コード例 #1
0
ファイル: cmd2.c プロジェクト: CJNyfalt/Oangband
/*
 * Go down one level
 */
void do_cmd_go_down(void)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	char answer;

	/* Verify stairs */
	if (cave_feat[py][px] != FEAT_MORE)
	{
		msg_print("I see no down staircase here.");
		return;
	}

	/* Make certain the player really wants to leave a themed level. -LM- */
	if (p_ptr->themed_level)
	{
		msg_print("This level will never appear again.  Really leave? (y/n)");
		answer = inkey();
		if ((answer != 'Y') && (answer != 'y')) return;
	}


	/* Hack -- take a turn */
	p_ptr->energy_use = 100;

	/* Success */
	msgt(MSG_STAIRS_DOWN, "You enter a maze of down staircases.");

	/* Create a way back */
	p_ptr->create_up_stair = TRUE;

	/* New level */
	p_ptr->depth++;


	/* Use the "simple" RNG to insure that stairs are consistant. */
	Rand_quick = TRUE;

	/* Use the coordinates of the staircase to seed the RNG. */
	Rand_value = py * px;

	/* If the new level is not a quest level, or the bottom of the dungeon,
	 * there is a 50% chance of descending another level. -LM-
	 */
	if ((is_quest(p_ptr->depth) == FALSE) && (p_ptr->depth < MAX_DEPTH -1) &&
		(randint1(2) == 1))
	{
		msg_print("The stairs continue down.  Go down another level? (y/n)");

		answer = inkey();
		if ((answer == 'Y') || (answer == 'y')) p_ptr->depth++;
	}

	/* Revert to use of the "complex" RNG. */
	Rand_quick = FALSE;

	/* Leaving */
	p_ptr->leaving = TRUE;
}
コード例 #2
0
ファイル: cave-square.c プロジェクト: myshkin/angband
void square_add_stairs(struct chunk *c, int y, int x, int depth) {
	int down = randint0(100) < 50;
	if (depth == 0)
		down = 1;
	else if (is_quest(depth) || depth >= z_info->max_depth - 1)
		down = 0;
	square_set_feat(c, y, x, down ? FEAT_MORE : FEAT_LESS);
}
コード例 #3
0
ファイル: gen-util.c プロジェクト: datatypevoid/angband
/**
 * Place stairs (of the requested type 'feat' if allowed) at (x, y).
 * \param c current chunk
 * \param y co-ordinates
 * \param x co-ordinates
 * \param feat stair terrain type
 *
 * All stairs from town go down. All stairs on an unfinished quest level go up.
 */
static void place_stairs(struct chunk *c, int y, int x, int feat)
{
    if (!c->depth)
		square_set_feat(c, y, x, FEAT_MORE);
    else if (is_quest(c->depth) || c->depth >= z_info->max_depth - 1)
		square_set_feat(c, y, x, FEAT_LESS);
    else
		square_set_feat(c, y, x, feat);
}
コード例 #4
0
ファイル: cmd4.c プロジェクト: jcubic/ToME
/*
 * Note that "feeling" is set to zero unless some time has passed.
 * Note that this is done when the level is GENERATED, not entered.
 */
void do_cmd_feeling(void)
{
	/* Verify the feeling */
	if (feeling < 0) feeling = 0;
	if (feeling > 10) feeling = 10;

	/* Hooked feelings ? */
	if (process_hooks(HOOK_FEELING, "(d)", is_quest(dun_level)))
	{
		return;
	}

	/* No useful feeling in special levels */
	if ((has_flag(dungeon_flags, FLAG_DESC)))
	{
		char buf[1024];

		if ((has_flag(dungeon_flags, FLAG_SAVE_LEVEL)) || (generate_special_feeling) || ((has_flag(dungeon_flags, FLAG_DESC_ALWAYS))))
		{
			if (!get_level_desc(buf)) msg_print("Someone forgot to describe this level!");
			else msg_print(buf);
			return;
		}
	}

	/* No useful feeling in quests */
	if (p_ptr->inside_quest)
	{
		msg_print("Looks like a typical quest level.");
		return;
	}

	/* Display feelings in the dungeon, nothing on the surface */
	if (dun_level)
	{
		/* This could be simplified with a correct p_ptr->town_num */
		s32b i, town_level = 0;
		dungeon_info_type *d_ptr = &d_info[dungeon_type];

