コード例 #1
0
void vampire_feed(int amt)
{
    int food;
    int div = 4;

    if (prace_is_(MIMIC_BAT))
        div = 16;

    if (p_ptr->food < PY_FOOD_FULL)
        hp_player(amt);
    else
        msg_print("You were not hungry.");

    /* Experimental: Scale the feeding asymptotically. Historically, vampiric feeding
        was too slow in the early game (low damage) hence tedious. But by the end game,
        a mere two bites would fill the vampire, rendering the talent rather useless. */
    if (p_ptr->food < PY_FOOD_VAMP_MAX)
        food = p_ptr->food + (PY_FOOD_VAMP_MAX - p_ptr->food) / div;
    /* Exceeding PY_FOOD_VAMP_MAX is unlikely, but possible (eg. eating rations of food?!) */
    else if (p_ptr->food < PY_FOOD_MAX)
        food = p_ptr->food + (PY_FOOD_MAX - p_ptr->food) / div;
    else
        food = p_ptr->food + amt;

    assert(food >= p_ptr->food);
    set_food(food);
}
コード例 #2
0
ファイル: archaeologist.c プロジェクト: bamhamcity/lessxpcb
static void _first_aid_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "First Aid");
        break;
    case SPELL_DESC:
        if (p_ptr->lev < 8)
            var_set_string(res, "Heals HP and Stun.");
        else if (p_ptr->lev < 12)
            var_set_string(res, "Heals HP and Stun. Cures cuts.");
        else if (p_ptr->lev < 16)
            var_set_string(res, "Heals HP and Stun. Cures cuts and slows poison.");
        else if (p_ptr->lev < 20)
            var_set_string(res, "Heals HP and Stun. Cures cuts and poison.");
        else if (p_ptr->lev < 30)
            var_set_string(res, "Heals HP and Stun. Cures cuts, poison and blindness.");
        else if (p_ptr->lev < 40)
            var_set_string(res, "Heals HP and Stun. Cures cuts, poison and blindness. Restores Con.");
        else if (p_ptr->lev < 45)
            var_set_string(res, "Heals HP and Stun. Cures cuts, poison and blindness. Restores Con and Chr.");
        else
            var_set_string(res, "Heals HP and Stun. Cures cuts, poison and blindness. Restores Con, Chr and Str.");
        break;
    case SPELL_SPOIL_DESC:
        var_set_string(res, "Heals HP and Stun. Slows Poison (L12). Cures cuts (L8), poison (L16) and blindness (L20). Restores Con (L30), Chr (L40) and Str (L45).");
        break;
    case SPELL_INFO:
        var_set_string(res, info_heal(0, 0, spell_power(p_ptr->lev)));
        break;
    case SPELL_CAST:
        hp_player(spell_power(p_ptr->lev));
        set_stun(0, TRUE);

        if (p_ptr->lev >= 8)
            set_cut(0, TRUE);
        if (p_ptr->lev >= 12 && p_ptr->lev < 16)
            set_poisoned(p_ptr->poisoned / 2, TRUE);
        if (p_ptr->lev >= 16)
            set_poisoned(0, TRUE);
        if (p_ptr->lev >= 20)
            set_blind(0, TRUE);
        if (p_ptr->lev >= 30)
            do_res_stat(A_CON);
        if (p_ptr->lev >= 40)
            do_res_stat(A_CHR);
        if (p_ptr->lev >= 45)
            do_res_stat(A_STR);

        var_set_bool(res, TRUE);
        break;
    case SPELL_COST_EXTRA:
        var_set_int(res, p_ptr->lev / 5);
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
コード例 #3
0
static bool _elemental_healing(int flag)
{
    int dir, ct = 0;

    if (!cave_have_flag_bold(py, px, flag))
    {
        msg_print("Failed! You are out of your element!");
        return FALSE;
    }

    for (dir = 0; dir < 8; dir++)
    {
        int x = px + ddx_ddd[dir];
        int y = py + ddy_ddd[dir];
        
        if (!in_bounds(y, x)) continue;
        if (cave_have_flag_bold(y, x, flag)) ct++;
    }

    if (ct < 4)
    {
        msg_print("Failed! You need to be surrounded by your element!");
        return FALSE;
    }

    msg_print("You bask in your element and slowly feel your life returning ... ");
    hp_player(100 + p_ptr->lev * 3);
    return TRUE;
}
コード例 #4
0
ファイル: demigod.c プロジェクト: poschengband/poschengband
static void _demeter_clw_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Cure Wounds");
        break;
    case SPELL_DESC:
        var_set_string(res, "Heals cut and HP a little.");
        break;
    case SPELL_INFO:
        var_set_string(res, info_heal(p_ptr->lev/12 + 1, 10, 0));
        break;
    case SPELL_CAST:
        if (p_ptr->pclass == CLASS_BLOOD_MAGE)
            msg_print("There is no effect.");
        else
        {
            hp_player(damroll(p_ptr->lev/12 + 1, 10));
            set_cut(p_ptr->cut - 10, TRUE);
        }
        var_set_bool(res, TRUE);
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
コード例 #5
0
void _adrenaline_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Adrenaline Channeling");
        break;
    case SPELL_DESC:
        var_set_string(res, "Removes fear and stun. Gives heroism and speed. Heals HP a little unless "
                              "you already have heroism and temporary speed boost.");
        break;
    case SPELL_SPOIL_DESC:
        var_set_string(res, "Removes stun. Heals 10 + 1d(L*3/2). Grants heroism and haste.");
        break;
    case SPELL_CAST:
    {
        int dur = spell_power(15 + randint1(p_ptr->lev*3/2));
        bool heal = !IS_FAST() || !IS_HERO(); /* Prevent spamming this as a weak healing spell */

        set_stun(0, TRUE);

        set_hero(dur, FALSE);
        set_fast(dur, FALSE);

        if (heal) /* Heal after granting Heroism to fill the +10 mhp */
            hp_player(p_ptr->lev);

        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
コード例 #6
0
ファイル: x-spell.c プロジェクト: mangband/mangband
static void spell_wonder(int Ind, int dir)
{
/* This spell should become more useful (more
   controlled) as the player gains experience levels.
   Thus, add 1/5 of the player's level to the die roll.
   This eliminates the worst effects later on, while
   keeping the results quite random.  It also allows
   some potent effects only at high level. */

	player_type *p_ptr = Players[Ind];
	
	int py = p_ptr->py;
	int px = p_ptr->px;
	int Depth = p_ptr->dun_depth;
	int plev = p_ptr->lev;
	int die = randint(100) + plev / 5;
	int beam = beam_chance(Ind);

	if (die > 100)
		msg_print(Ind, "You feel a surge of power!");
	if (die < 8) clone_monster(Ind, dir);
	else if (die < 14) speed_monster(Ind, dir);
	else if (die < 26) heal_monster(Ind, dir);
	else if (die < 31) poly_monster(Ind, dir);
	else if (die < 36)
		fire_bolt_or_beam(Ind, beam - 10, GF_MISSILE, dir,
		                  damroll(3 + ((plev - 1) / 5), 4));
	else if (die < 41) confuse_monster(Ind, dir, plev);
	else if (die < 46) fire_ball(Ind, GF_POIS, dir, 20 + (plev / 2), 3);
	else if (die < 51) lite_line(Ind, dir);
	else if (die < 56)
		fire_beam(Ind, GF_ELEC, dir, damroll(3+((plev-5)/6), 6));
	else if (die < 61)
		fire_bolt_or_beam(Ind, beam-10, GF_COLD, dir,
		                  damroll(5+((plev-5)/4), 8));
	else if (die < 66)
		fire_bolt_or_beam(Ind, beam, GF_ACID, dir,
		                  damroll(6+((plev-5)/4), 8));
	else if (die < 71)
		fire_bolt_or_beam(Ind, beam, GF_FIRE, dir,
		                  damroll(8+((plev-5)/4), 8));
	else if (die < 76) drain_life(Ind, dir, 75);
	else if (die < 81) fire_ball(Ind, GF_ELEC, dir, 30 + plev / 2, 2);
	else if (die < 86) fire_ball(Ind, GF_ACID, dir, 40 + plev, 2);
	else if (die < 91) fire_ball(Ind, GF_ICE, dir, 70 + plev, 3);
	else if (die < 96) fire_ball(Ind, GF_FIRE, dir, 80 + plev, 3);
	else if (die < 101) drain_life(Ind, dir, 100 + plev);
	else if (die < 104) earthquake(Depth, py, px, 12);
	else if (die < 106) destroy_area(Depth, py, px, 15, TRUE);
	else if (die < 108) banishment(Ind);
	else if (die < 110) dispel_monsters(Ind, 120);
	else /* RARE */
	{
		dispel_monsters(Ind, 150);
		slow_monsters(Ind);
		sleep_monsters(Ind);
		hp_player(Ind, 300);
	}
}
コード例 #7
0
void healing_II_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Healing");
        break;
    case SPELL_DESC:
        var_set_string(res, "Powerful healing magic:  heals hitpoints, cuts and stun.");
        break;
    case SPELL_INFO:
        var_set_string(res, format("Heals %d", spell_power(500)));
        break;
    case SPELL_CAST:
        hp_player(spell_power(500));
        set_stun(0, TRUE);
        set_cut(0, TRUE);
        var_set_bool(res, TRUE);
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
コード例 #8
0
ファイル: x-spell.c プロジェクト: apwhite/angband
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);
}
コード例 #9
0
ファイル: blow.c プロジェクト: lollek/imoria
void b__misc_effects(integer effect, boolean *idented, treas_ptr item_ptr)
{
  integer          i3, i4, loss, dur;
  integer          dumy,y_dumy,x_dumy;
  integer	   y,x;
  stat_set         tstat;
  boolean          ident;
  char             dir;

  ident = *idented;

  switch (effect) {
  case 1 : /*{Silver Cross}*/
    msg_print("You feel secure...");
    protect_evil();
    ident = true;
    break;
    
  case 2 : /*{Gold Cross}*/
    ident = zap_area(0x0400,100,c_hp);
    break;
    
  case 3 : /*{Mithril Cross}*/
    x = char_row;
    y = char_col;
    ident = summon_undead(&x,&y);
    break;
    
  case 4 : /*{Cross}*/
    x = char_row;
    y = char_col;
    ident = summon_demon(&x,&y);
    break;
    
