void do_ipc(tcb_t* from, tcb_t* to) { ipc_msg_tag_t tag; ipc_typed_item typed_item; int untyped_idx, typed_idx, typed_item_idx; int typed_last, untyped_last; uint32_t typed_data; /* typed item extra word*/ /*Copy tag of message*/ tag.raw = ipc_read_mr(from, 0); untyped_last = tag.s.n_untyped + 1; typed_last = untyped_last + tag.s.n_typed; if(typed_last > IPC_MR_COUNT) { set_user_error(from, UE_IPC_MSG_OVERFLOW | UE_IPC_PHASE_SEND); set_user_error(to, UE_IPC_MSG_OVERFLOW | UE_IPC_PHASE_RECV); return; } ipc_write_mr(to, 0, tag.s.label << 16); /*Copy untyped words*/ for(untyped_idx = 1; untyped_idx < untyped_last; ++untyped_idx) { ipc_write_mr(to, untyped_idx, ipc_read_mr(from, untyped_idx)); } typed_item_idx = -1; /* Copy typed words * FSM: j - number of byte*/ for(typed_idx = untyped_idx; typed_idx < typed_last; ++typed_idx) { if(typed_item_idx == -1) { /*If typed_item_idx == -1 - read ti's tag*/ typed_item.raw = ipc_read_mr(from, typed_idx); ++typed_item_idx; } else if(typed_item.s.header & IPC_TI_MAP_GRANT) { /* MapItem / GrantItem have 1xxx in header */ typed_data = ipc_read_mr(from, typed_idx); map_area(from->as, to->as, typed_item.raw & 0xFFFFFFC0, typed_data & 0xFFFFFFC0, (typed_item.s.header & IPC_TI_GRANT)? GRANT : MAP, thread_ispriviliged(from)); typed_item_idx = -1; } /*TODO: StringItem support*/ } to->utcb->sender = from->t_globalid; to->state = T_RUNNABLE; to->ipc_from = L4_NILTHREAD; from->state = T_RUNNABLE; /*Dispatch communicating threads*/ sched_slot_dispatch(SSI_NORMAL_THREAD, from); sched_slot_dispatch(SSI_IPC_THREAD, to); dbg_printf(DL_IPC, "IPC: %t to %t\n", caller->t_globalid, to->t_globalid); }
static void _magic_blueprint_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Magic Blueprint"); break; case SPELL_DESC: if (p_ptr->lev < 20) var_set_string(res, "A map to treasure! Maps the surrounding area."); else if (p_ptr->lev < 25) var_set_string(res, "A map to treasure! Maps the surrounding area and detects traps and doors."); else if (p_ptr->lev < 30) var_set_string(res, "A map to treasure! Maps the surrounding area and detects traps, doors and objects."); else if (p_ptr->lev < 35) var_set_string(res, "A map to treasure! Maps the entire level and detects traps, doors and objects."); else var_set_string(res, "A map to treasure! Maps and lights the entire level and detects traps, doors and objects."); break; case SPELL_SPOIL_DESC: var_set_string(res, "Maps nearby area or the entire level (L35). Detects treasure, traps (L20), doors (L20) and objects (25)."); break; case SPELL_CAST: { int rad = DETECT_RAD_DEFAULT; if (p_ptr->lev >= 30) rad = DETECT_RAD_ALL; map_area(rad); detect_treasure(rad); detect_objects_gold(rad); if (p_ptr->lev >= 20) { detect_traps(rad, TRUE); detect_doors(rad); } if (p_ptr->lev >= 25) detect_objects_normal(rad); if (p_ptr->lev >= 35) wiz_lite(p_ptr->tim_superstealth > 0); /* somewhat redundant, but I want level wide trap detection! */ var_set_bool(res, TRUE); } break; default: default_spell(cmd, res); break; } }
int do_dump(char* out_filename, char* addr_str, char* size_str) { FILE* out_file; void* area; uint32_t addr; uint32_t size; out_file = fopen(out_filename, "wb"); if(!out_file) { fprintf(stderr, "Couldn't open out file\n"); return 1; } if(sscanf(addr_str, "0x%x", &addr) != 1) { fprintf(stderr, "Address must be of form 0x1234ABCD\n"); goto fail; } if(sscanf(size_str, "%d", &size) != 1) { fprintf(stderr, "Size must be decimal integer\n"); goto fail; } area = map_area(addr, size); if(!area) { fprintf(stderr, "Failed to map memory\n"); goto fail; } if(fwrite(area, 1, size, out_file) != size) { fprintf(stderr, "Failed to write out everything"); goto fail; } fclose(out_file); unmap_area(area, size); return 0; fail: if(out_file) fclose(out_file); if(area) unmap_area(area, size); return 1; }
static void _mirror_of_seeing_spell(int cmd, variant *res) { int lvl = p_ptr->lev; if (_on_mirror) lvl += 4; switch (cmd) { case SPELL_NAME: var_set_string(res, "Mirror of Seeing"); break; case SPELL_DESC: if (lvl >= 39) var_set_string(res, "Detects monsters in your vicinity. Grants temporary ESP. Maps nearby arean."); else if (lvl >= 29) var_set_string(res, "Detects monsters in your vicinity. Grants temporary ESP"); else if (lvl >= 19) var_set_string(res, "Detects monsters in your vicinity."); else if (lvl >= 5) var_set_string(res, "Detects visible monsters in your vicinity."); else var_set_string(res, "Does nothing since you are too weak. Try standing on a mirror."); break; case SPELL_CAST: { if (lvl < 5) msg_print("You need a mirror to concentrate!"); if (lvl >= 5) detect_monsters_normal(DETECT_RAD_DEFAULT); if (lvl >= 19) detect_monsters_invis(DETECT_RAD_DEFAULT); if (lvl >= 29) set_tim_esp(lvl + randint1(lvl),FALSE); if (lvl >= 39) map_area(DETECT_RAD_MAP); var_set_bool(res, TRUE); break; } default: default_spell(cmd, res); break; } }
static int equiv_areas(int a1, int a2) { int small, large, small_obj, large_obj; if (a1 == -1 || a2 == -2) return 0; if (a1 == a2) return (0); if (a1 < a2) { small = a1; large = a2; } else { small = a2; large = a1; } while (large >= n_equiv) /* make sure our equivalence tables */ more_equivs(); /* are large enough */ if ((e_list + large)->mapped) { if ((e_list + small)->mapped) { /* small mapped, large mapped */ large_obj = (e_list + large)->where; small_obj = (e_list + small)->where; if (large_obj == small_obj) /* both mapped to same place */ return (0); if (small_obj < large_obj) /* map where large goes to where */ map_area(large_obj, small_obj); /* small goes */ else /* map where small goes to where */ map_area(small_obj, large_obj); /* large goes */ } else { /* small not mapped, large mapped */ large_obj = (e_list + large)->where; if (small == large_obj) /* large already mapped to small */ return (0); if (small < large_obj) /* map where large goes to small */ map_area(large_obj, small); else /* map small to where large goes */ map_area(small, large_obj); } } else { if ((e_list + small)->mapped) /* small mapped, large not mapped */ map_area(large, (e_list + small)->where); else /* small not mapped, large not mapped */ map_area(large, small); } return (0); }
const rect_of_hexes hex_display::hexes_under_rect(const SDL_Rect& r) const { rect_of_hexes res; if (r.w<=0 || r.h<=0) { // empty rect, return dummy values giving begin=end res.left = 0; res.right = -1; // end is right+1 res.top[0] = 0; res.top[1] = 0; res.bottom[0] = 0; res.bottom[1] = 0; return res; } SDL_Rect map_rect = map_area(); // translate rect coordinates from screen-based to map_area-based int x = xpos_ - map_rect.x + r.x; int y = ypos_ - map_rect.y + r.y; // we use the "double" type to avoid important rounding error (size of an hex!) // we will also need to use std::floor to avoid bad rounding at border (negative values) double tile_width = hex_width(); double tile_size = hex_size(); double border = border_.size; // the "-0.25" is for the horizontal imbrication of hexes (1/4 overlaps). // res.left = static_cast<int>(std::floor(-border + x / tile_width - 0.25)); res.left = static_cast<int>(std::floor(-border + x / tile_width - 0.333)); // we remove 1 pixel of the rectangle dimensions // (the rounded division take one pixel more than needed) res.right = static_cast<int>(std::floor(-border + (x + r.w-1) / tile_width)); // for odd x, we must shift up one half-hex. Since x will vary along the edge, // we store here the y values for even and odd x, respectively res.top[0] = static_cast<int>(std::floor(-border + y / tile_size)); res.top[1] = static_cast<int>(std::floor(-border + y / tile_size - 0.5)); res.bottom[0] = static_cast<int>(std::floor(-border + (y + r.h-1) / tile_size)); res.bottom[1] = static_cast<int>(std::floor(-border + (y + r.h-1) / tile_size - 0.5)); // TODO: in some rare cases (1/16), a corner of the big rect is on a tile // (the 72x72 rectangle containing the hex) but not on the hex itself // Can maybe be optimized by using pixel_position_to_hex return res; }
static void _crude_mapping_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Crude Mapping"); break; case SPELL_DESC: var_set_string(res, "Maps the dungeon in your vicinity."); break; case SPELL_CAST: map_area(DETECT_RAD_DEFAULT); /* Was 14, but that was just plain annoying! */ var_set_bool(res, TRUE); break; default: default_spell(cmd, res); break; } }
static void _crude_mapping_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Crude Mapping"); break; case SPELL_DESC: var_set_string(res, "Maps the dungeon in your vicinity."); break; case SPELL_CAST: map_area(14); var_set_bool(res, TRUE); break; default: default_spell(cmd, res); break; } }
static void _reconnaissance_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Reconnaissance"); break; case SPELL_DESC: var_set_string(res, "Quickly scout nearby terrain for enemies, traps and loot."); break; case SPELL_CAST: map_area(DETECT_RAD_MAP); detect_all(DETECT_RAD_DEFAULT); var_set_bool(res, TRUE); break; default: default_spell(cmd, res); break; } }
/* Use a staff. -RAK- */ void use() { int32u i; int j, k, item_val, chance, y, x; register int ident; register struct misc *m_ptr; register inven_type *i_ptr; free_turn_flag = TRUE; if (inven_ctr == 0) msg_print("But you are not carrying anything."); else if (!find_range(TV_STAFF, TV_NEVER, &j, &k)) msg_print("You are not carrying any staffs."); else if (get_item(&item_val, "Use which staff?", j, k, 0)) { i_ptr = &inventory[item_val]; free_turn_flag = FALSE; m_ptr = &py.misc; chance = m_ptr->save + stat_adj(A_INT) - (int)i_ptr->level - 5 + (class_level_adj[m_ptr->pclass][CLA_DEVICE] * m_ptr->lev / 3); if (py.flags.confused > 0) chance = chance / 2; if (chance <= 0) chance = 1; if (randint(chance) < USE_DEVICE) msg_print("You failed to use the staff properly."); else if (i_ptr->p1 > 0) { i = i_ptr->flags; ident = FALSE; (i_ptr->p1)--; switch(i) { case ST_HEALING: ident = hp_player(300); if (py.flags.stun>0) { if (py.flags.stun>50) { py.misc.ptohit+=20; py.misc.ptodam+=20; } else { py.misc.ptohit+=5; py.misc.ptodam+=5; } py.flags.stun=0; ident = TRUE; msg_print("You're head stops stinging."); } if (py.flags.cut>0) { py.flags.cut=0; ident = TRUE; msg_print("You feel better."); } break; case ST_GENOCIDE: genocide(FALSE); ident = TRUE; break; case ST_PROBE: probing(); ident = TRUE; break; case ST_IDENTIFY: ident_spell(); ident = TRUE; break; case ST_HOLYNESS: dispel_creature(EVIL,120); protect_evil(); cure_poison(); remove_fear(); hp_player(50); if (py.flags.stun>0) { if (py.flags.stun>50) { py.misc.ptohit+=20; py.misc.ptodam+=20; } else { py.misc.ptohit+=5; py.misc.ptodam+=5; } py.flags.stun=0; ident = TRUE; msg_print("You're head stops stinging."); } if (py.flags.cut>0) { py.flags.cut=0; ident = TRUE; msg_print("You feel better."); } ident = TRUE; break; case ST_MAGI: if (res_stat(A_INT)) { msg_print("You have a warm feeling."); ident = TRUE; } m_ptr = &py.misc; if (m_ptr->cmana < m_ptr->mana) { m_ptr->cmana = m_ptr->mana; ident = TRUE; msg_print("Your feel your head clear."); prt_cmana(); } break; case ST_POWER: dispel_creature(0xFFFFFFFFL,120); break; case ST_SURROUND: map_area(); ident = TRUE; break; case ST_LIGHT: ident = light_area(char_row, char_col); break; case ST_DR_LC: ident = detect_sdoor(); break; case ST_TRP_LC: ident = detect_trap(); break; case ST_TRE_LC: ident = detect_treasure(); break; case ST_OBJ_LC: ident = detect_object(); break; case ST_TELE: teleport(100); ident = TRUE; break; case ST_EARTH: ident = TRUE; earthquake(); break; case ST_SUMMON: ident = FALSE; for (k = 0; k < randint(4); k++) { y = char_row; x = char_col; ident |= summon_monster(&y, &x, FALSE); } break; case ST_DEST: ident = TRUE; destroy_area(char_row, char_col); break; case ST_STAR: ident = TRUE; starlite(char_row, char_col); break; case ST_HAST_MN: ident = speed_monsters(1); break; case ST_SLOW_MN: ident = speed_monsters(-1); break; case ST_SLEE_MN: ident = sleep_monsters2(); break; case ST_CURE_LT: ident = hp_player(randint(8)); break; case ST_DET_INV: ident = detect_invisible(); break; case ST_SPEED: if (py.flags.fast == 0) ident = TRUE; if (py.flags.fast <= 0) py.flags.fast += randint(30) + 15; else py.flags.fast += randint(5); break; case ST_SLOW: if (py.flags.slow == 0) ident = TRUE; py.flags.slow += randint(30) + 15; break; case ST_REMOVE: if (remove_curse()) { if (py.flags.blind < 1) msg_print("The staff glows blue for a moment.."); ident = TRUE; } break; case ST_DET_EVI: ident = detect_evil(); break; case ST_CURING: if ((cure_blindness()) || (cure_poison()) || (cure_confusion()) || (py.flags.stun>0) || (py.flags.cut>0)) ident = TRUE; if (py.flags.stun>0) { if (py.flags.stun>50) { py.misc.ptohit+=20; py.misc.ptodam+=20; } else { py.misc.ptohit+=5; py.misc.ptodam+=5; } py.flags.stun=0; msg_print("You're head stops stinging."); } else if (py.flags.cut>0) { py.flags.cut=0; msg_print("You feel better."); } break; case ST_DSP_EVI: ident = dispel_creature(EVIL, 60); break; case ST_DARK: ident = unlight_area(char_row, char_col); break; default: msg_print("Internal error in staffs()"); break; } if (ident) { if (!known1_p(i_ptr)) { m_ptr = &py.misc; /* round half-way case up */ m_ptr->exp += (i_ptr->level + (m_ptr->lev >> 1)) / m_ptr->lev; prt_experience(); identify(&item_val); i_ptr = &inventory[item_val]; } }
static bool cast_priest_spell(int Ind, int spell) { player_type *p_ptr = Players[Ind]; object_type *o_ptr; int py = p_ptr->py; int px = p_ptr->px; int Depth = p_ptr->dun_depth; int dir; int plev = p_ptr->lev; switch (spell) { case PRAYER_DETECT_EVIL: { (void)detect_evil(Ind); break; } case PRAYER_CURE_LIGHT_WOUNDS: { (void)hp_player(Ind, damroll(2, 10)); (void)set_cut(Ind, p_ptr->cut - 10); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_LIGHT_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(2, 8)); break; } case PRAYER_BLESS: { (void)set_blessed(Ind, p_ptr->blessed + randint(12) + 12); break; } case PRAYER_REMOVE_FEAR: { (void)set_afraid(Ind, 0); break; } case PRAYER_CALL_LIGHT: { msg_prayer("%s calls light."); (void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1); break; } case PRAYER_FIND_TRAPS: { (void)detect_trap(Ind);//detect_traps(Ind) break; } case PRAYER_DETECT_DOORS_STAIRS: { (void)detect_sdoor(Ind);//detect_doors(Ind); //(void)detect_stairs(); break; } case PRAYER_SLOW_POISON: { (void)set_poisoned(Ind, p_ptr->poisoned / 2); break; } case PRAYER_SCARE_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)fear_monster(Ind, dir, plev); break; } case PRAYER_PORTAL: { msg_prayer("%s blinks away!"); teleport_player(Ind, plev * 3); break; } case PRAYER_CURE_SERIOUS_WOUNDS: { (void)hp_player(Ind, damroll(4, 10)); (void)set_cut(Ind, (p_ptr->cut / 2) - 20); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_SERIOUS_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(4, 10)); break; } case PRAYER_CHANT: { (void)set_blessed(Ind, p_ptr->blessed + randint(24) + 24); break; } case PRAYER_SANCTUARY: { msg_prayer("For a brief moment, %s is enclosed by a deep blue aura."); (void)sleep_monsters_touch(Ind); break; } case PRAYER_SATISFY_HUNGER: { (void)set_food(Ind, PY_FOOD_MAX - 1); break; } case PRAYER_REMOVE_CURSE: { remove_curse(Ind); break; } case PRAYER_RESIST_HEAT_COLD: { (void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(10) + 10); (void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(10) + 10); break; } case PRAYER_NEUTRALIZE_POISON: { (void)set_poisoned(Ind, 0); break; } case PRAYER_ORB_OF_DRAINING: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s fires a holy orb!"); fire_ball(Ind, GF_HOLY_ORB, dir, (damroll(3, 6) + plev + (plev / ((p_ptr->cp_ptr->flags & CF_BLESS_WEAPON) ? 2 : 4))), ((plev < 30) ? 2 : 3)); break; } case PRAYER_CURE_CRITICAL_WOUNDS: { (void)hp_player(Ind, damroll(6, 10)); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_CRITICAL_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(6, 10)); break; } case PRAYER_SENSE_INVISIBLE: { (void)set_tim_invis(Ind, p_ptr->tim_invis + randint(24) + 24); break; } case PRAYER_PROTECTION_FROM_EVIL: { (void)set_protevil(Ind, p_ptr->protevil + randint(25) + 3 * p_ptr->lev); break; } case PRAYER_EARTHQUAKE: { msg_prayer("%s murmurs, and the ground shakes!"); earthquake(Depth, py, px, 10); break; } case PRAYER_SENSE_SURROUNDINGS: { map_area(Ind); break; } case PRAYER_CURE_MORTAL_WOUNDS: { (void)hp_player(Ind, damroll(8, 10)); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_MORTAL_WOUNDS + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(8, 10)); break; } case PRAYER_TURN_UNDEAD: { msg_prayer("%s tries to turn undead."); (void)turn_undead(Ind); break; } case PRAYER_PRAYER: { (void)set_blessed(Ind, p_ptr->blessed + randint(48) + 48); break; } case PRAYER_DISPEL_UNDEAD: { msg_prayer("%s dispells undead."); (void)dispel_undead(Ind, randint(plev * 3)); break; } case PRAYER_HEAL: { (void)hp_player(Ind, 300); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_HEAL + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, 300); break; } case PRAYER_DISPEL_EVIL: { msg_prayer("%s dispells evil."); (void)dispel_evil(Ind, randint(plev * 3)); break; } case PRAYER_GLYPH_OF_WARDING: { if (warding_glyph(Ind)) { msg_prayer("%s lays down a glyph of warding."); } break; } case PRAYER_HOLY_WORD: { msg_prayer("%s shouts the holy word."); (void)dispel_evil(Ind, randint(plev * 4)); (void)hp_player(Ind, 1000); (void)set_afraid(Ind, 0); (void)set_poisoned(Ind, 0); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } case PRAYER_DETECT_MONSTERS: { (void)detect_creatures(Ind, TRUE); break; } case PRAYER_DETECTION: { (void)detection(Ind);//detect_all(Ind) break; } case PRAYER_PERCEPTION: { return ident_spell(Ind); } case PRAYER_PROBING: { (void)probing(Ind); break; } case PRAYER_CLAIRVOYANCE: { msg_prayer("An image of your surroundings forms in your mind..."); wiz_lite(Ind); break; } case PRAYER_CURE_SERIOUS_WOUNDS2: { (void)hp_player(Ind, damroll(4, 10)); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_SERIOUS_WOUNDS2 + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(4, 10)); break; } case PRAYER_CURE_MORTAL_WOUNDS2: { (void)hp_player(Ind, damroll(8, 10)); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_CURE_MORTAL_WOUNDS2 + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, damroll(8, 10)); break; } case PRAYER_HEALING: { (void)hp_player(Ind, 2000); (void)set_stun(Ind, 0); (void)set_cut(Ind, 0); break; } /* MAngband-specific: Heal Projectile */ case PRAYER_HEALING + SPELL_PROJECTED: { if (!get_aim_dir(Ind, &dir)) return FALSE; (void)heal_player_ball(Ind, dir, 2000); break; } /* With MAngband-specific addon: ressurect ghosts */ case PRAYER_RESTORATION: { if (!do_scroll_life(Ind)) { (void)do_res_stat(Ind, A_STR); (void)do_res_stat(Ind, A_INT); (void)do_res_stat(Ind, A_WIS); (void)do_res_stat(Ind, A_DEX); (void)do_res_stat(Ind, A_CON); (void)do_res_stat(Ind, A_CHR); } break; } /* With Mangband-sepcific addon: restore others */ case PRAYER_REMEMBRANCE: { if (!do_restoreXP_other(Ind)) { (void)restore_level(Ind); } break; } case PRAYER_DISPEL_UNDEAD2: { msg_prayer("%s dispells undead."); (void)dispel_undead(Ind, randint(plev * 4)); break; } case PRAYER_DISPEL_EVIL2: { msg_prayer("%s dispells evil."); (void)dispel_evil(Ind, randint(plev * 4)); break; } case PRAYER_BANISH_EVIL: { msg_prayer("%s speaks a holy curse on nearby evil!"); if (banish_evil(Ind, 100)) { msg_print(Ind, "The power of your god banishes evil!"); } break; } case PRAYER_WORD_OF_DESTRUCTION: { msg_prayer("%s unleashes a spell of great power!"); destroy_area(Depth, py, px, 15, TRUE); break; } case PRAYER_ANNIHILATION: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s fires a massive bolt filled with pure energy!"); drain_life(Ind, dir, 200); break; } case PRAYER_UNBARRING_WAYS: { msg_prayer("%s sways his hands."); (void)destroy_doors_touch(Ind); break; } case PRAYER_RECHARGING: { return recharge(Ind, 15); } case PRAYER_DISPEL_CURSE: { (void)remove_all_curse(Ind); break; } case PRAYER_ENCHANT_WEAPON: { return enchant_spell(Ind, rand_int(4) + 1, rand_int(4) + 1, 0); } case PRAYER_ENCHANT_ARMOUR: { return enchant_spell(Ind, 0, 0, rand_int(3) + 2); } case PRAYER_ELEMENTAL_BRAND: { brand_weapon(Ind); break; } case PRAYER_BLINK: { msg_prayer("%s blinks away!"); teleport_player(Ind, 10); break; } case PRAYER_TELEPORT_SELF: { msg_prayer("%s teleports away!"); teleport_player(Ind, plev * 8); break; } case PRAYER_TELEPORT_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_prayer("%s prays for divine intervention."); (void)teleport_monster(Ind, dir); break; } case PRAYER_TELEPORT_LEVEL: { (void)teleport_player_level(Ind); break; } case PRAYER_WORD_OF_RECALL: { o_ptr = &p_ptr->inventory[get_spell_book(Ind, spell)]; set_recall(Ind, o_ptr); break; } case PRAYER_ALTER_REALITY: { (void)alter_reality(Ind, FALSE); break; } /* Paranoia: shouldn't happen with safe clients */ default: { msg_print(Ind, "You cannot project that spell on other players."); return (FALSE); } } /* Success */ return (TRUE); }
/* * Activate a wielded object. Wielded objects never stack. * And even if they did, activatable objects never stack. * * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated. * But one could, for example, easily make an activatable "Ring of Plasma". * * Note that it always takes a turn to activate an artifact, even if * the user hits "escape" at the "direction" prompt. */ static bool activate_object(object_type *o_ptr, bool *ident) { int k, dir, i, chance; /* Check the recharge */ if (o_ptr->timeout) { msg_print("It whines, glows and fades..."); return FALSE; } /* Activate the artifact */ message(MSG_ZAP, 0, "You activate it..."); /* Artifacts */ if (o_ptr->name1) { artifact_type *a_ptr = &a_info[o_ptr->name1]; char o_name[80]; /* Get the basic name of the object */ object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0); switch (a_ptr->activation) { case ACT_ILLUMINATION: { msg_format("The %s wells with clear light...", o_name); lite_area(damroll(2, 15), 3); break; } case ACT_MAGIC_MAP: { msg_format("The %s shines brightly...", o_name); map_area(); break; } case ACT_CLAIRVOYANCE: { msg_format("The %s glows a deep green...", o_name); wiz_lite(); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); break; } case ACT_PROT_EVIL: { msg_format("The %s lets out a shrill wail...", o_name); k = 3 * p_ptr->lev; (void)set_protevil(p_ptr->protevil + randint(25) + k); break; } case ACT_DISP_EVIL: { msg_format("The %s floods the area with goodness...", o_name); dispel_evil(p_ptr->lev * 5); break; } case ACT_HASTE2: { msg_format("The %s glows brightly...", o_name); if (!p_ptr->fast) { (void)set_fast(randint(75) + 75); } else { (void)set_fast(p_ptr->fast + 5); } break; } case ACT_FIRE3: { msg_format("The %s glows deep red...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 120, 3); break; } case ACT_FROST5: { msg_format("The %s glows bright white...