/*! * @brief プレイヤーを完全回復する / * Cure everything instantly * @return なし */ static void do_cmd_wiz_cure_all(void) { /* Restore stats */ (void)res_stat(A_STR); (void)res_stat(A_INT); (void)res_stat(A_WIS); (void)res_stat(A_CON); (void)res_stat(A_DEX); (void)res_stat(A_CHR); /* Restore the level */ (void)restore_level(); /* Heal the player */ if (p_ptr->chp < p_ptr->mhp) { p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* Redraw */ p_ptr->redraw |= (PR_HP); /* Window stuff */ p_ptr->window |= (PW_PLAYER); } /* Restore mana */ if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER); p_ptr->window |= (PW_SPELL); } /* Cure stuff */ (void)set_blind(0); (void)set_confused(0); (void)set_poisoned(0); (void)set_afraid(0); (void)set_paralyzed(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)set_slow(0, TRUE); /* No longer hungry */ (void)set_food(PY_FOOD_MAX - 1); }
/* * Cure everything instantly */ static void do_cmd_wiz_cure_all(void) { /* Remove curses */ (void)remove_all_curse(); /* Restore stats */ (void)res_stat(A_STR, 200); (void)res_stat(A_INT, 200); (void)res_stat(A_WIS, 200); (void)res_stat(A_CON, 200); (void)res_stat(A_DEX, 200); (void)res_stat(A_CHR, 200); /* Restore the level */ (void)restore_level(); /* Heal the player */ p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* Restore mana */ p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; /* Cure stuff */ (void)set_blind(0); (void)set_confused(0); (void)set_poisoned(0); (void)set_afraid(0); (void)set_paralyzed(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)set_slow(0); /* No longer hungry */ (void)set_food(PY_FOOD_MAX - 1); /* Redraw everything */ do_cmd_redraw(); }
void _repose_of_the_dead_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Repose of the Dead"); break; case SPELL_DESC: var_set_string(res, "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!"); break; case SPELL_CAST: var_set_bool(res, FALSE); if (!get_check("You will enter a deep slumber. Are you sure?")) return; repose_of_the_dead = TRUE; set_paralyzed(4 + randint1(4), FALSE); var_set_bool(res, TRUE); break; default: default_spell(cmd, res); break; } }
static bool quaff_potion(object_type *o_ptr, bool *ident) { /* Analyze the potion */ switch (o_ptr->sval) { case SV_POTION_WATER: case SV_POTION_APPLE_JUICE: case SV_POTION_SLIME_MOLD: { msg_print("You feel less thirsty."); *ident = TRUE; break; } case SV_POTION_SLOWNESS: { if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE; break; } case SV_POTION_SALT_WATER: { msg_print("The potion makes you vomit!"); (void)set_food(PY_FOOD_STARVE - 1); (void)set_poisoned(0); (void)set_paralyzed(p_ptr->paralyzed + 4); *ident = TRUE; break; } case SV_POTION_POISON: { if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10)) { *ident = TRUE; } } break; } case SV_POTION_BLINDNESS: { if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + rand_int(100) + 100)) { *ident = TRUE; } } break; } case SV_POTION_CONFUSION: { if (!p_ptr->resist_confu) { if (set_confused(p_ptr->confused + rand_int(20) + 15)) { *ident = TRUE; } } break; } case SV_POTION_SLEEP: { if (!p_ptr->free_act) { if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4)) { *ident = TRUE; } } break; } case SV_POTION_LOSE_MEMORIES: { if (!p_ptr->hold_life && (p_ptr->exp > 0)) { msg_print("You feel your memories fade."); lose_exp(p_ptr->exp / 4); *ident = TRUE; } break; } case SV_POTION_RUINATION: { msg_print("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); (void)dec_stat(A_DEX, 25, TRUE); (void)dec_stat(A_WIS, 25, TRUE); (void)dec_stat(A_CON, 25, TRUE); (void)dec_stat(A_STR, 25, TRUE); (void)dec_stat(A_CHR, 25, TRUE); (void)dec_stat(A_INT, 25, TRUE); *ident = TRUE; break; } case SV_POTION_DEC_STR: { if (do_dec_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_DEC_INT: { if (do_dec_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_DEC_WIS: { if (do_dec_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_DEC_DEX: { if (do_dec_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_DEC_CON: { if (do_dec_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_DEC_CHR: { if (do_dec_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_DETONATIONS: { msg_print("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)set_stun(p_ptr->stun + 75); (void)set_cut(p_ptr->cut + 5000); *ident = TRUE; break; } case SV_POTION_DEATH: { msg_print("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *ident = TRUE; break; } case SV_POTION_INFRAVISION: { if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100))) { *ident = TRUE; } break; } case SV_POTION_DETECT_INVIS: { if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12))) { *ident = TRUE; } break; } case SV_POTION_SLOW_POISON: { if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE; break; } case SV_POTION_CURE_POISON: { if (set_poisoned(0)) *ident = TRUE; break; } case SV_POTION_BOLDNESS: { if (set_afraid(0)) *ident = TRUE; break; } case SV_POTION_SPEED: { if (!p_ptr->fast) { if (set_fast(randint(25) + 15)) *ident = TRUE; } else { (void)set_fast(p_ptr->fast + 5); } break; } case SV_POTION_RESIST_HEAT: { if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10)) { *ident = TRUE; } break; } case SV_POTION_RESIST_COLD: { if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10)) { *ident = TRUE; } break; } case SV_POTION_HEROISM: { if (hp_player(10)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE; break; } case SV_POTION_BERSERK_STRENGTH: { if (hp_player(30)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE; break; } case SV_POTION_CURE_LIGHT: { if (hp_player(damroll(2, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_cut(p_ptr->cut - 10)) *ident = TRUE; break; } case SV_POTION_CURE_SERIOUS: { if (hp_player(damroll(4, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE; break; } case SV_POTION_CURE_CRITICAL: { if (hp_player(damroll(6, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_HEALING: { if (hp_player(300)) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_STAR_HEALING: { if (hp_player(1200)) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_LIFE: { msg_print("You feel life flow through your body!"); restore_level(); (void)set_poisoned(0); (void)set_blind(0); (void)set_confused(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)do_res_stat(A_STR); (void)do_res_stat(A_CON); (void)do_res_stat(A_DEX); (void)do_res_stat(A_WIS); (void)do_res_stat(A_INT); (void)do_res_stat(A_CHR); /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; break; } case SV_POTION_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg_print("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); *ident = TRUE; } break; } case SV_POTION_RESTORE_EXP: { if (restore_level()) *ident = TRUE; break; } case SV_POTION_RES_STR: { if (do_res_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_RES_INT: { if (do_res_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_RES_WIS: { if (do_res_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_RES_DEX: { if (do_res_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_RES_CON: { if (do_res_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_RES_CHR: { if (do_res_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_INC_STR: { if (do_inc_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_INC_INT: { if (do_inc_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_INC_WIS: { if (do_inc_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_INC_DEX: { if (do_inc_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_INC_CON: { if (do_inc_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_INC_CHR: { if (do_inc_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_AUGMENTATION: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_ENLIGHTENMENT: { msg_print("An image of your surroundings forms in your mind..."); wiz_lite(); *ident = TRUE; break; } case SV_POTION_STAR_ENLIGHTENMENT: { msg_print("You begin to feel more enlightened..."); message_flush(); wiz_lite(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); (void)detect_treasure(); (void)detect_objects_gold(); (void)detect_objects_normal(); identify_pack(); self_knowledge(); *ident = TRUE; break; } case SV_POTION_SELF_KNOWLEDGE: { msg_print("You begin to know yourself a little better..."); message_flush(); self_knowledge(); *ident = TRUE; break; } case SV_POTION_EXPERIENCE: { if (p_ptr->exp < PY_MAX_EXP) { s32b ee = (p_ptr->exp / 2) + 10; if (ee > 100000L) ee = 100000L; msg_print("You feel more experienced."); gain_exp(ee); *ident = TRUE; } break; } } return (TRUE); }
static bool eat_food(object_type *o_ptr, bool *ident) { /* Analyze the food */ switch (o_ptr->sval) { case SV_FOOD_POISON: { if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { if (set_poisoned(p_ptr->poisoned + rand_int(10) + 10)) { *ident = TRUE; } } break; } case SV_FOOD_BLINDNESS: { if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + rand_int(200) + 200)) { *ident = TRUE; } } break; } case SV_FOOD_PARANOIA: { if (!p_ptr->resist_fear) { if (set_afraid(p_ptr->afraid + rand_int(10) + 10)) { *ident = TRUE; } } break; } case SV_FOOD_CONFUSION: { if (!p_ptr->resist_confu) { if (set_confused(p_ptr->confused + rand_int(10) + 10)) { *ident = TRUE; } } break; } case SV_FOOD_HALLUCINATION: { if (!p_ptr->resist_chaos) { if (set_image(p_ptr->image + rand_int(250) + 250)) { *ident = TRUE; } } break; } case SV_FOOD_PARALYSIS: { if (!p_ptr->free_act) { if (set_paralyzed(p_ptr->paralyzed + rand_int(10) + 10)) { *ident = TRUE; } } break; } case SV_FOOD_WEAKNESS: { take_hit(damroll(6, 6), "poisonous food"); (void)do_dec_stat(A_STR); *ident = TRUE; break; } case SV_FOOD_SICKNESS: { take_hit(damroll(6, 6), "poisonous food"); (void)do_dec_stat(A_CON); *ident = TRUE; break; } case SV_FOOD_STUPIDITY: { take_hit(damroll(8, 8), "poisonous food"); (void)do_dec_stat(A_INT); *ident = TRUE; break; } case SV_FOOD_NAIVETY: { take_hit(damroll(8, 8), "poisonous food"); (void)do_dec_stat(A_WIS); *ident = TRUE; break; } case SV_FOOD_UNHEALTH: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON); *ident = TRUE; break; } case SV_FOOD_DISEASE: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_STR); *ident = TRUE; break; } case SV_FOOD_CURE_POISON: { if (set_poisoned(0)) *ident = TRUE; break; } case SV_FOOD_CURE_BLINDNESS: { if (set_blind(0)) *ident = TRUE; break; } case SV_FOOD_CURE_PARANOIA: { if (set_afraid(0)) *ident = TRUE; break; } case SV_FOOD_CURE_CONFUSION: { if (set_confused(0)) *ident = TRUE; break; } case SV_FOOD_CURE_SERIOUS: { if (hp_player(damroll(4, 8))) *ident = TRUE; break; } case SV_FOOD_RESTORE_STR: { if (do_res_stat(A_STR)) *ident = TRUE; break; } case SV_FOOD_RESTORE_CON: { if (do_res_stat(A_CON)) *ident = TRUE; break; } case SV_FOOD_RESTORING: { if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; break; } case SV_FOOD_RATION: case SV_FOOD_BISCUIT: case SV_FOOD_JERKY: case SV_FOOD_SLIME_MOLD: { msg_print("That tastes good."); *ident = TRUE; break; } case SV_FOOD_WAYBREAD: { msg_print("That tastes good."); (void)set_poisoned(0); (void)hp_player(damroll(4, 8)); *ident = TRUE; break; } case SV_FOOD_PINT_OF_ALE: case SV_FOOD_PINT_OF_WINE: { msg_print("That tastes good."); *ident = TRUE; break; } } /* Food can feed the player */ (void)set_food(p_ptr->food + o_ptr->pval); return (TRUE); }
/* * Attack the player via physical attacks. */ bool make_attack_normal(int m_idx) { monster_type *m_ptr = &mon_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; monster_lore *l_ptr = &l_list[m_ptr->r_idx]; int ap_cnt; int i, k, tmp, ac, rlev; int do_cut, do_stun; s32b gold; object_type *o_ptr; char o_name[80]; char m_name[80]; char ddesc[80]; bool blinked; /* Not allowed to attack */ if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE); /* Total armor */ ac = p_ptr->ac + p_ptr->to_a; /* Extract the effective monster level */ rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1); /* Get the monster name (or "it") */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); /* Get the "died from" information (i.e. "a kobold") */ monster_desc(ddesc, sizeof(ddesc), m_ptr, 0x88); /* Assume no blink */ blinked = FALSE; /* Scan through all blows */ for (ap_cnt = 0; ap_cnt < MONSTER_BLOW_MAX; ap_cnt++) { bool visible = FALSE; bool obvious = FALSE; int power = 0; int damage = 0; cptr act = NULL; /* Extract the attack infomation */ int effect = r_ptr->blow[ap_cnt].effect; int method = r_ptr->blow[ap_cnt].method; int d_dice = r_ptr->blow[ap_cnt].d_dice; int d_side = r_ptr->blow[ap_cnt].d_side; /* Hack -- no more attacks */ if (!method) break; /* Handle "leaving" */ if (p_ptr->leaving) break; /* Extract visibility (before blink) */ if (m_ptr->ml) visible = TRUE; /* Extract the attack "power" */ switch (effect) { case RBE_HURT: power = 60; break; case RBE_POISON: power = 5; break; case RBE_UN_BONUS: power = 20; break; case RBE_UN_POWER: power = 15; break; case RBE_EAT_GOLD: power = 5; break; case RBE_EAT_ITEM: power = 5; break; case RBE_EAT_FOOD: power = 5; break; case RBE_EAT_LITE: power = 5; break; case RBE_ACID: power = 0; break; case RBE_ELEC: power = 10; break; case RBE_FIRE: power = 10; break; case RBE_COLD: power = 10; break; case RBE_BLIND: power = 2; break; case RBE_CONFUSE: power = 10; break; case RBE_TERRIFY: power = 10; break; case RBE_PARALYZE: power = 2; break; case RBE_LOSE_STR: power = 0; break; case RBE_LOSE_DEX: power = 0; break; case RBE_LOSE_CON: power = 0; break; case RBE_LOSE_INT: power = 0; break; case RBE_LOSE_WIS: power = 0; break; case RBE_LOSE_CHR: power = 0; break; case RBE_LOSE_ALL: power = 2; break; case RBE_SHATTER: power = 60; break; case RBE_EXP_10: power = 5; break; case RBE_EXP_20: power = 5; break; case RBE_EXP_40: power = 5; break; case RBE_EXP_80: power = 5; break; case