		/* Is it a town level ? */
		for (i = 0; i < TOWN_DUNGEON; i++)
		{
			if (d_ptr->t_level[i] == dun_level) town_level = d_ptr->t_idx[i];
		}

		if (town_level)
			msg_print("You hear the sound of a market.");
		else
			msg_print(do_cmd_feeling_text[feeling]);
	}
	return;
}
コード例 #5
0
ファイル: trap.c プロジェクト: Daedelus01/angband
/**
 * Instantiate a player trap
 */
static int pick_trap(int feat, int trap_level)
{
    int trap_index = 0;
    feature_type *f_ptr = &f_info[feat];
	
    struct trap_kind *kind;
    bool trap_is_okay = FALSE;
	
    /* Paranoia */
    if (!tf_has(f_ptr->flags, TF_TRAP))
		return -1;
	
    /* Try to create a trap appropriate to the level.  Make certain that at
     * least one trap type can be made on any possible level. -LM- */
    while (!trap_is_okay) {
		/* Pick at random. */
		trap_index = randint0(z_info->trap_max);

		/* Get this trap */
		kind = &trap_info[trap_index];

		/* Ensure that this is a player trap */
		if (!kind->name) continue;
		if (!trf_has(kind->flags, TRF_TRAP)) continue;
	
		/* Require that trap_level not be too low */
		if (kind->min_depth > trap_level) continue;

		/* Assume legal until proven otherwise. */
		trap_is_okay = TRUE;

		/* Floor? */
		if (tf_has(f_ptr->flags, TF_FLOOR) && !trf_has(kind->flags, TRF_FLOOR))
			trap_is_okay = FALSE;

		/* Check legality of trapdoors. */
		if (trf_has(kind->flags, TRF_DOWN)) {
			/* No trap doors on quest levels */
			if (is_quest(player->depth)) trap_is_okay = FALSE;

			/* No trap doors on the deepest level */
			if (player->depth >= z_info->max_depth - 1)
				trap_is_okay = FALSE;
	    }

    }

    /* Return our chosen trap */
    return (trap_index);
}
コード例 #6
0
ファイル: trap.c プロジェクト: cattwister/angband
/*
 * Hack -- instantiate a trap
 *
 * XXX XXX XXX This routine should be redone to reflect trap "level".
 * That is, it does not make sense to have spiked pits at 50 feet.
 * Actually, it is not this routine, but the "trap instantiation"
 * code, which should also check for "trap doors" on quest levels.
 */
void pick_trap(int y, int x)
{
	int feat;

	static const int min_level[] =
	{
		2,		/* Trap door */
		2,		/* Open pit */
		2,		/* Spiked pit */
		2,		/* Poison pit */
		3,		/* Summoning rune */
		1,		/* Teleport rune */
		2,		/* Fire rune */
		2,		/* Acid rune */
		2,		/* Slow rune */
		6,		/* Strength dart */
		6,		/* Dexterity dart */
		6,		/* Constitution dart */
		2,		/* Gas blind */
		1,		/* Gas confuse */
		2,		/* Gas poison */
		2,		/* Gas sleep */
	};

	/* Paranoia */
	if (cave->feat[y][x] != FEAT_INVIS) return;

	/* Pick a trap */
	while (1)
	{
		/* Hack -- pick a trap */
		feat = FEAT_TRAP_HEAD + randint0(16);

		/* Check against minimum depth */
		if (min_level[feat - FEAT_TRAP_HEAD] > p_ptr->depth) continue;

		/* Hack -- no trap doors on quest levels */
		if ((feat == FEAT_TRAP_HEAD + 0x00) && is_quest(p_ptr->depth)) continue;

		/* Hack -- no trap doors on the deepest level */
		if ((feat == FEAT_TRAP_HEAD + 0x00) && (p_ptr->depth >= MAX_DEPTH-1)) continue;

		/* Done */
		break;
	}

	/* Activate the trap */
	cave_set_feat(cave, y, x, feat);
}
コード例 #7
0
ファイル: generate.c プロジェクト: myshkin/angband
/**
 * Choose a cave profile
 * \param depth is the depth of the cave the profile will be used to generate
 */
const struct cave_profile *choose_profile(int depth)
{
	const struct cave_profile *profile = NULL;

	/* A bit of a hack, but worth it for now NRM */
	if (player->noscore & NOSCORE_JUMPING) {
		char name[30];

		/* Cancel the query */
		player->noscore &= ~(NOSCORE_JUMPING);

