void bless_spell(int cmd, variant *res) { int base = spell_power(12); switch (cmd) { case SPELL_NAME: var_set_string(res, "Bless"); break; case SPELL_DESC: var_set_string(res, "Gives bonus to hit and AC for a few turns."); break; case SPELL_INFO: var_set_string(res, info_duration(base, base)); break; case SPELL_CAST: set_blessed(randint1(base) + base, FALSE); var_set_bool(res, TRUE); break; default: default_spell(cmd, res); break; } }
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); }
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); }
/* * 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); }
void _wild_bless_off(void) { if (p_ptr->blessed) set_blessed(0, TRUE); if (!IS_BLESSED()) msg_print("The prayer has expired."); }
/* * 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, rod; char o_name[80]; /* Get the basic name of the object */ rod = object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0, PAD_IMEN); /* Check the recharge */ if (o_ptr->timeout) { msg_format("Он%s светится и затухает...", (rod == ROD_M ? "" : rod == ROD_F ? "а" : rod == ROD_N ? "о" : "и")); return FALSE; } /* Activate the artifact */ message(MSG_ZAP, 0, "Вы активируете его..."); /* Artifacts */ if (o_ptr->name1) { artifact_type *a_ptr = &a_info[o_ptr->name1]; switch (a_ptr->activation) { case ACT_ILLUMINATION: { msg_format("%s озаряется чистым светом...", o_name); lite_area(damroll(2, 15), 3); break; } case ACT_MAGIC_MAP: { msg_format("%s ярко сверкает...", o_name); map_area(); break; } case ACT_CLAIRVOYANCE: { msg_format("%s светится глубоким зеленым...", o_name); wiz_lite(); (void)detect_traps(); (void)detect_doors(); (void)detect_stairs(); break; } case ACT_PROT_EVIL: { msg_format("%s издает протяжный стон...", o_name); k = 3 * p_ptr->lev; (void)set_protevil(p_ptr->protevil + randint(25) + k); break; } case ACT_DISP_EVIL: { msg_format("%s заполняет подземелье добром...", o_name); dispel_evil(p_ptr->lev * 5); break; } case ACT_HASTE2: { msg_format("%s ярко светится...", 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("%s светится глубоким красным...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 120, 3); break; } case ACT_FROST5: { msg_format("%s светится ярко-белым...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 200, 3); break; } case ACT_ELEC2: { msg_format("%s светится глубоким синим...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 250, 3); break; } case ACT_BIZZARE: { msg_format("%s светится черным...", o_name); if (!get_aim_dir(&dir)) return FALSE; ring_of_power(dir); break; } case ACT_STAR_BALL: { msg_format("%s окружается молнией...", o_name); for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3); break; } case ACT_RAGE_BLESS_RESIST: { msg_format("%s светится всеми цветами...", 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("%s светится ярким белым...", o_name); msg_print("Вы чувствуете себя намного лучше..."); (void)hp_player(1000); (void)set_cut(0); break; } case ACT_PHASE: { msg_format("%s искривляет пространство вокруг вас...", o_name); teleport_player(10); break; } case ACT_BANISHMENT: { msg_format("%s светится угрожающим синим...", o_name); if (!banishment()) return FALSE; break; } case ACT_TRAP_DOOR_DEST: { msg_format("%s светится ярко-красным...", o_name); destroy_doors_touch(); break; } case ACT_DETECT: { msg_format("%s светится лучистым белым...", o_name); msg_print("Изображение формируется в вашей голове..."); detect_all(); break; } case ACT_HEAL1: { msg_format("%s светится спокойным синим...", o_name); msg_print("Вы чувствуете теплое покалывание..."); (void)hp_player(500); (void)set_cut(0); break; } case ACT_RESIST: { msg_format("%s светится цветами радуги...", 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("%s светится ярко-синим...", o_name); sleep_monsters_touch(); break; } case ACT_RECHARGE1: { msg_format("%s светится ярко-желтым...", o_name); recharge(60); break; } case ACT_TELEPORT: { msg_format("%s распрямляет пространство вокруг вас...", o_name); teleport_player(100); break; } case ACT_RESTORE_LIFE: { msg_format("%s светится спокойным красным...", o_name); restore_level(); break; } case ACT_MISSILE: { msg_format("%s ярко горит...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MISSILE, dir, damroll(2, 6)); break; } case ACT_FIRE1: { msg_format("%s покрывается пламенем...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_FIRE, dir, damroll(9, 8)); break; } case ACT_FROST1: { msg_format("%s излучает холод...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(6, 8)); break; } case ACT_LIGHTNING_BOLT: { msg_format("%s сыплет искрамиs...