コード例 #1
0
ファイル: wizard2.c プロジェクト: BackupTheBerlios/randomband
/*
 * Go to any level
 */
static void do_cmd_wiz_jump(void)
{
	/* Ask for level */
	if (p_ptr->command_arg <= 0)
	{
		char	ppp[80];

		char	tmp_val[160];

		/* Prompt */
		sprintf(ppp, "Jump to level (0-%d): ", MAX_DEPTH-1);

		/* Default */
		sprintf(tmp_val, "%d", p_ptr->depth);

		/* Ask for a level */
		if (!get_string(ppp, tmp_val, 10)) return;

		/* Extract request */
		p_ptr->command_arg = atoi(tmp_val);
	}

	/* Paranoia */
	if (p_ptr->command_arg < 0) p_ptr->command_arg = 0;

	/* Paranoia */
	if (p_ptr->command_arg > MAX_DEPTH - 1) p_ptr->command_arg = MAX_DEPTH - 1;

	/* Accept request */
	msg_format("You jump to dungeon level %d.", p_ptr->command_arg);

	if (autosave_l) do_cmd_save_game(TRUE);

	/* Change level */
	p_ptr->depth = p_ptr->command_arg;
	leaving_quest = p_ptr->inside_quest;

	/* Leaving an 'only once' quest marks it as failed */
	if (leaving_quest &&
		(quest[leaving_quest].flags & QUEST_FLAG_ONCE) &&
		(quest[leaving_quest].status == QUEST_STATUS_TAKEN))
	{
		quest[leaving_quest].status = QUEST_STATUS_FAILED;
	}

	p_ptr->inside_quest = 0;

	/* Leaving */
	p_ptr->leaving = TRUE;
}
コード例 #2
0
ファイル: racial.c プロジェクト: BackupTheBerlios/randomband
static void cmd_racial_power_aux(const mutation_type *mut_ptr)
{
	s16b        plev = p_ptr->lev;
	int         dir = 0;

	if (racial_aux(mut_ptr->level, mut_ptr->cost, mut_ptr->stat, mut_ptr->diff))
	{
		switch (p_ptr->prace)
		{
			case RACE_DWARF:
			{
				msg_print("You examine your surroundings.");
				(void)detect_traps();
				(void)detect_doors();
				(void)detect_stairs();
				break;
			}

			case RACE_HOBBIT:
			{
				object_type *q_ptr;
				object_type forge;

				/* Get local object */
				q_ptr = &forge;

				/* Create the food ration */
				object_prep(q_ptr, 21);

				/* Drop the object from heaven */
				(void)drop_near(q_ptr, -1, p_ptr->py, p_ptr->px);
				msg_print("You cook some food.");

				break;
			}

			case RACE_GNOME:
			{
				msg_print("Blink!");
				teleport_player(10 + plev);
				break;
			}

			case RACE_HALF_ORC:
			{
				msg_print("You play tough.");
				(void)set_afraid(0);
				break;
			}

			case RACE_HALF_TROLL:
			{
				msg_print("RAAAGH!");
				if (!p_ptr->shero)
				{
					(void)hp_player(30);
				}
				(void)set_afraid(0);
				(void)set_shero(p_ptr->shero + 10 + randint1(plev));

				break;
			}

			case RACE_AMBERITE:
			{
				/* Hack - use levels to choose ability */
				if (mut_ptr->level == 30)
				{
					msg_print("You picture the Pattern in your mind and walk it...");
					(void)set_poisoned(0);
					(void)set_image(0);
					(void)set_stun(0);
					(void)set_cut(0);
					(void)set_blind(0);
					(void)set_afraid(0);
					(void)do_res_stat(A_STR, 200);
					(void)do_res_stat(A_INT, 200);
					(void)do_res_stat(A_WIS, 200);
					(void)do_res_stat(A_DEX, 200);
					(void)do_res_stat(A_CON, 200);
					(void)do_res_stat(A_CHR, 200);
					(void)restore_level();
				}

				else if (mut_ptr->level == 40)
				{
					/* No effect in arena or quest */
					if (p_ptr->inside_quest)
					{
						msg_print("There is no effect.");
					}
					else
					{
						msg_print("You start walking around. Your surroundings change.");

						if (autosave_l) do_cmd_save_game(TRUE);

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

			case RACE_BARBARIAN:
			{
				msg_print("Raaagh!");
				if (!p_ptr->shero)
				{
					(void)hp_player(30);
				}