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 200, 3); break; } case ACT_ELEC2: { msg_format("The %s glows deep blue...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 250, 3); break; } case ACT_BIZZARE: { msg_format("The %s glows intensely black...", o_name); if (!get_aim_dir(&dir)) return FALSE; ring_of_power(dir); break; } case ACT_STAR_BALL: { msg_format("Your %s is surrounded by lightning...", o_name); for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3); break; } case ACT_RAGE_BLESS_RESIST: { msg_format("Your %s glows many colours...", o_name); (void)hp_player(30); (void)set_afraid(0); (void)set_shero(p_ptr->shero + randint(50) + 50); (void)set_blessed(p_ptr->blessed + randint(50) + 50); (void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50); (void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50); (void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50); (void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50); (void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50); break; } case ACT_HEAL2: { msg_format("Your %s glows a bright white...", o_name); msg_print("You feel much better..."); (void)hp_player(1000); (void)set_cut(0); break; } case ACT_PHASE: { msg_format("Your %s twists space around you...", o_name); teleport_player(10); break; } case ACT_BANISHMENT: { msg_format("Your %s glows deep blue...", o_name); (void)banishment(); break; } case ACT_TRAP_DOOR_DEST: { msg_format("Your %s glows bright red...", o_name); destroy_doors_touch(); break; } case ACT_DETECT: { msg_format("Your %s glows bright white...", o_name); msg_print("An image forms in your mind..."); detect_all(); break; } case ACT_HEAL1: { msg_format("Your %s glows deep blue...", o_name); msg_print("You feel a warm tingling inside..."); (void)hp_player(500); (void)set_cut(0); break; } case ACT_RESIST: { msg_format("Your %s glows many colours...", o_name); (void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); (void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20); break; } case ACT_SLEEP: { msg_format("Your %s glows deep blue...", o_name); sleep_monsters_touch(); break; } case ACT_RECHARGE1: { msg_format("Your %s glows bright yellow...", o_name); recharge(60); break; } case ACT_TELEPORT: { msg_format("Your %s twists space around you...", o_name); teleport_player(100); break; } case ACT_RESTORE_LIFE: { msg_format("Your %s glows a deep red...", o_name); restore_level(); break; } case ACT_MISSILE: { msg_format("Your %s glows extremely brightly...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MISSILE, dir, damroll(2, 6)); break; } case ACT_FIRE1: { msg_format("Your %s is covered in fire...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_FIRE, dir, damroll(9, 8)); break; } case ACT_FROST1: { msg_format("Your %s is covered in frost...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(6, 8)); break; } case ACT_LIGHTNING_BOLT: { msg_format("Your %s is covered in sparks...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ELEC, dir, damroll(4, 8)); break; } case ACT_ACID1: { msg_format("Your %s is covered in acid...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ACID, dir, damroll(5, 8)); break; } case ACT_ARROW: { msg_format("Your %s grows magical spikes...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ARROW, dir, 150); break; } case ACT_HASTE1: { msg_format("Your %s glows bright green...", o_name); if (!p_ptr->fast) { (void)set_fast(randint(20) + 20); } else { (void)set_fast(p_ptr->fast + 5); } break; } case ACT_REM_FEAR_POIS: { msg_format("Your %s glows deep blue...", o_name); (void)set_afraid(0); (void)set_poisoned(0); break; } case ACT_STINKING_CLOUD: { msg_format("Your %s throbs deep green...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_POIS, dir, 12, 3); break; } case ACT_FROST2: { msg_format("Your %s is covered in frost...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 48, 2); break; } case ACT_FROST4: { msg_format("Your %s glows a pale blue...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(12, 8)); break; } case ACT_FROST3: { msg_format("Your %s glows a intense blue...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 100, 2); break; } case ACT_FIRE2: { msg_format("Your %s rages in fire...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 72, 2); break; } case ACT_DRAIN_LIFE2: { msg_format("Your %s glows black...", o_name); if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 120); break; } case ACT_STONE_TO_MUD: { msg_format("Your %s pulsates...", o_name); if (!get_aim_dir(&dir)) return FALSE; wall_to_mud(dir); break; } case ACT_MASS_BANISHMENT: { msg_format("Your %s lets out a long, shrill note...", o_name); (void)mass_banishment(); break; } case ACT_CURE_WOUNDS: { msg_format("Your %s radiates deep purple...", o_name); hp_player(damroll(4, 8)); (void)set_cut((p_ptr->cut / 2) - 50); break; } case ACT_TELE_AWAY: { msg_format("Your %s glows deep red...", o_name); if (!get_aim_dir(&dir)) return FALSE; teleport_monster(dir); break; } case ACT_WOR: { msg_format("Your %s glows soft white...", o_name); set_recall(); break; } case ACT_CONFUSE: { msg_format("Your %s glows in scintillating colours...", o_name); if (!get_aim_dir(&dir)) return FALSE; confuse_monster(dir, 20); break; } case ACT_IDENTIFY: { msg_format("Your %s glows yellow...", o_name); if (!ident_spell()) return FALSE; break; } case ACT_PROBE: { msg_format("Your %s glows brightly...", o_name); probing(); break; } case ACT_DRAIN_LIFE1: { msg_format("Your %s glows white...", o_name); if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 90); break; } case ACT_FIREBRAND: { msg_format("Your %s glows deep red...", o_name); (void)brand_bolts(); break; } case ACT_STARLIGHT: { msg_format("Your %s glows with the light of a thousand stars...", o_name); for (k = 0; k < 8; k++) strong_lite_line(ddd[k]); break; } case ACT_MANA_BOLT: { msg_format("Your %s glows white...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MANA, dir, damroll(12, 8)); break; } case ACT_BERSERKER: { msg_format("Your %s glows in anger...", o_name); set_shero(p_ptr->shero + randint(50) + 50); break; } } /* Set the recharge time */ if (a_ptr->randtime) o_ptr->timeout = a_ptr->time + (byte)randint(a_ptr->randtime); else o_ptr->timeout = a_ptr->time; /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Done */ return FALSE; } /* Hack -- Dragon Scale Mail can be activated as well */ if (o_ptr->tval == TV_DRAG_ARMOR) { /* Get a direction for breathing (or abort) */ if (!get_aim_dir(&dir)) return FALSE; /* Branch on the sub-type */ switch (o_ptr->sval) { case SV_DRAGON_BLUE: { msg_print("You breathe lightning."); fire_ball(GF_ELEC, dir, 100, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_WHITE: { msg_print("You breathe frost."); fire_ball(GF_COLD, dir, 110, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_BLACK: { msg_print("You breathe acid."); fire_ball(GF_ACID, dir, 130, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_GREEN: { msg_print("You breathe poison gas."); fire_ball(GF_POIS, dir, 150, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_RED: { msg_print("You breathe fire."); fire_ball(GF_FIRE, dir, 200, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_MULTIHUED: { chance = rand_int(5); msg_format("You breathe %s.", ((chance == 1) ? "lightning" : ((chance == 2) ? "frost" : ((chance == 3) ? "acid" : ((chance == 4) ? "poison gas" : "fire"))))); fire_ball(((chance == 1) ? GF_ELEC : ((chance == 2) ? GF_COLD : ((chance == 3) ? GF_ACID : ((chance == 4) ? GF_POIS : GF_FIRE)))), dir, 250, 2); o_ptr->timeout = rand_int(225) + 225; break; } case SV_DRAGON_BRONZE: { msg_print("You breathe confusion."); fire_ball(GF_CONFUSION, dir, 120, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_GOLD: { msg_print("You breathe sound."); fire_ball(GF_SOUND, dir, 130, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_CHAOS: { chance = rand_int(2); msg_format("You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT), dir, 220, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_LAW: { chance = rand_int(2); msg_format("You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, 230, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_BALANCE: { chance = rand_int(4); msg_format("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISENCHANT : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, 250, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_SHINING: { chance = rand_int(2); msg_format("You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2); o_ptr->timeout = rand_int(300) + 300; break; } case SV_DRAGON_POWER: { msg_print("You breathe the elements."); fire_ball(GF_MISSILE, dir, 300, 2); o_ptr->timeout = rand_int(300) + 300; break; } } /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Success */ return FALSE; } /* Hack -- some Rings can be activated for double resist and element ball */ if (o_ptr->tval == TV_RING) { /* Get a direction for firing (or abort) */ if (!get_aim_dir(&dir)) return FALSE; /* Branch on the sub-type */ switch (o_ptr->sval) { case SV_RING_ACID: { fire_ball(GF_ACID, dir, 70, 2); set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_FLAMES: { fire_ball(GF_FIRE, dir, 80, 2); set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_ICE: { fire_ball(GF_COLD, dir, 75, 2); set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } case SV_RING_LIGHTNING: { fire_ball(GF_ELEC, dir, 85, 2); set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; break; } } /* Window stuff */ p_ptr->window |= (PW_EQUIP); /* Success */ return FALSE; } /* Mistake */ msg_print("Oops. That object cannot be activated."); /* Not used up */ return (FALSE); }
static bool read_scroll(object_type *o_ptr, bool *ident) { int py = p_ptr->py; int px = p_ptr->px; int k; bool used_up = TRUE; /* Analyze the scroll */ switch (o_ptr->sval) { case SV_SCROLL_DARKNESS: { if (!p_ptr->resist_blind) { (void)set_blind(p_ptr->blind + 3 + randint(5)); } if (unlite_area(10, 3)) *ident = TRUE; break; } case SV_SCROLL_AGGRAVATE_MONSTER: { msg_print("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; break; } case SV_SCROLL_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; break; } case SV_SCROLL_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; break; } case SV_SCROLL_SUMMON_MONSTER: { for (k = 0; k < randint(3); k++) { if (summon_specific(py, px, p_ptr->depth, 0)) { *ident = TRUE; } } break; } case SV_SCROLL_SUMMON_UNDEAD: { for (k = 0; k < randint(3); k++) { if (summon_specific(py, px, p_ptr->depth, SUMMON_UNDEAD)) { *ident = TRUE; } } break; } case SV_SCROLL_TRAP_CREATION: { if (trap_creation()) *ident = TRUE; break; } case SV_SCROLL_PHASE_DOOR: { teleport_player(10); *ident = TRUE; break; } case SV_SCROLL_TELEPORT: { teleport_player(100); *ident = TRUE; break; } case SV_SCROLL_TELEPORT_LEVEL: { (void)teleport_player_level(); *ident = TRUE; break; } case SV_SCROLL_WORD_OF_RECALL: { set_recall(); *ident = TRUE; break; } case SV_SCROLL_IDENTIFY: { *ident = TRUE; if (!ident_spell()) used_up = FALSE; break; } case SV_SCROLL_STAR_IDENTIFY: { *ident = TRUE; if (!identify_fully()) used_up = FALSE; break; } case SV_SCROLL_REMOVE_CURSE: { if (remove_curse()) { msg_print("You feel as if someone is watching over you."); *ident = TRUE; } break; } case SV_SCROLL_STAR_REMOVE_CURSE: { remove_all_curse(); *ident = TRUE; break; } case SV_SCROLL_ENCHANT_ARMOR: { *ident = TRUE; if (!enchant_spell(0, 0, 1)) used_up = FALSE; break; } case SV_SCROLL_ENCHANT_WEAPON_TO_HIT: { if (!enchant_spell(1, 0, 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_ENCHANT_WEAPON_TO_DAM: { if (!enchant_spell(0, 1, 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_STAR_ENCHANT_ARMOR: { if (!enchant_spell(0, 0, randint(3) + 2)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_STAR_ENCHANT_WEAPON: { if (!enchant_spell(randint(3), randint(3), 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_RECHARGING: { if (!recharge(60)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_LIGHT: { if (lite_area(damroll(2, 8), 2)) *ident = TRUE; break; } case SV_SCROLL_MAPPING: { map_area(); *ident = TRUE; break; } case SV_SCROLL_DETECT_GOLD: { if (detect_treasure()) *ident = TRUE; if (detect_objects_gold()) *ident = TRUE; break; } case SV_SCROLL_DETECT_ITEM: { if (detect_objects_normal()) *ident = TRUE; break; } case SV_SCROLL_DETECT_TRAP: { if (detect_traps()) *ident = TRUE; break; } case SV_SCROLL_DETECT_DOOR: { if (detect_doors()) *ident = TRUE; if (detect_stairs()) *ident = TRUE; break; } case SV_SCROLL_DETECT_INVIS: { if (detect_monsters_invis()) *ident = TRUE; break; } case SV_SCROLL_SATISFY_HUNGER: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; break; } case SV_SCROLL_BLESSING: { if (set_blessed(p_ptr->blessed + randint(12) + 6)) *ident = TRUE; break; } case SV_SCROLL_HOLY_CHANT: { if (set_blessed(p_ptr->blessed + randint(24) + 12)) *ident = TRUE; break; } case SV_SCROLL_HOLY_PRAYER: { if (set_blessed(p_ptr->blessed + randint(48) + 24)) *ident = TRUE; break; } case SV_SCROLL_MONSTER_CONFUSION: { if (p_ptr->confusing == 0) { msg_print("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } break; } case SV_SCROLL_PROTECTION_FROM_EVIL: { k = 3 * p_ptr->lev; if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE; break; } case SV_SCROLL_RUNE_OF_PROTECTION: { warding_glyph(); *ident = TRUE; break; } case SV_SCROLL_TRAP_DOOR_DESTRUCTION: { if (destroy_doors_touch()) *ident = TRUE; break; } case SV_SCROLL_STAR_DESTRUCTION: { destroy_area(py, px, 15, TRUE); *ident = TRUE; break; } case SV_SCROLL_DISPEL_UNDEAD: { if (dispel_undead(60)) *ident = TRUE; break; } case SV_SCROLL_BANISHMENT: { (void)banishment(); *ident = TRUE; break; } case SV_SCROLL_MASS_BANISHMENT: { (void)mass_banishment(); *ident = TRUE; break; } case SV_SCROLL_ACQUIREMENT: { acquirement(py, px, 1, TRUE); *ident = TRUE; break; } case SV_SCROLL_STAR_ACQUIREMENT: { acquirement(py, px, randint(2) + 1, TRUE); *ident = TRUE; break; } } return (used_up); }
static bool use_staff(object_type *o_ptr, bool *ident) { int py = p_ptr->py; int px = p_ptr->px; int k; bool use_charge = TRUE; /* Analyze the staff */ switch (o_ptr->sval) { case SV_STAFF_DARKNESS: { if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + 3 + randint(5))) *ident = TRUE; } if (unlite_area(10, 3)) *ident = TRUE; break; } case SV_STAFF_SLOWNESS: { if (set_slow(p_ptr->slow + randint(30) + 15)) *ident = TRUE; break; } case SV_STAFF_HASTE_MONSTERS: { if (speed_monsters()) *ident = TRUE; break; } case SV_STAFF_SUMMONING: { for (k = 0; k < randint(4); k++) { if (summon_specific(py, px, p_ptr->depth, 0)) { *ident = TRUE; } } break; } case SV_STAFF_TELEPORTATION: { teleport_player(100); *ident = TRUE; break; } case SV_STAFF_IDENTIFY: { if (!ident_spell()) use_charge = FALSE; *ident = TRUE; break; } case SV_STAFF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->blind) { msg_print("The staff glows blue for a moment..."); } *ident = TRUE; } break; } case SV_STAFF_STARLITE: { if (!p_ptr->blind) { msg_print("The end of the staff glows brightly..."); } for (k = 0; k < 8; k++) lite_line(ddd[k]); *ident = TRUE; break; } case SV_STAFF_LITE: { if (lite_area(damroll(2, 8), 2)) *ident = TRUE; break; } case SV_STAFF_MAPPING: { map_area(); *ident = TRUE; break; } case SV_STAFF_DETECT_GOLD: { if (detect_treasure()) *ident = TRUE; if (detect_objects_gold()) *ident = TRUE; break; } case SV_STAFF_DETECT_ITEM: { if (detect_objects_normal()) *ident = TRUE; break; } case SV_STAFF_DETECT_TRAP: { if (detect_traps()) *ident = TRUE; break; } case SV_STAFF_DETECT_DOOR: { if (detect_doors()) *ident = TRUE; if (detect_stairs()) *ident = TRUE; break; } case SV_STAFF_DETECT_INVIS: { if (detect_monsters_invis()) *ident = TRUE; break; } case SV_STAFF_DETECT_EVIL: { if (detect_monsters_evil()) *ident = TRUE; break; } case SV_STAFF_CURE_LIGHT: { if (hp_player(randint(8))) *ident = TRUE; break; } case SV_STAFF_CURING: { if (set_blind(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_STAFF_HEALING: { if (hp_player(300)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_STAFF_THE_MAGI: { if (do_res_stat(A_INT)) *ident = TRUE; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; *ident = TRUE; msg_print("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); } break; } case SV_STAFF_SLEEP_MONSTERS: { if (sleep_monsters()) *ident = TRUE; break; } case SV_STAFF_SLOW_MONSTERS: { if (slow_monsters()) *ident = TRUE; break; } case SV_STAFF_SPEED: { if (!p_ptr->fast) { if (set_fast(randint(30) + 15)) *ident = TRUE; } else { (void)set_fast(p_ptr->fast + 5); } break; } case SV_STAFF_PROBING: { probing(); *ident = TRUE; break; } case SV_STAFF_DISPEL_EVIL: { if (dispel_evil(60)) *ident = TRUE; break; } case SV_STAFF_POWER: { if (dispel_monsters(120)) *ident = TRUE; break; } case SV_STAFF_HOLINESS: { if (dispel_evil(120)) *ident = TRUE; k = 3 * p_ptr->lev; if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_STAFF_BANISHMENT: { (void)banishment(); *ident = TRUE; break; } case SV_STAFF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; break; } case SV_STAFF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); *ident = TRUE; break; } } return (use_charge); }
static bool zap_rod(object_type *o_ptr, bool *ident) { int chance, dir, lev; /* Get a direction (unless KNOWN not to need it) */ if ((o_ptr->sval >= SV_ROD_MIN_DIRECTION) || !object_aware_p(o_ptr)) { /* Get a direction, allow cancel */ if (!get_aim_dir(&dir)) return FALSE; } /* Take a turn */ p_ptr->energy_use = 100; /* Not identified yet */ *ident = FALSE; /* Extract the item level */ lev = k_info[o_ptr->k_idx].level; /* Base chance of success */ chance = p_ptr->skill_dev; /* Confusion hurts skill */ if (p_ptr->confused) chance = chance / 2; /* High level objects are harder */ chance = chance - ((lev > 50) ? 50 : lev); /* Give everyone a (slight) chance */ if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0)) { chance = USE_DEVICE; } /* Roll for usage */ if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE)) { if (flush_failure) flush(); msg_print("You failed to use the rod properly."); return FALSE; } /* Still charging */ if (o_ptr->pval) { if (flush_failure) flush(); msg_print("The rod is still charging."); return FALSE; } /* Sound */ sound(MSG_ZAP); /* Analyze the rod */ switch (o_ptr->sval) { case SV_ROD_DETECT_TRAP: { if (detect_traps()) *ident = TRUE; o_ptr->pval = 50; break; } case SV_ROD_DETECT_DOOR: { if (detect_doors()) *ident = TRUE; if (detect_stairs()) *ident = TRUE; o_ptr->pval = 70; break; } case SV_ROD_IDENTIFY: { *ident = TRUE; if (ident_spell()) o_ptr->pval = 10; break; } case SV_ROD_RECALL: { set_recall(); *ident = TRUE; o_ptr->pval = 60; break; } case SV_ROD_ILLUMINATION: { if (lite_area(damroll(2, 8), 2)) *ident = TRUE; o_ptr->pval = 30; break; } case SV_ROD_MAPPING: { map_area(); *ident = TRUE; o_ptr->pval = 99; break; } case SV_ROD_DETECTION: { detect_all(); *ident = TRUE; o_ptr->pval = 99; break; } case SV_ROD_PROBING: { probing(); *ident = TRUE; o_ptr->pval = 50; break; } case SV_ROD_CURING: { if (set_blind(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; o_ptr->pval = 999; break; } case SV_ROD_HEALING: { if (hp_player(500)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; o_ptr->pval = 999; break; } case SV_ROD_RESTORATION: { if (restore_level()) *ident = TRUE; if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; o_ptr->pval = 999; break; } case SV_ROD_SPEED: { if (!p_ptr->fast) { if (set_fast(randint(30) + 15)) *ident = TRUE; } else { (void)set_fast(p_ptr->fast + 5); } o_ptr->pval = 99; break; } case SV_ROD_TELEPORT_AWAY: { if (teleport_monster(dir)) *ident = TRUE; o_ptr->pval = 25; break; } case SV_ROD_DISARMING: { if (disarm_trap(dir)) *ident = TRUE; o_ptr->pval = 30; break; } case SV_ROD_LITE: { msg_print("A line of blue shimmering light appears."); lite_line(dir); *ident = TRUE; o_ptr->pval = 9; break; } case SV_ROD_SLEEP_MONSTER: { if (sleep_monster(dir)) *ident = TRUE; o_ptr->pval = 18; break; } case SV_ROD_SLOW_MONSTER: { if (slow_monster(dir)) *ident = TRUE; o_ptr->pval = 20; break; } case SV_ROD_DRAIN_LIFE: { if (drain_life(dir, 150)) *ident = TRUE; o_ptr->pval = 23; break; } case SV_ROD_POLYMORPH: { if (poly_monster(dir)) *ident = TRUE; o_ptr->pval = 25; break; } case SV_ROD_ACID_BOLT: { fire_bolt_or_beam(10, GF_ACID, dir, damroll(12, 8)); *ident = TRUE; o_ptr->pval = 12; break; } case SV_ROD_ELEC_BOLT: { fire_bolt_or_beam(10, GF_ELEC, dir, damroll(6, 6)); *ident = TRUE; o_ptr->pval = 11; break; } case SV_ROD_FIRE_BOLT: { fire_bolt_or_beam(10, GF_FIRE, dir, damroll(16, 8)); *ident = TRUE; o_ptr->pval = 15; break; } case SV_ROD_COLD_BOLT: { fire_bolt_or_beam(10, GF_COLD, dir, damroll(10, 8)); *ident = TRUE; o_ptr->pval = 13; break; } case SV_ROD_ACID_BALL: { fire_ball(GF_ACID, dir, 120, 2); *ident = TRUE; o_ptr->pval = 27; break; } case SV_ROD_ELEC_BALL: { fire_ball(GF_ELEC, dir, 64, 2); *ident = TRUE; o_ptr->pval = 23; break; } case SV_ROD_FIRE_BALL: { fire_ball(GF_FIRE, dir, 144, 2); *ident = TRUE; o_ptr->pval = 30; break; } case SV_ROD_COLD_BALL: { fire_ball(GF_COLD, dir, 96, 2); *ident = TRUE; o_ptr->pval = 25; break; } } return TRUE; }
static void do_ipc(tcb_t *from, tcb_t *to) { ipc_msg_tag_t tag; ipc_typed_item typed_item; int untyped_idx, typed_idx, typed_item_idx; int typed_last, untyped_last; uint32_t typed_data; /* typed item extra word */ l4_thread_t from_recv_tid; /* Clear timeout event when ipc is established. */ from->timeout_event = 0; to->timeout_event = 0; /* Copy tag of message */ tag.raw = ipc_read_mr(from, 0); untyped_last = tag.s.n_untyped + 1; typed_last = untyped_last + tag.s.n_typed; if (typed_last > IPC_MR_COUNT) { do_ipc_error(from, to, UE_IPC_MSG_OVERFLOW | UE_IPC_PHASE_SEND, UE_IPC_MSG_OVERFLOW | UE_IPC_PHASE_RECV, T_RUNNABLE, T_RUNNABLE); return; } ipc_write_mr(to, 0, tag.raw); /* Copy untyped words */ for (untyped_idx = 1; untyped_idx < untyped_last; ++untyped_idx) { ipc_write_mr(to, untyped_idx, ipc_read_mr(from, untyped_idx)); } typed_item_idx = -1; /* Copy typed words * FSM: j - number of byte */ for (typed_idx = untyped_idx; typed_idx < typed_last; ++typed_idx) { uint32_t mr_data = ipc_read_mr(from, typed_idx); /* Write typed mr data to 'to' thread */ ipc_write_mr(to, typed_idx, mr_data); if (typed_item_idx == -1) { /* If typed_item_idx == -1 - read typed item's tag */ typed_item.raw = mr_data; ++typed_item_idx; } else if (typed_item.s.header & IPC_TI_MAP_GRANT) { /* MapItem / GrantItem have 1xxx in header */ int ret; typed_data = mr_data; ret = map_area(from->as, to->as, typed_item.raw & 0xFFFFFFC0, typed_data & 0xFFFFFFC0, (typed_item.s.header & IPC_TI_GRANT) ? GRANT : MAP, thread_ispriviliged(from)); typed_item_idx = -1; if (ret < 0) { do_ipc_error(from, to, UE_IPC_ABORTED | UE_IPC_PHASE_SEND, UE_IPC_ABORTED | UE_IPC_PHASE_RECV, T_RUNNABLE, T_RUNNABLE); return; } } /* TODO: StringItem support */ } if (!to->ctx.sp || !from->ctx.sp) { do_ipc_error(from, to, UE_IPC_ABORTED | UE_IPC_PHASE_SEND, UE_IPC_ABORTED | UE_IPC_PHASE_RECV, T_RUNNABLE, T_RUNNABLE); return; } to->utcb->sender = from->t_globalid; to->state = T_RUNNABLE; to->ipc_from = L4_NILTHREAD; ((uint32_t*)to->ctx.sp)[REG_R0] = from->t_globalid; /* If from has receive phases, lock myself */ from_recv_tid = ((uint32_t*)from->ctx.sp)[REG_R1]; if (from_recv_tid == L4_NILTHREAD) { from->state = T_RUNNABLE; } else { from->state = T_RECV_BLOCKED; from->ipc_from = from_recv_tid; dbg_printf(DL_IPC, "IPC: %t receiving\n", from->t_globalid); } /* Dispatch communicating threads */ sched_slot_dispatch(SSI_NORMAL_THREAD, from); sched_slot_dispatch(SSI_IPC_THREAD, to); dbg_printf(DL_IPC, "IPC: %t to %t\n", caller->t_globalid, to->t_globalid); }
