if (!enchant_spell(1, 0, 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_ENCHANT_WEAPON_TO_DAM: { if (!enchant_spell(0, 1, 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_STAR_ENCHANT_ARMOR: { if (!enchant_spell(0, 0, randint(3) + 2)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_STAR_ENCHANT_WEAPON: { if (!enchant_spell(randint(3), randint(3), 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_RECHARGING: { if (!recharge(60)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_LIGHT: { if (lite_area(damroll(2, 8), 2)) *ident = TRUE; break; } case SV_SCROLL_MAPPING: { map_area(); *ident = TRUE; break; } case SV_SCROLL_DETECT_GOLD: { if (detect_treasure()) *ident = TRUE; if (detect_objects_gold()) *ident = TRUE; break; } case SV_SCROLL_DETECT_ITEM: { if (detect_objects_normal()) *ident = TRUE; break; } case SV_SCROLL_DETECT_TRAP: { if (detect_traps()) *ident = TRUE; break; } case SV_SCROLL_DETECT_DOOR: { if (detect_doors()) *ident = TRUE; if (detect_stairs()) *ident = TRUE; break; } case SV_SCROLL_DETECT_INVIS: { if (detect_monsters_invis()) *ident = TRUE; break; } case SV_SCROLL_SATISFY_HUNGER: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; break; } case SV_SCROLL_BLESSING: { if (set_blessed(p_ptr->blessed + randint(12) + 6)) *ident = TRUE; break; } case SV_SCROLL_HOLY_CHANT: { if (set_blessed(p_ptr->blessed + randint(24) + 12)) *ident = TRUE; break; } case SV_SCROLL_HOLY_PRAYER: { if (set_blessed(p_ptr->blessed + randint(48) + 24)) *ident = TRUE; break; } case SV_SCROLL_MONSTER_CONFUSION: { if (p_ptr->confusing == 0) { msg_print("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } break; } case SV_SCROLL_PROTECTION_FROM_EVIL: { k = 3 * p_ptr->lev; if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE; break; } case SV_SCROLL_RUNE_OF_PROTECTION: { warding_glyph(); *ident = TRUE; break; } case SV_SCROLL_TRAP_DOOR_DESTRUCTION: { if (destroy_doors_touch()) *ident = TRUE; break; } case SV_SCROLL_STAR_DESTRUCTION: { destroy_area(py, px, 15, TRUE); *ident = TRUE; break; } case SV_SCROLL_DISPEL_UNDEAD: { if (dispel_undead(60)) *ident = TRUE; break; } case SV_SCROLL_BANISHMENT: { (void)banishment(); *ident = TRUE; break; } case SV_SCROLL_MASS_BANISHMENT: { (void)mass_banishment(); *ident = TRUE; break; } case SV_SCROLL_ACQUIREMENT: { acquirement(py, px, 1, TRUE); *ident = TRUE; break; } case SV_SCROLL_STAR_ACQUIREMENT: { acquirement(py, px, randint(2) + 1, TRUE); *ident = TRUE; break; } } return (used_up); }
/* * Activate a wielded object. Wielded objects never stack. * And even if they did, activatable objects never stack. * * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated. * But one could, for example, easily make an activatable "Ring of Plasma". * * Note that it always takes a turn to activate an artifact, even if * the user hits "escape" at the "direction" prompt. */ static bool activate_object(object_type *o_ptr, bool *ident) { int k, dir, i, chance; /* Check the recharge */ if (o_ptr->timeout) { msg_print("It whines, glows and fades..."); return FALSE; } /* Activate the artifact */ message(MSG_ZAP, 0, "You activate it..."); /* Artifacts */ if (o_ptr->name1) { artifact_type *a_ptr = &a_info[o_ptr->name1]; char o_name[80]; /* Get the basic name of the object */ object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0); switch (a_ptr->activation) { case ACT_ILLUMINATION: { msg_format("The %s wells with clear light...", o_name); lite_area(damroll(2, 15), 3); break; } case ACT_MAGIC_MAP: { msg_format("The %s shines brightly...", o_name); map_area(); break; } case ACT_CLAIRVOYANCE: { msg_format("The %s glows a deep green...", o_name); wiz_lite(); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); break; } case ACT_PROT_EVIL: { msg_format("The %s lets out a shrill wail...", o_name); k = 3 * p_ptr->lev; (void)set_protevil(p_ptr->protevil + randint(25) + k); break; } case ACT_DISP_EVIL: { msg_format("The %s floods the area with goodness...", o_name); dispel_evil(p_ptr->lev * 5); break; } case ACT_HASTE2: { msg_format("The %s glows brightly...", o_name); if (!p_ptr->fast) { (void)set_fast(randint(75) + 75); } else { (void)set_fast(p_ptr->fast + 5); } break; } case ACT_FIRE3: { msg_format("The %s glows deep red...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 120, 3); break; } case ACT_FROST5: { msg_format("The %s glows bright white...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 200, 3); break; } case ACT_ELEC2: { msg_format("The %s glows deep blue...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 250, 3); break; } case ACT_BIZZARE: { msg_format("The %s glows intensely black...", o_name); if (!get_aim_dir(&dir)) return FALSE; ring_of_power(dir); break; } case ACT_STAR_BALL: { msg_format("Your %s is surrounded by lightning...", o_name); for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3); break; } case ACT_RAGE_BLESS_RESIST: { msg_format("Your %s glows many colours...", o_name); (void)hp_player(30); (void)set_afraid(0); (void)set_shero(p_ptr->shero + randint(50) + 50); (void)set_blessed(p_ptr->blessed + randint(50) + 50); (void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50); (void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50); (void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50); (void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50); (void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50); break; } case ACT_HEAL2: { msg_format("Your %s glows a bright white...", o_name); msg_print("You feel much better..."); (void)hp_player(1000); (void)set_cut(0); break; } case ACT_PHASE: { msg_format("Your %s twists space around you...", o_name); teleport_player(10); break; } case ACT_BANISHMENT: { msg_format("Your %s glows deep blue...", o_name); (void)banishment(); break; } case ACT_TRAP_DOOR_DEST: { msg_format("Your %s glows bright red...", o_name); destroy_doors_touch(); break; } case ACT_DETECT: { msg_format("Your %s glows bright white...", o_name); msg_print("An image forms in your mind..."); detect_all(); break; } case ACT_HEAL1: { msg_format("Your %s glows deep blue...", o_name); msg_print("You feel a warm tingling inside..."); (void)hp_player(500); (void)set_cut(0); break; } case ACT_RESIST: { msg_format("Your %s glows many colours...", o_name); (void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); (void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20); break; } case ACT_SLEEP: { msg_format("Your %s glows deep blue...", o_name); sleep_monsters_touch(); break; } case ACT_RECHARGE1: { msg_format("Your %s glows bright yellow...", o_name); recharge(60); break; } case ACT_TELEPORT: { msg_format("Your %s twists space around you...", o_name); teleport_player(100); break; } case ACT_RESTORE_LIFE: { msg_format("Your %s glows a deep red...", o_name); restore_level(); break; } case ACT_MISSILE: { msg_format("Your %s glows extremely brightly...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MISSILE, dir, damroll(2, 6)); break; } case ACT_FIRE1: { msg_format("Your %s is covered in fire...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_FIRE, dir, damroll(9, 8)); break; } case ACT_FROST1: { msg_format("Your %s is covered in frost...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(6, 8)); break; } case ACT_LIGHTNING_BOLT: { msg_format("Your %s is covered in sparks...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ELEC, dir, damroll(4, 8)); break; } case ACT_ACID1: { msg_format("Your %s is covered in acid...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ACID, dir, damroll(5, 8)); break; } case ACT_ARROW: { msg_format("Your %s grows magical spikes...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ARROW, dir, 150); break; } case ACT_HASTE1: { msg_format("Your %s glows bright green...", o_name); if (!p_ptr->fast) { (void)set_fast(randint(20) + 20); } else { (void)set_fast(p_ptr->fast + 5); } break; } case ACT_REM_FEAR_POIS: { msg_format("Your %s glows deep blue...", o_name); (void)set_afraid(0); (void)set_poisoned(0); break; } case ACT_STINKING_CLOUD: { msg_format("Your %s throbs deep green...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_POIS, dir, 12, 3); break; } case ACT_FROST2: { msg_format("Your %s is covered in frost...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 48, 2); break; } case ACT_FROST4: { msg_format("Your %s glows a pale blue...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(12, 8)); break; } case ACT_FROST3: { msg_format("Your %s glows a intense blue...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 100, 2); break; } case ACT_FIRE2: { msg_format("Your %s rages in fire...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 72, 2); break; } case ACT_DRAIN_LIFE2: { msg_format("Your %s glows black...", o_name); if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 120); break; } case ACT_STONE_TO_MUD: { msg_format("Your %s pulsates...", o_name); if (!get_aim_dir(&dir)) return FALSE; wall_to_mud(dir); break; } case ACT_MASS_BANISHMENT: { msg_format("Your %s lets out a long, shrill note...", o_name); (void)mass_banishment(); break; } case ACT_CURE_WOUNDS: { msg_format("Your %s radiates deep purple...", o_name); hp_player(damroll(4, 8)); (void)set_cut((p_ptr->cut / 2) - 50); break; } case ACT_TELE_AWAY: { msg_format("Your %s glows deep red...", o_name); if (!get_aim_dir(&dir)) return FALSE; teleport_monster(dir); break; } case ACT_WOR: { msg_format("Your %s glows soft white...", o_name); set_recall(); break; } case ACT_CONFUSE: { msg_format("Your %s glows in scintillating colours...", o_name); if (!get_aim_dir(&dir)) return FALSE; confuse_monster(dir, 20); break; } case ACT_IDENTIFY: { msg_format("Your %s glows yellow...", o_name); if (!ident_spell()) return FALSE; break; } case ACT_PROBE: { msg_format("Your %s glows brightly...", o_name); probing(); break; } case ACT_DRAIN_LIFE1: { msg_format("Your %s glows white...", o_name); if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 90); break; } case ACT_FIREBRAND: { msg_format("Your %s glows deep red...", o_name); (void)brand_bolts(); break; } case ACT_STARLIGHT: { msg_format("Your %s glows with the light of a thousand stars...", o_name); for (k = 0; k < 8; k++) strong_lite_line(ddd[k]); break; } case ACT_MANA_BOLT: { msg_format("Your %s glows white...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MANA, dir, damroll(12, 8)); break; } case ACT_BERSERKER: { msg_format("Your %s glows in anger...", o_name); set_shero(p_ptr->shero + randint(50) + 50); break; } } /* Set the recharge time */ if (a_ptr->randtime) o_ptr->timeout = a_ptr->time + (byte)randint(a_ptr->randtime); else o_ptr->timeout = a_ptr->time; /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Done */ return FALSE; } /* Hack -- Dragon Scale Mail can be activated as well */ if (o_ptr->tval == TV_DRAG_ARMOR) { /* Get a direction for breathing (or abort) */ if (!get_aim_dir(&dir)) return FALSE; /* Branch on the sub-type */ switch (o_ptr->sval) { case SV_DRAGON_BLUE: { msg_print("You breathe lightning."); fire_ball(GF_ELEC, dir, 100, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_WHITE: { msg_print("You breathe frost."); fire_ball(GF_COLD, dir, 110, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_BLACK: { msg_print("You breathe acid."); fire_ball(GF_ACID, dir, 130, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_GREEN: { msg_print("You breathe poison gas."); fire_ball(GF_POIS, dir, 150, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_RED: { msg_print("You breathe fire."); fire_ball(GF_FIRE, dir, 200, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_MULTIHUED: { chance = rand_int(5); msg_format("You breathe %s.", ((chance == 1) ? "lightning" : ((chance == 2) ? "frost" : ((chance == 3) ? "acid" : ((chance == 4) ? "poison gas" : "fire"))))); fire_ball(((chance == 1) ? GF_ELEC : ((chance == 2) ? GF_COLD : ((chance == 3) ? GF_ACID : ((chance == 4) ? GF_POIS : GF_FIRE)))), dir, 250, 2); o_ptr->timeout = rand_int(225) + 225; break; } case SV_DRAGON_BRONZE: { msg_print("You breathe confusion."); fire_ball(GF_CONFUSION, dir, 120, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_GOLD: { msg_print("You breathe sound."); fire_ball(GF_SOUND, dir, 130, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_CHAOS: { chance = rand_int(2); msg_format("You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT), dir, 220, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_LAW: { chance = rand_int(2); msg_format("You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, 230, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_BALANCE: { chance = rand_int(4); msg_format("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISENCHANT : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, 250, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_SHINING: { chance = rand_int(2); msg_format("You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_POWER: { msg_print("You breathe the elements."); fire_ball(GF_MISSILE, dir, 300, 2); o_ptr->timeout = rand_int(300) + 300; break; } } /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Success */ return FALSE; } /* Hack -- some Rings can be activated for double resist and element ball */ if (o_ptr->tval == TV_RING) { /* Get a direction for firing (or abort) */ if (!get_aim_dir(&dir)) return FALSE; /* Branch on the sub-type */ switch (o_ptr->sval) { case SV_RING_ACID: { fire_ball(GF_ACID, dir, 70, 2); set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_FLAMES: { fire_ball(GF_FIRE, dir, 80, 2); set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_ICE: { fire_ball(GF_COLD, dir, 75, 2); set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_LIGHTNING: { fire_ball(GF_ELEC, dir, 85, 2); set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } } /* Window stuff */ p_ptr->window |= (PW_EQUIP); /* Success */ return FALSE; } /* Mistake */ msg_print("Oops. That object cannot be activated."); /* Not used up */ return (FALSE); }
/* * do_cmd_mind calls this function if the player's class * is 'Aesthete'. */ static bool cast_aesthete_spell(int spell) { /* this will vary based on the spells, and what they depend on */ int plev = p_ptr->lev; int py = p_ptr->py; int px = p_ptr->px; int radius; /* spell code */ switch (spell) { case 0: /* Arrogant Laugh (almost bad) */ if ((plev * 2) > (randint(130) + 4)) { /* for staying in bounds of max 16 range */ radius = (plev * 3); /* paranoia */ if (radius > 16) { radius = 16; } msg_print("Creatures Cower in fear before you!"); project(-1, (plev * 3), py, px, radius, GF_TURN_ALL, PROJECT_KILL); } else { msg_print("Your Arrogant Laugh angers the monsters around you!"); aggravate_monsters(-1); } break; /* Treasure Sense */ case 1: if (plev > 45) { detect_traps(); } if (plev > 35) { detect_objects_magic(); } if (plev > 30) { detect_objects_normal(); } if (plev > 20) { detect_objects_gold(); } detect_treasure(); break; /* Enhance weapon */ case 2: if (plev > 45) { brand_weapon(); } else if (plev > 35) { (void)enchant_spell(rand_int(15) + 1, rand_int(15) + 1, 0); } else if (plev > 25) { (void)enchant_spell(rand_int(10) + 1, rand_int(10) + 1, 0); } else if (plev > 15) { (void)enchant_spell(rand_int(5) + 1, rand_int(5) + 1, 0); } else { (void)enchant_spell(rand_int(3) + 1, rand_int(3) + 1, 0); } break; /* Enhance Armor */ case 3: if (plev > 45) { (void)enchant_spell(0, 0, rand_int(20) + 1); } else if (plev > 35) { (void)enchant_spell(0, 0, rand_int(15) + 1); } else if (plev > 25) { (void)enchant_spell(0, 0, rand_int(10) + 1); } else if (plev > 15) { (void)enchant_spell(0, 0, rand_int(5) + 1); } else { (void)enchant_spell(0, 0, rand_int(3) + 1); } break; /* Legendary lore */ case 4: if (plev > 40) { identify_fully(); } else { ident_spell(); } break; case 5: teleport_player(plev * 2); break; case 6: recharge(plev * 3); break; case 7: alchemy(); break; case 8: set_recall(); 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; }
/* * do_cmd_mind calls this function if the player's class * is 'explorer'. */ static bool cast_explorer_spell(int spell) { /* this will vary based on the spells, and what they depend on */ int b = 0; int plev = p_ptr->lev; int px = p_ptr->px; int py = p_ptr->py; /* spell code */ switch (spell) { case 0: lite_room (py, px); break; case 1: if (plev > 44) wiz_lite(); else if (plev > 19) map_area(); if (plev < 30) { b = detect_monsters_normal(); if (plev > 14) b |= detect_monsters_invis(); if (plev > 4) { b |= detect_traps(); b |= detect_doors(); } } else { b = detect_all(); } if (plev > 24) { (void)set_tim_esp(p_ptr->tim_esp + plev); } if (!b) msg_print("You feel safe."); break; case 2: teleport_player(plev); break; case 3: (void)set_food(PY_FOOD_MAX - 1); break; case 4: ident_spell(); break; case 5: set_recall(); break; case 6: (void)recharge(30); break; case 7: alchemy(); break; case 8: { int time = randint(plev) + plev; (void)set_oppose_acid(p_ptr->oppose_acid + time); (void)set_oppose_elec(p_ptr->oppose_elec + time); (void)set_oppose_fire(p_ptr->oppose_fire + time); (void)set_oppose_cold(p_ptr->oppose_cold + time); (void)set_oppose_pois(p_ptr->oppose_pois + time); break; } case 9: break; case 10: break; case 11: break; case 12: break; case 13: break; case 14: break; case 15: break; case 16: break; case 17: break; case 18: break; case 19: break; case 20: break; } return TRUE; }