		/* Ask debug players for the profile they want */
		if (get_string("Profile name (eg classic): ", name, sizeof(name)))
			profile = find_cave_profile(name);

		/* If no valid profile name given, fall through */
		if (profile) return profile;
	}

	/* Make the profile choice */
	if (depth == 0)
		profile = find_cave_profile("town");
	else if (is_quest(depth))
		/* Quest levels must be normal levels */
		profile = find_cave_profile("classic");
	else if (labyrinth_check(depth))
		profile = find_cave_profile("labyrinth");
	else {
		int perc = randint0(100);
		size_t i;
		for (i = 0; i < z_info->profile_max; i++) {
			profile = &cave_profiles[i];
			if (profile->cutoff >= perc) break;
		}
	}

	/* Return the profile or fail horribly */
	if (profile)
		return profile;
	else
		quit("Failed to find cave profile!");

	return NULL;
}
コード例 #8
0
/**
 * Go down one level
 */
void do_cmd_go_down(struct command *cmd)
{
	int descend_to = player->depth + 1;

	/* Verify stairs */
	if (!square_isdownstairs(cave, player->py, player->px)) {
		msg("I see no down staircase here.");
		return;
	}

	/* Paranoia, no descent from z_info->max_depth - 1 */
	if (player->depth == z_info->max_depth - 1) {
		msg("The dungeon does not appear to extend deeper");
		return;
	}

	/* Warn a force_descend player if they're going to a quest level */
	if (OPT(birth_force_descend)) {
		if (is_quest(player->max_depth + 1) &&
			!get_check("Are you sure you want to descend?"))
			return;

		/* Don't overshoot */
		descend_to = MIN(player->max_depth + 1, z_info->max_depth - 1);
	}

	/* Hack -- take a turn */
	player->upkeep->energy_use = z_info->move_energy;

	/* Success */
	msgt(MSG_STAIRS_DOWN, "You enter a maze of down staircases.");

	/* Create a way back */
	player->upkeep->create_up_stair = TRUE;
	player->upkeep->create_down_stair = FALSE;

	/* Change level */
	dungeon_change_level(descend_to);
}
コード例 #9
0
ファイル: generate.c プロジェクト: myshkin/angband
/**
 * Do d_m's prime check for labyrinths
 * \param depth is the depth where we're trying to generate a labyrinth
 */
bool labyrinth_check(int depth)
{
	/* There's a base 2 in 100 to accept the labyrinth */
	int chance = 2;

	/* If we're too shallow then don't do it */
	if (depth < 13) return FALSE;

	/* Don't try this on quest levels, kids... */
	if (is_quest(depth)) return FALSE;

	/* Certain numbers increase the chance of having a labyrinth */
	if (depth % 3 == 0) chance += 1;
	if (depth % 5 == 0) chance += 1;
	if (depth % 7 == 0) chance += 1;
	if (depth % 11 == 0) chance += 1;
	if (depth % 13 == 0) chance += 1;

	/* Only generate the level if we pass a check */
	if (randint0(100) >= chance) return FALSE;

	/* Successfully ran the gauntlet! */
	return TRUE;
}
コード例 #10
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 #11
0
ファイル: generate.c プロジェクト: myshkin/angband
/**
 * Generate a random level.
 *
 * Confusingly, this function also generate the town level (level 0).
 * \param c is the level we're going to end up with, in practice the global cave
 * \param p is the current player struct, in practice the global player
 */
void cave_generate(struct chunk **c, struct player *p) {
	const char *error = "no generation";
	int y, x, tries = 0;
	struct chunk *chunk;

	assert(c);

	/* Generate */
	for (tries = 0; tries < 100 && error; tries++) {
		struct dun_data dun_body;

		error = NULL;

		/* Mark the dungeon as being unready (to avoid artifact loss, etc) */
		character_dungeon = FALSE;

		/* Allocate global data (will be freed when we leave the loop) */
		dun = &dun_body;
		dun->cent = mem_zalloc(z_info->level_room_max * sizeof(struct loc));
		dun->door = mem_zalloc(z_info->level_door_max * sizeof(struct loc));
		dun->wall = mem_zalloc(z_info->wall_pierce_max * sizeof(struct loc));
		dun->tunn = mem_zalloc(z_info->tunn_grid_max * sizeof(struct loc));

		/* Choose a profile and build the level */
		dun->profile = choose_profile(p->depth);
		chunk = dun->profile->builder(p);
		if (!chunk) {
			error = "Failed to find builder";
			mem_free(dun->cent);
			mem_free(dun->door);
			mem_free(dun->wall);
			mem_free(dun->tunn);
			continue;
		}