				(void)set_afraid(0);
				(void)set_shero(p_ptr->shero + 10 + randint1(plev));
				break;
			}

			case RACE_HALF_OGRE:
			{
				msg_print("You carefully set an explosive rune...");
				(void)explosive_rune();
				break;
			}

			case RACE_HALF_GIANT:
			{
				if (!get_aim_dir(&dir)) break;
				msg_print("You bash at a stone wall.");
				(void)wall_to_mud(dir);
				break;
			}

			case RACE_HALF_TITAN:
			{
				msg_print("You examine your foes...");
				(void)probing();
				break;
			}

			case RACE_CYCLOPS:
			{
				if (!get_aim_dir(&dir)) break;
				msg_print("You throw a huge boulder.");
				(void)fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
				break;
			}

			case RACE_YEEK:
			{
				if (!get_aim_dir(&dir)) break;
				msg_print("You make a horrible scream!");
				(void)fear_monster(dir, plev);
				break;
			}

			case RACE_KLACKON:
			{
				if (!get_aim_dir(&dir)) break;
				msg_print("You spit acid.");
				if (plev < 25)
					(void)fire_bolt(GF_ACID, dir, plev);
				else
					(void)fire_ball(GF_ACID, dir, plev, 2);
				break;
			}

			case RACE_KOBOLD:
			{
				if (!get_aim_dir(&dir)) break;
				msg_print("You throw a dart of poison.");
				(void)fire_bolt(GF_POIS, dir, plev);
				break;
			}

			case RACE_NIBELUNG:
			{
				msg_print("You examine your surroundings.");
				(void)detect_traps();
				(void)detect_doors();
				(void)detect_stairs();
				break;
			}

			case RACE_DARK_ELF:
			{
				if (!get_aim_dir(&dir)) break;
				msg_print("You cast a magic missile.");
				(void)fire_bolt_or_beam(10, GF_MISSILE, dir,
				    damroll(3 + ((plev - 1) / 5), 4));
				break;
			}

			case RACE_DRACONIAN:
			{
				int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
				cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");

				if (randint1(100) < plev)
				{
					switch (p_ptr->pclass)
					{
						case CLASS_WARRIOR:
						case CLASS_RANGER:
							if (one_in_(3))
							{
								Type = GF_MISSILE;
								Type_desc = "the elements";
							}
							else
							{
								Type = GF_SHARDS;
								Type_desc = "shards";
							}
							break;
						case CLASS_MAGE:
						case CLASS_WARRIOR_MAGE:
						case CLASS_HIGH_MAGE:
							if (one_in_(3))
							{
								Type = GF_MANA;
								Type_desc = "mana";
							}
							else
							{
								Type = GF_DISENCHANT;
								Type_desc = "disenchantment";
							}
							break;
						case CLASS_CHAOS_WARRIOR:
							if (!one_in_(3))
							{
								Type = GF_CONFUSION;
								Type_desc = "confusion";
							}
							else
							{
								Type = GF_CHAOS;
								Type_desc = "chaos";
							}
							break;
						case CLASS_MONK:
							if (!one_in_(3))
							{
								Type = GF_CONFUSION;
								Type_desc = "confusion";
							}
							else
							{
								Type = GF_SOUND;
								Type_desc = "sound";
							}
							break;
						case CLASS_MINDCRAFTER:
							if (!one_in_(3))
							{
								Type = GF_CONFUSION;
								Type_desc = "confusion";
							}
							else
							{
								Type = GF_PSI;
								Type_desc = "mental energy";
							}
							break;
						case CLASS_PRIEST:
						case CLASS_PALADIN:
							if (one_in_(3))
							{
								Type = GF_HELL_FIRE;
								Type_desc = "hellfire";
							}
							else
							{
								Type = GF_HOLY_FIRE;
								Type_desc = "holy fire";
							}
							break;
						case CLASS_ROGUE:
							if (one_in_(3))
							{
								Type = GF_DARK;
								Type_desc = "darkness";
							}
							else
							{
								Type = GF_POIS;
								Type_desc = "poison";
							}
							break;
					}
				}

				if (!get_aim_dir(&dir)) break;
				msg_format("You breathe %s.", Type_desc);
				(void)fire_ball(Type, dir, plev * 2,
				    (plev / 15) + 1);
				break;
			}

			case RACE_MIND_FLAYER:
			{
				if (!get_aim_dir(&dir)) break;
				else
				{
					msg_print("You concentrate and your eyes glow red...");
					(void)fire_bolt(GF_PSI, dir, plev);
				}

				break;
			}

			case RACE_IMP:
			{
				if (!get_aim_dir(&dir)) break;
				if (plev >= 30)
				{
					msg_print("You cast a ball of fire.");
					(void)fire_ball(GF_FIRE, dir, plev, 2);
				}
				else
				{
					msg_print("You cast a bolt of fire.");
					(void)fire_bolt(GF_FIRE, dir, plev);
				}
				break;
			}

			case RACE_GOLEM:
			{
				(void)set_shield(p_ptr->shield + rand_range(30, 50));
				break;
			}

			case RACE_SKELETON:
			case RACE_ZOMBIE:
			{
				msg_print("You attempt to restore your lost energies.");
				(void)restore_level();
				break;
			}

			case RACE_VAMPIRE:
			{
				int y, x, dummy;
				cave_type *c_ptr;

				/* Only works on adjacent monsters */
				if (!get_rep_dir(&dir)) break;
				y = p_ptr->py + ddy[dir];
				x = p_ptr->px + ddx[dir];