static int arti_invoke(struct obj *obj) { const struct artifact *oart = get_artifact(obj); if (!oart || !oart->inv_prop) { if (obj->oclass == WAND_CLASS) return do_break_wand(obj); else if (obj->oclass == GEM_CLASS || obj->oclass == TOOL_CLASS) return dorub(obj); else if (obj->otyp == CRYSTAL_BALL) use_crystal_ball(obj); else pline("Nothing happens."); return 1; } if (oart->inv_prop > LAST_PROP) { /* It's a special power, not "just" a property */ if (obj->age > moves) { /* the artifact is tired :-) */ pline("You feel that %s %s ignoring you.", the(xname(obj)), otense(obj, "are")); /* and just got more so; patience is essential... */ obj->age += (long) dice(3,10); return 1; } obj->age = moves + rnz(100); switch(oart->inv_prop) { case TAMING: { struct obj pseudo; boolean unused_known; pseudo = zeroobj; /* neither cursed nor blessed */ pseudo.otyp = SCR_TAMING; seffects(&pseudo, &unused_known); break; } case HEALING: { int healamt = (u.uhpmax + 1 - u.uhp) / 2; long creamed = (long)u.ucreamed; if (Upolyd) healamt = (u.mhmax + 1 - u.mh) / 2; if (healamt || Sick || Slimed || Blinded > creamed) pline("You feel better."); else goto nothing_special; if (healamt > 0) { if (Upolyd) u.mh += healamt; else u.uhp += healamt; } if (Sick) make_sick(0L,NULL,FALSE,SICK_ALL); if (Slimed) Slimed = 0L; if (Blinded > creamed) make_blinded(creamed, FALSE); iflags.botl = 1; break; } case ENERGY_BOOST: { int epboost = (u.uenmax + 1 - u.uen) / 2; if (epboost > 120) epboost = 120; /* arbitrary */ else if (epboost < 12) epboost = u.uenmax - u.uen; if (epboost) { pline("You feel re-energized."); u.uen += epboost; iflags.botl = 1; } else goto nothing_special; break; } case UNTRAP: { if (!untrap(TRUE)) { obj->age = 0; /* don't charge for changing their mind */ return 0; } break; } case CHARGE_OBJ: { struct obj *otmp = getobj(recharge_type, "charge"); boolean b_effect; if (!otmp) { obj->age = 0; return 0; } b_effect = obj->blessed && (Role_switch == oart->role || !oart->role); recharge(otmp, b_effect ? 1 : obj->cursed ? -1 : 0); update_inventory(); break; } case LEV_TELE: level_tele(); break; case CREATE_PORTAL: { int i, num_ok_dungeons, last_ok_dungeon = 0; d_level newlev; extern int n_dgns; /* from dungeon.c */ struct nh_menuitem *items; items = malloc(n_dgns * sizeof(struct nh_menuitem)); num_ok_dungeons = 0; for (i = 0; i < n_dgns; i++) { if (!dungeons[i].dunlev_ureached) continue; items[num_ok_dungeons].id = i+1; items[num_ok_dungeons].accel = 0; items[num_ok_dungeons].role = MI_NORMAL; items[num_ok_dungeons].selected = FALSE; strcpy(items[num_ok_dungeons].caption, dungeons[i].dname); num_ok_dungeons++; last_ok_dungeon = i; } if (num_ok_dungeons > 1) { /* more than one entry; display menu for choices */ int n; int selected[1]; n = display_menu(items, num_ok_dungeons, "Open a portal to which dungeon?", PICK_ONE, selected); free(items); if (n <= 0) goto nothing_special; i = selected[0] - 1; } else { free(items); i = last_ok_dungeon; /* also first & only OK dungeon */ } /* * i is now index into dungeon structure for the new dungeon. * Find the closest level in the given dungeon, open * a use-once portal to that dungeon and go there. * The closest level is either the entry or dunlev_ureached. */ newlev.dnum = i; if (dungeons[i].depth_start >= depth(&u.uz)) newlev.dlevel = dungeons[i].entry_lev; else newlev.dlevel = dungeons[i].dunlev_ureached; if (u.uhave.amulet || In_endgame(&u.uz) || In_endgame(&newlev) || newlev.dnum == u.uz.dnum) { pline("You feel very disoriented for a moment."); } else { if (!Blind) pline("You are surrounded by a shimmering sphere!"); else pline("You feel weightless for a moment."); goto_level(&newlev, FALSE, FALSE, FALSE); } break; } case ENLIGHTENING: enlightenment(0); break; case CREATE_AMMO: { struct obj *otmp = mksobj(level, ARROW, TRUE, FALSE); if (!otmp) goto nothing_special; otmp->blessed = obj->blessed; otmp->cursed = obj->cursed; otmp->bknown = obj->bknown; if (obj->blessed) { if (otmp->spe < 0) otmp->spe = 0; otmp->quan += rnd(10); } else if (obj->cursed) { if (otmp->spe > 0) otmp->spe = 0; } else otmp->quan += rnd(5); otmp->owt = weight(otmp); hold_another_object(otmp, "Suddenly %s out.", aobjnam(otmp, "fall"), NULL); break; } } } else { long eprop = (u.uprops[oart->inv_prop].extrinsic ^= W_ARTI), iprop = u.uprops[oart->inv_prop].intrinsic; boolean on = (eprop & W_ARTI) != 0; /* true if invoked prop just set */ if (on && obj->age > moves) { /* the artifact is tired :-) */ u.uprops[oart->inv_prop].extrinsic ^= W_ARTI; pline("You feel that %s %s ignoring you.", the(xname(obj)), otense(obj, "are")); /* can't just keep repeatedly trying */ obj->age += (long) dice(3,10); return 1; } else if (!on) { /* when turning off property, determine downtime */ /* arbitrary for now until we can tune this -dlc */ obj->age = moves + rnz(100); } if ((eprop & ~W_ARTI) || iprop) { nothing_special: /* you had the property from some other source too */ if (carried(obj)) pline("You feel a surge of power, but nothing seems to happen."); return 1; } switch(oart->inv_prop) { case CONFLICT: if (on) pline("You feel like a rabble-rouser."); else pline("You feel the tension decrease around you."); break; case LEVITATION: if (on) { float_up(); spoteffects(FALSE); } else float_down(I_SPECIAL|TIMEOUT, W_ARTI); break; case INVIS: if (BInvis || Blind) goto nothing_special; newsym(u.ux, u.uy); if (on) pline("Your body takes on a %s transparency...", Hallucination ? "normal" : "strange"); else pline("Your body seems to unfade..."); break; } } return 1; }
