static bool cast_mage_spell(int spell, int dir) { int py = p_ptr->py; int px = p_ptr->px; int plev = p_ptr->lev; /* Hack -- chance of "beam" instead of "bolt" */ int beam = beam_chance(); /* Spells. */ switch (spell) { case SPELL_MAGIC_MISSILE: { fire_bolt_or_beam(beam-10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); break; } case SPELL_DETECT_MONSTERS: { (void)detect_monsters_normal(TRUE); break; } case SPELL_PHASE_DOOR: { teleport_player(10); break; } case SPELL_LIGHT_AREA: { (void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; } case SPELL_TREASURE_DETECTION: { (void)detect_treasure(TRUE); break; } case SPELL_CURE_LIGHT_WOUNDS: { (void)heal_player(15, 15); (void)dec_timed(TMD_CUT, 20, TRUE); (void)dec_timed(TMD_CONFUSED, 20, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case SPELL_FIND_TRAPS_DOORS: { (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); break; } case SPELL_STINKING_CLOUD: { fire_ball(GF_POIS, dir, 10 + (plev / 2), 2); break; } case SPELL_CONFUSE_MONSTER: { (void)confuse_monster(dir, plev, TRUE); break; } case SPELL_LIGHTNING_BOLT: { fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); break; } case SPELL_TRAP_DOOR_DESTRUCTION: { (void)destroy_doors_touch(); break; } case SPELL_SLEEP_MONSTER: { (void)sleep_monster(dir, TRUE); break; } case SPELL_CURE_POISON: { (void)clear_timed(TMD_POISONED, TRUE); break; } case SPELL_TELEPORT_SELF: { teleport_player(plev * 5); break; } case SPELL_SPEAR_OF_LIGHT: { msg("A line of blue shimmering light appears."); light_line(dir); break; } case SPELL_FROST_BOLT: { fire_bolt_or_beam(beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); break; } case SPELL_TURN_STONE_TO_MUD: { (void)wall_to_mud(dir); break; } case SPELL_SATISFY_HUNGER: { (void)set_food(PY_FOOD_MAX - 1); break; } case SPELL_RECHARGE_ITEM_I: { return recharge(2 + plev / 5); } case SPELL_WONDER: { (void)spell_wonder(dir); break; } case SPELL_POLYMORPH_OTHER: { (void)poly_monster(dir); break; } case SPELL_IDENTIFY: { return ident_spell(); } case SPELL_MASS_SLEEP: { (void)sleep_monsters(TRUE); break; } case SPELL_FIRE_BOLT: { fire_bolt_or_beam(beam, GF_FIRE, dir, damroll(6+((plev-5)/4), 8)); break; } case SPELL_SLOW_MONSTER: { (void)slow_monster(dir); break; } case SPELL_FROST_BALL: { fire_ball(GF_COLD, dir, 30 + (plev), 2); break; } case SPELL_RECHARGE_ITEM_II: /* greater recharging */ { return recharge(50 + plev); } case SPELL_TELEPORT_OTHER: { (void)teleport_monster(dir); break; } case SPELL_BEDLAM: { fire_ball(GF_OLD_CONF, dir, plev, 4); break; } case SPELL_FIRE_BALL: { fire_ball(GF_FIRE, dir, 55 + (plev), 2); break; } case SPELL_WORD_OF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); break; } case SPELL_BANISHMENT: { return banishment(); break; } case SPELL_DOOR_CREATION: { (void)door_creation(); break; } case SPELL_STAIR_CREATION: { (void)stair_creation(); break; } case SPELL_TELEPORT_LEVEL: { (void)teleport_player_level(); break; } case SPELL_EARTHQUAKE: { earthquake(py, px, 10); break; } case SPELL_WORD_OF_RECALL: { set_recall(); break; } case SPELL_ACID_BOLT: { fire_bolt_or_beam(beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8)); break; } case SPELL_CLOUD_KILL: { fire_ball(GF_POIS, dir, 40 + (plev / 2), 3); break; } case SPELL_ACID_BALL: { fire_ball(GF_ACID, dir, 40 + (plev), 2); break; } case SPELL_ICE_STORM: { fire_ball(GF_ICE, dir, 50 + (plev * 2), 3); break; } case SPELL_METEOR_SWARM: { fire_swarm(2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1); break; } case SPELL_MANA_STORM: { fire_ball(GF_MANA, dir, 300 + (plev * 2), 3); break; } case SPELL_DETECT_INVISIBLE: { (void)detect_monsters_normal(TRUE); (void)detect_monsters_invis(TRUE); break; } case SPELL_DETECT_ENCHANTMENT: { (void)detect_objects_magic(TRUE); break; } case SPELL_SHOCK_WAVE: { fire_ball(GF_SOUND, dir, 10 + plev, 2); break; } case SPELL_EXPLOSION: { fire_ball(GF_SHARD, dir, 20 + (plev * 2), 2); break; } case SPELL_MASS_BANISHMENT: { (void)mass_banishment(); break; } case SPELL_RESIST_FIRE: { (void)inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE); break; } case SPELL_RESIST_COLD: { (void)inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE); break; } case SPELL_ELEMENTAL_BRAND: /* elemental brand */ { return