		/* Ensure quest monsters */
		if (is_quest(chunk->depth)) {
			int i;
			for (i = 1; i < z_info->r_max; i++) {
				monster_race *r_ptr = &r_info[i];
				int y, x;
				
				/* The monster must be an unseen quest monster of this depth. */
				if (r_ptr->cur_num > 0) continue;
				if (!rf_has(r_ptr->flags, RF_QUESTOR)) continue;
				if (r_ptr->level != chunk->depth) continue;
	
				/* Pick a location and place the monster */
				find_empty(chunk, &y, &x);
				place_new_monster(chunk, y, x, r_ptr, TRUE, TRUE, ORIGIN_DROP);
			}
		}

		/* Clear generation flags. */
		for (y = 0; y < chunk->height; y++) {
			for (x = 0; x < chunk->width; x++) {
				sqinfo_off(chunk->squares[y][x].info, SQUARE_WALL_INNER);
				sqinfo_off(chunk->squares[y][x].info, SQUARE_WALL_OUTER);
				sqinfo_off(chunk->squares[y][x].info, SQUARE_WALL_SOLID);
				sqinfo_off(chunk->squares[y][x].info, SQUARE_MON_RESTRICT);
			}
		}

		/* Regenerate levels that overflow their maxima */
		if (cave_monster_max(chunk) >= z_info->level_monster_max)
			error = "too many monsters";

		if (error) ROOM_LOG("Generation restarted: %s.", error);

		mem_free(dun->cent);
		mem_free(dun->door);
		mem_free(dun->wall);
		mem_free(dun->tunn);
	}

	if (error) quit_fmt("cave_generate() failed 100 times!");

	/* Free the old cave, use the new one */
	if (*c)
		cave_free(*c);
	*c = chunk;

	/* Place dungeon squares to trigger feeling (not in town) */
	if (player->depth)
		place_feeling(*c);

	/* Save the town */
	else if (!chunk_find_name("Town")) {
		struct chunk *town = chunk_write(0, 0, z_info->town_hgt,
										 z_info->town_wid, FALSE, FALSE, FALSE);
		town->name = string_make("Town");
		chunk_list_add(town);
	}

	(*c)->feeling = calc_obj_feeling(*c) + calc_mon_feeling(*c);

	/* Validate the dungeon (we could use more checks here) */
	chunk_validate_objects(*c);

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Free old and allocate new known level */
	if (cave_k)
		cave_free(cave_k);
	cave_k = cave_new(cave->height, cave->width);
	if (!cave->depth)
		cave_known();

	(*c)->created_at = turn;
}
コード例 #12
0
ファイル: game-world.c プロジェクト: fizzix/angband
/**
 * Handle things that need updating once every 10 game turns
 */
void process_world(struct chunk *c)
{
	int i, y, x;

	/* Compact the monster list if we're approaching the limit */
	if (cave_monster_count(cave) + 32 > z_info->level_monster_max)
		compact_monsters(64);

	/* Too many holes in the monster list - compress */
	if (cave_monster_count(cave) + 32 < cave_monster_max(cave))
		compact_monsters(0);

	/*** Check the Time ***/

	/* Play an ambient sound at regular intervals. */
	if (!(turn % ((10L * z_info->day_length) / 4)))
		play_ambient_sound();

	/*** Handle stores and sunshine ***/

	if (!player->depth) {
		/* Daybreak/Nighfall in town */
		if (!(turn % ((10L * z_info->day_length) / 2))) {
			bool dawn;

			/* Check for dawn */
			dawn = (!(turn % (10L * z_info->day_length)));

			/* Day breaks */
			if (dawn)
				msg("The sun has risen.");

			/* Night falls */
			else
				msg("The sun has fallen.");

			/* Illuminate */
			cave_illuminate(c, dawn);
		}
	} else {
		/* Update the stores once a day (while in the dungeon).
		   The changes are not actually made until return to town,
		   to avoid giving details away in the knowledge menu. */
		if (!(turn % (10L * z_info->store_turns))) daycount++;
	}


	/* Check for creature generation */
	if (one_in_(z_info->alloc_monster_chance))
		(void)pick_and_place_distant_monster(cave, player,
											 z_info->max_sight + 5, true,
											 player->depth);