  case 5 : /*{Cross}*/
    strcat(item_ptr->data.name, "(Empty)");
    msg_print("You free a Djinni from the bottle!");
    msg_print("He grants you a wish...");
    msg_print("'I will raise one of your stats by two...'");
    msg_print("'Which stat would you like to raise?'");
    ident = (get_com("1=str 2=int 3=wis 4=dex 5=con 6=cha",&dir));
    if ((dir > '0') && (dir < '7')) {
      tstat = (integer)dir-49;
      ident = gain_stat(tstat,"X");
      ident = gain_stat(tstat," and x2, too!");
    } else {
      msg_print("Oh well, maybe next time.");
    }
    break;
    
  case 6 : /*{ Corked Bottle of Demons }*/
    msg_print("You release several demons!");
    x = char_row;
    y = char_col;
    for (i3 = 1; i3 <= 4; i3++) {
      summon_demon(&x,&y);
    }
    py.flags.paralysis += 2;
    strcat(item_ptr->data.name, "(Empty)");
    ident = true;
    break;
    
  case 7 : 
    ident = create_water(char_row,char_col);
    break;
    
  case 8 : 
    ident = destroy_water(char_row,char_col);
    break;
    
  case 9 : 
    msg_print("Many Undead appear!");
    x = char_row;
    y = char_col;
    for (i3 = 1; i3 <= 8; i3++) {
      ident = summon_undead(&x,&y);
    }
    py.flags.paralysis += 2;
    break;
    
  case 10 : 
    msg_print("Many Demons appear!");
    x = char_row;
    y = char_col;
    for (i3 = 1; i3 <= 8; i3++) {
      ident = summon_demon(&x,&y);
    }
    py.flags.paralysis += 2;
    ident = true;
    break;
    
  case 11: 
    //with py.stat do;
    for (tstat = STR; tstat <= CHR; tstat++) {
      if (restore_stat(tstat,"X")) {
	ident = true;
      }
    }
    if (hp_player(damroll("6d7"),"a statue.")) {
      ident = true;
    }
    //with py.flags do;
    if (PF.slow > 0) {
      ident = true;
      PF.slow  = 1;
    }
    /* bitwise or, otherwise it shortcuts and not everything happens */
    if (cure_me(&PF.blind) | cure_me(&PF.poisoned) |
	cure_me(&PF.confused) | cure_me(&PF.afraid) | restore_level()) {
      ident = true;
    }
    if (ident) {
      msg_print("The statue fills you with life and all maladies are cured.");
    }
    break;
    
  case 12: 
    ident = true;
    break;
    
  case 13 :  
    redraw = true;
    wizard_light();
    for (i3 = (char_col + 1); i3 <= (char_col - 1); i3++) {
      for (i4 = (char_row + 1); i4 <= (char_row - 1); i4++) {
	if (test_light(i4,i3)) {
	  redraw = false;
	}
      }
    }
    if (redraw) {
      wizard_light();
    }
    break;
    
  case 14: 
    ident = zap_area(0,2,c_speed);
    break;
    
  case 15: 
    //with py.misc do;
    loss = 0;
    for (i3 = 1; i3 <= 6; i3++) {
      loss += (PM.money[i3]-PM.money[i3] / 2) * COIN_WEIGHT;
      PM.money[i3] /= 2;
    }
    inven_weight -= loss;
    reset_total_cash();
    msg_print("most of your money turns to dust!");
    prt_gold();
    prt_weight();
    ident = true;
    break;
    
  case 16 :  
    //with py.misc do;
    if (PM.cmana < PM.mana) {
      PM.cmana = PM.mana;
      ident = true;
      msg_print("Your feel your head clear...");
    }
    break;
    
  case 17 : 
    ident = item_petrify();
    break;
    
  case 18 : 
    strcpy(item_ptr->data.damage,"50d5");
    item_ptr->data.cost = -1;
    msg_print("Click!");
    ident = true;
    break;
    
  case 19 : 
    ident = detect_creatures(c_monster);
    break;
    
  case 20 : 
    ident = zap_area(0x0004,60,c_hp);
    break;
    
  case 21 : 
    ident = unlight_area(char_row,char_col);
    break;
    
  case 22 : 
    if (d__get_dir("Which direction?",&dur,&dumy,&y_dumy,&x_dumy)) {
      i3 = char_row;
      i4 = char_col;
      ident = fire_ball(3,dur,i3,i4,40,"Acid Ball");
    } else {
      item_ptr->data.p1++;
    }
    break;
    
  case 23 : 
    ident = detect_creatures(c_invisible);
    break;
    
  case 24 : 
    ident = ident_spell();
    break;
    
  case 25 :
    ident = light_area(char_row,char_col);
    break;
    
  case 26 : 
    for (i3 = 1; i3 <= randint(4); i3++) {
      /*{who"s the idiot who wrote these things anyhow? }*/
      y = char_row;
      x = char_col;
      if (is_in(cave[y][x].fval, water_set)) {
	summon_water_monster(&y,&x,false);
      } else {
	summon_land_monster(&y,&x,false);
      }
    }
    ident = true;
    break;
    
  case 27 : 
    if (remove_curse()) {
      msg_print("Your junk glows black for a moment...");
      ident = true;
    }
    break;
    
  case 28 : 
    ident = destroy_area(char_row,char_col);
    break;
    
  case 29 : 
    py.flags.word_recall = 10 + randint(10);
    msg_print("You feel dizzy for a moment...");
    ident = true;
    break;
    
  case 30 : 
    msg_print("The teeth flare into flames.");
    py.flags.ring_fire += 3+randint(3);
    ident = true;
    break;
    
  case 31 : 
    msg_print("The Demon teeth try to possess you...");
    lose_exp(100);
    change_rep(-10);
    ident = true;
    break;
    
  default:
    msg_print("Todd Gardiner is fat!");
    ident = true;
    break;
  }

  *idented = ident;
};
コード例 #10
0
ファイル: effects.c プロジェクト: konijn/angband
/*
 * The "wonder" effect.
 *
 * Returns TRUE if the effect is evident.
 */
bool effect_wonder(int dir, int die, int beam)
{
/* This spell should become more useful (more
   controlled) as the player gains experience levels.
   Thus, add 1/5 of the player's level to the die roll.
   This eliminates the worst effects later on, while
   keeping the results quite random.  It also allows
   some potent effects only at high level. */

	bool visible = FALSE;
	int py = p_ptr->py;
	int px = p_ptr->px;
	int plev = p_ptr->lev;

	if (die > 100)
	{
		/* above 100 the effect is always visible */
		msg("You feel a surge of power!");
		visible = TRUE;
	}

	if (die < 8) visible = clone_monster(dir);
	else if (die < 14) visible = speed_monster(dir);
	else if (die < 26) visible = heal_monster(dir);
	else if (die < 31) visible = poly_monster(dir);
	else if (die < 36)
		visible = fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
		                            damroll(3 + ((plev - 1) / 5), 4));
	else if (die < 41) visible = confuse_monster(dir, plev, FALSE);
	else if (die < 46) visible = fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
	else if (die < 51) visible = light_line(dir);
	else if (die < 56)
		visible = fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6));
	else if (die < 61)
		visible = fire_bolt_or_beam(beam-10, GF_COLD, dir,
		                            damroll(5+((plev-5)/4), 8));
	else if (die < 66)
		visible = fire_bolt_or_beam(beam, GF_ACID, dir,
		                            damroll(6+((plev-5)/4), 8));
	else if (die < 71)
		visible = fire_bolt_or_beam(beam, GF_FIRE, dir,
		                            damroll(8+((plev-5)/4), 8));
	else if (die < 76) visible = drain_life(dir, 75);
	else if (die < 81) visible = fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
	else if (die < 86) visible = fire_ball(GF_ACID, dir, 40 + plev, 2);
	else if (die < 91) visible = fire_ball(GF_ICE, dir, 70 + plev, 3);
	else if (die < 96) visible = fire_ball(GF_FIRE, dir, 80 + plev, 3);
	/* above 100 'visible' is already true */
	else if (die < 101) drain_life(dir, 100 + plev);
	else if (die < 104) earthquake(py, px, 12);
	else if (die < 106) destroy_area(py, px, 15, TRUE);
	else if (die < 108) banishment();
	else if (die < 110) dispel_monsters(120);
	else /* RARE */
	{
		dispel_monsters(150);
		slow_monsters();
		sleep_monsters(TRUE);
		hp_player(300);
	}

	return visible;
}
コード例 #11
0
ファイル: play-spell.c プロジェクト: kaypy/FAangband
/* Cast the specified spell */
bool spell_cast(int spell, int dir)
{
    int chance;
    int plev = p_ptr->lev;
    bool failed = FALSE;
    int py = p_ptr->py;
    int px = p_ptr->px;

    /* Get the spell */
    const magic_type *mt_ptr = &mp_ptr->info[spell];

    /* Spell failure chance */
    chance = spell_chance(spell);

    /* Specialty Ability */
    if (player_has(PF_HEIGHTEN_MAGIC))
	plev += 1 + ((p_ptr->heighten_power + 5) / 10);
    if (player_has(PF_CHANNELING))
	plev += get_channeling_boost();

    /* Failed spell */
    if (randint0(100) < chance) {
	failed = TRUE;

	if (OPT(flush_failure))
	    flush();
	msg(magic_desc[mp_ptr->spell_realm][SPELL_FAIL]);
    }

    /* Process spell */
    else {
	/* Cast the spell */
	if (!cast_spell(mp_ptr->spell_book, mt_ptr->index, dir, plev))
	    return FALSE;

	/* A spell was cast */
	sound(MSG_SPELL);


	/* A spell was cast or a prayer prayed */
	if (!(p_ptr->spell_flags[spell] & PY_SPELL_WORKED)){
	    int e = mt_ptr->sexp;

	    /* The spell worked */
	    p_ptr->spell_flags[spell] |= PY_SPELL_WORKED;

	    /* Gain experience */
	    gain_exp(e * mt_ptr->slevel);
	    
	    /* Redraw object recall */
	    p_ptr->redraw |= (PR_OBJECT);
	}
    }

    /* Hack - simplify rune of mana calculations by fully draining the rune
     * first */
    if (cave_trap_specific(py, px, RUNE_MANA) && 
	(mana_reserve <= mt_ptr->smana)	&& (mt_ptr->index != 60)) 
    {
	p_ptr->csp += mana_reserve;
	mana_reserve = 0;
    }

    /* Rune of mana can take less mana than specified */
    if (mt_ptr->index == 60) {
	/* Standard mana amount */
	int mana = 40;