/* * do_cmd_mind calls this function if the player's class * is 'Medium'. */ static bool cast_medium_spell(int spell) { /* this will vary based on the spells, and what they depend on */ int b = 0; int dir; int plev = p_ptr->lev; /* spell code */ switch (spell) { case 0: /* Mindblast */ if (!get_aim_dir(&dir)) return FALSE; if (randint(100) < plev * 2) (void)fire_bolt_or_beam(100, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15))); else (void)fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0); break; case 1: if (plev > 44) wiz_lite(); else if (plev > 19) map_area(); if (plev < 30) { b = detect_monsters_normal(); if (plev > 14) b |= detect_monsters_invis(); if (plev > 4) { b |= detect_traps(); b |= detect_doors(); } } else { b = detect_all(); } if (plev > 24) { (void)set_tim_esp(p_ptr->tim_esp + plev); } if (!b) msg_print("You feel safe."); break; case 2: /* Minor displace */ teleport_player(plev); break; case 3: /* Major displace */ teleport_player(plev * 5); break; case 4: /* Psychic Disturbance */ msg_print("You disturb specters from beyond the veil!"); (void)project(-1, 2 + plev / 8, p_ptr->py, p_ptr->px, damroll((plev / 2), plev), GF_CONFUSION, PROJECT_KILL); break; case 5: /* spirit blast --- not 'true' TK */ if (!get_aim_dir(&dir)) return FALSE; (void)fire_ball(GF_SOUND, dir, damroll(8 + ((plev - 5) / 4), 8), (plev > 20 ? (plev - 20) / 8 + 1 : 0)); break; case 6: /* Character Armour */ (void)set_shield(p_ptr->shield + plev); if (plev > 14) (void)set_oppose_acid(p_ptr->oppose_acid + plev); if (plev > 19) (void)set_oppose_fire(p_ptr->oppose_fire + plev); if (plev > 24) (void)set_oppose_cold(p_ptr->oppose_cold + plev); if (plev > 29) (void)set_oppose_elec(p_ptr->oppose_elec + plev); if (plev > 34) (void)set_oppose_pois(p_ptr->oppose_pois + plev); break; case 7: ident_spell(); break; case 8: if (!get_aim_dir(&dir)) return FALSE; (void)fire_bolt(GF_DOMINATION, dir, damroll((plev / 2), (3 + plev / 3))); break; case 9: /* Soul Purge */ msg_print("The anguish of the dead emanates from your brain!"); (void)project(-1, 2 + plev / 10, p_ptr->py, p_ptr->px, damroll(plev, 4), GF_PSI, PROJECT_KILL); break; case 10: /* Adrenaline */ (void)set_afraid(0); (void)set_stun(0); /* * Only heal when Adrenalin Channeling is not active. We check * that by checking if the player isn't fast and 'heroed' atm. */ if (!p_ptr->fast || !(p_ptr->hero || p_ptr->shero)) { (void)hp_player(plev); } b = 10 + randint((plev * 3) / 2); if (plev < 35) (void)set_hero(p_ptr->hero + b); else (void)set_shero(p_ptr->shero + b); if (!p_ptr->fast) { /* Haste */ (void)set_fast(b); } else { (void)set_fast(p_ptr->fast + b); } break; case 11: /* Psychic Drain Turned into MEGA-STUN*/ if (!get_aim_dir(&dir)) return FALSE; b = damroll(plev * 2, 3); /* This is always a radius-0 ball now */ if (fire_ball(GF_STUN, dir, b, 0)) p_ptr->energy -= randint(150); break; case 12: /* Entropic Blast */ msg_print ("A wave of pure entropic force blasts out from your spirit!"); (void)project(-1, 3 + plev / 10, p_ptr->py, p_ptr->px, plev * (plev > 39 ? 4 : 3), GF_FORCE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID); break; default: msg_print("Unknown Mindcrafter power!"); } return TRUE; }
/* * Ask for and parse a "debug command" * * The "p_ptr->command_arg" may have been set. */ void do_cmd_debug(void) { int py = p_ptr->py; int px = p_ptr->px; char cmd; /* Get a "debug command" */ if (!get_com("Debug Command: ", &cmd)) return; /* Analyze the command */ switch (cmd) { /* Ignore */ case ESCAPE: case ' ': case '\n': case '\r': { break; } #ifdef ALLOW_SPOILERS /* Hack -- Generate Spoilers */ case '"': { do_cmd_spoilers(); break; } #endif /* Hack -- Help */ case '?': { do_cmd_wiz_help(); break; } /* Cure all maladies */ case 'a': { do_cmd_wiz_cure_all(); break; } /* Teleport to target */ case 'b': { do_cmd_wiz_bamf(); break; } /* Create any object */ case 'c': { wiz_create_item(); break; } /* Create an artifact */ case 'C': { if (p_ptr->command_arg > 0) { wiz_create_artifact(p_ptr->command_arg); } else { char name[80] = ""; int a_idx = -1; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Create which artifact? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if an a_idx was entered */ a_idx = get_idx_from_name(name); /* If not, find the artifact with that name */ if (a_idx < 1) a_idx = lookup_artifact_name(name); /* Did we find a valid artifact? */ if (a_idx != -1) wiz_create_artifact(a_idx); } /* Reload the screen */ screen_load(); } break; } /* Detect everything */ case 'd': { detect_all(TRUE); break; } /* Edit character */ case 'e': { do_cmd_wiz_change(); break; } case 'f': { stats_collect(); break; } /* Good Objects */ case 'g': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->depth, p_ptr->command_arg, FALSE); break; } /* Hitpoint rerating */ case 'h': { do_cmd_rerate(); break; } /* Identify */ case 'i': { (void)ident_spell(); break; } /* Go up or down in the dungeon */ case 'j': { do_cmd_wiz_jump(); break; } /* Learn about objects */ case 'l': { do_cmd_wiz_learn(); break; } /* Magic Mapping */ case 'm': { map_area(); break; } /* Summon Named Monster */ case 'n': { if (p_ptr->command_arg > 0) { do_cmd_wiz_named(p_ptr->command_arg, TRUE); } else { char name[80] = ""; s16b r_idx; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Summon which monster? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if a r_idx was entered */ r_idx = get_idx_from_name(name); /* If not, find the monster with that name */ if (r_idx < 1) r_idx = lookup_monster(name); /* Did we find a valid monster? */ if (r_idx != -1) do_cmd_wiz_named(r_idx, TRUE); } p_ptr->redraw |= (PR_MAP | PR_MONLIST); /* Reload the screen */ screen_load(); } break; } /* Object playing routines */ case 'o': { do_cmd_wiz_play(); break; } /* Phase Door */ case 'p': { teleport_player(10); break; } /* Query the dungeon */ case 'q': { do_cmd_wiz_query(); break; } /* Summon Random Monster(s) */ case 's': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; do_cmd_wiz_summon(p_ptr->command_arg); break; } /* Teleport */ case 't': { teleport_player(100); break; } /* Create a trap */ case 'T': { cave_set_feat(p_ptr->py, p_ptr->px, FEAT_INVIS); break; } /* Un-hide all monsters */ case 'u': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 255; do_cmd_wiz_unhide(p_ptr->command_arg); break; } /* Very Good Objects */ case 'v': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->depth, p_ptr->command_arg, TRUE); break; } case 'V': { wiz_test_kind(p_ptr->command_arg); break; } /* Wizard Light the Level */ case 'w': { wiz_light(); break; } /* Increase Experience */ case 'x': { if (p_ptr->command_arg) { gain_exp(p_ptr->command_arg); } else { gain_exp(p_ptr->exp + 1); } break; } /* Zap Monsters (Banishment) */ case 'z': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = MAX_SIGHT; do_cmd_wiz_zap(p_ptr->command_arg); break; } /* Hack */ case '_': { do_cmd_wiz_hack_ben(); break; } /* Oops */ default: { msg_print("That is not a valid debug command."); break; } } }
int hex_display::get_location_y(const map_location& loc) const { return static_cast<int>(map_area().y + (loc.y + border_.size) * zoom_ - ypos_ + (is_odd(loc.x) ? zoom_/2 : 0)); }
/** Returns the rectangular area of visible hexes */ const rect_of_hexes get_visible_hexes() const {return hexes_under_rect(map_area());};
/*! * @brief デバッグコマンドを選択する処理のメインルーチン / * Ask for and parse a "debug command" * The "command_arg" may have been set. * @return なし */ void do_cmd_debug(void) { int x, y, i; char cmd; /* Get a "debug command" */ get_com("Debug Command: ", &cmd, FALSE); /* Analyze the command */ switch (cmd) { /* Nothing */ case ESCAPE: case ' ': case '\n': case '\r': break; #ifdef ALLOW_SPOILERS /* Hack -- Generate Spoilers */ case '"': do_cmd_spoilers(); break; #endif /* ALLOW_SPOILERS */ /* Hack -- Help */ case '?': do_cmd_help(); break; /* Cure all maladies */ case 'a': do_cmd_wiz_cure_all(); break; /* Know alignment */ case 'A': msg_format("Your alignment is %d.", p_ptr->align); break; /* Teleport to target */ case 'b': do_cmd_wiz_bamf(); break; case 'B': battle_monsters(); break; /* Create any object */ case 'c': wiz_create_item(); break; /* Create a named artifact */ case 'C': wiz_create_named_art(); break; /* Detect everything */ case 'd': detect_all(DETECT_RAD_ALL * 3); break; /* Dimension_door */ case 'D': wiz_dimension_door(); break; /* Edit character */ case 'e': do_cmd_wiz_change(); break; /* Blue Mage Only */ case 'E': if (p_ptr->pclass == CLASS_BLUE_MAGE) { do_cmd_wiz_blue_mage(); } break; /* View item info */ case 'f': identify_fully(FALSE); break; /* Create desired feature */ case 'F': do_cmd_wiz_create_feature(); break; /* Good Objects */ case 'g': if (command_arg <= 0) command_arg = 1; acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE); break; /* Hitpoint rerating */ case 'h': do_cmd_rerate(TRUE); break; #ifdef MONSTER_HORDES case 'H': do_cmd_summon_horde(); break; #endif /* MONSTER_HORDES */ /* Identify */ case 'i': (void)ident_spell(FALSE); break; /* Go up or down in the dungeon */ case 'j': do_cmd_wiz_jump(); break; /* Self-Knowledge */ case 'k': self_knowledge(); break; /* Learn about objects */ case 'l': do_cmd_wiz_learn(); break; /* Magic Mapping */ case 'm': map_area(DETECT_RAD_ALL * 3); break; /* Mutation */ case 'M': (void)gain_random_mutation(command_arg); break; /* Reset Class */ case 'R': (void)do_cmd_wiz_reset_class(); break; /* Specific reward */ case 'r': (void)gain_level_reward(command_arg); break; /* Summon _friendly_ named monster */ case 'N': do_cmd_wiz_named_friendly(command_arg); break; /* Summon Named Monster */ case 'n': do_cmd_wiz_named(command_arg); break; /* Dump option bits usage */ case 'O': do_cmd_dump_options(); break; /* Object playing routines */ case 'o': do_cmd_wiz_play(); break; /* Phase Door */ case 'p': teleport_player(10, 0L); break; /* Complete a Quest -KMW- */ case 'q': if(p_ptr->inside_quest) { if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN) { complete_quest(p_ptr->inside_quest); break; } } else { msg_print("No current quest"); msg_print(NULL); } break; /* Make every dungeon square "known" to test streamers -KMW- */ case 'u': for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { cave[y][x].info |= (CAVE_GLOW | CAVE_MARK); } } wiz_lite(FALSE); break; /* Summon Random Monster(s) */ case 's': if (command_arg <= 0) command_arg = 1; do_cmd_wiz_summon(command_arg); break; /* Special(Random Artifact) Objects */ case 'S': if (command_arg <= 0) command_arg = 1; acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE); break; /* Teleport */ case 't': teleport_player(100, 0L); break; /* Very Good Objects */ case 'v': if (command_arg <= 0) command_arg = 1; acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE); break; /* Wizard Light the Level */ case 'w': wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA)); break; /* Increase Experience */ case 'x': gain_exp(command_arg ? command_arg : (p_ptr->exp + 1)); break; /* Zap Monsters (Genocide) */ case 'z': do_cmd_wiz_zap(); break; /* Zap Monsters (Omnicide) */ case 'Z': do_cmd_wiz_zap_all(); break; /* Hack -- whatever I desire */ case '_': do_cmd_wiz_hack_ben(); break; /* Not a Wizard Command */ default: msg_print("That is not a valid debug command."); break; } }