	/*** Damage over Time ***/

	/* Take damage from poison */
	if (player->timed[TMD_POISONED])
		take_hit(player, 1, "poison");

	/* Take damage from cuts */
	if (player->timed[TMD_CUT]) {
		/* Mortal wound or Deep Gash */
		if (player->timed[TMD_CUT] > TMD_CUT_SEVERE)
			i = 3;

		/* Severe cut */
		else if (player->timed[TMD_CUT] > TMD_CUT_NASTY)
			i = 2;

		/* Other cuts */
		else
			i = 1;

		/* Take damage */
		take_hit(player, i, "a fatal wound");
	}


	/*** Check the Food, and Regenerate ***/

	/* Digest normally */
	if (!(turn % 100)) {
		/* Basic digestion rate based on speed */
		i = turn_energy(player->state.speed) * 2;

		/* Regeneration takes more food */
		if (player_of_has(player, OF_REGEN)) i += 30;

		/* Slow digestion takes less food */
		if (player_of_has(player, OF_SLOW_DIGEST)) i /= 5;

		/* Minimal digestion */
		if (i < 1) i = 1;

		/* Digest some food */
		player_set_food(player, player->food - i);
	}

	/* Getting Faint */
	if (player->food < PY_FOOD_FAINT) {
		/* Faint occasionally */
		if (!player->timed[TMD_PARALYZED] && one_in_(10)) {
			/* Message */
			msg("You faint from the lack of food.");
			disturb(player, 1);

			/* Faint (bypass free action) */
			(void)player_inc_timed(player, TMD_PARALYZED, 1 + randint0(5),
								   true, false);
		}
	}

	/* Starve to death (slowly) */
	if (player->food < PY_FOOD_STARVE) {
		/* Calculate damage */
		i = (PY_FOOD_STARVE - player->food) / 10;

		/* Take damage */
		take_hit(player, i, "starvation");
	}

	/* Regenerate Hit Points if needed */
	if (player->chp < player->mhp)
		player_regen_hp(player);

	/* Regenerate mana if needed */
	if (player->csp < player->msp)
		player_regen_mana(player);

	/* Timeout various things */
	decrease_timeouts();

	/* Process light */
	player_update_light(player);


	/*** Process Inventory ***/

	/* Handle experience draining */
	if (player_of_has(player, OF_DRAIN_EXP)) {
		if ((player->exp > 0) && one_in_(10)) {
			s32b d = damroll(10, 6) +
				(player->exp / 100) * z_info->life_drain_percent;
			player_exp_lose(player, d / 10, false);
		}

		equip_learn_flag(player, OF_DRAIN_EXP);
	}

	/* Recharge activatable objects and rods */
	recharge_objects();

	/* Notice things after time */
	if (!(turn % 100))
		equip_learn_after_time(player);

	/* Decrease trap timeouts */
	for (y = 0; y < cave->height; y++) {
		for (x = 0; x < cave->width; x++) {
			struct trap *trap = cave->squares[y][x].trap;
			while (trap) {
				if (trap->timeout) {
					trap->timeout--;
					if (!trap->timeout)
						square_light_spot(cave, y, x);
				}
				trap = trap->next;
			}
		}
	}


	/*** Involuntary Movement ***/

	/* Delayed Word-of-Recall */
	if (player->word_recall) {
		/* Count down towards recall */
		player->word_recall--;

		/* Activate the recall */
		if (!player->word_recall) {
			/* Disturbing! */
			disturb(player, 0);

			/* Determine the level */
			if (player->depth) {
				msgt(MSG_TPLEVEL, "You feel yourself yanked upwards!");
				dungeon_change_level(player, 0);
			} else {
				msgt(MSG_TPLEVEL, "You feel yourself yanked downwards!");
                
                /* Force descent to a lower level if allowed */
                if (OPT(player, birth_force_descend) &&
					player->max_depth < z_info->max_depth - 1 &&
					!is_quest(player->max_depth)) {
                    player->max_depth = dungeon_get_next_level(player->max_depth, 1);
                }

				/* New depth - back to max depth or 1, whichever is deeper */
				dungeon_change_level(player, player->max_depth < 1 ? 1: player->max_depth);
			}
		}
	}

	/* Delayed Deep Descent */
	if (player->deep_descent) {
		/* Count down towards recall */
		player->deep_descent--;

		/* Activate the recall */
		if (player->deep_descent == 0) {
			int target_increment;
			int target_depth = player->max_depth;