brand_ammo(); } case SPELL_RESIST_POISON: { (void)inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE); break; } case SPELL_RESISTANCE: { int time = randint1(20) + 20; (void)inc_timed(TMD_OPP_ACID, time, TRUE); (void)inc_timed(TMD_OPP_ELEC, time, TRUE); (void)inc_timed(TMD_OPP_FIRE, time, TRUE); (void)inc_timed(TMD_OPP_COLD, time, TRUE); (void)inc_timed(TMD_OPP_POIS, time, TRUE); break; } case SPELL_HEROISM: { (void)hp_player(10); (void)inc_timed(TMD_HERO, randint1(25) + 25, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); break; } case SPELL_SHIELD: { (void)inc_timed(TMD_SHIELD, randint1(20) + 30, TRUE); break; } case SPELL_BERSERKER: { (void)hp_player(30); (void)inc_timed(TMD_SHERO, randint1(25) + 25, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); break; } case SPELL_HASTE_SELF: { if (!p_ptr->timed[TMD_FAST]) { (void)set_timed(TMD_FAST, randint1(20) + plev, TRUE); } else { (void)inc_timed(TMD_FAST, randint1(5), TRUE); } break; } case SPELL_RIFT: { fire_beam(GF_GRAVITY, dir, 40 + damroll(plev, 7)); break; } case SPELL_REND_SOUL: /* rend soul */ { fire_bolt_or_beam(beam / 4, GF_NETHER, dir, damroll(11, plev)); break; } case SPELL_CHAOS_STRIKE: /* chaos strike */ { fire_bolt_or_beam(beam, GF_CHAOS, dir, damroll(13, plev)); break; } case SPELL_RUNE_OF_PROTECTION: /* rune of protection */ { (void)warding_glyph(); break; } case SPELL_ENCHANT_ARMOR: /* enchant armor */ { return enchant_spell(0, 0, randint0(3) + plev / 20); } case SPELL_ENCHANT_WEAPON: /* enchant weapon */ { return enchant_spell(randint0(4) + plev / 20, randint0(4) + plev / 20, 0); } } /* Success */ return (TRUE); }
/* * Do an effect, given an object. * Boost is the extent to which skill surpasses difficulty, used as % boost. It * ranges from 0 to 138. */ bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam, int boost) { int py = p_ptr->py; int px = p_ptr->px; int dam, chance, dur; if (effect < 1 || effect > EF_MAX) { msg("Bad effect passed to do_effect(). Please report this bug."); return FALSE; } switch (effect) { case EF_POISON: { inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_BLIND: { inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SCARE: { inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_CONFUSE: { inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_HALLUC: { inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_PARALYZE: { inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SLOW: { if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_POISON: { if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BLINDNESS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_PARANOIA: { if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CONFUSION: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_MIND: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE; if (!of_has(p_ptr->state.flags, OF_RES_CONFU) && inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BODY: { if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_LIGHT: { if (hp_player(20)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE; if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_SERIOUS: { if (hp_player(40)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CRITICAL: { if (hp_player(60)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL: { int amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; if (hp_player(amt)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL2: { if (hp_player(1200)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_TEMP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL1: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL2: { if (hp_player(1000)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL3: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_GAIN_EXP: { if (p_ptr->exp < PY_MAX_EXP) { msg("You feel more experienced."); player_exp_gain(p_ptr, 100000L); *ident = TRUE; } return TRUE; } case EF_LOSE_EXP: { if (!check_state(OF_HOLD_LIFE, p_ptr->state.flags) && (p_ptr->exp > 0)) { msg("You feel your memories fade."); player_exp_lose(p_ptr, p_ptr->exp / 4, FALSE); *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_HOLD_LIFE); return TRUE; } case EF_RESTORE_EXP: { if (restore_level()) *ident = TRUE; return TRUE; } case