void MainWindow::createMenus() { openAct = new QAction(tr("读取地图(&M)"), this); saveAct = new QAction(tr("存档(&S)"), this); loadAct = new QAction(tr("读档(&R)"), this); rechargeAct = new QAction(tr("充值(&C)"), this); exitAct = new QAction(tr("退出(&E)"), this); restartAct = new QAction(tr("重新开始(&L)"), this); hardAct = new QAction(tr("困难"), this); mediumAct = new QAction(tr("中等"), this); easyAct = new QAction(tr("简单"), this); foresoundAct = new QAction(tr("音效开关(&O)"), this); manualAct = new QAction(tr("用户手册(&U)"), this); aboutAct = new QAction(tr("关于(&A)"), this); fileMenu = menuBar()->addMenu(tr("文件(&F)")); settingMenu = menuBar()->addMenu(tr("游戏设置(&G)")); helpMenu = menuBar()->addMenu(tr("帮助(&H)")); fileMenu->addAction(openAct); openAct->setShortcut(QKeySequence("Ctrl+m")); fileMenu->addSeparator(); fileMenu->addAction(saveAct); saveAct->setShortcut(QKeySequence("Ctrl+s")); fileMenu->addAction(loadAct); loadAct->setShortcut(QKeySequence("Ctrl+r")); fileMenu->addSeparator(); fileMenu->addAction(rechargeAct); rechargeAct->setShortcut(QKeySequence("Ctrl+c")); fileMenu->addSeparator(); fileMenu->addAction(exitAct); exitAct->setShortcut(QKeySequence("Ctrl+e")); settingMenu->addAction(restartAct); restartAct->setShortcut(QKeySequence("Ctrl+l")); settingMenu->addSeparator(); difficultyMenu = settingMenu->addMenu(tr("选择难度(&D)")); settingMenu->addSeparator(); settingMenu->addAction(foresoundAct); foresoundAct->setCheckable(true); foresoundAct->setChecked(true); foresoundAct->setShortcut(QKeySequence("Ctrl+o")); difficultyMenu->addAction(hardAct); hardAct->setCheckable(true); hardAct->setChecked(false); difficultyMenu->addAction(mediumAct); mediumAct->setCheckable(true); mediumAct->setChecked(true); difficultyMenu->addAction(easyAct); easyAct->setCheckable(true); easyAct->setChecked(false); helpMenu->addAction(manualAct); manualAct->setShortcut(QKeySequence("Ctrl+u")); helpMenu->addAction(aboutAct); aboutAct->setShortcut(QKeySequence("Ctrl+a")); connect(exitAct, SIGNAL(triggered()), this, SLOT(close())); connect(openAct, SIGNAL(triggered()), this, SLOT(open())); connect(saveAct, SIGNAL(triggered()), this, SLOT(save())); connect(loadAct, SIGNAL(triggered()), this, SLOT(load())); connect(rechargeAct, SIGNAL(triggered()),this, SLOT(recharge())); connect(restartAct, SIGNAL(triggered()), this, SLOT(restart())); connect(hardAct, SIGNAL(triggered()), this, SLOT(hard())); connect(mediumAct, SIGNAL(triggered()), this, SLOT(medium())); connect(easyAct, SIGNAL(triggered()), this, SLOT(easy())); connect(foresoundAct, SIGNAL(triggered()), this, SLOT(foresound())); connect(manualAct, SIGNAL(triggered()), this, SLOT(manual())); connect(aboutAct, SIGNAL(triggered()), this, SLOT(about())); }
/* Scrolls for the reading -RAK- */ void read_scroll() { int32u i; int j, k, item_val, y, x; int tmp[6], flag, used_up; bigvtype out_val, tmp_str; register int ident, l; register inven_type *i_ptr; register struct misc *m_ptr; free_turn_flag = TRUE; if (py.flags.blind > 0) msg_print("You can't see to read the scroll."); else if (no_light()) msg_print("You have no light to read by."); else if (py.flags.confused > 0) msg_print("You are too confused to read a scroll."); else if (inven_ctr == 0) msg_print("You are not carrying anything!"); else if (!find_range(TV_SCROLL1, TV_SCROLL2, &j, &k)) msg_print ("You are not carrying any scrolls!"); else if (get_item(&item_val, "Read which scroll?", j, k, 0)) { i_ptr = &inventory[item_val]; free_turn_flag = FALSE; used_up = TRUE; i = i_ptr->flags; ident = FALSE; while (i != 0) { j = bit_pos(&i) + 1; if (i_ptr->tval == TV_SCROLL2) j += 32; /* Scrolls. */ switch(j) { case 1: i_ptr = &inventory[INVEN_WIELD]; if (i_ptr->tval != TV_NOTHING) { objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val, "Your %s glows faintly!", tmp_str); msg_print(out_val); if (enchant(&i_ptr->tohit)) { i_ptr->flags &= ~TR_CURSED; calc_bonuses(); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 2: i_ptr = &inventory[INVEN_WIELD]; if (i_ptr->tval != TV_NOTHING) { objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val, "Your %s glows faintly!", tmp_str); msg_print(out_val); if (enchant(&i_ptr->todam)) { i_ptr->flags &= ~TR_CURSED; calc_bonuses (); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 3: k = 0; l = 0; if (inventory[INVEN_BODY].tval != TV_NOTHING) tmp[k++] = INVEN_BODY; if (inventory[INVEN_ARM].tval != TV_NOTHING) tmp[k++] = INVEN_ARM; if (inventory[INVEN_OUTER].tval != TV_NOTHING) tmp[k++] = INVEN_OUTER; if (inventory[INVEN_HANDS].tval != TV_NOTHING) tmp[k++] = INVEN_HANDS; if (inventory[INVEN_HEAD].tval != TV_NOTHING) tmp[k++] = INVEN_HEAD; /* also enchant boots */ if (inventory[INVEN_FEET].tval != TV_NOTHING) tmp[k++] = INVEN_FEET; if (k > 0) l = tmp[randint(k)-1]; if (TR_CURSED & inventory[INVEN_BODY].flags) l = INVEN_BODY; else if (TR_CURSED & inventory[INVEN_ARM].flags) l = INVEN_ARM; else if (TR_CURSED & inventory[INVEN_OUTER].flags) l = INVEN_OUTER; else if (TR_CURSED & inventory[INVEN_HEAD].flags) l = INVEN_HEAD; else if (TR_CURSED & inventory[INVEN_HANDS].flags) l = INVEN_HANDS; else if (TR_CURSED & inventory[INVEN_FEET].flags) l = INVEN_FEET; if (l > 0) { i_ptr = &inventory[l]; objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val, "Your %s glows faintly!", tmp_str); msg_print(out_val); if (enchant(&i_ptr->toac)) { i_ptr->flags &= ~TR_CURSED; calc_bonuses (); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 4: msg_print("This is an identify scroll."); ident = TRUE; used_up = ident_spell(); /* the identify may merge objects, causing the identify scroll to move to a different place. Check for that here. */ if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008) { item_val--; i_ptr = &inventory[item_val]; if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008) { msg_print("internal error with identify spell."); msg_print("Please tell the wizard!"); return; } } break; case 5: if (remove_curse()) { msg_print("You feel as if someone is watching over you."); ident = TRUE; } break; case 6: ident = light_area(char_row, char_col); break; case 7: for (k = 0; k < randint(3); k++) { y = char_row; x = char_col; ident |= summon_monster(&y, &x, FALSE); } break; case 8: teleport(10); ident = TRUE; break; case 9: teleport(100); ident = TRUE; break; case 10: (void) tele_level(); ident = TRUE; break; case 11: if (py.flags.confuse_monster == 0) { msg_print("Your hands begin to glow."); py.flags.confuse_monster = TRUE; ident = TRUE; } break; case 12: ident = TRUE; map_area(); break; case 13: ident = sleep_monsters1(char_row, char_col); break; case 14: ident = TRUE; warding_glyph(); break; case 15: ident = detect_treasure(); break; case 16: ident = detect_object(); break; case 17: ident = detect_trap(); break; case 18: ident = detect_sdoor(); break; case 19: msg_print("This is a mass genocide scroll."); ident = mass_genocide(TRUE); break; case 20: ident = detect_invisible(); break; case 21: ident = aggravate_monster(20); if (ident) msg_print("There is a high pitched humming noise."); break; case 22: ident = trap_creation(); break; case 23: ident = td_destroy(); break; case 24: /* Not Used , used to be door creation */ break; case 25: msg_print("This is a Recharge-Item scroll."); ident = TRUE; used_up = recharge(60); break; case 26: msg_print("This is a genocide scroll."); ident = genocide(TRUE); break; case 27: ident = unlight_area(char_row, char_col); break; case 28: ident = protect_evil(); break; case 29: ident = TRUE; create_food(); break; case 30: ident = dispel_creature(UNDEAD, 60); break; case 31: remove_all_curse(); ident = TRUE; break; case 33: i_ptr = &inventory[INVEN_WIELD]; if (i_ptr->tval != TV_NOTHING) { objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val, "Your %s glows brightly!", tmp_str); msg_print(out_val); flag = FALSE; for (k = 0; k < randint(2); k++) if (enchant(&i_ptr->tohit)) flag = TRUE; for (k = 0; k < randint(2); k++) if (enchant(&i_ptr->todam)) flag = TRUE; if (flag) { i_ptr->flags &= ~TR_CURSED; calc_bonuses (); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 34: i_ptr = &inventory[INVEN_WIELD]; if (i_ptr->tval != TV_NOTHING) { objdes(tmp_str, i_ptr, FALSE); (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str); msg_print(out_val); unmagic_name(i_ptr); i_ptr->tohit = -randint(5) - randint(5); i_ptr->todam = -randint(5) - randint(5); i_ptr->flags = TR_CURSED; py_bonuses(i_ptr, -1); calc_bonuses (); ident = TRUE; } break; case 35: k = 0; l = 0; if (inventory[INVEN_BODY].tval != TV_NOTHING) tmp[k++] = INVEN_BODY; if (inventory[INVEN_ARM].tval != TV_NOTHING) tmp[k++] = INVEN_ARM; if (inventory[INVEN_OUTER].tval != TV_NOTHING) tmp[k++] = INVEN_OUTER; if (inventory[INVEN_HANDS].tval != TV_NOTHING) tmp[k++] = INVEN_HANDS; if (inventory[INVEN_HEAD].tval != TV_NOTHING) tmp[k++] = INVEN_HEAD; /* also enchant boots */ if (inventory[INVEN_FEET].tval != TV_NOTHING) tmp[k++] = INVEN_FEET; if (k > 0) l = tmp[randint(k)-1]; if (TR_CURSED & inventory[INVEN_BODY].flags) l = INVEN_BODY; else if (TR_CURSED & inventory[INVEN_ARM].flags) l = INVEN_ARM; else if (TR_CURSED & inventory[INVEN_OUTER].flags) l = INVEN_OUTER; else if (TR_CURSED & inventory[INVEN_HEAD].flags) l = INVEN_HEAD; else if (TR_CURSED & inventory[INVEN_HANDS].flags) l = INVEN_HANDS; else if (TR_CURSED & inventory[INVEN_FEET].flags) l = INVEN_FEET; if (l > 0) { i_ptr = &inventory[l]; objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val,"Your %s glows brightly!", tmp_str); msg_print(out_val); flag = FALSE; for (k = 0; k < randint(2) + 1; k++) if (enchant(&i_ptr->toac)) flag = TRUE; if (flag) { i_ptr->flags &= ~TR_CURSED; calc_bonuses (); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 36: if ((inventory[INVEN_BODY].tval != TV_NOTHING) && (randint(4) == 1)) k = INVEN_BODY; else if ((inventory[INVEN_ARM].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_ARM; else if ((inventory[INVEN_OUTER].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_OUTER; else if ((inventory[INVEN_HEAD].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_HEAD; else if ((inventory[INVEN_HANDS].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_HANDS; else if ((inventory[INVEN_FEET].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_FEET; else if (inventory[INVEN_BODY].tval != TV_NOTHING) k = INVEN_BODY; else if (inventory[INVEN_ARM].tval != TV_NOTHING) k = INVEN_ARM; else if (inventory[INVEN_OUTER].tval != TV_NOTHING) k = INVEN_OUTER; else if (inventory[INVEN_HEAD].tval != TV_NOTHING) k = INVEN_HEAD; else if (inventory[INVEN_HANDS].tval != TV_NOTHING) k = INVEN_HANDS; else if (inventory[INVEN_FEET].tval != TV_NOTHING) k = INVEN_FEET; else k = 0; if (k > 0) { i_ptr = &inventory[k]; objdes(tmp_str, i_ptr, FALSE); (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str); msg_print(out_val); unmagic_name(i_ptr); i_ptr->flags = TR_CURSED; i_ptr->toac = -randint(5) - randint(5); calc_bonuses (); ident = TRUE; } break; case 37: ident = FALSE; for (k = 0; k < randint(3); k++) { y = char_row; x = char_col; ident |= summon_undead(&y, &x); } break; case 38: ident = TRUE; bless(randint(12)+6); break; case 39: ident = TRUE; bless(randint(24)+12); break; case 40: ident = TRUE; bless(randint(48)+24); break; case 41: ident = TRUE; if (py.flags.word_recall == 0) py.flags.word_recall = 25 + randint(30); msg_print("The air about you becomes charged."); break; case 42: destroy_area(char_row, char_col); ident = TRUE; break; case 43: place_special(char_row, char_col, SPECIAL); prt_map(); break; case 44: special_random_object(char_row, char_col, 1); prt_map(); break; default: msg_print("Internal error in scroll()"); break; } /* End of Scrolls. */ } i_ptr = &inventory[item_val]; if (ident) { if (!known1_p(i_ptr)) { m_ptr = &py.misc; /* round half-way case up */ m_ptr->exp += (i_ptr->level +(m_ptr->lev >> 1)) / m_ptr->lev; prt_experience(); identify(&item_val); i_ptr = &inventory[item_val]; } }