	/* Already full? */
	if (mana_reserve >= MAX_MANA_RESERVE) {
	    /* Use no mana */
	    mana = 0;
	}

	/* Don't put in more than we have */
	else if (p_ptr->csp < mana)
	    mana = p_ptr->csp;

	/* Don't put in more than it will hold */
	if (mana_reserve + mana > MAX_MANA_RESERVE)
	    mana = MAX_MANA_RESERVE - mana_reserve;

	/* Deduct */
	p_ptr->csp -= mana;
    }

    /* Use mana from a rune if possible */
    else if (cave_trap_specific(py, px, RUNE_MANA)
	     && (mana_reserve > mt_ptr->smana)) {
	mana_reserve -= mt_ptr->smana;
    }

    /* Sufficient mana */
    else if (mt_ptr->smana <= p_ptr->csp) {
	/* Use some mana */
	p_ptr->csp -= mt_ptr->smana;

	/* Specialty ability Harmony */
	if ((failed == FALSE) & (player_has(PF_HARMONY))) {
	    int frac, boost;

	    /* Percentage of max hp to be regained */
	    frac = 3 + (mt_ptr->smana / 3);

	    /* Cap at 10 % */
	    if (frac > 10)
		frac = 10;

	    /* Calculate fractional bonus */
	    boost = (frac * p_ptr->mhp) / 100;

	    /* Apply bonus */
	    (void) hp_player(boost);
	}
    }

    /* Over-exert the player */
    else {
	int oops = mt_ptr->smana - p_ptr->csp;

	/* No mana left */
	p_ptr->csp = 0;
	p_ptr->csp_frac = 0;

	/* Message */
	if (mp_ptr->spell_realm == REALM_NECROMANTIC)
	    msg("You collapse after the ritual!");
	else
	    msg("You faint from the effort!");

	/* Hack -- Bypass free action */
	(void) inc_timed(TMD_PARALYZED, randint1(5 * oops + 1), TRUE);

	/* Damage CON (possibly permanently) */
	if (randint0(100) < 50) {
	    bool perm = (randint0(100) < 25);

	    /* Message */
	    msg("You have damaged your health!");

	    /* Reduce constitution */
	    (void) dec_stat(A_CON, 15 + randint1(10), perm);
	}
    }


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

    return TRUE;
}
コード例 #12
0
ファイル: cmd6.c プロジェクト: ZetaZeta/poschengband
static void do_cmd_eat_food_aux(int item)
{
    int ident, lev;
    object_type *o_ptr;

    if (music_singing_any()) bard_stop_singing();
    if (hex_spelling_any()) stop_hex_spell_all();
    warlock_stop_singing();

    /* Get the item (in the pack) */
    if (item >= 0)
    {
        o_ptr = &inventory[item];
    }

    /* Get the item (on the floor) */
    else
    {
        o_ptr = &o_list[0 - item];
    }

    if (object_is_mushroom(o_ptr) && o_ptr->art_name && o_ptr->timeout)
    {
        msg_print("Your mushroom is still charging.");
        return;
    }

    /* Sound */
    sound(SOUND_EAT);

    /* Take a turn */
    energy_use = 100;

    /* Identity not known yet */
    ident = FALSE;

    /* Object level */
    lev = k_info[o_ptr->k_idx].level;

    if (o_ptr->tval == TV_FOOD)
    {
        /* Analyze the food */
        switch (o_ptr->sval)
        {
            case SV_FOOD_POISON:
            {
                if (!res_save_default(RES_POIS))
                {
                    if (set_poisoned(p_ptr->poisoned + randint0(10) + 10, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_BLINDNESS:
            {
                if (!res_save_default(RES_BLIND))
                {
                    if (set_blind(p_ptr->blind + randint0(200) + 200, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_PARANOIA:
            {
                if (!fear_save_p(fear_threat_level()))
                    ident = fear_add_p(FEAR_SCARED);
                break;
            }

            case SV_FOOD_CONFUSION:
            {
                if (!res_save_default(RES_CONF))
                {
                    if (set_confused(p_ptr->confused + randint0(10) + 10, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_HALLUCINATION:
            {
                if (!res_save_default(RES_CHAOS))
                {
                    if (set_image(p_ptr->image + randint0(25) + 25, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_PARALYSIS:
            {
                if (!p_ptr->free_act)
                {
                    if (set_paralyzed(randint1(4), FALSE))
                    {
                        ident = TRUE;
                    }
                }
                break;
            }

            case SV_FOOD_WEAKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                (void)do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_SICKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                (void)do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_STUPIDITY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                (void)do_dec_stat(A_INT);
                ident = TRUE;
                break;
            }

            case SV_FOOD_NAIVETY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                (void)do_dec_stat(A_WIS);
                ident = TRUE;
                break;
            }

            case SV_FOOD_UNHEALTH:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                (void)do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_DISEASE:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                (void)do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_POISON:
            {
                if (set_poisoned(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_BLINDNESS:
            {
                if (set_blind(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_PARANOIA:
            {
                if (p_ptr->afraid)
                {
                    fear_clear_p();
                    ident = TRUE;
                }
                break;
            }

            case SV_FOOD_CURE_CONFUSION:
            {
                if (set_confused(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_SERIOUS:
            {
                if (hp_player(damroll(6, 8))) ident = TRUE;
                if (set_cut((p_ptr->cut / 2) - 50, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORE_STR:
            {
                if (do_res_stat(A_STR)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORE_CON:
            {
                if (do_res_stat(A_CON)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORING:
            {
                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;
                break;
            }
            case SV_FOOD_RATION:
            case SV_FOOD_BISCUIT:
            case SV_FOOD_JERKY:
            case SV_FOOD_SLIME_MOLD:
            {
                msg_print("That tastes good.");
                ident = TRUE;
                break;
            }
            case SV_FOOD_AMBROSIA:
            {
                msg_print("That tastes divine!");
                set_poisoned(0, TRUE);
                hp_player(damroll(15, 15));
                do_res_stat(A_STR);
                do_res_stat(A_INT);
                do_res_stat(A_WIS);
                do_res_stat(A_DEX);
                do_res_stat(A_CON);
                do_res_stat(A_CHR);
                restore_level();
                ident = TRUE;
                break;
            }

            case SV_FOOD_WAYBREAD:
            {
                msg_print("That tastes good.");
                (void)set_poisoned(0, TRUE);
                (void)hp_player(damroll(4, 8));
                ident = TRUE;
                break;
            }

            case SV_FOOD_PINT_OF_ALE:
            case SV_FOOD_PINT_OF_WINE:
            {
                msg_print("That tastes good.");
                ident = TRUE;
                break;
            }
        }
    }

    if (prace_is_(RACE_SNOTLING) && object_is_mushroom(o_ptr))
    {
        int lev = k_info[o_ptr->k_idx].level;
        int dur = lev + randint1(lev);
        set_fast(p_ptr->fast + dur, FALSE);
        set_shield(p_ptr->shield + dur, FALSE);
        set_hero(p_ptr->hero + dur, FALSE);
        set_tim_building_up(p_ptr->tim_building_up + dur, FALSE);
    }

    /* Combine / Reorder the pack (later) */
    p_ptr->notice |= (PN_COMBINE | PN_REORDER);

    if (!(object_is_aware(o_ptr)))
    {
        virtue_add(VIRTUE_KNOWLEDGE, -1);
        virtue_add(VIRTUE_PATIENCE, -1);
        virtue_add(VIRTUE_CHANCE, 1);
    }

    /* We have tried it */
    if (o_ptr->tval == TV_FOOD) object_tried(o_ptr);

    stats_on_use(o_ptr, 1);

    /* The player is now aware of the object */
    if (ident && !object_is_aware(o_ptr))
    {
        object_aware(o_ptr);
        stats_on_notice(o_ptr, 1);
        gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
    }
コード例 #13
0
ファイル: x-spell.c プロジェクト: mangband/mangband
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);
}
コード例 #14
0
ファイル: monk.c プロジェクト: lollek/imoria
void d__monk_effects(integer effect)
{
    /*{ Disciplines....}*/
    switch (effect+1) {

    case 1 :  /*{ Self-Healing }*/
	hp_player(damroll("4d4"),"a magic spell."); 
	break;


    case 2 :  /*{ Courage } */
	cure_me(&py.flags.afraid);
	break;


    case 3 :  /*{ Slow Poison } */
	slow_poison();
	break;


    case 4 :  /*{ Negate Hunger } */
	py.flags.foodc   = PLAYER_FOOD_FULL + 4000;     
	py.flags.status &= ~(IS_HUNGERY | IS_WEAK);
	prt_hunger();
	msg_print("You are full.");
	break;


    case 5 :  /*{ Sense Enemies }*/
	detect_creatures(c_creature);
	break;


    case 6 :  /*{ Self-Healing II }                 */
	hp_player(damroll("8d4"),"a prayer.");
	break;


    case 7 :  /*{ Night Vision }*/
	py.flags.tim_infra += randint(25) + 25;
	break;


    case 8 :  /*{ Poison Immunity }*/
	cure_me(&(py.flags.poisoned));
	break;


    case 9 :  /*{ See Invisible } */
	detect_inv2(randint(24)+24);
	break;


    case 10 :  /*{ Advanced Self-Healing } */
	hp_player(damroll("16d4"),"a prayer."); 
	break;


    case 11 :  /*{ Resist Petrification }*/
	py.flags.resist_petri += randint(15) + 10;
	break;


    case 12 :  /*{ Stealth }*/
	py.flags.temp_stealth += randint(15)+10;
	break;


    case 13 :  /*{ Free Action } */
	py.flags.free_time += (randint(10) + py.misc.lev); 
	break;


    case 14 :  /*{ Improved Speed }*/
	PF.fast += randint(20) + py.misc.lev;
	break;

    default:
	break;
    }
    /*{ End of Disciplines...}*/
};
コード例 #15
0
ファイル: potions.c プロジェクト: MrDrews/umoria
/* Potions for the quaffing				-RAK-	*/
void quaff()
{
  int32u i, l;
  int j, k, item_val;
  int ident;
  register inven_type *i_ptr;
  register struct misc *m_ptr;
  register struct flags *f_ptr;
#if 0
  /* used by ifdefed out learn_spell potion */
  register class_type *c_ptr;
#endif