/* * do_cmd_mind calls this function if the player's class * is 'Reckoner'. */ static bool cast_reckoner_spell(int spell) { /* this will vary based on the spells, and what they depend on */ int plev = p_ptr->lev; int b; int py = p_ptr->py; int px = p_ptr->px; int dir; /* spell code */ switch (spell) { case 0: if (plev < 30) { teleport_player(plev); } else { teleport_player(plev * 3); } break; case 1: b = (randint(50) + plev); if (b < 10) { unlite_area(randint(plev *2), (randint(plev / 5) + 2)); } else if (b < 25) { unlite_room(py, px); } else if (b < 50) { lite_room(py, px); } else { lite_area(randint(plev * 2), (randint(plev / 5) + 3)); } break; case 2: b = (randint(50) + plev); if (b < 20) { speed_monsters(); } else if (b < 30) { slow_monsters(); } else if (b < 55) { sleep_monsters(); } else if (b < 75) { if (!p_ptr->fast) { (void)set_fast(randint(plev) + plev); } else { (void)set_fast(p_ptr->fast + randint(5)); } break; } else { (void)set_fast(p_ptr->fast + b); slow_monsters(); sleep_monsters(); } break; case 3: if (!get_aim_dir(&dir)) return FALSE; (void)fire_bolt(GF_NETHER, dir, damroll((plev / 2), (3 + plev / 3))); break; case 4: if (!get_aim_dir(&dir)) return FALSE; (void)wall_to_mud(dir); break; case 5: (void)hp_player(damroll((plev / 3), plev)); (void)set_cut(0); break; case 6: set_recall(); break; case 7: if (!get_aim_dir(&dir)) return FALSE; (void)poly_monster(dir); break; case 8: if (plev < 40) { map_area(); (void)set_tim_esp(p_ptr->tim_esp + 10); } else { wiz_lite(); (void)set_tim_esp(p_ptr->tim_esp + plev); } break; case 9: msg_print("The world changes!"); /* Leaving */ p_ptr->leaving = TRUE; break; case 10: break; case 11: break; case 12: break; case 13: break; case 14: break; case 15: break; case 16: break; case 17: break; case 18: break; case 19: break; case 20: break; } return TRUE; }
/* * Ask for and parse a "debug command" * * The "p_ptr->command_arg" may have been set. */ void do_cmd_debug(void) { int py = p_ptr->py; int px = p_ptr->px; char cmd; /* Get a "debug command" */ if (!get_com("Debug Command: ", &cmd)) return; /* Analyze the command */ switch (cmd) { /* Ignore */ case ESCAPE: case ' ': case '\n': case '\r': { break; } #ifdef ALLOW_SPOILERS /* Hack -- Generate Spoilers */ case '"': { do_cmd_spoilers(); break; } #endif /* Hack -- Help */ case '?': { do_cmd_help(); break; } /* Cure all maladies */ case 'a': { do_cmd_wiz_cure_all(); break; } /* Teleport to target */ case 'b': { do_cmd_wiz_bamf(); break; } /* Create any object */ case 'c': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; wiz_create_item(p_ptr->command_arg); break; } /* Create an artefact */ case 'C': { char prompt[80]; char buf[80]; sprintf(prompt, "%s", "Index: "); sprintf(buf, "%d", 0); if(term_get_string(prompt, buf, 0)) wiz_create_artefact( atoi(buf) ); break; } /* Detect everything */ case 'd': { detect_all_doors_traps(); detect_all(); break; } /* Edit character */ case 'e': { do_cmd_wiz_change(); break; } /* Forget items and map and monster memory */ case 'f': { do_cmd_wiz_forget(); break; } /* Good Objects */ case 'g': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->command_arg, FALSE); break; } /* Identify */ case 'i': { (void)ident_spell(); break; } /* Go up or down in the dungeon */ case 'j': { do_cmd_wiz_jump(); break; } /* Self-Knowledge */ case 'k': { self_knowledge(); break; } /* Wizard Look */ case 'l': { do_cmd_wiz_look(); break; } /* Magic Mapping */ case 'm': { map_area(); break; } /* Summon Named Monster */ case 'n': { char prompt[80]; char buf[80]; sprintf(prompt, "%s", "Index: "); sprintf(buf, "%d", 0); if(term_get_string(prompt, buf, 0)) do_cmd_wiz_named(atoi(buf), TRUE); break; } /* Object playing routines */ case 'o': { do_cmd_wiz_play(); break; } /* Debug Options */ case 'O': { screen_save(); do_cmd_options_aux(6, "Debug Options"); screen_load(); break; } /* Phase Door */ case 'p': { teleport_player(10); break; } /* Query the dungeon */ case 'q': { do_cmd_wiz_query(); break; } /* Summon Random Monster(s) */ case 's': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; do_cmd_wiz_summon(p_ptr->command_arg); break; } /* Teleport */ case 't': { teleport_player(100); break; } /* Un-hide all monsters */ case 'u': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 255; do_cmd_wiz_unhide(p_ptr->command_arg); break; } /* Very Good Objects */ case 'v': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->command_arg, TRUE); break; } /* Wizard Light the Level */ case 'w': { wiz_light(); break; } /* Increase Experience */ case 'x': { if (p_ptr->command_arg) { gain_exp(p_ptr->command_arg); } else { gain_exp(p_ptr->exp); } break; } /* Zap Monsters (Banishment) */ case 'z': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = MAX_SIGHT; do_cmd_wiz_zap(p_ptr->command_arg); break; } /* Oops */ default: { msg_print("That is not a valid debug command."); break; } } }
/********************************************************************** * Spells: Note, we are still using the old "Book Spell System" **********************************************************************/ cptr do_necromancy_spell(int spell, int mode) { bool name = (mode == SPELL_NAME) ? TRUE : FALSE; bool desc = (mode == SPELL_DESC) ? TRUE : FALSE; bool info = (mode == SPELL_INFO) ? TRUE : FALSE; bool cast = (mode == SPELL_CAST) ? TRUE : FALSE; bool fail = (mode == SPELL_FAIL) ? TRUE : FALSE; int plev = p_ptr->lev; switch (spell) { /* Stench of Death */ case 0: if (name) return "Cold Touch"; if (desc) return "Damage an adjacent monster with a chilling touch."; if (info) return _necro_info_damage(2, 6, plev + p_ptr->to_d_spell); if (cast && !_necro_do_touch(GF_COLD, 2, 6, plev + p_ptr->to_d_spell)) return NULL; break; case 1: if (name) return "Summon Rat"; if (desc) return "Summons a rat to feast on the dead!"; if (cast || fail) _necro_do_summon(SUMMON_RAT, 1, fail); break; case 2: if (name) return "Detect Life"; if (desc) return "Detects all living monsters in your vicinity."; if (info) return info_radius(DETECT_RAD_DEFAULT); if (cast) detect_monsters_living(DETECT_RAD_DEFAULT, "You sense the presence of life around you."); break; case 3: if (name) return "Detect Unlife"; if (desc) return "Detects all nonliving monsters in your vicinity."; if (info) return info_radius(DETECT_RAD_DEFAULT); if (cast) detect_monsters_nonliving(DETECT_RAD_DEFAULT); break; case 4: if (name) return "Poison Touch"; if (desc) return "Damage an adjacent monster with a venomous touch."; if (info) return _necro_info_damage(4, 6, plev + p_ptr->to_d_spell); if (cast && !_necro_do_touch(GF_POIS, 4, 6, plev + p_ptr->to_d_spell)) return NULL; break; case 5: if (name) return "Summon Bats"; if (desc) return "Summons bats to feast on the living!"; if (cast || fail) _necro_do_summon(SUMMON_BAT, 1 + randint1(2), fail); break; case 6: if (name) return "Eldritch Howl"; if (desc) return "Emit a terrifying howl."; if (cast) project_hack(GF_ELDRITCH_HOWL, spell_power(plev * 3)); break; case 7: if (name) return "Black Touch"; if (desc) return "Damage an adjacent monster with a dark touch."; if (info) return _necro_info_damage(6, 6, plev * 3 / 2 + p_ptr->to_d_spell); if (cast && !_necro_do_touch(GF_DARK, 6, 6, plev * 3 / 2 + p_ptr->to_d_spell)) return NULL; break; /* Sepulchral Ways */ case 8: if (name) return "Summon Wolves"; if (desc) return "Summons wolves to feast on the living!"; if (cast || fail) _necro_do_summon(SUMMON_WOLF, 1 + randint1(2), fail); break; case 9: if (name) return "Black Cloak"; if (desc) return "You become shrouded in darkness."; if (cast) { set_tim_dark_stalker(spell_power(randint1(plev) + plev), FALSE); } break; case 10: if (name) return "Undead Sight"; if (desc) return "Learn about your nearby surroundings by communing with the dead."; if (info) return info_radius(DETECT_RAD_MAP); if (cast) { map_area(DETECT_RAD_MAP); detect_traps(DETECT_RAD_DEFAULT, TRUE); detect_doors(DETECT_RAD_DEFAULT); detect_stairs(DETECT_RAD_DEFAULT); } break; case 11: if (name) return "Undead Lore"; if (desc) return "Ask the dead to examine an object for you."; if (cast) ident_spell(NULL); break; case 12: if (name) return "Repelling Touch"; if (desc) return "Conjure a foul wind to blow an adjacent monster away."; if (cast) { int y, x, dir; if (!_necro_check_touch()) return NULL; if (!get_rep_dir2(&dir)) return NULL; if (dir == 5) return NULL; y = py + ddy[dir]; x = px + ddx[dir]; if (!cave[y][x].m_idx) { msg_print("There is no monster."); return NULL; } else { int i; int ty = y, tx = x; int oy = y, ox = x; int m_idx = cave[y][x].m_idx; monster_type *m_ptr = &m_list[m_idx]; char m_name[80]; monster_desc(m_name, m_ptr, 0); touch_zap_player(cave[y][x].m_idx); for (i = 0; i < 10; i++) { y += ddy[dir]; x += ddx[dir]; if (cave_empty_bold(y, x)) { ty = y; tx = x; } else break; } if ((ty != oy) || (tx != ox)) { msg_format("A foul wind blows %s away!", m_name); cave[oy][ox].m_idx = 0; cave[ty][tx].m_idx = m_idx; m_ptr->fy = ty; m_ptr->fx = tx; update_mon(m_idx, TRUE); lite_spot(oy, ox); lite_spot(ty, tx); if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) p_ptr->update |= (PU_MON_LITE); } } } break; case 13: if (name) return "Vampiric Touch"; if (desc) return "Steal life from an adjacent foe."; if (info) return _necro_info_damage(0, 0, plev * 4 + p_ptr->to_d_spell); if (cast && !_necro_do_touch(GF_OLD_DRAIN, 0, 0, plev * 4 + p_ptr->to_d_spell)) return NULL; break; case 14: if (name) return "Dread of Night"; if (desc) return "Summons Dread to do your bidding. Beware of failure!"; if (cast || fail) _necro_do_summon(SUMMON_DREAD, 1 + randint0(3), fail); break; case 15: if (name) return "Entomb"; if (desc) return "Entombs chosen foe."; if (cast) { int dir; if (!get_fire_dir(&dir)) return NULL; fire_ball_hide(GF_ENTOMB, dir, plev, 0); p_ptr->update |= (PU_FLOW); p_ptr->redraw |= (PR_MAP); } break; /* Return of the Dead */ case 16: if (name) return "Summon Zombies"; if (desc) return "The dead are back and hungry for brains!"; if (cast || fail) _necro_do_summon(SUMMON_ZOMBIE, 2 + randint1(3), fail); break; case 17: if (name) return "Summon Skeletons"; if (desc) return "Summon skeletal assistance."; if (cast || fail) _necro_do_summon(SUMMON_SKELETON, 1 + randint0(3), fail); break; case 18: if (name) return "Summon Ghosts"; if (desc) return "Recall the spirits of slain warriors for unholy servitude."; if (cast || fail) _necro_do_summon(SUMMON_GHOST, 1 + randint0(3), fail); break; case 19: if (name) return "Summon Vampires"; if (desc) return "Its time to command the commanders!"; if (cast || fail) _necro_do_summon(SUMMON_VAMPIRE, 1 + randint0(2), fail); break; case 20: if (name) return "Summon Wraiths"; if (desc) return "Summon wights and wraiths to do your bidding."; if (cast || fail) _necro_do_summon(SUMMON_WIGHT, 1 + randint0(2), fail); break; case 21: if (name) return "Summon Liches"; if (desc) return "Call forth former necromancers."; if (cast || fail) _necro_do_summon(SUMMON_LICH, 1 + randint0(2), fail); break; case 22: if (name) return "Unholy Word"; if (desc) return "Utter an unspeakable word. The morale of your visible evil pets is temporarily boosted and they will serve you with renewed enthusiasm."; if (cast) project_hack(GF_UNHOLY_WORD, plev * 6); break; case 23: if (name) return "Lost Cause"; if (desc) return "Make a last ditch Kamikaze effort for victory!"; if (cast) discharge_minion(); break; /* Necromatic Tome */ case 24: if (name) return "Draining Touch"; if (desc) return "Steal mana from an adjacent foe."; if (info) return _necro_info_damage(5, 5, plev/2 + p_ptr->to_d_spell); if (cast && !