RBE_HALLU: power = 10; break; } /* Monster hits player */ if (!effect || check_hit(power, rlev)) { /* Always disturbing */ disturb(1, 0); /* Hack -- Apply "protection from evil" */ if ((p_ptr->protevil > 0) && (r_ptr->flags3 & (RF3_EVIL)) && (p_ptr->lev >= rlev) && ((rand_int(100) + p_ptr->lev) > 50)) { /* Remember the Evil-ness */ if (m_ptr->ml) { l_ptr->flags3 |= (RF3_EVIL); } /* Message */ msg_format("%^s is repelled.", m_name); /* Hack -- Next attack */ continue; } /* Assume no cut or stun */ do_cut = do_stun = 0; /* Describe the attack method */ switch (method) { case RBM_HIT: { act = "hits you."; do_cut = do_stun = 1; break; } case RBM_TOUCH: { act = "touches you."; break; } case RBM_PUNCH: { act = "punches you."; do_stun = 1; break; } case RBM_KICK: { act = "kicks you."; do_stun = 1; break; } case RBM_CLAW: { act = "claws you."; do_cut = 1; break; } case RBM_BITE: { act = "bites you."; do_cut = 1; break; } case RBM_STING: { act = "stings you."; break; } case RBM_XXX1: { act = "XXX1's you."; break; } case RBM_BUTT: { act = "butts you."; do_stun = 1; break; } case RBM_CRUSH: { act = "crushes you."; do_stun = 1; break; } case RBM_ENGULF: { act = "engulfs you."; break; } case RBM_XXX2: { act = "XXX2's you."; break; } case RBM_CRAWL: { act = "crawls on you."; break; } case RBM_DROOL: { act = "drools on you."; break; } case RBM_SPIT: { act = "spits on you."; break; } case RBM_XXX3: { act = "XXX3's on you."; break; } case RBM_GAZE: { act = "gazes at you."; break; } case RBM_WAIL: { act = "wails at you."; break; } case RBM_SPORE: { act = "releases spores at you."; break; } case RBM_XXX4: { act = "projects XXX4's at you."; break; } case RBM_BEG: { act = "begs you for money."; break; } case RBM_INSULT: { act = desc_insult[rand_int(MAX_DESC_INSULT)]; break; } case RBM_MOAN: { act = desc_moan[rand_int(MAX_DESC_MOAN)]; break; } case RBM_XXX5: { act = "XXX5's you."; break; } } /* Message */ if (act) msg_format("%^s %s", m_name, act); /* Hack -- assume all attacks are obvious */ obvious = TRUE; /* Roll out the damage */ damage = damroll(d_dice, d_side); /* Apply appropriate damage */ switch (effect) { case 0: { /* Hack -- Assume obvious */ obvious = TRUE; /* Hack -- No damage */ damage = 0; break; } case RBE_HURT: { /* Obvious */ obvious = TRUE; /* Hack -- Player armor reduces total damage */ damage -= (damage * ((ac < 150) ? ac : 150) / 250); /* Take damage */ take_hit(damage, ddesc); break; } case RBE_POISON: { /* Take damage */ take_hit(damage, ddesc); /* Take "poison" effect */ if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5)) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_POIS); break; } case RBE_UN_BONUS: { /* Take damage */ take_hit(damage, ddesc); /* Allow complete resist */ if (!p_ptr->resist_disen) { /* Apply disenchantment */ if (apply_disenchant(0)) obvious = TRUE; } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_DISEN); break; } case RBE_UN_POWER: { /* Take damage */ take_hit(damage, ddesc); /* Find an item */ for (k = 0; k < 10; k++) { /* Pick an item */ i = rand_int(INVEN_PACK); /* Obtain the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Drain charged wands/staffs */ if (((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)) && (o_ptr->pval > 0)) { /* Calculate healed hitpoints */ int heal = rlev * o_ptr->pval * o_ptr->number; /* Don't heal more than max hp */ heal = MIN(heal, m_ptr->maxhp - m_ptr->hp); /* Message */ msg_print("Energy drains from your pack!"); /* Obvious */ obvious = TRUE; /* Heal */ m_ptr->hp += heal; /* Redraw (later) if needed */ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Uncharge */ o_ptr->pval = 0; /* Combine / Reorder the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* Window stuff */ p_ptr->window |= (PW_INVEN); /* Done */ break; } } break; } case RBE_EAT_GOLD: { /* Take damage */ take_hit(damage, ddesc); /* Obvious */ obvious = TRUE; /* Saving throw (unless paralyzed) based on dex and level */ if (!p_ptr->paralyzed && (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev))) { /* Saving throw message */ msg_print("You quickly protect your money pouch!"); /* Occasional blink anyway */ if (rand_int(3)) blinked = TRUE; } /* Eat gold */ else { gold = (p_ptr->au / 10) + randint(25); if (gold < 2) gold = 2; if (gold > 5000) gold = (p_ptr->au / 20) + randint(3000); if (gold > p_ptr->au) gold = p_ptr->au; p_ptr->au -= gold; if (gold <= 0) { msg_print("Nothing was stolen."); } else if (p_ptr->au) { msg_print("Your purse feels lighter."); msg_format("%ld coins were stolen!", (long)gold); } else { msg_print("Your purse feels lighter."); msg_print("All of your coins were stolen!"); } /* Redraw gold */ p_ptr->redraw |= (PR_GOLD); /* Window stuff */ p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); /* Blink away */ blinked = TRUE; } break; } case RBE_EAT_ITEM: { /* Take damage */ take_hit(damage, ddesc); /* Saving throw (unless paralyzed) based on dex and level */ if (!p_ptr->paralyzed && (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev))) { /* Saving throw message */ msg_print("You grab hold of your backpack!"); /* Occasional "blink" anyway */ blinked = TRUE; /* Obvious */ obvious = TRUE; /* Done */ break; } /* Find an item */ for (k = 0; k < 10; k++) { object_type *i_ptr; object_type object_type_body; /* Pick an item */ i = rand_int(INVEN_PACK); /* Obtain the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Skip artifacts */ if (artifact_p(o_ptr)) continue; /* Get a description */ object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 3); /* Message */ msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i)); /* Get local object */ i_ptr = &object_type_body; /* Obtain local object */ object_copy(i_ptr, o_ptr); /* Modify number */ i_ptr->number = 1; /* Carry the object */ (void)monster_carry(m_idx, i_ptr); /* Steal the items */ inven_item_increase(i, -1); inven_item_optimize(i); /* Obvious */ obvious = TRUE; /* Blink away */ blinked = TRUE; /* Done */ break; } break; } case RBE_EAT_FOOD: { /* Take damage */ take_hit(damage, ddesc); /* Steal some food */ for (k = 0; k < 10; k++) { /* Pick an item from the pack */ i = rand_int(INVEN_PACK); /* Get the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Skip non-food objects */ if (o_ptr->tval != TV_FOOD) continue; /* Get a description */ object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0); /* Message */ msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i)); /* Steal the items */ inven_item_increase(i, -1); inven_item_optimize(i); /* Obvious */ obvious = TRUE; /* Done */ break; } break; } case RBE_EAT_LITE: { /* Take damage */ take_hit(damage, ddesc); /* Get the lite */ o_ptr = &inventory[INVEN_LITE]; /* Drain fuel */ if ((o_ptr->pval > 0) && (!artifact_p(o_ptr))) { /* Reduce fuel */ o_ptr->pval -= (250 + randint(250)); if (o_ptr->pval < 1) o_ptr->pval = 1; /* Notice */ if (!p_ptr->blind) { msg_print("Your light dims."); obvious = TRUE; } /* Window stuff */ p_ptr->window |= (PW_EQUIP); } break; } case RBE_ACID: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are covered in acid!"); /* Special damage */ acid_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_ACID); break; } case RBE_ELEC: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are struck by electricity!"); /* Take damage (special) */ elec_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_ELEC); break; } case RBE_FIRE: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are enveloped in flames!"); /* Take damage (special) */ fire_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_FIRE); break; } case RBE_COLD: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are covered with frost!"); /* Take damage (special) */ cold_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_COLD); break; } case RBE_BLIND: { /* Take damage */ take_hit(damage, ddesc); /* Increase "blind" */ if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + 10 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_BLIND); break; } case RBE_CONFUSE: { /* Take damage */ take_hit(damage, ddesc); /* Increase "confused" */ if (!p_ptr->resist_confu) { if (set_confused(p_ptr->confused + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_CONFU); break; } case RBE_TERRIFY: { /* Take damage */ take_hit(damage, ddesc); /* Increase "afraid" */ if (p_ptr->resist_fear) { msg_print("You stand your ground!"); obvious = TRUE; } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You stand your ground!"); obvious = TRUE; } else { if (set_afraid(p_ptr->afraid + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_FEAR); break; } case RBE_PARALYZE: { /* Hack -- Prevent perma-paralysis via damage */ if (p_ptr->paralyzed && (damage < 1)) damage = 1; /* Take damage */ take_hit(damage, ddesc); /* Increase "paralyzed" */ if (p_ptr->free_act) { msg_print("You are unaffected!"); obvious = TRUE; } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); obvious = TRUE; } else { if (set_paralyzed(p_ptr->paralyzed + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_FREE); break; } case RBE_LOSE_STR: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_STR)) obvious = TRUE; break; } case RBE_LOSE_INT: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_INT)) obvious = TRUE; break; } case RBE_LOSE_WIS: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_WIS)) obvious = TRUE; break; } case RBE_LOSE_DEX: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_DEX)) obvious = TRUE; break; } case RBE_LOSE_CON: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_CON)) obvious = TRUE; break; } case RBE_LOSE_CHR: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_CHR)) obvious = TRUE; break; } case RBE_LOSE_ALL: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stats) */ if (do_dec_stat(A_STR)) obvious = TRUE; if (do_dec_stat(A_DEX)) obvious = TRUE; if (do_dec_stat(A_CON)) obvious = TRUE; if (do_dec_stat(A_INT)) obvious = TRUE; if (do_dec_stat(A_WIS)) obvious = TRUE; if (do_dec_stat(A_CHR)) obvious = TRUE; break; } case RBE_SHATTER: { /* Obvious */ obvious = TRUE; /* Hack -- Reduce damage based on the player armor class */ damage -= (damage * ((ac < 150) ? ac : 150) / 250); /* Take damage */ take_hit(damage, ddesc); /* Radius 8 earthquake centered at the monster */ if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8); break; } case RBE_EXP_10: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 95)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(10, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d/10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_20: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 90)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_40: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 75)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_80: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 50)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_HALLU: { /* Take damage */ take_hit(damage, ddesc); /* Increase "image" */ if (!p_ptr->resist_chaos) { if (set_image(p_ptr->image + 3 + randint(rlev / 2))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_CHAOS); break; } } /* Hack -- only one of cut or stun */ if (do_cut && do_stun) { /* Cancel cut */ if (rand_int(100) < 50) { do_cut = 0; } /* Cancel stun */ else { do_stun = 0; } } /* Handle cut */ if (do_cut) { int k; /* Critical hit (zero if non-critical) */ tmp = monster_critical(d_dice, d_side, damage); /* Roll for damage */ switch (tmp) { case 0: k = 0; break; case 1: k = randint(5); break; case 2: k = randint(5) + 5; break; case 3: k = randint(20) + 20; break; case 4: k = randint(50) + 50; break; case 5: k = randint(100) + 100; break; case 6: k = 300; break; default: k = 500; break; } /* Apply the cut */ if (k) (void)set_cut(p_ptr->cut + k); } /* Handle stun */ if (do_stun) { int k; /* Critical hit (zero if non-critical) */ tmp = monster_critical(d_dice, d_side, damage); /* Roll for damage */ switch (tmp) { case 0: k = 0; break; case 1: k = randint(5); break; case 2: k = randint(10) + 10; break; case 3: k = randint(20) + 20; break; case 4: k = randint(30) + 30; break; case 5: k = randint(40) + 40; break; case 6: k = 100; break; default: k = 200; break; } /* Apply the stun */ if (k) (void)set_stun(p_ptr->stun + k); } } /* Monster missed player */ else { /* Analyze failed attacks */ switch (method) { case RBM_HIT: case RBM_TOUCH: case RBM_PUNCH: case RBM_KICK: case RBM_CLAW: case RBM_BITE: case RBM_STING: case RBM_XXX1: case RBM_BUTT: case RBM_CRUSH: case RBM_ENGULF: case RBM_XXX2: /* Visible monsters */ if (m_ptr->ml) { /* Disturbing */ disturb(1, 0); /* Message */ msg_format("%^s misses you.", m_name); } break; } } /* Analyze "visible" monsters only */ if (visible) { /* Count "obvious" attacks (and ones that cause damage) */ if (obvious || damage || (l_ptr->blows[ap_cnt] > 10)) { /* Count attacks of this type */ if (l_ptr->blows[ap_cnt] < MAX_UCHAR) { l_ptr->blows[ap_cnt]++; } } } } /* Blink away */ if (blinked) { msg_print("There is a puff of smoke!"); teleport_away(m_idx, MAX_SIGHT * 2 + 5); } /* Always notice cause of death */ if (p_ptr->is_dead && (l_ptr->deaths < MAX_SHORT)) { l_ptr->deaths++; } /* Assume we attacked */ return (TRUE); }