/* * Activate a wielded object. Wielded objects never stack. * And even if they did, activatable objects never stack. * * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated. * But one could, for example, easily make an activatable "Ring of Plasma". * * Note that it always takes a turn to activate an artifact, even if * the user hits "escape" at the "direction" prompt. */ static bool activate_object(object_type *o_ptr, bool *ident) { int k, dir, i, chance, rod; char o_name[80]; /* Get the basic name of the object */ rod = object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0, PAD_IMEN); /* Check the recharge */ if (o_ptr->timeout) { msg_format("Он%s светится и затухает...", (rod == ROD_M ? "" : rod == ROD_F ? "а" : rod == ROD_N ? "о" : "и")); return FALSE; } /* Activate the artifact */ message(MSG_ZAP, 0, "Вы активируете его..."); /* Artifacts */ if (o_ptr->name1) { artifact_type *a_ptr = &a_info[o_ptr->name1]; switch (a_ptr->activation) { case ACT_ILLUMINATION: { msg_format("%s озаряется чистым светом...", o_name); lite_area(damroll(2, 15), 3); break; } case ACT_MAGIC_MAP: { msg_format("%s ярко сверкает...", o_name); map_area(); break; } case ACT_CLAIRVOYANCE: { msg_format("%s светится глубоким зеленым...", o_name); wiz_lite(); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); break; } case ACT_PROT_EVIL: { msg_format("%s издает протяжный стон...", o_name); k = 3 * p_ptr->lev; (void)set_protevil(p_ptr->protevil + randint(25) + k); break; } case ACT_DISP_EVIL: { msg_format("%s заполняет подземелье добром...", o_name); dispel_evil(p_ptr->lev * 5); break; } case ACT_HASTE2: { msg_format("%s ярко светится...", o_name); if (!p_ptr->fast) { (void)set_fast(randint(75) + 75); } else { (void)set_fast(p_ptr->fast + 5); } break; } case ACT_FIRE3: { msg_format("%s светится глубоким красным...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 120, 3); break; } case ACT_FROST5: { msg_format("%s светится ярко-белым...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 200, 3); break; } case ACT_ELEC2: { msg_format("%s светится глубоким синим...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 250, 3); break; } case ACT_BIZZARE: { msg_format("%s светится черным...", o_name); if (!get_aim_dir(&dir)) return FALSE; ring_of_power(dir); break; } case ACT_STAR_BALL: { msg_format("%s окружается молнией...", o_name); for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3); break; } case ACT_RAGE_BLESS_RESIST: { msg_format("%s светится всеми цветами...", o_name); (void)hp_player(30); (void)set_afraid(0); (void)set_shero(p_ptr->shero + randint(50) + 50); (void)set_blessed(p_ptr->blessed + randint(50) + 50); (void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50); (void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50); (void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50); (void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50); (void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50); break; } case ACT_HEAL2: { msg_format("%s светится ярким белым...", o_name); msg_print("Вы чувствуете себя намного лучше..."); (void)hp_player(1000); (void)set_cut(0); break; } case ACT_PHASE: { msg_format("%s искривляет пространство вокруг вас...", o_name); teleport_player(10); break; } case ACT_BANISHMENT: { msg_format("%s светится угрожающим синим...", o_name); if (!banishment()) return FALSE; break; } case ACT_TRAP_DOOR_DEST: { msg_format("%s светится ярко-красным...", o_name); destroy_doors_touch(); break; } case ACT_DETECT: { msg_format("%s светится лучистым белым...", o_name); msg_print("Изображение формируется в вашей голове..."); detect_all(); break; } case ACT_HEAL1: { msg_format("%s светится спокойным синим...", o_name); msg_print("Вы чувствуете теплое покалывание..."); (void)hp_player(500); (void)set_cut(0); break; } case ACT_RESIST: { msg_format("%s светится цветами радуги...", o_name); (void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); (void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20); break; } case ACT_SLEEP: { msg_format("%s светится ярко-синим...", o_name); sleep_monsters_touch(); break; } case ACT_RECHARGE1: { msg_format("%s светится ярко-желтым...", o_name); recharge(60); break; } case ACT_TELEPORT: { msg_format("%s распрямляет пространство вокруг вас...", o_name); teleport_player(100); break; } case ACT_RESTORE_LIFE: { msg_format("%s светится спокойным красным...", o_name); restore_level(); break; } case ACT_MISSILE: { msg_format("%s ярко горит...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MISSILE, dir, damroll(2, 6)); break; } case ACT_FIRE1: { msg_format("%s покрывается пламенем...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_FIRE, dir, damroll(9, 8)); break; } case ACT_FROST1: { msg_format("%s излучает холод...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(6, 8)); break; } case ACT_LIGHTNING_BOLT: { msg_format("%s сыплет искрамиs...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ELEC, dir, damroll(4, 8)); break; } case ACT_ACID1: { msg_format("%s покрывается кислотой...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ACID, dir, damroll(5, 8)); break; } case ACT_ARROW: { msg_format("%s покрывается шипами...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ARROW, dir, 150); break; } case ACT_HASTE1: { msg_format("%s светится ярко-зеленым...", o_name); if (!p_ptr->fast) { (void)set_fast(randint(20) + 20); } else { (void)set_fast(p_ptr->fast + 5); } break; } case ACT_REM_FEAR_POIS: { msg_format("%s вспыхивает синим...", o_name); (void)set_afraid(0); (void)set_poisoned(0); break; } case ACT_STINKING_CLOUD: { msg_format("%s светится ядовито-зеленым...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_POIS, dir, 12, 3); break; } case ACT_FROST2: { msg_format("%s покрывается инеем...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 48, 2); break; } case ACT_FROST4: { msg_format("%s горит бледно-синим...