			/* Calculate target depth */
			target_increment = (4 / z_info->stair_skip) + 1;
			target_depth = dungeon_get_next_level(player->max_depth, target_increment);

			disturb(player, 0);

			/* Determine the level */
			if (target_depth > player->depth) {
				msgt(MSG_TPLEVEL, "The floor opens beneath you!");
				dungeon_change_level(player, target_depth);
			} else {
				/* Otherwise do something disastrous */
				msgt(MSG_TPLEVEL, "You are thrown back in an explosion!");
				effect_simple(EF_DESTRUCTION, "0", 0, 5, 0, NULL);
			}		
		}
	}
}
コード例 #13
0
ファイル: cmd1.c プロジェクト: artes-liberales/FAangband
/**
 * Handle falling off cliffs 
 */
void fall_off_cliff(void)
{
    int i = 0, dam;

    msg_print("You fall into the darkness!");

    /* Where we fell from */
    p_ptr->last_stage = p_ptr->stage;

    /* From the mountaintop */
    if (stage_map[p_ptr->stage][LOCALITY] == MOUNTAIN_TOP) {
	p_ptr->stage = stage_map[p_ptr->stage][DOWN];
	p_ptr->depth = stage_map[p_ptr->stage][DEPTH];

	/* Reset */
	stage_map[256][DOWN] = 0;
	stage_map[p_ptr->stage][UP] = 0;
	stage_map[256][DEPTH] = 0;

	if (p_ptr->state.ffall) {
	    notice_obj(OF_FEATHER, 0);
	    dam = damroll(2, 8);
	    (void) inc_timed(TMD_STUN, damroll(2, 8), TRUE);
	    (void) inc_timed(TMD_CUT, damroll(2, 8), TRUE);
	} else {
	    dam = damroll(4, 8);
	    (void) inc_timed(TMD_STUN, damroll(4, 8), TRUE);
	    (void) inc_timed(TMD_CUT, damroll(4, 8), TRUE);
	}
	take_hit(dam, "falling off a precipice");
    }

    /* Nan Dungortheb */
    else {
	/* Fall at least one level */
	for (i = 0; i < 1; i = randint0(3)) {
	    p_ptr->stage = stage_map[p_ptr->stage][SOUTH];
	    p_ptr->depth++;
	    if (p_ptr->state.ffall) {
		notice_obj(OF_FEATHER, 0);
		dam = damroll(2, 8);
		(void) inc_timed(TMD_STUN, damroll(2, 8), TRUE);
		(void) inc_timed(TMD_CUT, damroll(2, 8), TRUE);
	    } else {
		dam = damroll(4, 8);
		(void) inc_timed(TMD_STUN, damroll(4, 8), TRUE);
		(void) inc_timed(TMD_CUT, damroll(4, 8), TRUE);
	    }
	    take_hit(dam, "falling off a precipice");
	    if (p_ptr->depth == 70)
		break;
	}

	/* Check for quests */
	if (OPT(adult_dungeon) && is_quest(p_ptr->stage)
	    && (p_ptr->depth < 100)) {
	    int i;
	    monster_race *r_ptr = NULL;

	    /* Find the questor */
	    for (i = 0; i < z_info->r_max; i++) {
		r_ptr = &r_info[i];
		if ((rf_has(r_ptr->flags, RF_QUESTOR))
		    && (r_ptr->level == p_ptr->depth))
		    break;
	    }

	    /* Announce */
	    msg_format("This level is home to %s.", r_ptr->name);
	}

    }

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

}
コード例 #14
0
ファイル: gen-util.c プロジェクト: mtadd/FAangband
/**
 * Places some staircases near walls
 */
void alloc_stairs(int feat, int num, int walls)
{
    int y, x, i, j;
    feature_type *f_ptr;
    bool no_down_shaft = (!stage_map[stage_map[p_ptr->stage][DOWN]][DOWN]
			  || is_quest(stage_map[p_ptr->stage][DOWN])
			  || is_quest(p_ptr->stage));
    bool no_up_shaft = (!stage_map[stage_map[p_ptr->stage][UP]][UP]);
    bool morgy = is_quest(p_ptr->stage)
	&& stage_map[p_ptr->stage][DEPTH] == 100;


    /* Place "num" stairs */
    for (i = 0; i < num; i++) {
	/* Try hard to place the stair */
	for (j = 0; j < 3000; j++) {
	    /* Cut some slack if necessary. */
	    if ((j > dun->stair_n) && (walls > 2))
		walls = 2;
	    if ((j > 1000) && (walls > 1))
		walls = 1;
	    if (j > 2000)
		walls = 0;