_necro_do_touch(GF_DRAINING_TOUCH, 5, 5, plev/2 + p_ptr->to_d_spell)) return NULL; break; case 25: if (name) return "Unhallow Ground"; if (desc) return "Makes the current square unholy."; if (cast) warding_glyph(); /* TODO: Add new cave feature! */ break; case 26: { int base = spell_power(20); if (name) return "Shield of the Dead"; if (desc) return "Grants temporary protection"; if (info) return info_duration(base, base); if (cast) { set_tim_res_nether(randint1(base) + base, FALSE); set_oppose_pois(randint1(base) + base, FALSE); set_oppose_cold(randint1(base) + base, FALSE); set_shield(randint1(base) + base, FALSE); } break; } case 27: if (name) return "Rending Touch"; if (desc) return "Damage an adjacent monster with a disintegrating touch."; if (info) return _necro_info_damage(20, 20, plev + p_ptr->to_d_spell); if (cast && !_necro_do_touch(GF_DISINTEGRATE, 20, 20, plev + p_ptr->to_d_spell)) return NULL; break; case 28: if (name) return "Repose of the Dead"; if (desc) return "Sleep the sleep of the dead for a few rounds, during which time nothing can awaken you, except perhaps death. When (if?) you wake up, you will be thoroughly refreshed!"; if (cast) { if (!get_check("You will enter a deep slumber. Are you sure?")) return NULL; repose_of_the_dead = TRUE; set_paralyzed(4 + randint1(4), FALSE); } break; case 29: if (name) return "Sepulchral Wind"; if (desc) return "You call forth the wind of the dead. All nearby monsters are blown away!"; { int power = spell_power(plev * 4); if (info) return info_power(power); if (cast) banish_monsters(power); } break; case 30: if (name) return "Deadly Touch"; if (desc) return "Attempt to kill an adjacent monster."; if (cast && !_necro_do_touch(GF_DEATH_TOUCH, 0, 0, plev * 200)) return NULL; break; case 31: if (name) return "Necromancy"; if (desc) return "Bridge the world of the living with the world of the dead! Vast hordes of undead will come forth to serve the one true necromancer!"; if (cast) { int i; int sp_sides = 20 + plev; int sp_base = plev; int power = spell_power(plev); power += randint1(power); for (i = 0; i < 18; i++) { int attempt = 10; int my, mx, what; while (attempt--) { scatter(&my, &mx, py, px, 4, 0); /* Require empty grids */ if (cave_empty_bold2(my, mx)) break; } if (attempt < 0) continue; switch (randint1(4)) { case 1: what = SUMMON_LICH; break; case 2: what = SUMMON_WIGHT; break; case 3: what = SUMMON_VAMPIRE; break; case 4: default: what = SUMMON_GHOST; break; } summon_specific(-1, my, mx, power, what, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE)); } set_fast(randint1(sp_sides) + sp_base, FALSE); } break; } return ""; }
/* * 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; }
/* * do_cmd_mind calls this function if the player's class * is 'explorer'. */ static bool cast_explorer_spell(int spell) { /* this will vary based on the spells, and what they depend on */ int b = 0; int plev = p_ptr->lev; int px = p_ptr->px; int py = p_ptr->py; /* spell code */ switch (spell) { case 0: lite_room (py, px); break; case 1: if (plev > 44) wiz_lite(); else if (plev > 19) map_area(); if (plev < 30) { b = detect_monsters_normal(); if (plev > 14) b |= detect_monsters_invis(); if (plev > 4) { b |= detect_traps(); b |= detect_doors(); } } else { b = detect_all(); } if (plev > 24) { (void)set_tim_esp(p_ptr->tim_esp + plev); } if (!b) msg_print("You feel safe."); break; case 2: teleport_player(plev); break; case 3: (void)set_food(PY_FOOD_MAX - 1); break; case 4: ident_spell(); break; case 5: set_recall(); break; case 6: (void)recharge(30); break; case 7: alchemy(); break; case 8: { int time = randint(plev) + plev; (void)set_oppose_acid(p_ptr->oppose_acid + time); (void)set_oppose_elec(p_ptr->oppose_elec + time); (void)set_oppose_fire(p_ptr->oppose_fire + time); (void)set_oppose_cold(p_ptr->oppose_cold + time); (void)set_oppose_pois(p_ptr->oppose_pois + time); break; } case 9: break; case 10: break; case 11: break; case 12: break; case 13: break; case 14: break; case 15: break; case 16: break; case 17: break; case 18: break; case 19: break; case 20: break; } return TRUE; }
/* * Ask for and parse a "debug command" * The "command_arg" may have been set. */ void do_cmd_debug(void) { int py = p_ptr->py; int px = p_ptr->px; int x, y; char cmd; /* Get a "debug command" */ (void)get_com("Debug Command: ", &cmd); /* Analyze the command */ switch (cmd) { /* Nothing */ case ESCAPE: case ' ': case '\n': case '\r': break; #ifdef ALLOW_SPOILERS /* Hack -- Generate Spoilers */ case '"': do_cmd_spoilers(); break; #endif /* ALLOW_SPOILERS */ #ifdef MATLAB case '=': output_monster_matlab(); break; #endif /* MATLAB */ /* Hack -- Help */ case '?': screen_save(); (void)show_file("wizard.txt", NULL, 0 , 0); screen_load(); break; /* Cure all maladies */ case 'a': do_cmd_wiz_cure_all(); break; /* Know alignment */ case 'A': msg_format("Your alignment is %d.", p_ptr->align); break; /* Teleport to target */ case 'b': do_cmd_wiz_bamf(); break; /* Create any object */ case 'c': wiz_create_item(); break; /* Create a named artifact */ case 'C': /* wiz_create_named_art(p_ptr->command_arg);*/ break; /* Detect everything */ case 'd': (void)detect_all(); break; /* Edit character */ case 'e': do_cmd_wiz_change(); break; /* View item info */ case 'f': (void)identify_fully(); break; /* Create feature */ case 'F': if (p_ptr->command_arg > 0) do_cmd_wiz_feature(p_ptr->command_arg); break; /* Good Objects */ case 'g': if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->command_arg, FALSE, TRUE); break; /* Hitpoint rerating */ case 'h': do_cmd_rerate(); break; #ifdef MONSTER_HORDES case 'H': do_cmd_summon_horde(); break; #endif /* MONSTER_HORDES */ /* Identify */ case 'i': (void)ident_spell(); break; /* Fields Integrity */ case 'I': (void)test_field_data_integrity(); break; /* Go up or down in the dungeon */ case 'j': do_cmd_wiz_jump(); break; /* Test compression code */ case 'J': /* test_compress_module(); */ break; /* Self-Knowledge */ case 'k': self_knowledge(); break; /* Learn about objects */ case 'l': do_cmd_wiz_learn(); break; /* Lose Mutation */ case 'L': (void)lose_mutation(p_ptr->command_arg); break; /* Magic Mapping */ case 'm': map_area(); break; /* Gain Mutation */ case 'M': (void)gain_mutation(p_ptr->command_arg); break; /* Specific reward */ case 'r': (void)gain_level_reward(p_ptr->command_arg); break; /* Summon _friendly_ named monster */ case 'N': do_cmd_wiz_named_friendly(p_ptr->command_arg, TRUE); break; /* Summon Named Monster */ case 'n': do_cmd_wiz_named(p_ptr->command_arg, TRUE); break; /* Object playing routines */ case 'o': do_cmd_wiz_play(); break; /* Phase Door */ case 'p': teleport_player(10); break; #if 0 /* Complete a Quest -KMW- */ case 'q': { for (i = 0; i < max_quests; i++) { if (p_ptr->quest[i].status == QUEST_STATUS_TAKEN) { p_ptr->quest[i].status++; msg_print("Completed Quest"); msg_print(NULL); break; } } if (i == max_quests) { msg_print("No current quest"); msg_print(NULL); } break; } #endif /* Make every dungeon square "known" to test streamers -KMW- */ case 'u': { for (y = min_hgt; y < max_hgt; y++) { for (x = min_wid; x < max_wid; x++) { area(y, x)->info |= (CAVE_GLOW | CAVE_MARK); } } wiz_lite(); break; } /* Summon Random Monster(s) */ case 's': if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; do_cmd_wiz_summon(p_ptr->command_arg); break; /* Teleport */ case 't': teleport_player(100); break; /* Very Good Objects */ case 'v': if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->command_arg, TRUE, TRUE); break; /* Wizard Light the Level */ case 'w': if (p_ptr->depth) { wiz_lite(); } else { learn_map(); } break; case 'W': test_decision_tree(); break; /* Increase Experience */ case 'x': if (p_ptr->command_arg) { gain_exp(p_ptr->command_arg); } else { gain_exp(p_ptr->exp + 1); } break; /* Zap Monsters (Genocide) */ case 'z': do_cmd_wiz_zap(); break; case 'Z': do_cmd_wiz_zap_all(); break; /* Hack -- whatever I desire */ case '_': do_cmd_wiz_hack_ben(); break; #ifdef USE_SCRIPT /* Hack -- activate a script */ case '@': do_cmd_wiz_script(); break; #endif /* USE_SCRIPT */ /* Not a Wizard Command */ default: msg_print("That is not a valid debug command."); break; } }
/* * Ask for and parse a "debug command" * * The "p_ptr->command_arg" may have been set. */ void do_cmd_debug(void) { int py = p_ptr->py; int px = p_ptr->px; char cmd; /* Get a "debug command" */ if (!get_com("Debug Command: ", &cmd)) return; /* Analyze the command */ switch (cmd) { /* Ignore */ case ESCAPE: case ' ': case '\n': case '\r': { break; } #ifdef ALLOW_SPOILERS /* Hack -- Generate Spoilers */ case '"': { do_cmd_spoilers(); break; } #endif /* Hack -- Help */ case '?': { do_cmd_help(); break; } /* Cure all maladies */ case 'a': { do_cmd_wiz_cure_all(); break; } /* Teleport to target */ case 'b': { do_cmd_wiz_bamf(); break; } /* Create any object */ case 'c': { wiz_create_item(); break; } /* Create an artifact */ case 'C': { wiz_create_artifact(p_ptr->command_arg); break; } /* Detect everything */ case 'd': { detect_all(); break; } /* Edit character */ case 'e': { do_cmd_wiz_change(); break; } /* View item info */ case 'f': { (void)identify_fully(); break; } /* Good Objects */ case 'g': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->command_arg, FALSE); break; } /* Hitpoint rerating */ case 'h': { do_cmd_rerate(); break; } /* Identify */ case 'i': { (void)ident_spell(); break; } /* Go up or down in the dungeon */ case 'j': { do_cmd_wiz_jump(); break; } /* Self-Knowledge */ case 'k': { self_knowledge(); break; } /* Learn about objects */ case 'l': { do_cmd_wiz_learn(); break; } /* Magic Mapping */ case 'm': { map_area(); break; } /* Summon Named Monster */ case 'n': { do_cmd_wiz_named(p_ptr->command_arg, TRUE); break; } /* Object playing routines */ case 'o': { do_cmd_wiz_play(); break; } /* Phase Door */ case 'p': { teleport_player(10); break; } /* Query the dungeon */ case 'q': { do_cmd_wiz_query(); break; } /* Summon Random Monster(s) */ case 's': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; do_cmd_wiz_summon(p_ptr->command_arg); break; } /* Teleport */ case 't': { teleport_player(100); break; } /* Un-hide all monsters */ case 'u': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 255; do_cmd_wiz_unhide(p_ptr->command_arg); break; } /* Very Good Objects */ case 'v': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->command_arg, TRUE); break; } /* Wizard Light the Level */ case 'w': { wiz_lite(); break; } /* Increase Experience */ case 'x': { if (p_ptr->command_arg) { gain_exp(p_ptr->command_arg); } else { gain_exp(p_ptr->exp + 1); } break; } /* Zap Monsters (Genocide) */ case 'z': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = MAX_SIGHT; do_cmd_wiz_zap(p_ptr->command_arg); break; } /* Oops */ default: { msg_print("That is not a valid debug command."); break; } } }