static void do_cmd_eat_food_aux(int item) { int ident, lev; object_type *o_ptr; if (music_singing_any()) bard_stop_singing(); if (hex_spelling_any()) stop_hex_spell_all(); warlock_stop_singing(); /* Get the item (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } if (object_is_mushroom(o_ptr) && o_ptr->art_name && o_ptr->timeout) { msg_print("Your mushroom is still charging."); return; } /* Sound */ sound(SOUND_EAT); /* Take a turn */ energy_use = 100; /* Identity not known yet */ ident = FALSE; /* Object level */ lev = k_info[o_ptr->k_idx].level; if (o_ptr->tval == TV_FOOD) { /* Analyze the food */ switch (o_ptr->sval) { case SV_FOOD_POISON: { if (!res_save_default(RES_POIS)) { if (set_poisoned(p_ptr->poisoned + randint0(10) + 10, FALSE)) ident = TRUE; } break; } case SV_FOOD_BLINDNESS: { if (!res_save_default(RES_BLIND)) { if (set_blind(p_ptr->blind + randint0(200) + 200, FALSE)) ident = TRUE; } break; } case SV_FOOD_PARANOIA: { if (!fear_save_p(fear_threat_level())) ident = fear_add_p(FEAR_SCARED); break; } case SV_FOOD_CONFUSION: { if (!res_save_default(RES_CONF)) { if (set_confused(p_ptr->confused + randint0(10) + 10, FALSE)) ident = TRUE; } break; } case SV_FOOD_HALLUCINATION: { if (!res_save_default(RES_CHAOS)) { if (set_image(p_ptr->image + randint0(25) + 25, FALSE)) ident = TRUE; } break; } case SV_FOOD_PARALYSIS: { if (!p_ptr->free_act) { if (set_paralyzed(randint1(4), FALSE)) { ident = TRUE; } } break; } case SV_FOOD_WEAKNESS: { take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1); (void)do_dec_stat(A_STR); ident = TRUE; break; } case SV_FOOD_SICKNESS: { take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1); (void)do_dec_stat(A_CON); ident = TRUE; break; } case SV_FOOD_STUPIDITY: { take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1); (void)do_dec_stat(A_INT); ident = TRUE; break; } case SV_FOOD_NAIVETY: { take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1); (void)do_dec_stat(A_WIS); ident = TRUE; break; } case SV_FOOD_UNHEALTH: { take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1); (void)do_dec_stat(A_CON); ident = TRUE; break; } case SV_FOOD_DISEASE: { take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1); (void)do_dec_stat(A_STR); ident = TRUE; break; } case SV_FOOD_CURE_POISON: { if (set_poisoned(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_BLINDNESS: { if (set_blind(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_PARANOIA: { if (p_ptr->afraid) { fear_clear_p(); ident = TRUE; } break; } case SV_FOOD_CURE_CONFUSION: { if (set_confused(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_SERIOUS: { if (hp_player(damroll(6, 8))) ident = TRUE; if (set_cut((p_ptr->cut / 2) - 50, TRUE)) ident = TRUE; break; } case SV_FOOD_RESTORE_STR: { if (do_res_stat(A_STR)) ident = TRUE; break; } case SV_FOOD_RESTORE_CON: { if (do_res_stat(A_CON)) ident = TRUE; break; } case SV_FOOD_RESTORING: { if (do_res_stat(A_STR)) ident = TRUE; if (do_res_stat(A_INT)) ident = TRUE; if (do_res_stat(A_WIS)) ident = TRUE; if (do_res_stat(A_DEX)) ident = TRUE; if (do_res_stat(A_CON)) ident = TRUE; if (do_res_stat(A_CHR)) ident = TRUE; break; } case SV_FOOD_RATION: case SV_FOOD_BISCUIT: case SV_FOOD_JERKY: case SV_FOOD_SLIME_MOLD: { msg_print("That tastes good."); ident = TRUE; break; } case SV_FOOD_AMBROSIA: { msg_print("That tastes divine!"); set_poisoned(0, TRUE); hp_player(damroll(15, 15)); do_res_stat(A_STR); do_res_stat(A_INT); do_res_stat(A_WIS); do_res_stat(A_DEX); do_res_stat(A_CON); do_res_stat(A_CHR); restore_level(); ident = TRUE; break; } case SV_FOOD_WAYBREAD: { msg_print("That tastes good."); (void)set_poisoned(0, TRUE); (void)hp_player(damroll(4, 8)); ident = TRUE; break; } case SV_FOOD_PINT_OF_ALE: case SV_FOOD_PINT_OF_WINE: { msg_print("That tastes good."); ident = TRUE; break; } } } if (prace_is_(RACE_SNOTLING) && object_is_mushroom(o_ptr)) { int lev = k_info[o_ptr->k_idx].level; int dur = lev + randint1(lev); set_fast(p_ptr->fast + dur, FALSE); set_shield(p_ptr->shield + dur, FALSE); set_hero(p_ptr->hero + dur, FALSE); set_tim_building_up(p_ptr->tim_building_up + dur, FALSE); } /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); if (!(object_is_aware(o_ptr))) { virtue_add(VIRTUE_KNOWLEDGE, -1); virtue_add(VIRTUE_PATIENCE, -1); virtue_add(VIRTUE_CHANCE, 1); } /* We have tried it */ if (o_ptr->tval == TV_FOOD) object_tried(o_ptr); stats_on_use(o_ptr, 1); /* The player is now aware of the object */ if (ident && !object_is_aware(o_ptr)) { object_aware(o_ptr); stats_on_notice(o_ptr, 1); gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev); }
static void do_cmd_eat_food_aux(obj_ptr obj) { int lev = k_info[obj->k_idx].level; bool ident = FALSE; if (music_singing_any()) bard_stop_singing(); if (hex_spelling_any()) stop_hex_spell_all(); warlock_stop_singing(); if (object_is_mushroom(obj) && obj->art_name && obj->timeout) { msg_print("Your mushroom is still charging."); return; } sound(SOUND_EAT); energy_use = 100; ident = FALSE; /* Food may have effects */ if (obj->tval == TV_FOOD) { switch (obj->sval) { case SV_FOOD_POISON: { if (!res_save_default(RES_POIS)) { if (set_poisoned(p_ptr->poisoned + randint0(10) + 10, FALSE)) ident = TRUE; } break; } case SV_FOOD_BLINDNESS: { if (!res_save_default(RES_BLIND)) { if (set_blind(p_ptr->blind + randint0(200) + 200, FALSE)) ident = TRUE; } break; } case SV_FOOD_PARANOIA: { if (!fear_save_p(fear_threat_level())) ident = fear_add_p(FEAR_SCARED); break; } case SV_FOOD_CONFUSION: { if (!res_save_default(RES_CONF)) { if (set_confused(p_ptr->confused + randint0(10) + 10, FALSE)) ident = TRUE; } break; } case SV_FOOD_HALLUCINATION: { if (!res_save_default(RES_CHAOS)) { if (set_image(p_ptr->image + randint0(25) + 25, FALSE)) ident = TRUE; } break; } case SV_FOOD_PARALYSIS: { if (!p_ptr->free_act) { if (set_paralyzed(randint1(4), FALSE)) { ident = TRUE; } } else equip_learn_flag(OF_FREE_ACT); break; } case SV_FOOD_WEAKNESS: { take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1); do_dec_stat(A_STR); ident = TRUE; break; } case SV_FOOD_SICKNESS: { take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1); do_dec_stat(A_CON); ident = TRUE; break; } case SV_FOOD_STUPIDITY: { take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1); do_dec_stat(A_INT); ident = TRUE; break; } case SV_FOOD_NAIVETY: { take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1); do_dec_stat(A_WIS); ident = TRUE; break; } case SV_FOOD_UNHEALTH: { take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1); do_dec_stat(A_CON); ident = TRUE; break; } case SV_FOOD_DISEASE: { take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1); do_dec_stat(A_STR); ident = TRUE; break; } case SV_FOOD_CURE_POISON: { if (set_poisoned(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_BLINDNESS: { if (set_blind(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_PARANOIA: { if (p_ptr->afraid) { fear_clear_p(); ident = TRUE; } break; } case SV_FOOD_CURE_CONFUSION: { if (set_confused(0, TRUE)) ident = TRUE; break; } case SV_FOOD_CURE_SERIOUS: { if (hp_player(damroll(6, 8))) ident = TRUE; if (set_cut((p_ptr->cut / 2) - 50, TRUE)) ident = TRUE; break; } case SV_FOOD_RESTORE_STR: { if (do_res_stat(A_STR)) ident = TRUE; break; } case SV_FOOD_RESTORE_CON: { if (do_res_stat(A_CON)) ident = TRUE; break; } case SV_FOOD_RESTORING: { if (do_res_stat(A_STR)) ident = TRUE; if (do_res_stat(A_INT)) ident = TRUE; if (do_res_stat(A_WIS)) ident = TRUE; if (do_res_stat(A_DEX)) ident = TRUE; if (do_res_stat(A_CON)) ident = TRUE; if (do_res_stat(A_CHR)) ident = TRUE; break; } case SV_FOOD_RATION: case SV_FOOD_BISCUIT: case SV_FOOD_JERKY: case SV_FOOD_SLIME_MOLD: { msg_print("That tastes good."); ident = TRUE; break; } case SV_FOOD_AMBROSIA: { msg_print("That tastes divine!"); set_poisoned(0, TRUE); hp_player(damroll(15, 15)); do_res_stat(A_STR); do_res_stat(A_INT); do_res_stat(A_WIS); do_res_stat(A_DEX); do_res_stat(A_CON); do_res_stat(A_CHR); restore_level(); ident = TRUE; break; } case SV_FOOD_WAYBREAD: { msg_print("That tastes good."); set_poisoned(0, TRUE); hp_player(damroll(4, 8)); ident = TRUE; break; } case SV_FOOD_PINT_OF_ALE: case SV_FOOD_PINT_OF_WINE: { msg_print("That tastes good."); ident = TRUE; break; } } } if (prace_is_(RACE_SNOTLING) && object_is_mushroom(obj)) { int dur = lev + randint1(lev); set_fast(p_ptr->fast + dur, FALSE); set_shield(p_ptr->shield + dur, FALSE); set_hero(p_ptr->hero + dur, FALSE); set_tim_building_up(p_ptr->tim_building_up + dur, FALSE); } if (!object_is_aware(obj)) { virtue_add(VIRTUE_KNOWLEDGE, -1); virtue_add(VIRTUE_PATIENCE, -1); virtue_add(VIRTUE_CHANCE, 1); } /* We have tried it */ if (obj->tval == TV_FOOD) object_tried(obj); stats_on_use(obj, 1); /* The player is now aware of the object */ if (ident && !object_is_aware(obj)) { object_aware(obj); stats_on_notice(obj, 1); gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev); p_ptr->notice |= PN_OPTIMIZE_PACK; }
/* * do_cmd_cast calls this function based on player class */ void do_cmd_mind(void) { int n = 0; int chance; int minfail = 0; int plev = p_ptr->lev; int old_csp = p_ptr->csp; mind_type spell; bool cast; int use_mind; /* not if confused */ if (p_ptr->confused) { msg_print("You are too confused!"); return; } /* get power */ if (!get_class_power(&n)) return; if ((cp_ptr->flags) & CF_OFFICER) {use_mind = MIND_OFFICER;} else if ((cp_ptr->flags) & CF_AESTHETE) {use_mind = MIND_AESTHETE;} else if ((cp_ptr->flags) & CF_EXPLORER) {use_mind = MIND_EXPLORER;} else if ((cp_ptr->flags) & CF_MEDIUM) {use_mind = MIND_MEDIUM;} else if ((cp_ptr->flags) & CF_RECKONER) {use_mind = MIND_RECKONER;} else if ((cp_ptr->flags) & CF_TOURIST) {use_mind = MIND_TOURIST;} else if ((cp_ptr->flags) & CF_HUSSAR) {use_mind = MIND_HUSSAR;} else if ((cp_ptr->flags) & CF_NATURE) {use_mind = MIND_NATURE;} else if ((cp_ptr->flags) & CF_NINJA) {use_mind = MIND_NINJA;} else { msg_print("You have no powers!"); } spell = mind_powers[use_mind].info[n]; /* Verify "dangerous" spells */ if (spell.mana_cost > p_ptr->csp) { /* Warning */ msg_print("You do not have enough mana to use this power."); /* Verify */ if (!get_check("Attempt it anyway? ")) return; } /* Spell failure chance */ chance = spell.fail; /* Reduce failure rate by "effective" level adjustment */ chance -= 3 * (plev - spell.min_lev); /* Reduce failure rate by INT/WIS adjustment */ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[cp_ptr->spell_stat]] - 1); /* Not enough mana to cast */ if (spell.mana_cost > p_ptr->csp) { chance += 5 * (spell.mana_cost - p_ptr->csp); } /* Extract the minimum failure rate */ minfail = adj_mag_fail[p_ptr->stat_ind[cp_ptr->spell_stat]]; /* Minimum failure rate */ if (chance < minfail) chance = minfail; /* Stunning makes spells harder */ if (p_ptr->stun > 50) chance += 25; else if (p_ptr->stun) chance += 15; /* Always a 5 percent chance of working */ if (chance > 95) chance = 95; /* Failed spell */ if (randint(100) < chance) { if (flush_failure) flush(); msg_format("You failed to concentrate hard enough!"); /* Backfire information would go here */ } else { sound(SOUND_ZAP); switch(use_mind) { case MIND_OFFICER: /* Cast the spell */ cast = cast_officer_spell(n); break; case MIND_AESTHETE: /* Cast the spell */ cast = cast_aesthete_spell(n); break; case MIND_EXPLORER: /* Cast the spell */ cast = cast_explorer_spell(n); break; case MIND_MEDIUM: /* Cast the spell */ cast = cast_medium_spell(n); break; case MIND_RECKONER: /* Cast the spell */ cast = cast_reckoner_spell(n); break; case MIND_TOURIST: /* Cast the spell */ cast = cast_tourist_spell(n); break; case MIND_HUSSAR: /* Cast the spell */ cast = cast_hussar_spell(n); break; case MIND_NATURE: /* Cast the spell */ cast = cast_nature_spell(n); break; case MIND_NINJA: /* Cast the spell */ cast = cast_ninja_spell(n); break; default: msg_format("Mystery power:%d, %d",use_mind, n); return; } } if (!cast) return; /* Take a turn */ p_ptr->energy_use = 100; /* Sufficient mana */ if (spell.mana_cost <= old_csp) { /* Use some mana */ p_ptr->csp -= spell.mana_cost; /* Limit */ if (p_ptr->csp < 0) p_ptr->csp = 0; } /* Over-exert the player */ else { int oops = spell.mana_cost - old_csp; /* No mana left */ p_ptr->csp = 0; p_ptr->csp_frac = 0; /* Message */ msg_print("You faint from the effort!"); /* Hack -- Bypass free action */ (void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1)); /* Damage WIS (possibly permanently) */ if (randint(100) < 50) { bool perm = (randint(100) < 25); /* Message */ msg_print("You have damaged your mind!"); /* Reduce constitution */ (void)dec_stat(A_WIS, 15 + randint(10), perm); } } /* Redraw mana */ p_ptr->redraw |= (PR_MANA); /* Window stuff */ p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); }
/* * Chests have traps too. High-level chests can be very dangerous, no * matter what level they are opened at. Various traps added in Oangband. -LM- * * Exploding chest destroys contents (and traps). * Note that the chest itself is never destroyed. */ static void chest_trap(int y, int x, s16b o_idx) { int i, trap, nasty_tricks_count; int j; object_type *o_ptr = &o_list[o_idx]; /* Compensate for the averaging routine in the summon monster function. */ int summon_level = o_ptr->pval + o_ptr->pval - p_ptr->depth; /* Ignore disarmed chests */ if (o_ptr->pval <= 0) return; /* Obtain the traps */ trap = chest_traps[o_ptr->pval]; /* Lose strength */ if (trap & (CHEST_LOSE_STR)) { msg_print("A small needle has pricked you!"); take_hit(damroll(1, 4), "a poison needle"); (void)do_dec_stat(A_STR); } /* Lose constitution */ if (trap & (CHEST_LOSE_CON)) { msg_print("A small needle has pricked you!"); take_hit(damroll(1, 4), "a poison needle"); (void)do_dec_stat(A_CON); } /* Poison */ if (trap & (CHEST_POISON)) { msg_print("A puff of green gas surrounds you!"); pois_hit(25); } /* Paralyze */ if (trap & (CHEST_PARALYZE)) { msg_print("A puff of yellow gas surrounds you!"); if (!p_ptr->free_act) { (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20)); } } /* Summon monsters */ if (trap & (CHEST_SUMMON)) { int num = 2 + randint1(3); msg_print("You are enveloped in a cloud of smoke!"); (void)summon_specific(y, x, FALSE, summon_level, 0, num); } /* Explode */ if (trap & (CHEST_EXPLODE)) { msg_print("There is a sudden explosion!"); msg_print("Everything