EF_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } return TRUE; } case EF_GAIN_STR: case EF_GAIN_INT: case EF_GAIN_WIS: case EF_GAIN_DEX: case EF_GAIN_CON: case EF_GAIN_CHR: { int stat = effect - EF_GAIN_STR; if (do_inc_stat(stat)) *ident = TRUE; return TRUE; } case EF_GAIN_ALL: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_BRAWN: { /* Pick a random stat to decrease other than strength */ int stat = randint0(A_MAX-1) + 1; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_STR); *ident = TRUE; } return TRUE; } case EF_INTELLECT: { /* Pick a random stat to decrease other than intelligence */ int stat = randint0(A_MAX-1); if (stat >= A_INT) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_INT); *ident = TRUE; } return TRUE; } case EF_CONTEMPLATION: { /* Pick a random stat to decrease other than wisdom */ int stat = randint0(A_MAX-1); if (stat >= A_WIS) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_WIS); *ident = TRUE; } return TRUE; } case EF_TOUGHNESS: { /* Pick a random stat to decrease other than constitution */ int stat = randint0(A_MAX-1); if (stat >= A_CON) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CON); *ident = TRUE; } return TRUE; } case EF_NIMBLENESS: { /* Pick a random stat to decrease other than dexterity */ int stat = randint0(A_MAX-1); if (stat >= A_DEX) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_DEX); *ident = TRUE; } return TRUE; } case EF_PLEASING: { /* Pick a random stat to decrease other than charisma */ int stat = randint0(A_MAX-1); if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CHR); *ident = TRUE; } return TRUE; } case EF_LOSE_STR: case EF_LOSE_INT: case EF_LOSE_WIS: case EF_LOSE_DEX: case EF_LOSE_CON: case EF_LOSE_CHR: { int stat = effect - EF_LOSE_STR; take_hit(damroll(5, 5), "stat drain"); (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_LOSE_CON2: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON, FALSE); *ident = TRUE; return TRUE; } case EF_RESTORE_STR: case EF_RESTORE_INT: case EF_RESTORE_WIS: case EF_RESTORE_DEX: case EF_RESTORE_CON: case EF_RESTORE_CHR: { int stat = effect - EF_RESTORE_STR; if (do_res_stat(stat)) *ident = TRUE; return TRUE; } case EF_CURE_NONORLYBIG: { msg("You feel life flow through your body!"); restore_level(); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_IMAGE, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; return TRUE; } case EF_RESTORE_ALL: { /* Life, above, also gives these effects */ if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_RESTORE_ST_LEV: { if (restore_level()) *ident = TRUE; if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_TMD_INFRA: { if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_SINVIS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_ESP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT: { msg("An image of your surroundings forms in your mind..."); wiz_light(); *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT2: { msg("You begin to feel more enlightened..."); message_flush(); wiz_light(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); (void)detect_treasure(TRUE); identify_pack(); *ident = TRUE; return TRUE; } case EF_HERO: { dur = randint1(25) + 25; if (hp_player(10)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_HERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHERO: { dur = randint1(25) + 25; if (hp_player(30)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ACID: { if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ELEC: { if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_FIRE: { if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_COLD: { if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_POIS: { if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ALL: { if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_DETECT_TREASURE: { if (detect_treasure(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_TRAP: { if (detect_traps(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_DOORSTAIR: { if (detect_doorstairs(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_INVIS: { if (detect_monsters_invis(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_EVIL: { if (detect_monsters_evil(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_ALL: { if (detect_all(aware)) *ident = TRUE; return TRUE; } case EF_ENCHANT_TOHIT: { *ident = TRUE; return enchant_spell(1, 0, 0); } case EF_ENCHANT_TODAM: { *ident = TRUE; return enchant_spell(0, 1, 0); } case EF_ENCHANT_WEAPON: { *ident = TRUE; return enchant_spell(randint1(3), randint1(3), 0); } case EF_ENCHANT_ARMOR: { *ident = TRUE; return enchant_spell(0, 0, 1); } case EF_ENCHANT_ARMOR2: { *ident = TRUE; return enchant_spell(0, 0, randint1(3) + 2); } case EF_RESTORE_ITEM: { *ident = TRUE; return restore_item(); } case EF_IDENTIFY: { *ident = TRUE; if (!ident_spell()) return FALSE; return TRUE; } case EF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->timed[TMD_BLIND]) msg("The air around your body glows blue for a moment..."); else msg("You feel as if someone is watching over you."); *ident = TRUE; } return TRUE; } case EF_REMOVE_CURSE2: { remove_all_curse(); *ident = TRUE; return TRUE; } case EF_LIGHT: { if (light_area(damroll(2, 8), 2)) *ident = TRUE; return TRUE; } case EF_SUMMON_MON: { int i; sound(MSG_SUM_MONSTER); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, 0, 1)) *ident = TRUE; } return TRUE; } case EF_SUMMON_UNDEAD: { int i; sound(MSG_SUM_UNDEAD); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, S_UNDEAD, 1)) *ident = TRUE; } return TRUE; } case EF_TELE_PHASE: { teleport_player(10); *ident = TRUE; return TRUE; } case EF_TELE_LONG: { teleport_player(100); *ident = TRUE; return TRUE; } case EF_TELE_LEVEL: { (void)teleport_player_level(); *ident = TRUE; return TRUE; } case EF_CONFUSING: { if (p_ptr->confusing == 0) { msg("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } return TRUE; } case EF_MAPPING: { map_area(); *ident = TRUE; return TRUE; } case EF_RUNE: { warding_glyph(); *ident = TRUE; return TRUE; } case EF_ACQUIRE: { acquirement(py, px, p_ptr->depth, 1, TRUE); *ident = TRUE; return TRUE; } case EF_ACQUIRE2: { acquirement(py, px, p_ptr->depth, randint1(2) + 1, TRUE); *ident = TRUE; return TRUE; } case EF_ANNOY_MON: { msg("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; return TRUE; } case EF_CREATE_TRAP: { /* Hack -- no traps in the town */ if (p_ptr->depth == 0) return TRUE; trap_creation(); msg("You hear a low-pitched whistling sound."); *ident = TRUE; return TRUE; } case EF_DESTROY_TDOORS: { if (destroy_doors_touch()) *ident = TRUE; return TRUE; } case EF_RECHARGE: { *ident = TRUE; if (!recharge(60)) return FALSE; return TRUE; } case EF_BANISHMENT: { *ident = TRUE; if (!banishment()) return FALSE; return TRUE; } case EF_DARKNESS: { if (!check_state(OF_RES_DARK, p_ptr->state.flags)) (void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE, TRUE); unlight_area(10, 3); wieldeds_notice_flag(OF_RES_DARK); *ident = TRUE; return TRUE; } case EF_PROTEVIL: { if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SATISFY: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; return TRUE; } case EF_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; return TRUE; } case EF_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; return TRUE; } case EF_BLESSING: { if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING2: { if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING3: { if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RECALL: { set_recall(); *ident = TRUE; return TRUE; } case EF_DEEP_DESCENT: { int i, target_depth = p_ptr->depth; /* Calculate target depth */ for (i = 2; i > 0; i--) { if (is_quest(target_depth)) break; if (target_depth >= MAX_DEPTH - 1) break; target_depth++; } if (target_depth > p_ptr->depth) { msgt(MSG_TPLEVEL, "You sink through the floor..."); dungeon_change_level(target_depth); *ident = TRUE; return TRUE; } else { msgt(MSG_TPLEVEL, "You sense a malevolent presence blocking passage to the levels below."); *ident = TRUE; return FALSE; } } case EF_LOSHASTE: { if (speed_monsters()) *ident = TRUE; return TRUE; } case EF_LOSSLEEP: { if (sleep_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSSLOW: { if (slow_monsters()) *ident = TRUE; return TRUE; } case EF_LOSCONF: { if (confuse_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSKILL: { (void)mass_banishment(); *ident = TRUE; return TRUE; } case EF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; return TRUE; } case