  free_turn_flag = TRUE;
  if (inven_ctr == 0)
    msg_print("But you are not carrying anything.");
  else if (!find_range(TV_POTION1, TV_POTION2, &j, &k))
    msg_print("You are not carrying any potions.");
  else if (get_item(&item_val, "Quaff which potion?", j, k, CNIL, CNIL))
    {
      i_ptr = &inventory[item_val];
      i = i_ptr->flags;
      free_turn_flag = FALSE;
      ident = FALSE;
      if (i == 0)
	{
	  msg_print ("You feel less thirsty.");
	  ident = TRUE;
	}
      else while (i != 0)
	{
	  j = bit_pos(&i) + 1;
	  if (i_ptr->tval == TV_POTION2)
	    j += 32;
	  /* Potions						*/
	  switch(j)
	    {
	    case 1:
	      if (inc_stat (A_STR))
		{
		  msg_print("Wow!  What bulging muscles!");
		  ident = TRUE;
		}
	      break;
	    case 2:
	      ident = TRUE;
	      lose_str();
	      break;
	    case 3:
	      if (res_stat (A_STR))
		{
		  msg_print("You feel warm all over.");
		  ident = TRUE;
		}
	      break;
	    case 4:
	      if (inc_stat (A_INT))
		{
		  msg_print("Aren't you brilliant!");
		  ident = TRUE;
		}
	      break;
	    case 5:
	      ident = TRUE;
	      lose_int();
	      break;
	    case 6:
	      if (res_stat (A_INT))
		{
		  msg_print("You have have a warm feeling.");
		  ident = TRUE;
		}
	      break;
	    case 7:
	      if (inc_stat (A_WIS))
		{
		  msg_print("You suddenly have a profound thought!");
		  ident = TRUE;
		}
	      break;
	    case 8:
	      ident = TRUE;
	      lose_wis();
	      break;
	    case 9:
	      if (res_stat (A_WIS))
		{
		  msg_print("You feel your wisdom returning.");
		  ident = TRUE;
		}
	      break;
	    case 10:
	      if (inc_stat (A_CHR))
		{
		  msg_print("Gee, ain't you cute!");
		  ident = TRUE;
		}
	      break;
	    case 11:
	      ident = TRUE;
	      lose_chr();
	      break;
	    case 12:
	      if (res_stat (A_CHR))
		{
		  msg_print("You feel your looks returning.");
		  ident = TRUE;
		}
	      break;
	    case 13:
	      ident = hp_player(damroll(2, 7));
	      break;
	    case 14:
	      ident = hp_player(damroll(4, 7));
	      break;
	    case 15:
	      ident = hp_player(damroll(6, 7));
	      break;
	    case 16:
	      ident = hp_player(1000);
	      break;
	    case 17:
	      if (inc_stat (A_CON))
		{
		  msg_print("You feel tingly for a moment.");
		  ident = TRUE;
		}
	      break;
	    case 18:
	      m_ptr = &py.misc;
	      if (m_ptr->exp < MAX_EXP)
		{
		  l = (m_ptr->exp / 2) + 10;
		  if (l > 100000L)  l = 100000L;
		  m_ptr->exp += l;
		  msg_print("You feel more experienced.");
		  prt_experience();
		  ident = TRUE;
		}
	      break;
	    case 19:
	      f_ptr = &py.flags;
	      if (!f_ptr->free_act)
		{
		  /* paralysis must == 0, otherwise could not drink potion */
		  msg_print("You fall asleep.");
		  f_ptr->paralysis += randint(4) + 4;
		  ident = TRUE;
		}
	      break;
	    case 20:
	      f_ptr = &py.flags;
	      if (f_ptr->blind == 0)
		{
		  msg_print("You are covered by a veil of darkness.");
		  ident = TRUE;
		}
	      f_ptr->blind += randint(100) + 100;
	      break;
	    case 21:
	      f_ptr = &py.flags;
	      if (f_ptr->confused == 0)
		{
		  msg_print("Hey!  This is good stuff!  * Hick! *");
		  ident = TRUE;
		}
	      f_ptr->confused += randint(20) + 12;
	      break;
	    case 22:
	      f_ptr = &py.flags;
	      if (f_ptr->poisoned == 0)
		{
		  msg_print("You feel very sick.");
		  ident = TRUE;
		}
	      f_ptr->poisoned += randint(15) + 10;
	      break;
	    case 23:
	      if (py.flags.fast == 0)
		ident = TRUE;
	      py.flags.fast += randint(25) + 15;
	      break;
	    case 24:
	      if (py.flags.slow == 0)
		ident = TRUE;
	      py.flags.slow += randint(25) + 15;
	      break;
	    case 26:
	      if (inc_stat (A_DEX))
		{
		  msg_print("You feel more limber!");
		  ident = TRUE;
		}
	      break;
	    case 27:
	      if (res_stat (A_DEX))
		{
		  msg_print("You feel less clumsy.");
		  ident = TRUE;
		}
	      break;
	    case 28:
	      if (res_stat (A_CON))
		{
		  msg_print("You feel your health returning!");
		  ident = TRUE;
		}
	      break;
	    case 29:
	      ident = cure_blindness();
	      break;
	    case 30:
	      ident = cure_confusion();
	      break;
	    case 31:
	      ident = cure_poison();
	      break;
#if 0
	    case 33:
	      /* this is no longer useful, now that there is a 'G'ain magic
		 spells command */
	      m_ptr = &py.misc;
	      c_ptr = &class[m_ptr->pclass];
	      if (c_ptr->spell == MAGE)
		{
		  calc_spells(A_INT);
		  calc_mana(A_INT);
		}
	      else if (c_ptr->spell == PRIEST)
		{
		  calc_spells(A_WIS);
		  calc_mana(A_WIS);
		}
	      else
		{
		  /* A warrior learns something about his equipment. -CJS- */
		  inven_type *w_ptr;
		  vtype tmp_str;
		  extern char *describe_use ();

		  for (k = 22; k < INVEN_ARRAY_SIZE; k++)
		    {
		      w_ptr = &inventory[k];
		      if (w_ptr->tval != TV_NOTHING && enchanted (w_ptr))
			{
			  (void) sprintf (tmp_str,
				  "There's something about what you are %s...",
					  describe_use(k));
			  msg_print (tmp_str);
			  add_inscribe(w_ptr, ID_MAGIK);
			  ident = TRUE;
			}
		    }
		}
	      break;
#endif
	    case 34:
	      if (py.misc.exp > 0)
		{
		  int32 m, scale;
		  msg_print("You feel your memories fade.");
		  /* Lose between 1/5 and 2/5 of your experience */
		  m = py.misc.exp / 5;
		  if (py.misc.exp > MAX_SHORT)
		    {
		      scale = MAX_LONG / py.misc.exp;
		      m += (randint((int)scale) * py.misc.exp) / (scale * 5);
		    }
		  else
		    m += randint((int)py.misc.exp) / 5;
		  lose_exp(m);
		  ident = TRUE;
		}
	      break;
	    case 35:
	      f_ptr = &py.flags;
	      (void) cure_poison();
	      if (f_ptr->food > 150)  f_ptr->food = 150;
	      f_ptr->paralysis = 4;
	      msg_print("The potion makes you vomit!");
	      ident = TRUE;
	      break;
	    case 36:
	      if (py.flags.invuln == 0)
		ident = TRUE;
	      py.flags.invuln += randint(10) + 10;
	      break;
	    case 37:
	      if (py.flags.hero == 0)
		ident = TRUE;
	      py.flags.hero += randint(25) + 25;
	      break;
	    case 38:
	      if (py.flags.shero == 0)
		ident = TRUE;
	      py.flags.shero += randint(25) + 25;
	      break;
	    case 39:
	      ident = remove_fear();
	      break;
	    case 40:
	      ident = restore_level();
	      break;
	    case 41:
	      f_ptr = &py.flags;
	      if (f_ptr->resist_heat == 0)
		ident = TRUE;
	      f_ptr->resist_heat += randint(10) + 10;
	      break;
	    case 42:
	      f_ptr = &py.flags;
	      if (f_ptr->resist_cold == 0)
		ident = TRUE;
	      f_ptr->resist_cold += randint(10) + 10;
	      break;
	    case 43:
	      if (py.flags.detect_inv == 0)
		ident = TRUE;
	      detect_inv2(randint(12)+12);
	      break;
	    case 44:
	      ident = slow_poison();
	      break;
	    case 45:
	      ident = cure_poison();
	      break;
	    case 46:
	      m_ptr = &py.misc;
	      if (m_ptr->cmana < m_ptr->mana)
		{
		  m_ptr->cmana = m_ptr->mana;
		  ident = TRUE;
		  msg_print("Your feel your head clear.");
		  prt_cmana();
		}
	      break;
	    case 47:
	      f_ptr = &py.flags;
	      if (f_ptr->tim_infra == 0)
		{
		  msg_print("Your eyes begin to tingle.");
		  ident = TRUE;
		}
	      f_ptr->tim_infra += 100 + randint(100);
	      break;
	    default:
	      msg_print ("Internal error in potion()");
	      break;
	    }
	  /* End of Potions.					*/
	}
      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];
	    }
	}
コード例 #16
0
ファイル: load.c プロジェクト: NickMcConnell/NPPAngband
/*
 * Attempt to Load a "savefile"
 *
 * On multi-user systems, you may only "read" a savefile if you will be
 * allowed to "write" it later, this prevents painful situations in which
 * the player loads a savefile belonging to someone else, and then is not
 * allowed to save his game when he quits.
 *
 * We return "TRUE" if the savefile was usable, and we set the global
 * flag "character_loaded" if a real, living, character was loaded.
 *
 * Note that we always try to load the "current" savefile, even if
 * there is no such file, so we must check for "empty" savefile names.
 */
bool load_player(void)
{
	int fd = -1;

	errr err = 0;

	byte vvv[4];
	byte savefile_game;

	cptr what = "generic";

	/* Paranoia */
	turn = 0;

	p_ptr->p_turn = 0;

	/* Paranoia */
	p_ptr->is_dead = FALSE;

	load_player_ghost_file();

	/* Allow empty savefile name */
	if (!savefile[0]) return (TRUE);

	/* Grab permissions */
	safe_setuid_grab();

	/* Open the savefile */
	fff = file_open(savefile, MODE_READ, -1);
	if (fff) fd = 0;
	else fd = -1;

	/* Drop permissions */
	safe_setuid_drop();

	/* No file */
	if (fd < 0)
	{
		/* Give a message */
		msg_print("Savefile does not exist.");
		message_flush();

		/* Allow this */
		return (TRUE);
	}

	/* Close the file */
	file_close(fff);

	/* Okay */
	if (!err)
	{
		/* Grab permissions */
		safe_setuid_grab();