inside the chest is destroyed!"); o_ptr->pval = 0; take_hit(damroll(5, 8), "an exploding chest"); } /* Scatter contents. */ if (trap & (CHEST_SCATTER)) { msg_print("The contents of the chest scatter all over the dungeon!"); chest_death(TRUE, y, x, o_idx); o_ptr->pval = 0; } /* Elemental summon. */ if (trap & (CHEST_E_SUMMON)) { j = randint1(3) + 5; msg_print("Elemental beings appear to protect their treasures!"); (void) summon_specific(y, x, FALSE, summon_level, SUMMON_ELEMENTAL, j); } /* Force clouds, then summon birds. */ if (trap & (CHEST_BIRD_STORM)) { msg_print("A storm of birds swirls around you!"); j = randint1(3) + 3; for (i = 0; i < j; i++) (void)fire_meteor(0, GF_FORCE, y, x, o_ptr->pval / 5, 7, TRUE); j = randint1(5) + o_ptr->pval /5; (void)summon_specific(y, x, TRUE, summon_level, SUMMON_BIRD, j); } /* Various colorful summonings. */ if (trap & (CHEST_H_SUMMON)) { /* Summon demons. */ if (randint0(4) == 0) { msg_print("Demons materialize in clouds of fire and brimstone!"); j = randint1(3) + 2; for (i = 0; i < j; i++) { (void)fire_meteor(0, GF_FIRE, y, x, 10, 5, TRUE); (void)summon_specific(y, x, FALSE, summon_level, SUMMON_DEMON, 1); } } /* Summon dragons. */ else if (randint0(3) == 0) { msg_print("Draconic forms loom out of the darkness!"); j = randint1(3) + 2; (void)summon_specific(y, x, FALSE, summon_level, SUMMON_DRAGON, j); } /* Summon hybrids. */ else if (randint0(2) == 0) { msg_print("Creatures strange and twisted assault you!"); j = randint1(5) + 3; (void)summon_specific(y, x, FALSE, summon_level, SUMMON_HYBRID, j); } /* Summon vortices (scattered) */ else { msg_print("Vortices coalesce and wreak destruction!"); j = randint1(3) + 2; (void)summon_specific(y, x, TRUE, summon_level, SUMMON_VORTEX, j); } } /* Dispel player. */ if (trap & (CHEST_RUNES_OF_EVIL)) { /* Message. */ msg_print("Hideous voices bid: 'Let the darkness have thee!'"); /* Determine how many nasty tricks can be played. */ nasty_tricks_count = 4 + randint0(3); /* This is gonna hurt... */ for (; nasty_tricks_count > 0; nasty_tricks_count--) { /* ...but a high saving throw does help a little. */ if (!check_save(2 * o_ptr->pval)) { if (randint0(6) == 0) take_hit(damroll(5, 20), "a chest dispel-player trap"); else if (randint0(5) == 0) (void)set_cut(p_ptr->cut + 200); else if (randint0(4) == 0) { if (!p_ptr->free_act) (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(6)); else (void)set_stun(p_ptr->stun + 10 + randint0(100)); } else if (randint0(3) == 0) apply_disenchant(0); else if (randint0(2) == 0) { (void)do_dec_stat(A_STR); (void)do_dec_stat(A_DEX); (void)do_dec_stat(A_CON); (void)do_dec_stat(A_INT); (void)do_dec_stat(A_WIS); (void)do_dec_stat(A_CHR); } else (void)fire_meteor(0, GF_NETHER, y, x, 150, 1, TRUE); } } } }
/* * Perform the basic "bash" command * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_bash_aux(int y, int x) { int bash, temp; bool more = FALSE; /* Verify legality */ if (!do_cmd_bash_test(y, x)) return (FALSE); /* Message */ msg_print("You smash into the door!"); /* Make a lot of noise. */ add_wakeup_chance = 9000; /* Hack -- Bash power based on strength */ /* (Ranges from 14 to 40 to 90 to 110) */ bash = 10 + adj_str_hold[p_ptr->stat_ind[A_STR]]; /* Extract door power */ temp = ((cave_feat[y][x] - FEAT_DOOR_HEAD) & 0x07); /* Compare bash power to door power XXX XXX XXX */ temp = (bash - (temp * 8)); /* Hack -- always have a chance */ if (temp < 1) temp = 1; /* Hack -- attempt to bash down the door */ if (randint0(100) < temp) { /* Message */ msgt(MSG_OPENDOOR, "The door crashes open!"); /* Break down the door */ if (randint0(100) < 50) { cave_set_feat(y, x, FEAT_BROKEN); } /* Open the door */ else { cave_set_feat(y, x, FEAT_OPEN); } /* Sound */ sound(SOUND_OPENDOOR); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); } /* Saving throw against stun */ else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev) { /* Message */ msg_print("The door holds firm."); /* Allow repeated bashing */ more = TRUE; } /* High dexterity yields coolness */ else { /* Message */ msg_print("You are off-balance."); /* Hack -- Lose balance ala paralysis */ (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2)); } /* Result */ return (more); }
/********************************************************************** * 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 ""; }
/*! * @brief 青魔法コマンドのメインルーチン / * do_cmd_cast calls this function if the player's class is 'Blue-Mage'. * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 */ bool do_cmd_cast_learned(void) { int n = 0; int chance; int minfail = 0; int plev = p_ptr->lev; monster_power spell; bool cast; int need_mana; /* not if confused */ if (p_ptr->confused) { msg_print(_("混乱していて唱えられない!", "You are too confused!")); return TRUE; } /* get power */ if (!get_learned_power(&n)) return FALSE; spell = monster_powers[n]; need_mana = mod_need_mana(spell.smana, 0, REALM_NONE); /* Verify "dangerous" spells */ if (need_mana > p_ptr->csp) { /* Warning */ msg_print(_("MPが足りません。", "You do not have enough mana to use this power.")); if (!over_exert) return FALSE; /* Verify */ if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE; } /* Spell failure chance */ chance = spell.fail; /* Reduce failure rate by "effective" level adjustment */ if (plev > spell.level) chance -= 3 * (plev - spell.level); else chance += (spell.level - plev); /* Reduce failure rate by INT/WIS adjustment */ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1); chance = mod_spell_chance_1(chance); /* Not enough mana to cast */ if (need_mana > p_ptr->csp) { chance += 5 * (need_mana - p_ptr->csp); } /* Extract the minimum failure rate */ minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]]; /* Minimum failure rate */ if (chance < minfail) chance = minfail; /* Stunning makes spells harder */ if (p_ptr->stun > 50) chance += 25; else if (p_ptr->stun) chance += 15; /* Always a 5 percent chance of working */ if (chance > 95) chance = 95; chance = mod_spell_chance_2(chance); /* Failed spell */ if (randint0(100) < chance) { if (flush_failure) flush(); msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!")); sound(SOUND_FAIL); if (n >= MS_S_KIN) /* Cast the spell */ cast = cast_learned_spell(n, FALSE); } else { sound(SOUND_ZAP); /* Cast the spell */ cast = cast_learned_spell(n, TRUE); if (!cast) return FALSE; } /* Sufficient mana */ if (need_mana <= p_ptr->csp) { /* Use some mana */ p_ptr->csp -= need_mana; } else { int oops = need_mana; /* No mana left */ p_ptr->csp = 0; p_ptr->csp_frac = 0; /* Message */ msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!")); /* Hack -- Bypass free action */ (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1)); chg_virtue(V_KNOWLEDGE, -10); /* Damage CON (possibly permanently) */ if (randint0(100) < 50) { bool perm = (randint0(100) < 25); /* Message */ msg_print(_("体を悪くしてしまった!", "You have damaged your health!")); /* Reduce constitution */ (void)dec_stat(A_CON, 15 + randint1(10), perm); } } /* Take a turn */ p_ptr->energy_use = 100; /* Window stuff */ p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER); p_ptr->window |= (PW_SPELL); return TRUE; }