static bool cast_priest_spell(int spell, int dir) { int py = p_ptr->py; int px = p_ptr->px; int plev = p_ptr->lev; int amt; switch (spell) { case PRAYER_DETECT_EVIL: { (void)detect_monsters_evil(TRUE); break; } case PRAYER_CURE_LIGHT_WOUNDS: { (void)heal_player(15, 15); (void)dec_timed(TMD_CUT, 20, TRUE); (void)dec_timed(TMD_CONFUSED, 20, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_BLESS: { (void)inc_timed(TMD_BLESSED, randint1(12) + 12, TRUE); break; } case PRAYER_REMOVE_FEAR: { (void)clear_timed(TMD_AFRAID, TRUE); break; } case PRAYER_CALL_LIGHT: { (void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; } case PRAYER_FIND_TRAPS_DOORS: { (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); break; } case PRAYER_SLOW_POISON: { (void)set_timed(TMD_POISONED, p_ptr->timed[TMD_POISONED] / 2, TRUE); break; } case PRAYER_SCARE_MONSTER: { (void)fear_monster(dir, plev, TRUE); break; } case PRAYER_PORTAL: { teleport_player(plev * 3); break; } case PRAYER_CURE_SERIOUS_WOUNDS: { (void)heal_player(20, 25); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_CHANT: { (void)inc_timed(TMD_BLESSED, randint1(24) + 24, TRUE); break; } case PRAYER_SANCTUARY: { (void)sleep_monsters_touch(TRUE); break; } case PRAYER_SATISFY_HUNGER: { (void)set_food(PY_FOOD_MAX - 1); break; } case PRAYER_REMOVE_CURSE: { remove_curse(); break; } case PRAYER_RESIST_HEAT_COLD: { (void)inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE); break; } case PRAYER_NEUTRALIZE_POISON: { (void)clear_timed(TMD_POISONED, TRUE); break; } case PRAYER_ORB_OF_DRAINING: { fire_ball(GF_HOLY_ORB, dir, (damroll(3, 6) + plev + (plev / (player_has(PF_BLESS_WEAPON) ? 2 : 4))), ((plev < 30) ? 2 : 3)); break; } case PRAYER_CURE_CRITICAL_WOUNDS: { (void)heal_player(25, 30); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_SENSE_INVISIBLE: { (void)inc_timed(TMD_SINVIS, randint1(24) + 24, TRUE); break; } case PRAYER_PROTECTION_FROM_EVIL: { (void)inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE); break; } case PRAYER_EARTHQUAKE: { earthquake(py, px, 10); break; } case PRAYER_SENSE_SURROUNDINGS: { map_area(); break; } case PRAYER_CURE_MORTAL_WOUNDS: { (void)heal_player(30, 50); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_TURN_UNDEAD: { (void)turn_undead(TRUE); break; } case PRAYER_PRAYER: { (void)inc_timed(TMD_BLESSED, randint1(48) + 48, TRUE); break; } case PRAYER_DISPEL_UNDEAD: { (void)dispel_undead(randint1(plev * 3)); break; } case PRAYER_HEAL: { amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; (void)hp_player(amt); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_DISPEL_EVIL: { (void)dispel_evil(randint1(plev * 3)); break; } case PRAYER_GLYPH_OF_WARDING: { warding_glyph(); break; } case PRAYER_HOLY_WORD: { (void)dispel_evil(randint1(plev * 4)); (void)hp_player(1000); (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); break; } case PRAYER_DETECT_MONSTERS: { (void)detect_monsters_normal(TRUE); break; } case PRAYER_DETECTION: { (void)detect_all(TRUE); break; } case PRAYER_PERCEPTION: { return ident_spell(); } case PRAYER_PROBING: { (void)probing(); break; } case PRAYER_CLAIRVOYANCE: { wiz_light(); break; } case PRAYER_CURE_SERIOUS_WOUNDS2: { (void)heal_player(20, 25); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_CURE_MORTAL_WOUNDS2: { (void)heal_player(30, 50); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_HEALING: { (void)hp_player(2000); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); break; } case PRAYER_RESTORATION: { (void)do_res_stat(A_STR); (void)do_res_stat(A_INT); (void)do_res_stat(A_WIS); (void)do_res_stat(A_DEX); (void)do_res_stat(A_CON); (void)do_res_stat(A_CHR); break; } case PRAYER_REMEMBRANCE: { (void)restore_level(); break; } case PRAYER_DISPEL_UNDEAD2: { (void)dispel_undead(randint1(plev * 4)); break; } case PRAYER_DISPEL_EVIL2: { (void)dispel_evil(randint1(plev * 4)); break; } case PRAYER_BANISH_EVIL: { if (banish_evil(100)) { msg("The power of your god banishes evil!"); } break; } case PRAYER_WORD_OF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); break; } case PRAYER_ANNIHILATION: { drain_life(dir, 200); break; } case PRAYER_UNBARRING_WAYS: { (void)destroy_doors_touch(); break; } case PRAYER_RECHARGING: { return recharge(15); } case PRAYER_DISPEL_CURSE: { (void)remove_all_curse(); break; } case PRAYER_ENCHANT_WEAPON: { return enchant_spell(randint0(4) + 1, randint0(4) + 1, 0); } case PRAYER_ENCHANT_ARMOUR: { return enchant_spell(0, 0, randint0(3) + 2); } case PRAYER_ELEMENTAL_BRAND: { brand_weapon(); break; } case PRAYER_BLINK: { teleport_player(10); break; } case PRAYER_TELEPORT_SELF: { teleport_player(plev * 8); break; } case PRAYER_TELEPORT_OTHER: { (void)teleport_monster(dir); break; } case PRAYER_TELEPORT_LEVEL: { (void)teleport_player_level(); break; } case PRAYER_WORD_OF_RECALL: { set_recall(); break; } case PRAYER_ALTER_REALITY: { msg("The world changes!"); /* Leaving */ p_ptr->leaving = TRUE; break; } } /* Success */ return (TRUE); }
/* * Ask for and parse a "debug command" * * The "p_ptr->command_arg" may have been set. */ void do_cmd_debug(void) { int py = p_ptr->py; int px = p_ptr->px; struct keypress cmd; const monster_race *r_ptr; /* Get a "debug command" */ if (!get_com("Debug Command: ", &cmd)) return; /* Analyze the command */ switch (cmd.code) { /* Ignore */ case ESCAPE: case ' ': case KC_ENTER: { break; } #ifdef ALLOW_SPOILERS /* Hack -- Generate Spoilers */ case '"': { do_cmd_spoilers(); break; } #endif /* Hack -- Help */ case '?': { do_cmd_wiz_help(); break; } /* Cure all maladies */ case 'a': { do_cmd_wiz_cure_all(); break; } /* Make the player powerful */ case 'A': { do_cmd_wiz_advance(); break; } /* Teleport to target */ case 'b': { do_cmd_wiz_bamf(); break; } /* Create any object */ case 'c': { wiz_create_item(); break; } /* Create an artifact */ case 'C': { if (p_ptr->command_arg > 0) { wiz_create_artifact(p_ptr->command_arg); } else { char name[80] = ""; int a_idx = -1; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Create which artifact? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if an a_idx was entered */ a_idx = get_idx_from_name(name); /* If not, find the artifact with that name */ if (a_idx < 1) a_idx = lookup_artifact_name(name); /* Did we find a valid artifact? */ if (a_idx != -1) wiz_create_artifact(a_idx); else msg("No artifact found."); } /* Reload the screen */ screen_load(); } break; } /* Detect everything */ case 'd': { detect_all(TRUE); break; } /* Test for disconnected dungeon */ case 'D': { disconnect_stats(); break; } /* Edit character */ case 'e': { do_cmd_wiz_change(); break; } case 'f': { stats_collect(); break; } /* Good Objects */ case 'g': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->depth, p_ptr->command_arg, FALSE); break; } /* GF demo */ case 'G': { wiz_gf_demo(); break; } /* Hitpoint rerating */ case 'h': { do_cmd_rerate(); break; } /* Identify */ case 'i': { (void)ident_spell(); break; } /* Go up or down in the dungeon */ case 'j': { do_cmd_wiz_jump(); break; } /* Learn about objects */ case 'l': { do_cmd_wiz_learn(); break; } case 'L': do_cmd_keylog(); break; /* Magic Mapping */ case 'm': { map_area(); break; } /* Summon Named Monster */ case 'n': { s16b r_idx = 0; if (p_ptr->command_arg > 0) { r_idx = p_ptr->command_arg; } else { char name[80] = ""; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Summon which monster? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if a r_idx was entered */ r_idx = get_idx_from_name(name); /* If not, find the monster with that name */ if (r_idx < 1) r_idx = lookup_monster(name); p_ptr->redraw |= (PR_MAP | PR_MONLIST); /* Reload the screen */ screen_load(); } } if (r_idx > 0) do_cmd_wiz_named(r_idx, TRUE); else msg("No monster found."); break; } /* Object playing routines */ case 'o': { do_cmd_wiz_play(); break; } /* Phase Door */ case 'p': { teleport_player(10); break; } /* Monster pit stats */ case 'P': { pit_stats(); break; } /* Query the dungeon */ case 'q': { do_cmd_wiz_query(); break; } /* Get full recall for a monster */ case 'r': { s16b r_idx = 0; if (p_ptr->command_arg > 0) { r_idx = p_ptr->command_arg; } else { struct keypress sym; const char *prompt = "Full recall for [a]ll monsters or [s]pecific monster? "; if (!get_com(prompt, &sym)) return; if (sym.code == 'a' || sym.code == 'A') { int i; for (i = 1; i < z_info->r_max; i++) { r_ptr = &r_info[i]; cheat_monster_lore(r_ptr, &l_list[i]); } break; } else if (sym.code == 's' || sym.code == 'S') { char name[80] = ""; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Which monster? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if a r_idx was entered */ r_idx = get_idx_from_name(name); /* If not, find the monster with that name */ if (r_idx < 1) r_idx = lookup_monster(name); } /* Reload the screen */ screen_load(); } else { /* Assume user aborts */ break; } } /* Did we find a valid monster? */ if (r_idx > 0) { r_ptr = &r_info[r_idx]; cheat_monster_lore(r_ptr, &l_list[r_idx]); } else msg("No monster found."); break; } /* Summon Random Monster(s) */ case 's': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; do_cmd_wiz_summon(p_ptr->command_arg); break; } /* Collect stats (S) */ case 'S': { stats_collect(); break; } /* Teleport */ case 't': { teleport_player(100); break; } /* Create a trap */ case 'T': { if (cave->feat[p_ptr->py][p_ptr->px] != FEAT_FLOOR) msg("You can't place a trap there!"); else if (p_ptr->depth == 0) msg("You can't place a trap in the town!"); else cave_set_feat(cave, p_ptr->py, p_ptr->px, FEAT_INVIS); break; } /* Un-hide all monsters */ case 'u': { detect_monsters_entire_level(); break; } /* Very Good Objects */ case 'v': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->depth, p_ptr->command_arg, TRUE); break; } case 'V': { wiz_test_kind(p_ptr->command_arg); break; } /* Wizard Light the Level */ case 'w': { wiz_light(TRUE); break; } /* Wipe recall for a monster */ case 'W': { s16b r_idx = 0; if (p_ptr->command_arg > 0) { r_idx = p_ptr->command_arg; } else { struct keypress sym; const char *prompt = "Wipe recall for [a]ll monsters or [s]pecific monster? "; if (!get_com(prompt, &sym)) return; if (sym.code == 'a' || sym.code == 'A') { int i; for (i = 1; i < z_info->r_max; i++) { r_ptr = &r_info[i]; wipe_monster_lore(r_ptr, &l_list[i]); } break; } else if (sym.code == 's' || sym.code == 'S') { char name[80] = ""; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Which monster? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if a r_idx was entered */ r_idx = get_idx_from_name(name); /* If not, find the monster with that name */ if (r_idx < 1) r_idx = lookup_monster(name); } /* Reload the screen */ screen_load(); } else { /* Assume user aborts */ break; } } /* Did we find a valid monster? */ if (r_idx > 0) { r_ptr = &r_info[r_idx]; wipe_monster_lore(r_ptr, &l_list[r_idx]); } else msg("No monster found."); break; } /* Increase Experience */ case 'x': { if (p_ptr->command_arg) { player_exp_gain(p_ptr, p_ptr->command_arg); } else { player_exp_gain(p_ptr, p_ptr->exp + 1); } break; } /* Zap Monsters (Banishment) */ case 'z': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = MAX_SIGHT; do_cmd_wiz_zap(p_ptr->command_arg); break; } /* Hack */ case '_': { do_cmd_wiz_hack_ben(); break; } /* Oops */ default: { msg("That is not a valid debug command."); break; } } }