EF_DESTRUCTION2: { destroy_area(py, px, 15, TRUE); *ident = TRUE; return TRUE; } case EF_ILLUMINATION: { if (light_area(damroll(2, 15), 3)) *ident = TRUE; return TRUE; } case EF_CLAIRVOYANCE: { *ident = TRUE; wiz_light(); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); return TRUE; } case EF_PROBING: { *ident = probing(); return TRUE; } case EF_STONE_TO_MUD: { if (wall_to_mud(dir)) *ident = TRUE; return TRUE; } case EF_CONFUSE2: { *ident = TRUE; confuse_monster(dir, 20, aware); return TRUE; } case EF_BIZARRE: { *ident = TRUE; ring_of_power(dir); return TRUE; } case EF_STAR_BALL: { int i; *ident = TRUE; for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], (150 * (100 + boost) / 100), 3); return TRUE; } case EF_RAGE_BLESS_RESIST: { dur = randint1(50) + 50; *ident = TRUE; (void)hp_player(30); (void)clear_timed(TMD_AFRAID, TRUE); (void)inc_timed(TMD_BOLD, dur, TRUE, TRUE); (void)inc_timed(TMD_SHERO, dur, TRUE, TRUE); (void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE, TRUE); return TRUE; } case EF_SLEEPII: { *ident = TRUE; sleep_monsters_touch(aware); return TRUE; } case EF_RESTORE_LIFE: { *ident = TRUE; restore_level(); return TRUE; } case EF_MISSILE: { *ident = TRUE; dam = damroll(3, 4) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_MISSILE, dir, dam); return TRUE; } case EF_DISPEL_EVIL: { *ident = TRUE; dam = p_ptr->lev * 5 * (100 + boost) / 100; dispel_evil(dam); return TRUE; } case EF_DISPEL_EVIL60: { dam = 60 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_UNDEAD: { dam = 60 * (100 + boost) / 100; if (dispel_undead(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_ALL: { dam = 120 * (100 + boost) / 100; if (dispel_monsters(dam)) *ident = TRUE; return TRUE; } case EF_HASTE: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE1: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE2: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_FIRE_BOLT: { *ident = TRUE; dam = damroll(9, 8) * (100 + boost) / 100; fire_bolt(GF_FIRE, dir, dam); return TRUE; } case EF_FIRE_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT3: { dam = damroll(16, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT72: { dam = 72 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_FIRE_BALL: { dam = 144 * (100 + boost) / 100; fire_ball(GF_FIRE, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_FIRE_BALL2: { dam = 120 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_FIRE_BALL200: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_COLD_BOLT: { dam = damroll(6, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt_or_beam(beam, GF_COLD, dir, dam); return TRUE; } case EF_COLD_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_COLD, dir, dam); return TRUE; } case EF_COLD_BALL2: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_COLD_BALL50: { dam = 50 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL100: { dam = 100 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL160: { dam = 160 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_ACID_BOLT: { dam = damroll(5, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ACID, dir, dam); return TRUE; } case EF_ACID_BOLT2: { dam = damroll(10, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BOLT3: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BALL: { dam = 120 * (100 + boost) / 100; fire_ball(GF_ACID, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BOLT: { dam = damroll(6, 6) * (100 + boost) / 100; *ident = TRUE; fire_beam(GF_ELEC, dir, dam); return TRUE; } case EF_ELEC_BALL: { dam = 64 * (100 + boost) / 100; fire_ball(GF_ELEC, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BALL2: { dam = 250 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 3); return TRUE; } case EF_ARROW: { dam = 150 * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ARROW, dir, dam); return TRUE; } case EF_REM_FEAR_POIS: { *ident = TRUE; (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); return TRUE; } case EF_STINKING_CLOUD: { dam = 12 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_POIS, dir, dam, 3); return TRUE; } case EF_DRAIN_LIFE1: { dam = 90 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE2: { dam = 120 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE3: { dam = 150 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE4: { dam = 250 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_FIREBRAND: { *ident = TRUE; if (!brand_bolts()) return FALSE; return TRUE; } case EF_MANA_BOLT: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt(GF_MANA, dir, dam); *ident = TRUE; return TRUE; } case EF_MON_HEAL: { if (heal_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_HASTE: { if (speed_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SLOW: { if (slow_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_CONFUSE: { if (confuse_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_MON_SLEEP: { if (sleep_monster(dir, aware)) *ident = TRUE; return TRUE; } case EF_MON_CLONE: { if (clone_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SCARE: { if (fear_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_LIGHT_LINE: { msg("A line of shimmering blue light appears."); light_line(dir); *ident = TRUE; return TRUE; } case EF_TELE_OTHER: { if (teleport_monster(dir)) *ident = TRUE; return TRUE; } case EF_DISARMING: { if (disarm_trap(dir)) *ident = TRUE; return TRUE; } case EF_TDOOR_DEST: { if (destroy_door(dir)) *ident = TRUE; return TRUE; } case EF_POLYMORPH: { if (poly_monster(dir)) *ident = TRUE; return TRUE; } case EF_STARLIGHT: { int i; if (!p_ptr->timed[TMD_BLIND]) msg("Light shoots in all directions!"); for (i = 0; i < 8; i++) light_line(ddd[i]); *ident = TRUE; return TRUE; } case EF_STARLIGHT2: { int k; for (k = 0; k < 8; k++) strong_light_line(ddd[k]); *ident = TRUE; return TRUE; } case EF_BERSERKER: { dur = randint1(50) + 50; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_WONDER: { if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5, beam)) *ident = TRUE; return TRUE; } case EF_WAND_BREATH: { /* table of random ball effects and their damages */ const int breath_types[] = { GF_ACID, 200, GF_ELEC, 160, GF_FIRE, 200, GF_COLD, 160, GF_POIS, 120 }; /* pick a random (type, damage) tuple in the table */ int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int))); fire_ball(breath_types[which], dir, breath_types[which + 1], 3); *ident = TRUE; return TRUE; } case EF_STAFF_MAGI: { if (do_res_stat(A_INT)) *ident = TRUE; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; *ident = TRUE; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); } return TRUE; } case EF_STAFF_HOLY: { dam = 120 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_DRINK_BREATH: { const int breath_types[] = { GF_FIRE, 80, GF_COLD, 80, }; int which = 2 * randint0(N_ELEMENTS(breath_types) / 2); fire_ball(breath_types[which], dir, breath_types[which + 1], 2); *ident = TRUE; return TRUE; } case EF_DRINK_GOOD: { msg("You feel less thirsty."); *ident = TRUE; return TRUE; } case EF_DRINK_DEATH: { msg("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *ident = TRUE; return TRUE; } case EF_DRINK_RUIN: { msg("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); player_stat_dec(p_ptr, A_DEX, TRUE); player_stat_dec(p_ptr, A_WIS, TRUE); player_stat_dec(p_ptr, A_CON, TRUE); player_stat_dec(p_ptr, A_STR, TRUE); player_stat_dec(p_ptr, A_CHR, TRUE); player_stat_dec(p_ptr, A_INT, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_DETONATE: { msg("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)inc_timed(TMD_STUN, 75, TRUE, TRUE); (void)inc_timed(TMD_CUT, 5000, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_SALT: { msg("The potion makes you vomit!"); (void)set_food(PY_FOOD_STARVE - 1); (void)clear_timed(TMD_POISONED, TRUE); (void)inc_timed(TMD_PARALYZED, 4, TRUE, FALSE); *ident = TRUE; return TRUE; } case EF_FOOD_GOOD: { msg("That tastes good."); *ident = TRUE; return TRUE; } case EF_FOOD_WAYBREAD: { msg("That tastes good."); (void)clear_timed(TMD_POISONED, TRUE); (void)hp_player(damroll(4, 8)); *ident = TRUE; return TRUE; } case EF_SHROOM_EMERGENCY: { (void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE); (void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE); (void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE); (void)hp_player(200); *ident = TRUE; return TRUE; } case EF_SHROOM_TERROR: { if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_STONE: { if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_DEBILITY: { int stat = one_in_(2) ? A_STR : A_CON; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_SHROOM_SPRINTING: { if (inc_timed(TMD_SPRINT, 100, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_PURGING: { (void)set_food(PY_FOOD_FAINT - 1); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_RING_ACID: { dam = 70 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ACID, dir, dam, 2); inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_FLAMES: { dam = 80 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_ICE: { dam = 75 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_LIGHTNING: { dam = 85 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 2); inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_DRAGON_BLUE: { dam = 100 * (100 + boost) / 100; msgt(MSG_BR_ELEC, "You breathe lightning."); fire_ball(GF_ELEC, dir, dam, 2); return TRUE; } case EF_DRAGON_GREEN: { dam = 150 * (100 + boost) / 100; msgt(MSG_BR_GAS, "You breathe poison gas."); fire_ball(GF_POIS, dir, dam, 2); return TRUE; } case EF_DRAGON_RED: { dam = 200 * (100 + boost) / 100; msgt(MSG_BR_FIRE, "You breathe fire."); fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_DRAGON_MULTIHUED: { static const struct { int msg_sound; const char *msg; int typ; } mh[] = { { MSG_BR_ELEC, "lightning", GF_ELEC }, { MSG_BR_FROST, "frost", GF_COLD }, { MSG_BR_ACID, "acid", GF_ACID }, { MSG_BR_GAS, "poison gas", GF_POIS }, { MSG_BR_FIRE, "fire", GF_FIRE } }; int chance = randint0(5); dam = 250 * (100 + boost) / 100; msgt(mh[chance].msg_sound, "You breathe %s.", mh[chance].msg); fire_ball(mh[chance].typ, dir, dam, 2); return TRUE; } case EF_DRAGON_BRONZE: { dam = 120 * (100 + boost) / 100; msgt(MSG_BR_CONF, "You breathe confusion."); fire_ball(GF_CONFU, dir, dam, 2); return TRUE; } case EF_DRAGON_GOLD: { dam = 130 * (100 + boost) / 100; msgt(MSG_BR_SOUND, "You breathe sound."); fire_ball(GF_SOUND, dir, dam, 2); return TRUE; } case EF_DRAGON_CHAOS: { dam = 220 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISEN), "You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISEN), dir, dam, 2); return TRUE; } case EF_DRAGON_LAW: { dam = 230 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), "You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, dam, 2); return TRUE; } case EF_DRAGON_BALANCE: { dam = 250 * (100 + boost) / 100; chance = randint0(4); msg("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISEN : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, dam, 2); return TRUE; } case EF_DRAGON_SHINING: { dam = 200 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), "You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam, 2); return TRUE; } case EF_DRAGON_POWER: { dam = 300 * (100 + boost) / 100; msgt(MSG_BR_ELEMENTS, "You breathe the elements."); fire_ball(GF_MISSILE, dir, dam, 2); return TRUE; } case EF_TRAP_DOOR: { msg("You fall through a trap door!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently down to the next level."); } else { take_hit(damroll(2, 8), "a trap"); } wieldeds_notice_flag(OF_FEATHER); dungeon_change_level(p_ptr->depth + 1); return TRUE; } case EF_TRAP_PIT: { msg("You fall into a pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the bottom of the pit."); } else { take_hit(damroll(2, 6), "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_SPIKES: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled!"); dam *= 2; (void)inc_timed(TMD_CUT, randint1(dam), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_POISON: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled on poisonous spikes!"); (void)inc_timed(TMD_CUT, randint1(dam * 2), TRUE, TRUE); (void)inc_timed(TMD_POISONED, randint1(dam * 4), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_RUNE_SUMMON: { int i; int num = 2 + randint1(3); msgt(MSG_SUM_MONSTER, "You are enveloped in a cloud of smoke!"); /* Remove trap */ cave->info[py][px] &= ~(CAVE_MARK); cave_set_feat(cave, py, px, FEAT_FLOOR); for (i = 0; i < num; i++) (void)summon_specific(py, px, p_ptr->depth, 0, 1); break; } case EF_TRAP_RUNE_TELEPORT: { msg("You hit a teleport trap!"); teleport_player(100); return TRUE; } case EF_TRAP_SPOT_FIRE: { int dam; msg("You are enveloped in flames!"); dam = damroll(4, 6); dam = adjust_dam(GF_FIRE, dam, RANDOMISE, check_for_resist(GF_FIRE, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "a fire trap"); inven_damage(GF_FIRE, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_SPOT_ACID: { int dam; msg("You are splashed with acid!"); dam = damroll(4, 6); dam = adjust_dam(GF_ACID, dam, RANDOMISE, check_for_resist(GF_ACID, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "an acid trap"); inven_damage(GF_ACID, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_DART_SLOW: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_STR: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_STR, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_DEX: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_DEX, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_CON: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_CON, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_GAS_BLIND: { msg("You are surrounded by a black gas!"); (void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_CONFUSE: { msg("You are surrounded by a gas of scintillating colors!"); (void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_POISON: { msg("You are surrounded by a pungent green gas!"); (void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_SLEEP: { msg("You are surrounded by a strange white mist!"); (void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE, TRUE); return TRUE; } case EF_XXX: case EF_MAX: break; } /* Not used */ msg("Effect not handled."); return FALSE; }
/* * 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; }
word do_menu(char *title, word width, word height, char *list[], word *result, bool(*reload)(char*, word*), char *preload ) { word i; word ev,key,mx,my; word currenty,currentx; word visible; word num; struct ws *menuw; char menu_so_far[MAXMENUWIDTH+1]; /* can, in theory, recurse */ word numlist; if (preload==NULL) menu_so_far[0]=0; else { stccpy(menu_so_far,preload,MAXMENUWIDTH); strupr(menu_so_far); } currentx=strlen(menu_so_far); (reload)(menu_so_far,&numlist); /* initial value */ if (numlist==0) { *result=-1; return 0; } if ( (num=spare_window())==-1) return ERRM_NOSPARE; if (width>MAXMENUWIDTH) width=MAXMENUWIDTH; menuw=wlist[num]; /* centered on screen */ menuw->x=(maxw-width-2)/2; menuw->y=(maxh-height-2)/2; menuw->w=width+2; menuw->h=height+2; menuw->open=TRUE; menuw->number=num; menuw->type=WTYPE_DIALOG; menuw->magic=NULL; add_wlist(menuw); /* mark us on the screen, carefully as we are not in the wlist */ window_cls(menuw); window_title2(menuw,title,FALSE); recalcw(menuw); update_rectangle(menuw->x,menuw->y,menuw->w,menuw->h); for (;;) { p: visible=min(height,numlist); currenty=0; /* print the entries */ for (i=0; i<visible; i++) { menuw->xpos=DLOGX; menuw->ypos=i+1; wprint_str(list[i]); } k: if (visible) light_line(currenty,(word)(currentx+1),(word)(width-currentx-1)); else light_line(currenty,1,(word)(width-1)); ev=get_event(&key,&mx,&my); if (visible) light_line(currenty,(word)(currentx+1),(word)(width-currentx-1)); else light_line(currenty,1,(word)(width-1)); if (ev&EV_CLICK) { word w; ubyte edge; if (visible) { w=which_window(&mx,&my,&edge); if ( (w==num) && (edge==0) && (my<=visible) ) { if (key) { /* a double-click */ key=KEY_RETURN; break; } currenty=--my; goto k; } } } if (ev&EV_KEY) { if ( (key==KEY_UP) && (currenty) && visible ) { currenty--; goto k; } if ( (key==KEY_DOWN) && visible && (currenty<(visible-1)) ) { currenty++; goto k; } if ( (key==KEY_RETURN) || (key==KEY_ENTER) || (key==KEY_ESC) ) break; if (reload) { if (key==KEY_BACKSPACE) { if (currentx) menu_so_far[--currentx]=0; } else if (key==KEY_CLEAR) { menu_so_far[currentx=0]=0; } else if (key&0xFF) { if (currentx<MAXMENUWIDTH) menu_so_far[currentx++]=upper((char)key); menu_so_far[currentx]=0; } else goto k; if ( (reload)(menu_so_far,&numlist) ) { window_cls(menuw); update_contents(menuw); goto p; } else goto k; } } goto k; } /* like close_dialog */ remove_wlist(menuw); menuw->open=FALSE; /* restore correct view of world */ recalc_frontback(); /* and redraw this new place */ update_rectangle(menuw->x, menuw->y, (word)(menuw->x+menuw->w), (word)(menuw->y+menuw->h) ); *result=( (key==KEY_ESC) || (visible==0) ) ? -2 : currenty; return 0; }