	    /* Use the stored stair locations first. */
	    if (j < dun->stair_n) {
		y = dun->stair[j].y;
		x = dun->stair[j].x;
	    }

	    /* Then, search at random. */
	    else {
		/* Pick a random grid */
		y = randint0(DUNGEON_HGT);
		x = randint0(DUNGEON_WID);
	    }

	    /* Require "naked" floor grid */
	    f_ptr = &f_info[cave_feat[y][x]];
	    if (!(cave_naked_bold(y, x) && tf_has(f_ptr->flags, TF_FLOOR)))
		continue;

	    /* Require a certain number of adjacent walls */
	    if (next_to_walls(y, x) < walls)
		continue;

	    /* If we've asked for a shaft and they're forbidden, fail */
	    if (no_down_shaft && (feat == FEAT_MORE_SHAFT))
		return;
	    if (no_up_shaft && (feat == FEAT_LESS_SHAFT))
		return;

	    /* Town or no way up -- must go down */
	    if ((!p_ptr->depth) || (!stage_map[p_ptr->stage][UP])) {
		/* Clear previous contents, add down stairs */
		if (feat != FEAT_MORE_SHAFT)
		    cave_set_feat(y, x, FEAT_MORE);
	    }

	    /* Bottom of dungeon, Morgoth or underworld -- must go up */
	    else if ((!stage_map[p_ptr->stage][DOWN]) || underworld || morgy) {
		/* Clear previous contents, add up stairs */
		if (feat != FEAT_LESS_SHAFT)
		    cave_set_feat(y, x, FEAT_LESS);
	    }

	    /* Requested type */
	    else {
		/* Clear previous contents, add stairs */
		cave_set_feat(y, x, feat);
	    }

	    /* Finished with this staircase. */
	    break;
	}
    }
}
コード例 #15
0
ファイル: trap.c プロジェクト: artes-liberales/FAangband
/**
 * Hack -- instantiate a trap
 *
 * This function has been altered in Oangband to (in a hard-coded fashion)
 * control trap level. -LM-
 */
extern void pick_trap(int y, int x)
{
    int feat = 0;
    feature_type *f_ptr = &f_info[cave_feat[y][x]];

    bool trap_is_okay = FALSE;

    /* Paranoia */
    if ((cave_feat[y][x] != FEAT_INVIS) && (cave_feat[y][x] != FEAT_GRASS_INVIS)
            && (cave_feat[y][x] != FEAT_TREE_INVIS)
            && (cave_feat[y][x] != FEAT_TREE2_INVIS))
        return;

    /* Try to create a trap appropriate to the level.  Make certain that at
     * least one trap type can be made on any possible level. -LM- */
    while (!(trap_is_okay)) {
        /* Pick at random. */
        feat = FEAT_TRAP_HEAD + randint0(16);

        /* Assume legal until proven otherwise. */
        trap_is_okay = TRUE;

        /* Check legality. */
        switch (feat) {
        /* trap doors */
        case FEAT_TRAP_HEAD + 0x00:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* Hack -- no trap doors on quest levels */
            if (is_quest(p_ptr->stage))
                trap_is_okay = FALSE;

            /* Hack -- no trap doors at the bottom of dungeons */
            if ((stage_map[p_ptr->stage][STAGE_TYPE] == CAVE)
                    && (!stage_map[p_ptr->stage][DOWN]))
                trap_is_okay = FALSE;

            /* No trap doors at level 1 (instadeath risk). */
            if (p_ptr->depth < 2)
                trap_is_okay = FALSE;

            /* Trap doors only in dungeons or normal wilderness */
            if (stage_map[p_ptr->stage][STAGE_TYPE] > CAVE)
                trap_is_okay = FALSE;