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ELEC, dir, damroll(4, 8)); break; } case ACT_ACID1: { msg_format("%s покрывается кислотой...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ACID, dir, damroll(5, 8)); break; } case ACT_ARROW: { msg_format("%s покрывается шипами...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ARROW, dir, 150); break; } case ACT_HASTE1: { msg_format("%s светится ярко-зеленым...", 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("%s вспыхивает синим...", o_name); (void)set_afraid(0); (void)set_poisoned(0); break; } case ACT_STINKING_CLOUD: { msg_format("%s светится ядовито-зеленым...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_POIS, dir, 12, 3); break; } case ACT_FROST2: { msg_format("%s покрывается инеем...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 48, 2); break; } case ACT_FROST4: { msg_format("%s горит бледно-синим...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(12, 8)); break; } case ACT_FROST3: { msg_format("%s светится насыщенным синим...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 100, 2); break; } case ACT_FIRE2: { msg_format("%s пылает огнем...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 72, 2); break; } case ACT_DRAIN_LIFE2: { msg_format("%s светится черным...", o_name); if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 120); break; } case ACT_STONE_TO_MUD: { msg_format("%s пульсирует...", o_name); if (!get_aim_dir(&dir)) return FALSE; wall_to_mud(dir); break; } case ACT_MASS_BANISHMENT: { msg_format("%s издает протяжную ноту...", o_name); (void)mass_banishment(); break; } case ACT_CURE_WOUNDS: { msg_format("%s светится глубоким фиолетовым...", o_name); hp_player(damroll(4, 8)); (void)set_cut((p_ptr->cut / 2) - 50); break; } case ACT_TELE_AWAY: { msg_format("%s вспыхивает глубоким красным...", o_name); if (!get_aim_dir(&dir)) return FALSE; teleport_monster(dir); break; } case ACT_WOR: { msg_format("%s светится мягким белым...", o_name); set_recall(); break; } case ACT_CONFUSE: { msg_format("%s светится странными цветами...", o_name); if (!get_aim_dir(&dir)) return FALSE; confuse_monster(dir, 20); break; } case ACT_IDENTIFY: { msg_format("%s вспыхивает желтым...", o_name); if (!ident_spell()) return FALSE; break; } case ACT_PROBE: { msg_format("%s ярко загорается...", o_name); probing(); break; } case ACT_DRAIN_LIFE1: { msg_format("%s горит белым...", o_name); if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 90); break; } case ACT_FIREBRAND: { msg_format("%s светится огненно-красным...", o_name); (void)brand_bolts(); break; } case ACT_STARLIGHT: { msg_format("%s вспыхивает светом тысячи звезд...", o_name); for (k = 0; k < 8; k++) strong_lite_line(ddd[k]); break; } case ACT_MANA_BOLT: { msg_format("%s светится белым...", o_name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MANA, dir, damroll(12, 8)); break; } case ACT_BERSERKER: { msg_format("%s горит яростью...", 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("Вы дышите молнией."); fire_ball(GF_ELEC, dir, 100, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_WHITE: { msg_print("Вы дышите холодом."); fire_ball(GF_COLD, dir, 110, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_BLACK: { msg_print("Вы дышите кислотой."); fire_ball(GF_ACID, dir, 130, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_GREEN: { msg_print("Вы дышите ядовитым газом."); fire_ball(GF_POIS, dir, 150, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_RED: { msg_print("Вы дышите огнем."); 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("Вы дышите %s.", ((chance == 1) ? "молнией" : ((chance == 2) ? "холодом" : ((chance == 3) ? "кислотой" : ((chance == 4) ? "ядовитым газом" : "огнем"))))); 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("Вы дышите контузией."); fire_ball(GF_CONFUSION, dir, 120, 2); o_ptr->timeout = rand_int(450) + 450; break; } case SV_DRAGON_GOLD: { msg_print("Вы дышите звуком."); 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("Вы дышите %s.", ((chance == 1 ? "хаосом" : "антимагией"))); 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("Вы дышите %s.", ((chance == 1 ? "звуком" : "осколками"))); 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("Вы дышите %s.", ((chance == 1) ? "хаосом" : ((chance == 2) ? "антимагией" : ((chance == 3) ? "звуком" : "осколками")))); 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("Вы дышите %s.", ((chance == 0 ? "светом" : "темнотой"))); 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("Вы дышите элементами."); 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); }