				/* Paranoia */
				if (!in_bounds2(y, x)) break;

				c_ptr = area(y, x);

				if (!c_ptr->m_idx)
				{
					msg_print("You bite into thin air!");
					break;
				}

				msg_print("You grin and bare your fangs...");
				dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
				if (drain_gain_life(dir, dummy))
				{
					/* Gain nutritional sustenance: 150/hp drained */
					/* A Food ration gives 5000 food points (by contrast) */
					/* Don't ever get more than "Full" this way */
					/* But if we ARE Gorged,  it won't cure us */
					dummy = p_ptr->food + MIN(5000, 100 * dummy);
					if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
						(void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
				}
				else
					msg_print("Yechh. That tastes foul.");
				break;
			}

			case RACE_SPECTRE:
			{
				msg_print("You emit an eldritch howl!");
				if (!get_aim_dir(&dir)) break;
				(void)fear_monster(dir, plev);
				break;
			}

			case RACE_SPRITE:
			{
				msg_print("You throw some magic dust...");
				if (plev < 25)
					(void)sleep_monsters_touch();
				else
					(void)sleep_monsters();
				break;
			}
			case RACE_GHOUL:
			{
				if (mut_ptr->level == 30)
				{
					/* Sense living */
					(void)detect_monsters_living();
				}
				else
				{
					eat_corpse();
				}
				break;
			}
			default:
				msg_print("This race has no bonus power.");
				p_ptr->energy_use = 0;
		}
	}

	/* Redraw mana and hp */
	p_ptr->redraw |= (PR_HP | PR_MANA);

	/* Window stuff */
	p_ptr->window |= (PW_PLAYER | PW_SPELL);
}
コード例 #3
0
ファイル: wizard2.c プロジェクト: naota/hengband
/*!
 * @brief 任意のダンジョン及び階層に飛ぶ /
 * Go to any level
 * @return なし
 */
static void do_cmd_wiz_jump(void)
{
	/* Ask for level */
	if (command_arg <= 0)
	{
		char	ppp[80];

		char	tmp_val[160];
		int		tmp_dungeon_type;

		/* Prompt */
		sprintf(ppp, "Jump which dungeon : ");

		/* Default */
		sprintf(tmp_val, "%d", dungeon_type);

		/* Ask for a level */
		if (!get_string(ppp, tmp_val, 2)) return;

		tmp_dungeon_type = atoi(tmp_val);
		if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;

		/* Prompt */
		sprintf(ppp, "Jump to level (0, %d-%d): ", d_info[tmp_dungeon_type].mindepth, d_info[tmp_dungeon_type].maxdepth);

		/* Default */
		sprintf(tmp_val, "%d", dun_level);

		/* Ask for a level */
		if (!get_string(ppp, tmp_val, 10)) return;

		/* Extract request */
		command_arg = atoi(tmp_val);

		dungeon_type = tmp_dungeon_type;
	}

	/* Paranoia */
	if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;

	/* Paranoia */
	if (command_arg > d_info[dungeon_type].maxdepth) command_arg = d_info[dungeon_type].maxdepth;

	/* Accept request */
	msg_format("You jump to dungeon level %d.", command_arg);

	if (autosave_l) do_cmd_save_game(TRUE);

	/* Change level */
	dun_level = command_arg;

	prepare_change_floor_mode(CFM_RAND_PLACE);

	if (!dun_level) dungeon_type = 0;
	p_ptr->inside_arena = FALSE;
	p_ptr->wild_mode = FALSE;

	leave_quest_check();

	if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);

	p_ptr->inside_quest = 0;
	p_ptr->energy_use = 0;

	/* Prevent energy_need from being too lower than 0 */
	p_ptr->energy_need = 0;

	/*
	 * Clear all saved floors
	 * and create a first saved floor
	 */
	prepare_change_floor_mode(CFM_FIRST_FLOOR);

	/* Leaving */
	p_ptr->leaving = TRUE;
}
コード例 #4
0
ファイル: avt_files.c プロジェクト: tingley/tactical
// TODO: Hookify this
void close_game(void)
{
	char buf[1024];

	/* Handle stuff */
	handle_stuff();

	/* Flush the messages */
	message_flush();

	/* Flush the input */
	flush();


	/* No suspending now */
	signals_ignore_tstp();


#ifndef AVT_HOOKIFY_EXIT
	/* Hack -- Increase "icky" depth */
	character_icky++;

	/* Build the filename */
	path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");

	/* Grab permissions */
	safe_setuid_grab();

	/* Open the high score file, for reading/writing */
	highscore_fd = fd_open(buf, O_RDWR);

	/* Drop permissions */
	safe_setuid_drop();

	/* Handle death */
	if (p_ptr->is_dead)
	{
		/* Auxiliary routine */
		close_game_aux();
	}

	/* Still alive */
	else
	{
		/* Save the game */
		do_cmd_save_game();

		/* Prompt for scores XXX XXX XXX */
		prt("Press Return (or Escape).", 0, 40);

		/* Predict score (or ESCAPE) */
		if (inkey() != ESCAPE) predict_score();
	}


	/* Shut the high score file */
	fd_close(highscore_fd);

	/* Forget the high score fd */
	highscore_fd = -1;


	/* Hack -- Decrease "icky" depth */
	character_icky--;

#endif

	/* Allow suspending now */
	signals_handle_tstp();
}