            /* Trap doors only in dungeons in ironman */
            if (OPT(adult_ironman)
                    && (stage_map[p_ptr->stage][STAGE_TYPE] < CAVE))
                trap_is_okay = FALSE;

            break;
        }

        /* pits */
        case FEAT_TRAP_HEAD + 0x01:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* No pits at level 1 (instadeath risk). */
            if (p_ptr->depth < 2)
                trap_is_okay = FALSE;

            break;
        }

        /* stat-reducing darts. */
        case FEAT_TRAP_HEAD + 0x02:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* No darts above level 8. */
            if (p_ptr->depth < 8)
                trap_is_okay = FALSE;

            break;
        }

        /* discolored spots */
        case FEAT_TRAP_HEAD + 0x03:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* No discolored spots above level 5. */
            if (p_ptr->depth < 5)
                trap_is_okay = FALSE;

            break;
        }

        /* gas trap */
        case FEAT_TRAP_HEAD + 0x04:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* Gas traps can exist anywhere. */

            break;
        }

        /* summoning rune */
        case FEAT_TRAP_HEAD + 0x05:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* No summoning runes above level 3. */
            if (p_ptr->depth < 3)
                trap_is_okay = FALSE;

            break;
        }

        /* dungeon alteration */
        case FEAT_TRAP_HEAD + 0x06:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* No dungeon alteration above level 20. */
            if (p_ptr->depth < 20)
                trap_is_okay = FALSE;

            break;
        }

        /* alter char and reality */
        case FEAT_TRAP_HEAD + 0x07:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* No alter char and reality above level 60. */
            if (p_ptr->depth < 60)
                trap_is_okay = FALSE;

            break;
        }

        /* move player */
        case FEAT_TRAP_HEAD + 0x08:
        {

            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            break;
        }

        /* arrow, bolt, or shot */
        case FEAT_TRAP_HEAD + 0x09:
        {
            /* No trees */
            if (tf_has(f_ptr->flags, TF_TREE))
                trap_is_okay = FALSE;

            /* No arrow, bolt, or shots above level 4. */
            if (p_ptr->depth < 4)
                trap_is_okay = FALSE;

            break;
        }

        /* falling tree branch */
        case FEAT_TRAP_HEAD + 0x0A:
        {
            /* Need the right trees */
            if (cave_feat[y][x] != FEAT_TREE_INVIS)
                trap_is_okay = FALSE;

            break;
        }

        /* falling tree branch */
        case FEAT_TRAP_HEAD + 0x0B:
        {
            /* Need the right trees */
            if (cave_feat[y][x] != FEAT_TREE2_INVIS)
                trap_is_okay = FALSE;

            break;
        }

        /* Any other selection is not defined. */
        default:
        {
            trap_is_okay = FALSE;

            break;
        }
        }
    }

    /* Activate the trap */
    cave_set_feat(y, x, feat);
}
コード例 #16
0
ファイル: trap.c プロジェクト: magnate/angband
/**
 * Instantiate a player trap
 */
static int pick_trap(struct chunk *c, int feat, int trap_level)
{
    int i, pick;
	int *trap_probs = NULL;
	int trap_prob_max = 0;

    /* Paranoia */
    if (!feat_is_trap_holding(feat))
		return -1;

    /* No traps in town */
    if (c->depth == 0)
		return -1;

    /* Get trap probabilities */
	trap_probs = mem_zalloc(z_info->trap_max * sizeof(int));
	for (i = 0; i < z_info->trap_max; i++) {
		/* Get this trap */
		struct trap_kind *kind = &trap_info[i];
		trap_probs[i] = trap_prob_max;

		/* Ensure that this is a valid player trap */
		if (!kind->name) continue;
		if (!kind->rarity) continue;
		if (!trf_has(kind->flags, TRF_TRAP)) continue;

		/* Require that trap_level not be too low */
		if (kind->min_depth > trap_level) continue;

		/* Floor? */
		if (feat_is_floor(feat) && !trf_has(kind->flags, TRF_FLOOR))
			continue;

		/* Check legality of trapdoors. */
		if (trf_has(kind->flags, TRF_DOWN)) {
			/* No trap doors on quest levels */
			if (is_quest(player->depth)) continue;

			/* No trap doors on the deepest level */
			if (player->depth >= z_info->max_depth - 1)
				continue;

			/* No trap doors with persistent levels (for now) */
			if (OPT(player, birth_levels_persist))
				continue;
	    }

		/* Trap is okay, store the cumulative probability */
		trap_probs[i] += (100 / kind->rarity);
		trap_prob_max = trap_probs[i];
	}

	/* No valid trap */
	if (trap_prob_max == 0) {
		mem_free(trap_probs);
		return -1;
	}

	/* Pick at random. */
	pick = randint0(trap_prob_max);
	for (i = 0; i < z_info->trap_max; i++) {
		if (pick < trap_probs[i]) {
			break;
		}
	}

	mem_free(trap_probs);

    /* Return our chosen trap */
    return i < z_info->trap_max ? i : -1;
}