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(12, 8)); break; } case ACT_FROST3: { msg_format("%s светится насыщенным синим...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 100, 2); break; } case ACT_FIRE2: { msg_format("%s пылает огнем...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 72, 2); break; } case ACT_DRAIN_LIFE2: { msg_format("%s светится черным...", o_name); if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 120); break; } case ACT_STONE_TO_MUD: { msg_format("%s пульсирует...", o_name); if (!get_aim_dir(&dir)) return FALSE; wall_to_mud(dir); break; } case ACT_MASS_BANISHMENT: { msg_format("%s издает протяжную ноту...", o_name); (void)mass_banishment(); break; } case ACT_CURE_WOUNDS: { msg_format("%s светится глубоким фиолетовым...", o_name); hp_player(damroll(4, 8)); (void)set_cut((p_ptr->cut / 2) - 50); break; } case ACT_TELE_AWAY: { msg_format("%s вспыхивает глубоким красным...", o_name); if (!get_aim_dir(&dir)) return FALSE; teleport_monster(dir); break; } case ACT_WOR: { msg_format("%s светится мягким белым...", o_name); set_recall(); break; } case ACT_CONFUSE: { msg_format("%s светится странными цветами...", o_name); if (!get_aim_dir(&dir)) return FALSE; confuse_monster(dir, 20); break; } case ACT_IDENTIFY: { msg_format("%s вспыхивает желтым...", o_name); if (!ident_spell()) return FALSE; break; } case ACT_PROBE: { msg_format("%s ярко загорается...", o_name); probing(); break; } case ACT_DRAIN_LIFE1: { msg_format("%s горит белым...", o_name); if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 90); break; } case ACT_FIREBRAND: { msg_format("%s светится огненно-красным...", o_name); (void)brand_bolts(); break; } case ACT_STARLIGHT: { msg_format("%s вспыхивает светом тысячи звезд...", o_name); for (k = 0; k < 8; k++) strong_lite_line(ddd[k]); break; } case ACT_MANA_BOLT: { msg_format("%s светится белым...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MANA, dir, damroll(12, 8)); break; } case ACT_BERSERKER: { msg_format("%s горит яростью...", o_name); set_shero(p_ptr->shero + randint(50) + 50); break; } } /* Set the recharge time */ if (a_ptr->randtime) o_ptr->timeout = a_ptr->time + (byte)randint(a_ptr->randtime); else o_ptr->timeout = a_ptr->time; /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Done */ return FALSE; } /* Hack -- Dragon Scale Mail can be activated as well */ if (o_ptr->tval == TV_DRAG_ARMOR) { /* Get a direction for breathing (or abort) */ if (!get_aim_dir(&dir)) return FALSE; /* Branch on the sub-type */ switch (o_ptr->sval) { case SV_DRAGON_BLUE: { msg_print("Вы дышите молнией."); fire_ball(GF_ELEC, dir, 100, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_WHITE: { msg_print("Вы дышите холодом."); fire_ball(GF_COLD, dir, 110, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_BLACK: { msg_print("Вы дышите кислотой."); fire_ball(GF_ACID, dir, 130, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_GREEN: { msg_print("Вы дышите ядовитым газом."); fire_ball(GF_POIS, dir, 150, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_RED: { msg_print("Вы дышите огнем."); fire_ball(GF_FIRE, dir, 200, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_MULTIHUED: { chance = rand_int(5); msg_format("Вы дышите %s.", ((chance == 1) ? "молнией" : ((chance == 2) ? "холодом" : ((chance == 3) ? "кислотой" : ((chance == 4) ? "ядовитым газом" : "огнем"))))); fire_ball(((chance == 1) ? GF_ELEC : ((chance == 2) ? GF_COLD : ((chance == 3) ? GF_ACID : ((chance == 4) ? GF_POIS : GF_FIRE)))), dir, 250, 2); o_ptr->timeout = rand_int(225) + 225; break; } case SV_DRAGON_BRONZE: { msg_print("Вы дышите контузией."); fire_ball(GF_CONFUSION, dir, 120, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_GOLD: { msg_print("Вы дышите звуком."); fire_ball(GF_SOUND, dir, 130, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_CHAOS: { chance = rand_int(2); msg_format("Вы дышите %s.", ((chance == 1 ? "хаосом" : "антимагией"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT), dir, 220, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_LAW: { chance = rand_int(2); msg_format("Вы дышите %s.", ((chance == 1 ? "звуком" : "осколками"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, 230, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_BALANCE: { chance = rand_int(4); msg_format("Вы дышите %s.", ((chance == 1) ? "хаосом" : ((chance == 2) ? "антимагией" : ((chance == 3) ? "звуком" : "осколками")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISENCHANT : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, 250, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_SHINING: { chance = rand_int(2); msg_format("Вы дышите %s.", ((chance == 0 ? "светом" : "темнотой"))); fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_POWER: { msg_print("Вы дышите элементами."); fire_ball(GF_MISSILE, dir, 300, 2); o_ptr->timeout = rand_int(300) + 300; break; } } /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Success */ return FALSE; } /* Hack -- some Rings can be activated for double resist and element ball */ if (o_ptr->tval == TV_RING) { /* Get a direction for firing (or abort) */ if (!get_aim_dir(&dir)) return FALSE; /* Branch on the sub-type */ switch (o_ptr->sval) { case SV_RING_ACID: { fire_ball(GF_ACID, dir, 70, 2); set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_FLAMES: { fire_ball(GF_FIRE, dir, 80, 2); set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_ICE: { fire_ball(GF_COLD, dir, 75, 2); set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_LIGHTNING: { fire_ball(GF_ELEC, dir, 85, 2); set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } } /* Window stuff */ p_ptr->window |= (PW_EQUIP); /* Success */ return FALSE; } /* Mistake */ msg_print("Oops. That object cannot be activated."); /* Not used up */ return (FALSE); }