		/* Open the savefile */
		fff = file_open(savefile, MODE_READ, -1);
		if (fff)
		{
			fd = 0;
		}
		else fd = -1;

		/* Drop permissions */
		safe_setuid_drop();

		/* No file */
		if (fd < 0) err = -1;

		/* Message (below) */
		if (err) what = "Cannot open savefile";
	}

	/* Process file */
	if (!err)
	{

		/* Read the first four bytes */
		if (!file_read(fff, (char*)(vvv), 4)) err = -1;

		/* What */
		if (err) what = "Cannot read savefile";

		rd_byte(&savefile_game);
		
		/* Close the file */
		file_close(fff);
	}

	/* Process file */
	if (!err)
	{
		/* Extract version */
		sf_major = vvv[0];
		sf_minor = vvv[1];
		sf_patch = vvv[2];
		sf_extra = vvv[3];

		/* Clear screen */
		Term_clear();

		if (older_than(OLD_VERSION_MAJOR, OLD_VERSION_MINOR, OLD_VERSION_PATCH))
		{
			err = -1;
			what = "Savefile is too old";
		}
		else if (!older_than(VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH + 1))
		{
			err = -1;
			what = "Savefile is from the future";
		}
		else if (game_mode != savefile_game)
		{
			err = -1;
			if (game_mode == GAME_NPPMORIA) what = "Not a NPPMoria savefile";
			else if (game_mode == GAME_NPPANGBAND) what = "Not a NPPAngband savefile";
			else what = "Unknown savefile type";
		}
		else
		{
			/* Attempt to load */
			err = rd_savefile();

			/* Message (below) */
			if (err) what = "Cannot parse savefile";
		}
	}

	/* Paranoia */
	if (!err)
	{
		/* Invalid turn */
		if (!turn) err = -1;

		/* Message (below) */
		if (err) what = "Broken savefile";
	}

	/* Okay */
	if (!err)
	{
		/* Give a conversion warning */
		if ((version_major != sf_major) ||
		    (version_minor != sf_minor) ||
		    (version_patch != sf_patch))
		{
			/* Message */
			msg_format("Converted a %d.%d.%d savefile.",
			           sf_major, sf_minor, sf_patch);
			message_flush();
		}

		/* Player is dead */
		if (p_ptr->is_dead)
		{
			/*note, add or_true to the arg wixard if statement to resurrect character*/
			/* Cheat death (unless the character retired) */
			if (arg_wizard)
			{
				/*heal the player*/
				hp_player(2000);

				/* Forget death */
				p_ptr->is_dead = FALSE;

				/* A character was loaded */
				character_loaded = TRUE;

				/* Done */
				return (TRUE);
			}

			/* Forget death */
			p_ptr->is_dead = FALSE;

			/* Count lives */
			sf_lives++;

			/* Forget turns */
			turn = 0;

			p_ptr->p_turn = 0;

			/* Done */
			return (TRUE);
		}

		/* A character was loaded */
		character_loaded = TRUE;

		/* Still alive */
		if (p_ptr->chp >= 0)
		{
			/* Reset cause of death */
			my_strcpy(p_ptr->died_from, "(alive and well)", sizeof(p_ptr->died_from));
		}

		/* Success */
		return (TRUE);
	}

	/* Message */
	msg_format("Error (%s) reading %d.%d.%d savefile.",
	           what, sf_major, sf_minor, sf_patch);
	message_flush();

	/* Oops */
	return (FALSE);
}
コード例 #17
0
static void do_cmd_eat_food_aux(obj_ptr obj)
{
    int  lev = k_info[obj->k_idx].level;
    bool ident = FALSE;

    if (music_singing_any()) bard_stop_singing();
    if (hex_spelling_any()) stop_hex_spell_all();
    warlock_stop_singing();

    if (object_is_mushroom(obj) && obj->art_name && obj->timeout)
    {
        msg_print("Your mushroom is still charging.");
        return;
    }

    sound(SOUND_EAT);
    energy_use = 100;
    ident = FALSE;

    /* Food may have effects */
    if (obj->tval == TV_FOOD)
    {
        switch (obj->sval)
        {
            case SV_FOOD_POISON:
            {
                if (!res_save_default(RES_POIS))
                {
                    if (set_poisoned(p_ptr->poisoned + randint0(10) + 10, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_BLINDNESS:
            {
                if (!res_save_default(RES_BLIND))
                {
                    if (set_blind(p_ptr->blind + randint0(200) + 200, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_PARANOIA:
            {
                if (!fear_save_p(fear_threat_level()))
                    ident = fear_add_p(FEAR_SCARED);
                break;
            }

            case SV_FOOD_CONFUSION:
            {
                if (!res_save_default(RES_CONF))
                {
                    if (set_confused(p_ptr->confused + randint0(10) + 10, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_HALLUCINATION:
            {
                if (!res_save_default(RES_CHAOS))
                {
                    if (set_image(p_ptr->image + randint0(25) + 25, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_PARALYSIS:
            {
                if (!p_ptr->free_act)
                {
                    if (set_paralyzed(randint1(4), FALSE))
                    {
                        ident = TRUE;
                    }
                }
                else equip_learn_flag(OF_FREE_ACT);
                break;
            }

            case SV_FOOD_WEAKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_SICKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_STUPIDITY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                do_dec_stat(A_INT);
                ident = TRUE;
                break;
            }

            case SV_FOOD_NAIVETY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                do_dec_stat(A_WIS);
                ident = TRUE;
                break;
            }

            case SV_FOOD_UNHEALTH:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_DISEASE:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_POISON:
            {
                if (set_poisoned(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_BLINDNESS:
            {
                if (set_blind(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_PARANOIA:
            {
                if (p_ptr->afraid)
                {
                    fear_clear_p();
                    ident = TRUE;
                }
                break;
            }

            case SV_FOOD_CURE_CONFUSION:
            {
                if (set_confused(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_SERIOUS:
            {
                if (hp_player(damroll(6, 8))) ident = TRUE;
                if (set_cut((p_ptr->cut / 2) - 50, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORE_STR:
            {
                if (do_res_stat(A_STR)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORE_CON:
            {
                if (do_res_stat(A_CON)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORING:
            {
                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;
                break;
            }
            case SV_FOOD_RATION:
            case SV_FOOD_BISCUIT:
            case SV_FOOD_JERKY:
            case SV_FOOD_SLIME_MOLD:
            {
                msg_print("That tastes good.");
                ident = TRUE;
                break;
            }
            case SV_FOOD_AMBROSIA:
            {
                msg_print("That tastes divine!");
                set_poisoned(0, TRUE);
                hp_player(damroll(15, 15));
                do_res_stat(A_STR);
                do_res_stat(A_INT);
                do_res_stat(A_WIS);
                do_res_stat(A_DEX);
                do_res_stat(A_CON);
                do_res_stat(A_CHR);
                restore_level();
                ident = TRUE;
                break;
            }

            case SV_FOOD_WAYBREAD:
            {
                msg_print("That tastes good.");
                set_poisoned(0, TRUE);
                hp_player(damroll(4, 8));
                ident = TRUE;
                break;
            }

            case SV_FOOD_PINT_OF_ALE:
            case SV_FOOD_PINT_OF_WINE:
            {
                msg_print("That tastes good.");
                ident = TRUE;
                break;
            }
        }
    }

    if (prace_is_(RACE_SNOTLING) && object_is_mushroom(obj))
    {
        int dur = lev + randint1(lev);
        set_fast(p_ptr->fast + dur, FALSE);
        set_shield(p_ptr->shield + dur, FALSE);
        set_hero(p_ptr->hero + dur, FALSE);
        set_tim_building_up(p_ptr->tim_building_up + dur, FALSE);
    }

    if (!object_is_aware(obj))
    {
        virtue_add(VIRTUE_KNOWLEDGE, -1);
        virtue_add(VIRTUE_PATIENCE, -1);
        virtue_add(VIRTUE_CHANCE, 1);
    }

    /* We have tried it */
    if (obj->tval == TV_FOOD) object_tried(obj);

    stats_on_use(obj, 1);

    /* The player is now aware of the object */
    if (ident && !object_is_aware(obj))
    {
        object_aware(obj);
        stats_on_notice(obj, 1);
        gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
        p_ptr->notice |= PN_OPTIMIZE_PACK;
    }
コード例 #18
0
ファイル: classpower.c プロジェクト: myshkin/steamband
/*
 * do_cmd_mind calls this function if the player's class
 * is 'Officer'.
 */
static bool cast_officer_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int             plev = p_ptr->lev;
	int				dir;
	int 			time = randint(20) + 20;
	
	/* spell code */
	switch (spell)
	{
    			case 0:  if (!get_aim_dir(&dir)) return FALSE;
							(void)fear_monster(dir, plev);
						 break;
				case 1:  if (!get_aim_dir(&dir)) return FALSE;
							(void)fire_bolt(GF_STUN, dir,
							damroll(plev, 5));
						 break;
				case 2:  if (!get_aim_dir(&dir)) return FALSE; 
						 	(void)fire_bolt(GF_CHARM, dir,
						 	damroll(plev, plev));
						 break;
				case 3:  (void)hp_player(damroll((plev / 2), (plev * 2)));
						 (void)set_afraid(0);
						 (void)set_stun(0);
						 (void)set_cut(0);
						 (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 4:  (void)detect_monsters_normal();
						 break;
				case 5:  (void)set_protevil(p_ptr->protevil + randint(25) + 3 * p_ptr->lev);
						 if (!p_ptr->fast)
						{
							(void)set_fast(randint(20) + plev);
						}
						else
						{
							(void)set_fast(p_ptr->fast + randint(5));
						}
						(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);
						(void)set_invuln(p_ptr->invuln + ((plev / 20) + randint(2)));
						break;
				case 6:  if (!get_aim_dir(&dir)) return FALSE;
							fire_ball(GF_CHARM, dir,
				        				  (plev * 4), (plev / 8));
						 break;
				case 7:  break;
				case 8:  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;
}
コード例 #19
0
ファイル: x-spell.c プロジェクト: mangband/mangband
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);
}
コード例 #20
0
ファイル: use-obj.c プロジェクト: BackupTheBerlios/nangband
static bool use_staff(object_type *o_ptr, bool *ident)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int k;

	bool use_charge = TRUE;