static bool quaff_potion(object_type *o_ptr, bool *ident) { /* Analyze the potion */ switch (o_ptr->sval) { case SV_POTION_WATER: case SV_POTION_APPLE_JUICE: case SV_POTION_SLIME_MOLD: { msg_print("Вы утолили жажду."); *ident = TRUE; break; } case SV_POTION_SLOWNESS: { if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE; break; } case SV_POTION_SALT_WATER: { msg_print("Вя-а-а! Вас стошнило!"); (void)set_food(PY_FOOD_STARVE - 1); (void)set_poisoned(0); (void)set_paralyzed(p_ptr->paralyzed + 4); *ident = TRUE; break; } case SV_POTION_POISON: { if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10)) { *ident = TRUE; } } break; } case SV_POTION_BLINDNESS: { if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + rand_int(100) + 100)) { *ident = TRUE; } } break; } case SV_POTION_CONFUSION: { if (!p_ptr->resist_confu) { if (set_confused(p_ptr->confused + rand_int(20) + 15)) { *ident = TRUE; } } break; } case SV_POTION_SLEEP: { if (!p_ptr->free_act) { if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4)) { *ident = TRUE; } } break; } case SV_POTION_LOSE_MEMORIES: { if (!p_ptr->hold_life && (p_ptr->exp > 0)) { msg_print("Ваша жизнь меркнет."); lose_exp(p_ptr->exp / 4); *ident = TRUE; } break; } case SV_POTION_RUINATION: { msg_print("Ваши нервы и мускулы кажутся слабыми и безжизненными!"); take_hit(damroll(10, 10), "зельем Ослабевания"); (void)dec_stat(A_DEX, 25, TRUE); (void)dec_stat(A_WIS, 25, TRUE); (void)dec_stat(A_CON, 25, TRUE); (void)dec_stat(A_STR, 25, TRUE); (void)dec_stat(A_CHR, 25, TRUE); (void)dec_stat(A_INT, 25, TRUE); *ident = TRUE; break; } case SV_POTION_DEC_STR: { if (do_dec_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_DEC_INT: { if (do_dec_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_DEC_WIS: { if (do_dec_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_DEC_DEX: { if (do_dec_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_DEC_CON: { if (do_dec_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_DEC_CHR: { if (do_dec_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_DETONATIONS: { msg_print("Массивные взрывы сотрясают ваше тело!"); take_hit(damroll(50, 20), "зельем взрыва"); (void)set_stun(p_ptr->stun + 75); (void)set_cut(p_ptr->cut + 5000); *ident = TRUE; break; } case SV_POTION_DEATH: { msg_print("Чувство Смерти протекает сквозь вас..."); take_hit(5000, "зельем Смерти"); *ident = TRUE; break; } case SV_POTION_INFRAVISION: { if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100))) { *ident = TRUE; } break; } case SV_POTION_DETECT_INVIS: { if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12))) { *ident = TRUE; } break; } case SV_POTION_SLOW_POISON: { if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE; break; } case SV_POTION_CURE_POISON: { if (set_poisoned(0)) *ident = TRUE; break; } case SV_POTION_BOLDNESS: { if (set_afraid(0)) *ident = TRUE; break; } case SV_POTION_SPEED: { if (!p_ptr->fast) { if (set_fast(randint(25) + 15)) *ident = TRUE; } else { (void)set_fast(p_ptr->fast + 5); } break; } case SV_POTION_RESIST_HEAT: { if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10)) { *ident = TRUE; } break; } case SV_POTION_RESIST_COLD: { if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10)) { *ident = TRUE; } break; } case SV_POTION_HEROISM: { if (hp_player(10)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE; break; } case SV_POTION_BERSERK_STRENGTH: { if (hp_player(30)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE; break; } case SV_POTION_CURE_LIGHT: { if (hp_player(damroll(2, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_cut(p_ptr->cut - 10)) *ident = TRUE; break; } case SV_POTION_CURE_SERIOUS: { if (hp_player(damroll(4, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE; break; } case SV_POTION_CURE_CRITICAL: { if (hp_player(damroll(6, 8))) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_HEALING: { if (hp_player(300)) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_STAR_HEALING: { if (hp_player(1200)) *ident = TRUE; if (set_blind(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_POTION_LIFE: { msg_print("Чуство Жизни протекает в вас!"); restore_level(); (void)set_poisoned(0); (void)set_blind(0); (void)set_confused(0); (void)set_image(0); (void)set_stun(0); (void)set_cut(0); (void)do_res_stat(A_STR); (void)do_res_stat(A_CON); (void)do_res_stat(A_DEX); (void)do_res_stat(A_WIS); (void)do_res_stat(A_INT); (void)do_res_stat(A_CHR); /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; break; } case SV_POTION_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg_print("Ваша голова проясняется."); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); *ident = TRUE; } break; } case SV_POTION_RESTORE_EXP: { if (restore_level()) *ident = TRUE; break; } case SV_POTION_RES_STR: { if (do_res_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_RES_INT: { if (do_res_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_RES_WIS: { if (do_res_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_RES_DEX: { if (do_res_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_RES_CON: { if (do_res_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_RES_CHR: { if (do_res_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_INC_STR: { if (do_inc_stat(A_STR)) *ident = TRUE; break; } case SV_POTION_INC_INT: { if (do_inc_stat(A_INT)) *ident = TRUE; break; } case SV_POTION_INC_WIS: { if (do_inc_stat(A_WIS)) *ident = TRUE; break; } case SV_POTION_INC_DEX: { if (do_inc_stat(A_DEX)) *ident = TRUE; break; } case SV_POTION_INC_CON: { if (do_inc_stat(A_CON)) *ident = TRUE; break; } case SV_POTION_INC_CHR: { if (do_inc_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_AUGMENTATION: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; break; } case SV_POTION_ENLIGHTENMENT: { msg_print("Изображение подземелья формируется у вас в голове..."); wiz_lite(); *ident = TRUE; break; } case SV_POTION_STAR_ENLIGHTENMENT: { msg_print("Вы чувствуете себя просвещенным..."); message_flush(); wiz_lite(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); (void)detect_treasure(); (void)detect_objects_gold(); (void)detect_objects_normal(); identify_pack(); self_knowledge(); *ident = TRUE; break; } case SV_POTION_SELF_KNOWLEDGE: { msg_print("Вы познаете себя немного лучше..."); message_flush(); self_knowledge(); *ident = TRUE; break; } case SV_POTION_EXPERIENCE: { if (p_ptr->exp < PY_MAX_EXP) { s32b ee = (p_ptr->exp / 2) + 10; if (ee > 100000L) ee = 100000L; msg_print("Вы чувствуете себя более опытным."); gain_exp(ee); *ident = TRUE; } break; } } return (TRUE); }