	/* Analyze the staff */
	switch (o_ptr->sval)
	{
		case SV_STAFF_DARKNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + 3 + randint(5))) *ident = TRUE;
			}
			if (unlite_area(10, 3)) *ident = TRUE;
			break;
		}

		case SV_STAFF_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(30) + 15)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HASTE_MONSTERS:
		{
			if (speed_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SUMMONING:
		{
			for (k = 0; k < randint(4); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_STAFF_TELEPORTATION:
		{
			teleport_player(100);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_IDENTIFY:
		{
			if (!ident_spell()) use_charge = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_STAFF_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				if (!p_ptr->blind)
				{
					msg_print("The staff glows blue for a moment...");
				}
				*ident = TRUE;
			}
			break;
		}

		case SV_STAFF_STARLITE:
		{
			if (!p_ptr->blind)
			{
				msg_print("The end of the staff glows brightly...");
			}
			for (k = 0; k < 8; k++) lite_line(ddd[k]);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_LITE:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_STAFF_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_GOLD:
		{
			if (detect_treasure()) *ident = TRUE;
			if (detect_objects_gold()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_ITEM:
		{
			if (detect_objects_normal()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_INVIS:
		{
			if (detect_monsters_invis()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_EVIL:
		{
			if (detect_monsters_evil()) *ident = TRUE;
			break;
		}

		case SV_STAFF_CURE_LIGHT:
		{
			if (hp_player(randint(8))) *ident = TRUE;
			break;
		}

		case SV_STAFF_CURING:
		{
			if (set_blind(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_THE_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_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
			}
			break;
		}

		case SV_STAFF_SLEEP_MONSTERS:
		{
			if (sleep_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SLOW_MONSTERS:
		{
			if (slow_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(30) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_STAFF_PROBING:
		{
			probing();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DISPEL_EVIL:
		{
			if (dispel_evil(60)) *ident = TRUE;
			break;
		}

		case SV_STAFF_POWER:
		{
			if (dispel_monsters(120)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HOLINESS:
		{
			if (dispel_evil(120)) *ident = TRUE;
			k = 3 * p_ptr->lev;
			if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (hp_player(50)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_BANISHMENT:
		{
			(void)banishment();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_EARTHQUAKES:
		{
			earthquake(py, px, 10);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			break;
		}
	}

	return (use_charge);
}
コード例 #21
0
static void _shatter_device_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Shatter Device");
        break;
    case SPELL_DESC:
        var_set_string(res, "Destroy a magical device in your inventory for various effects.");
        break;
    case SPELL_CAST:
    {
        obj_prompt_t prompt = {0};

        var_set_bool(res, FALSE);

        prompt.prompt = "Shatter which device?";
        prompt.error = "You have nothing to shatter.";
        prompt.filter = object_is_device;
        prompt.where[0] = INV_PACK;
        prompt.where[1] = INV_FLOOR;

        obj_prompt(&prompt);
        if (!prompt.obj) return;

        var_set_bool(res, TRUE);

        if (prompt.obj->activation.type == EFFECT_NONE)
        {
            msg_print("Nothing happens.");
        }
        else if (prompt.obj->activation.type == EFFECT_DESTRUCTION)
        {
            if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev))
                msg_print("The dungeon collapses...");
            else
                msg_print("The dungeon trembles.");
        }
        else if ( prompt.obj->activation.type == EFFECT_HEAL_CURING
               || prompt.obj->activation.type == EFFECT_HEAL_CURING_HERO
               || prompt.obj->activation.type == EFFECT_RESTORING )
        {
            msg_print("You feel life flow through your body!");
            restore_level();
            (void)set_poisoned(0, TRUE);
            (void)set_blind(0, TRUE);
            (void)set_confused(0, TRUE);
            (void)set_image(0, TRUE);
            (void)set_stun(0, TRUE);
            (void)set_cut(0, TRUE);
            (void)do_res_stat(A_STR);
            (void)do_res_stat(A_CON);
            (void)do_res_stat(A_DEX);
            (void)do_res_stat(A_WIS);
            (void)do_res_stat(A_INT);
            (void)do_res_stat(A_CHR);
            update_stuff(); /* hp may change if Con was drained ... */
            hp_player(5000);
        }
        else if ( prompt.obj->activation.type == EFFECT_TELEPORT_AWAY
               || prompt.obj->activation.type == EFFECT_BANISH_EVIL
               || prompt.obj->activation.type == EFFECT_BANISH_ALL )
        {
            banish_monsters(p_ptr->lev * 4);
        }
        else
        {
            project(0, 5, py, px,
                prompt.obj->activation.difficulty * 16,
                _object_dam_type(prompt.obj),
                PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
        }
        prompt.obj->number--;
        obj_release(prompt.obj, 0);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
コード例 #22
0
ファイル: use-obj.c プロジェクト: BackupTheBerlios/nangband
static bool zap_rod(object_type *o_ptr, bool *ident)
{
	int chance, dir, lev;

	/* Get a direction (unless KNOWN not to need it) */
	if ((o_ptr->sval >= SV_ROD_MIN_DIRECTION) || !object_aware_p(o_ptr))
	{
		/* Get a direction, allow cancel */
		if (!get_aim_dir(&dir)) return FALSE;
	}


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Not identified yet */
	*ident = FALSE;

	/* Extract the item level */
	lev = k_info[o_ptr->k_idx].level;

	/* Base chance of success */
	chance = p_ptr->skill_dev;

	/* Confusion hurts skill */
	if (p_ptr->confused) chance = chance / 2;

	/* High level objects are harder */
	chance = chance - ((lev > 50) ? 50 : lev);

	/* Give everyone a (slight) chance */
	if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
	{
		chance = USE_DEVICE;
	}

	/* Roll for usage */
	if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE))
	{
		if (flush_failure) flush();
		msg_print("You failed to use the rod properly.");
		return FALSE;
	}

	/* Still charging */
	if (o_ptr->pval)
	{
		if (flush_failure) flush();
		msg_print("The rod is still charging.");
		return FALSE;
	}


	/* Sound */
	sound(MSG_ZAP);


	/* Analyze the rod */
	switch (o_ptr->sval)
	{
		case SV_ROD_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			o_ptr->pval = 50;
			break;
		}

		case SV_ROD_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			o_ptr->pval = 70;
			break;
		}

		case SV_ROD_IDENTIFY:
		{
			*ident = TRUE;
			if (ident_spell()) o_ptr->pval = 10;
			break;
		}

		case SV_ROD_RECALL:
		{
			set_recall();
			*ident = TRUE;
			o_ptr->pval = 60;
			break;
		}

		case SV_ROD_ILLUMINATION:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			o_ptr->pval = 30;
			break;
		}

		case SV_ROD_MAPPING:
		{
			map_area();
			*ident = TRUE;
			o_ptr->pval = 99;
			break;
		}

		case SV_ROD_DETECTION:
		{
			detect_all();
			*ident = TRUE;
			o_ptr->pval = 99;
			break;
		}

		case SV_ROD_PROBING:
		{
			probing();
			*ident = TRUE;
			o_ptr->pval = 50;
			break;
		}

		case SV_ROD_CURING:
		{
			if (set_blind(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			o_ptr->pval = 999;
			break;
		}

		case SV_ROD_HEALING:
		{
			if (hp_player(500)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			o_ptr->pval = 999;
			break;
		}

		case SV_ROD_RESTORATION:
		{
			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;
			o_ptr->pval = 999;
			break;
		}

		case SV_ROD_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(30) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			o_ptr->pval = 99;
			break;
		}

		case SV_ROD_TELEPORT_AWAY:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			o_ptr->pval = 25;
			break;
		}

		case SV_ROD_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			o_ptr->pval = 30;
			break;
		}

		case SV_ROD_LITE:
		{
			msg_print("A line of blue shimmering light appears.");
			lite_line(dir);
			*ident = TRUE;
			o_ptr->pval = 9;
			break;
		}

		case SV_ROD_SLEEP_MONSTER:
		{
			if (sleep_monster(dir)) *ident = TRUE;
			o_ptr->pval = 18;
			break;
		}

		case SV_ROD_SLOW_MONSTER:
		{
			if (slow_monster(dir)) *ident = TRUE;
			o_ptr->pval = 20;
			break;
		}

		case SV_ROD_DRAIN_LIFE:
		{
			if (drain_life(dir, 150)) *ident = TRUE;
			o_ptr->pval = 23;
			break;
		}

		case SV_ROD_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			o_ptr->pval = 25;
			break;
		}

		case SV_ROD_ACID_BOLT:
		{
			fire_bolt_or_beam(10, GF_ACID, dir, damroll(12, 8));
			*ident = TRUE;
			o_ptr->pval = 12;
			break;
		}

		case SV_ROD_ELEC_BOLT:
		{
			fire_bolt_or_beam(10, GF_ELEC, dir, damroll(6, 6));
			*ident = TRUE;
			o_ptr->pval = 11;
			break;
		}

		case SV_ROD_FIRE_BOLT:
		{
			fire_bolt_or_beam(10, GF_FIRE, dir, damroll(16, 8));
			*ident = TRUE;
			o_ptr->pval = 15;
			break;
		}

		case SV_ROD_COLD_BOLT:
		{
			fire_bolt_or_beam(10, GF_COLD, dir, damroll(10, 8));
			*ident = TRUE;
			o_ptr->pval = 13;
			break;
		}

		case SV_ROD_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 120, 2);
			*ident = TRUE;
			o_ptr->pval = 27;
			break;
		}

		case SV_ROD_ELEC_BALL:
		{
			fire_ball(GF_ELEC, dir, 64, 2);
			*ident = TRUE;
			o_ptr->pval = 23;
			break;
		}

		case SV_ROD_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 144, 2);
			*ident = TRUE;
			o_ptr->pval = 30;
			break;
		}

		case SV_ROD_COLD_BALL:
		{
			fire_ball(GF_COLD, dir, 96, 2);
			*ident = TRUE;
			o_ptr->pval = 25;
			break;
		}
	}

	return TRUE;
}
コード例 #23
0
ファイル: effects.c プロジェクト: konijn/angband
/*
 * 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;
}
コード例 #24
0
ファイル: use-obj.c プロジェクト: BackupTheBerlios/nangband
static bool eat_food(object_type *o_ptr, bool *ident)
{
	/* Analyze the food */
	switch (o_ptr->sval)
	{
		case SV_FOOD_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(10) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(200) + 200))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_PARANOIA:
		{
			if (!p_ptr->resist_fear)
			{
				if (set_afraid(p_ptr->afraid + rand_int(10) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(10) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_HALLUCINATION:
		{
			if (!p_ptr->resist_chaos)
			{
				if (set_image(p_ptr->image + rand_int(250) + 250))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_PARALYSIS:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(10) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_FOOD_WEAKNESS:
		{
			take_hit(damroll(6, 6), "poisonous food");
			(void)do_dec_stat(A_STR);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_SICKNESS:
		{
			take_hit(damroll(6, 6), "poisonous food");
			(void)do_dec_stat(A_CON);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_STUPIDITY:
		{
			take_hit(damroll(8, 8), "poisonous food");
			(void)do_dec_stat(A_INT);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_NAIVETY:
		{
			take_hit(damroll(8, 8), "poisonous food");
			(void)do_dec_stat(A_WIS);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_UNHEALTH:
		{
			take_hit(damroll(10, 10), "poisonous food");
			(void)do_dec_stat(A_CON);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_DISEASE:
		{
			take_hit(damroll(10, 10), "poisonous food");
			(void)do_dec_stat(A_STR);
			*ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_BLINDNESS:
		{
			if (set_blind(0)) *ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_PARANOIA:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_CONFUSION:
		{
			if (set_confused(0)) *ident = TRUE;
			break;
		}

		case SV_FOOD_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			break;
		}

		case SV_FOOD_RESTORE_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_FOOD_RESTORE_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_FOOD_RESTORING:
		{
			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;
			break;
		}


		case SV_FOOD_RATION:
		case SV_FOOD_BISCUIT:
		case SV_FOOD_JERKY:
		case SV_FOOD_SLIME_MOLD:
		{
			msg_print("That tastes good.");
			*ident = TRUE;
			break;
		}

		case SV_FOOD_WAYBREAD:
		{
			msg_print("That tastes good.");
			(void)set_poisoned(0);
			(void)hp_player(damroll(4, 8));
			*ident = TRUE;
			break;
		}

		case SV_FOOD_PINT_OF_ALE:
		case SV_FOOD_PINT_OF_WINE:
		{
			msg_print("That tastes good.");
			*ident = TRUE;
			break;
		}
	}

	/* Food can feed the player */
	(void)set_food(p_ptr->food + o_ptr->pval);

	return (TRUE);
}
コード例 #25
0
ファイル: rage-mage.c プロジェクト: Alkalinear/poschengband
static void _shatter_device_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Shatter Device");
        break;
    case SPELL_DESC:
        var_set_string(res, "Destroy a magical device in your inventory for various effects.");
        break;
    case SPELL_CAST:
    {
        int item;
        object_type *o_ptr;
        
        var_set_bool(res, FALSE);
        item_tester_hook = object_is_device;
        if (!get_item(&item, "Shatter which device?", "You have nothing to shatter.", USE_INVEN)) return;
        o_ptr = &inventory[item];
        var_set_bool(res, TRUE);
        
        if (o_ptr->activation.type == EFFECT_NONE)
        {
            msg_print("Nothing happens.");
        }
        else if (o_ptr->activation.type == EFFECT_DESTRUCTION)
        {
            if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev))
                msg_print("The dungeon collapses...");
            else
                msg_print("The dungeon trembles.");
        }
        else if ( o_ptr->activation.type == EFFECT_HEAL_CURING
               || o_ptr->activation.type == EFFECT_HEAL_CURING_HERO
               || o_ptr->activation.type == EFFECT_RESTORING )
        {
            msg_print("You feel life flow through your body!");
            restore_level();
            (void)set_poisoned(0, TRUE);
            (void)set_blind(0, TRUE);
            (void)set_confused(0, TRUE);
            (void)set_image(0, TRUE);
            (void)set_stun(0, TRUE);
            (void)set_cut(0, TRUE);
            (void)do_res_stat(A_STR);
            (void)do_res_stat(A_CON);
            (void)do_res_stat(A_DEX);
            (void)do_res_stat(A_WIS);
            (void)do_res_stat(A_INT);
            (void)do_res_stat(A_CHR);
            update_stuff(); /* hp may change if Con was drained ... */
            hp_player(5000);
        }
        else if ( o_ptr->activation.type == EFFECT_TELEPORT_AWAY
               || o_ptr->activation.type == EFFECT_BANISH_EVIL
               || o_ptr->activation.type == EFFECT_BANISH_ALL )
        {
            banish_monsters(p_ptr->lev * 4);
        }
        else
        {
            project(0, 5, py, px, 
                o_ptr->activation.difficulty * 16,
                _object_dam_type(o_ptr), 
                PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
        }
        inven_item_increase(item, -1);
        inven_item_describe(item);
        inven_item_optimize(item);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
コード例 #26
0
ファイル: use-obj.c プロジェクト: BackupTheBerlios/nangband
/*
 * 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);
}
コード例 #27
0
ファイル: blow.c プロジェクト: lollek/imoria
void b__chime_and_horn_effects(integer effect, boolean *idented)
{
  /*{ Chimes...				      }*/
  
  boolean          ident;
  integer          y,x;
  integer          i3;

  ident = *idented;

  switch (effect) {
    
  case 1  :  /*{ Chime of Light }*/
    ident = light_area(char_row,char_col);
    break;
    
  case 2  :  /*{ Chime of Detect Doors/Stairs }*/
    ident = detect_sdoor();
    break;
    
  case 3  :  /*{ Chime of Detect Traps }*/
    ident = detect_trap();
    break;
    
  case 4  :  /*{ Chime of Teleportation }*/
    teleport(100);
    ident = true;
    break;
    
  case 5  :  /*{ Chime of Thunderblasts }*/
    ident = earthquake();
    break;
    
  case 6  :  /*{ Chime of Summon Monster }*/
    for (i3 = 1; i3 <= randint(4); i3++) {
      y = char_row;
      x = char_col;
      if (is_in(cave[y][x].fval, water_set)) {
	summon_water_monster(&y,&x,false);
      } else {
	summon_land_monster(&y,&x,false);
      }
    }
    ident = true;
    break;
    
  case 7 :  /*{ Chime of Disarming }*/
    ident = true;
    for (i3 = 1; i3 <= 9; i3++) {
      if (i3 != 5) {
	disarm_all(i3,char_row,char_col);
      }
    }
    break;
    
  case 8 :  /*{ Chime of Aggravation }*/
    ident = aggravate_monster(20);
    break;
    
  case 9 :  /*{ Chime of Slow Monster }*/
    ident = zap_area(0,-1,c_speed);
    break;
    
  case 10 :  /*{ Chime of Sooth Monster }*/
    ident = zap_area(0,0,c_sleep);
    break;
    
  case 11 :  /*{ Chime of Cure Light Wounds }*/
    ident = hp_player(randint(8),"a chime.");
    break;
    
  case 12 :  /*{ Chime of Changing }*/
    ident = mass_poly();
    break;
    
  case 13 :  /*{ Chime of Remove Curse }*/
    if (remove_curse()) {
      msg_print("Your equipment glows blue for a moment...");
      ident = true;
    }
    break;
    
  case 14 :  /*{ Chime of Curing }*/
    //with py.flags do;
    ident  = cure_me(&PF.blind);
    ident |= cure_me(&PF.poisoned);
    ident |= cure_me(&PF.confused);
    break;
    
  case 15 :  /*{ Chime of Dispell Evil }*/
    ident = zap_area(0x0004,60,c_hp);
    break;
    
  case 16 :  /*{ Chime of Darkness }*/
    ident = unlight_area(char_row,char_col);
    break;
    
    /*{ Horns...						      }*/
    
  case 17 :  /*{ Horn of Bubbles }*/
    msg_print("Bubbles stream forth and surround you!");
    py.flags.blind += (randint(20) +5);
    ident = unlight_area(char_row,char_col);
    break;
    
  case 18 :  /*{ Horn of Calling }*/
    for (i3 = 1; i3 <= randint(4); i3++) {
      y = char_row;
      x = char_col;
      if (is_in(cave[y][x].fval, water_set)) {
	summon_water_monster(&y,&x,false);
      } else {
	summon_land_monster(&y,&x,false);
      }
    }
    ident = true;
    break;
    
  case 19 :  /*{ Horn of Soft Sounds }*/
    ident = sleep_monsters1(char_row,char_col);
    break;
    
  case 20 :  /*{ Horn of *Blasting* }*/
    ident = destroy_area(char_row,char_col);
    break;
    
  case 21 :  /*{ Horn of Cold }*/
    msg_print("A wave of cold pours forth...");
    ident = zap_area(0x0010,60,c_hp);
    break;
    
  case 22 :  /*{ Horn of Heat }*/
    msg_print("A blast of warm air pours forth...");
    ident = zap_area(0x0020,60,c_hp);
    break;
    
  case 23 :  /*{ Horn of Gas }*/
    msg_print("Gas streams out ...!");
    ident = zap_area(0x0040,60,c_hp);
    py.flags.poisoned += randint(10);
    break;
    
  case 24 :  /*{ Horn of Recall }*/
    py.flags.word_recall = (randint(20) + 20);
    ident = true;
    break;
    
  case 25 :  /*{ Horn of *Chaos* }*/
    ident = earthquake();
    ident = unlight_area(char_row,char_col);
    for (i3 = 1; i3 <= randint(4); i3++) {
      y = char_row;
      x = char_col;
      if (is_in(cave[y][x].fval, water_set)) {
	summon_water_monster(&y,&x,false);
      } else {
	summon_land_monster(&y,&x,false);
      }
    }
    break;
    
  case 26 :  /*{ Horn of Glue }*/
    msg_print("glue pours out of the horn!");
    msg_print("all of your equipment is stuck!");
    for (i3 = Equipment_primary; i3 <= Equipment_cloak; i3++) {
      //with equipment[i3] do;
      equipment[i3].flags |= 0x80000000;
    }
    //with equipment[Equipment_secondary]. do;
    equipment[Equipment_secondary].flags |= 0x80000000;
    ident = true;
    break;
    
  case 27 :  /*{ Horn of Valhalla }*/
    msg_print("The Voice of Odin (oh brother...) smites evil!");
    ident = zap_area(0x0004,70,c_hp);
    light_area(char_row,char_col);
    hp_player(randint(20)+20,"a horn.");
    break;
    
  case 28 :  /*{ Horn of Tritons }*/
    //with py.flags do;
    ident = true;
    msg_print("All of the seas of the world still (yeah, right)!");
    msg_print("The gods of the ocean hear you..."	 );
    PF.blessed += randint(20);
    cure_me(&PF.blind);
    cure_me(&PF.poisoned);
    break;
    
  case 29 :  /*{ Horn of Fog }*/
    msg_print("Thick fog billows out...");
    ident = unlight_area(char_row,char_col);
    msg_print("The nearby creatures are confused");
    ident = zap_area(0,0,c_confuse);
    break;
    
  default:
    break;
  }

  *idented = ident;
  
};
コード例 #28
0
ファイル: use-obj.c プロジェクト: BackupTheBerlios/nangband
static bool quaff_potion(object_type *o_ptr, bool *ident)
{
	/* Analyze the potion */
	switch (o_ptr->sval)
	{
		case SV_POTION_WATER:
		case SV_POTION_APPLE_JUICE:
		case SV_POTION_SLIME_MOLD:
		{
			msg_print("You feel less thirsty.");
			*ident = TRUE;
			break;
		}

		case SV_POTION_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE;
			break;
		}

		case SV_POTION_SALT_WATER:
		{
			msg_print("The potion makes you vomit!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)set_poisoned(0);
			(void)set_paralyzed(p_ptr->paralyzed + 4);
			*ident = TRUE;
			break;
		}

		case SV_POTION_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(100) + 100))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(20) + 15))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_SLEEP:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_LOSE_MEMORIES:
		{
			if (!p_ptr->hold_life && (p_ptr->exp > 0))
			{
				msg_print("You feel your memories fade.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RUINATION:
		{
			msg_print("Your nerves and muscles feel weak and lifeless!");
			take_hit(damroll(10, 10), "a potion of Ruination");
			(void)dec_stat(A_DEX, 25, TRUE);
			(void)dec_stat(A_WIS, 25, TRUE);
			(void)dec_stat(A_CON, 25, TRUE);
			(void)dec_stat(A_STR, 25, TRUE);
			(void)dec_stat(A_CHR, 25, TRUE);
			(void)dec_stat(A_INT, 25, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEC_STR:
		{
			if (do_dec_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_INT:
		{
			if (do_dec_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_WIS:
		{
			if (do_dec_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_DEX:
		{
			if (do_dec_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CON:
		{
			if (do_dec_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CHR:
		{
			if (do_dec_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DETONATIONS:
		{
			msg_print("Massive explosions rupture your body!");
			take_hit(damroll(50, 20), "a potion of Detonation");
			(void)set_stun(p_ptr->stun + 75);
			(void)set_cut(p_ptr->cut + 5000);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEATH:
		{
			msg_print("A feeling of Death flows through your body.");
			take_hit(5000, "a potion of Death");
			*ident = TRUE;
			break;
		}

		case SV_POTION_INFRAVISION:
		{
			if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_DETECT_INVIS:
		{
			if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_SLOW_POISON:
		{
			if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_BOLDNESS:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(25) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_POTION_RESIST_HEAT:
		{
			if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESIST_COLD:
		{
			if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_HEROISM:
		{
			if (hp_player(10)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_BERSERK_STRENGTH:
		{
			if (hp_player(30)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_LIGHT:
		{
			if (hp_player(damroll(2, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_cut(p_ptr->cut - 10)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_CRITICAL:
		{
			if (hp_player(damroll(6, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_STAR_HEALING:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_LIFE:
		{
			msg_print("You feel life flow through your body!");
			restore_level();
			(void)set_poisoned(0);
			(void)set_blind(0);
			(void)set_confused(0);
			(void)set_image(0);
			(void)set_stun(0);
			(void)set_cut(0);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			break;
		}

		case SV_POTION_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_INT:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_WIS:
		{
			if (do_res_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_DEX:
		{
			if (do_res_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CHR:
		{
			if (do_res_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_STR:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_INT:
		{
			if (do_inc_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_WIS:
		{
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_DEX:
		{
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CON:
		{
			if (do_inc_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CHR:
		{
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_AUGMENTATION:
		{
			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;
			break;
		}

		case SV_POTION_ENLIGHTENMENT:
		{
			msg_print("An image of your surroundings forms in your mind...");
			wiz_lite();
			*ident = TRUE;
			break;
		}

		case SV_POTION_STAR_ENLIGHTENMENT:
		{
			msg_print("You begin to feel more enlightened...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps();
			(void)detect_doors();
			(void)detect_stairs();
			(void)detect_treasure();
			(void)detect_objects_gold();
			(void)detect_objects_normal();
			identify_pack();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_SELF_KNOWLEDGE:
		{
			msg_print("You begin to know yourself a little better...");
			message_flush();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_EXPERIENCE:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				s32b ee = (p_ptr->exp / 2) + 10;
				if (ee > 100000L) ee = 100000L;
				msg_print("You feel more experienced.");
				gain_exp(ee);
				*ident = TRUE;
			}
			break;
		}
	}

	return (TRUE);
}
コード例 #29
0
ファイル: x-spell.c プロジェクト: apwhite/angband
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);
}
コード例 #30
0
ファイル: staffs.c プロジェクト: elly/angband-fk
/* Use a staff.					-RAK-	*/
void use()
{
  int32u i;
  int j, k, item_val, chance, y, x;
  register int ident;
  register struct misc *m_ptr;
  register inven_type *i_ptr;

  free_turn_flag = TRUE;
  if (inven_ctr == 0)
    msg_print("But you are not carrying anything.");
  else if (!find_range(TV_STAFF, TV_NEVER, &j, &k))
    msg_print("You are not carrying any staffs.");
  else if (get_item(&item_val, "Use which staff?", j, k, 0))
    {
      i_ptr = &inventory[item_val];
      free_turn_flag = FALSE;
      m_ptr = &py.misc;
      chance = m_ptr->save + stat_adj(A_INT) - (int)i_ptr->level - 5
	+ (class_level_adj[m_ptr->pclass][CLA_DEVICE] * m_ptr->lev / 3);
      if (py.flags.confused > 0)
	chance = chance / 2;
      if (chance <= 0)	chance = 1;
      if (randint(chance) < USE_DEVICE)
	msg_print("You failed to use the staff properly.");
      else if (i_ptr->p1 > 0)
	{
	  i = i_ptr->flags;
	  ident = FALSE;
	  (i_ptr->p1)--;
	  switch(i) {
	  case ST_HEALING:
	    ident = hp_player(300);
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      ident = TRUE;
	      msg_print("You're head stops stinging.");
	    }
	    if (py.flags.cut>0) {
	      py.flags.cut=0;
	      ident = TRUE;
	      msg_print("You feel better.");
	    }
	    break;
	  case ST_GENOCIDE:
	    genocide(FALSE);
	    ident = TRUE;
	    break;
	  case ST_PROBE:
	    probing();
	    ident = TRUE;
	    break;
          case ST_IDENTIFY:
	    ident_spell();
	    ident = TRUE;
	    break;
	  case ST_HOLYNESS:
	    dispel_creature(EVIL,120);
	    protect_evil();
	    cure_poison();
	    remove_fear();
	    hp_player(50);
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      ident = TRUE;
	      msg_print("You're head stops stinging.");
	    }
	    if (py.flags.cut>0) {
	      py.flags.cut=0;
	      ident = TRUE;
	      msg_print("You feel better.");
	    }
	    ident = TRUE;
	    break;
	  case ST_MAGI:
            if (res_stat(A_INT)) {
	       msg_print("You have a warm feeling.");
	       ident = TRUE;
	    }
	    m_ptr = &py.misc;
	    if (m_ptr->cmana < m_ptr->mana) {
	      m_ptr->cmana = m_ptr->mana;
	      ident = TRUE;
              msg_print("Your feel your head clear.");
	      prt_cmana();
	    }
	    break;
	  case ST_POWER:
	    dispel_creature(0xFFFFFFFFL,120);
            break;
	  case ST_SURROUND:
	    map_area();
	    ident = TRUE;
	    break;
          case ST_LIGHT:
	    ident = light_area(char_row, char_col);
	    break;
	  case ST_DR_LC:
	    ident = detect_sdoor();
	    break;
	  case ST_TRP_LC:
	    ident = detect_trap();
	    break;
	  case ST_TRE_LC:
	    ident = detect_treasure();
	    break;
	  case ST_OBJ_LC:
	    ident = detect_object();
	    break;
          case ST_TELE:
	    teleport(100);
	    ident = TRUE;
	    break;
	  case ST_EARTH:
	    ident = TRUE;
	    earthquake();
	    break;
          case ST_SUMMON:
	    ident = FALSE;
	    for (k = 0; k < randint(4); k++)
	    {
	      y = char_row;
	      x = char_col;
	      ident |= summon_monster(&y, &x, FALSE);
	    }
	    break;
	  case ST_DEST:
	    ident = TRUE;
	    destroy_area(char_row, char_col);
            break;
	  case ST_STAR:
	    ident = TRUE;
	    starlite(char_row, char_col);
	    break;
	  case ST_HAST_MN:
	    ident = speed_monsters(1);
	    break;
	  case ST_SLOW_MN:
	    ident = speed_monsters(-1);
	    break;
	  case ST_SLEE_MN:
	    ident = sleep_monsters2();
	    break;
	  case ST_CURE_LT:
	    ident = hp_player(randint(8));
	    break;
	  case ST_DET_INV:
	    ident = detect_invisible();
	    break;
          case ST_SPEED:
	    if (py.flags.fast == 0) ident = TRUE;
	    if (py.flags.fast <= 0)
	      py.flags.fast += randint(30) + 15;
	    else
	      py.flags.fast += randint(5);
	    break;
          case ST_SLOW:
	    if (py.flags.slow == 0) ident = TRUE;
	    py.flags.slow += randint(30) + 15;
	    break;
	  case ST_REMOVE:
	    if (remove_curse())
	    {
	      if (py.flags.blind < 1)
	        msg_print("The staff glows blue for a moment..");
	      ident = TRUE;
	    }
	    break;
	  case ST_DET_EVI:
	    ident = detect_evil();
            break;
	  case ST_CURING:
	    if ((cure_blindness()) || (cure_poison()) ||
	    (cure_confusion()) || (py.flags.stun>0) || (py.flags.cut>0))
	      ident = TRUE;
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      msg_print("You're head stops stinging.");
	    } else if (py.flags.cut>0) {
	      py.flags.cut=0;
	      msg_print("You feel better.");
	    }
	    break;
	  case ST_DSP_EVI:
	    ident = dispel_creature(EVIL, 60);
            break;
	  case ST_DARK:
	    ident = unlight_area(char_row, char_col);
            break;
	  default:
	    msg_print("Internal error in staffs()");
	    break;
	  }
	  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];
		}
	    }