static void spell_wonder(int Ind, int dir) { /* This spell should become more useful (more controlled) as the player gains experience levels. Thus, add 1/5 of the player's level to the die roll. This eliminates the worst effects later on, while keeping the results quite random. It also allows some potent effects only at high level. */ player_type *p_ptr = Players[Ind]; int py = p_ptr->py; int px = p_ptr->px; int Depth = p_ptr->dun_depth; int plev = p_ptr->lev; int die = randint(100) + plev / 5; int beam = beam_chance(Ind); if (die > 100) msg_print(Ind, "You feel a surge of power!"); if (die < 8) clone_monster(Ind, dir); else if (die < 14) speed_monster(Ind, dir); else if (die < 26) heal_monster(Ind, dir); else if (die < 31) poly_monster(Ind, dir); else if (die < 36) fire_bolt_or_beam(Ind, beam - 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); else if (die < 41) confuse_monster(Ind, dir, plev); else if (die < 46) fire_ball(Ind, GF_POIS, dir, 20 + (plev / 2), 3); else if (die < 51) lite_line(Ind, dir); else if (die < 56) fire_beam(Ind, GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); else if (die < 61) fire_bolt_or_beam(Ind, beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); else if (die < 66) fire_bolt_or_beam(Ind, beam, GF_ACID, dir, damroll(6+((plev-5)/4), 8)); else if (die < 71) fire_bolt_or_beam(Ind, beam, GF_FIRE, dir, damroll(8+((plev-5)/4), 8)); else if (die < 76) drain_life(Ind, dir, 75); else if (die < 81) fire_ball(Ind, GF_ELEC, dir, 30 + plev / 2, 2); else if (die < 86) fire_ball(Ind, GF_ACID, dir, 40 + plev, 2); else if (die < 91) fire_ball(Ind, GF_ICE, dir, 70 + plev, 3); else if (die < 96) fire_ball(Ind, GF_FIRE, dir, 80 + plev, 3); else if (die < 101) drain_life(Ind, dir, 100 + plev); else if (die < 104) earthquake(Depth, py, px, 12); else if (die < 106) destroy_area(Depth, py, px, 15, TRUE); else if (die < 108) banishment(Ind); else if (die < 110) dispel_monsters(Ind, 120); else /* RARE */ { dispel_monsters(Ind, 150); slow_monsters(Ind); sleep_monsters(Ind); hp_player(Ind, 300); } }
/* * Build a destroyed level */ void destroy_level(void) { int y1, x1, n; /* Note destroyed levels */ if (cheat_room) msg_print("Destroyed Level"); /* Drop a few epi-centers (usually about two) */ for (n = 0; n < randint1(5); n++) { /* Pick an epi-center */ x1 = rand_range(5, cur_wid - 1 - 5); y1 = rand_range(5, cur_hgt - 1 - 5); (void)destroy_area(y1, x1, 15, -1); } }
void b__misc_effects(integer effect, boolean *idented, treas_ptr item_ptr) { integer i3, i4, loss, dur; integer dumy,y_dumy,x_dumy; integer y,x; stat_set tstat; boolean ident; char dir; ident = *idented; switch (effect) { case 1 : /*{Silver Cross}*/ msg_print("You feel secure..."); protect_evil(); ident = true; break; case 2 : /*{Gold Cross}*/ ident = zap_area(0x0400,100,c_hp); break; case 3 : /*{Mithril Cross}*/ x = char_row; y = char_col; ident = summon_undead(&x,&y); break; case 4 : /*{Cross}*/ x = char_row; y = char_col; ident = summon_demon(&x,&y); break; case 5 : /*{Cross}*/ strcat(item_ptr->data.name, "(Empty)"); msg_print("You free a Djinni from the bottle!"); msg_print("He grants you a wish..."); msg_print("'I will raise one of your stats by two...'"); msg_print("'Which stat would you like to raise?'"); ident = (get_com("1=str 2=int 3=wis 4=dex 5=con 6=cha",&dir)); if ((dir > '0') && (dir < '7')) { tstat = (integer)dir-49; ident = gain_stat(tstat,"X"); ident = gain_stat(tstat," and x2, too!"); } else { msg_print("Oh well, maybe next time."); } break; case 6 : /*{ Corked Bottle of Demons }*/ msg_print("You release several demons!"); x = char_row; y = char_col; for (i3 = 1; i3 <= 4; i3++) { summon_demon(&x,&y); } py.flags.paralysis += 2; strcat(item_ptr->data.name, "(Empty)"); ident = true; break; case 7 : ident = create_water(char_row,char_col); break; case 8 : ident = destroy_water(char_row,char_col); break; case 9 : msg_print("Many Undead appear!"); x = char_row; y = char_col; for (i3 = 1; i3 <= 8; i3++) { ident = summon_undead(&x,&y); } py.flags.paralysis += 2; break; case 10 : msg_print("Many Demons appear!"); x = char_row; y = char_col; for (i3 = 1; i3 <= 8; i3++) { ident = summon_demon(&x,&y); } py.flags.paralysis += 2; ident = true; break; case 11: //with py.stat do; for (tstat = STR; tstat <= CHR; tstat++) { if (restore_stat(tstat,"X")) { ident = true; } } if (hp_player(damroll("6d7"),"a statue.")) { ident = true; } //with py.flags do; if (PF.slow > 0) { ident = true; PF.slow = 1; } /* bitwise or, otherwise it shortcuts and not everything happens */ if (cure_me(&PF.blind) | cure_me(&PF.poisoned) | cure_me(&PF.confused) | cure_me(&PF.afraid) | restore_level()) { ident = true; } if (ident) { msg_print("The statue fills you with life and all maladies are cured."); } break; case 12: ident = true; break; case 13 : redraw = true; wizard_light(); for (i3 = (char_col + 1); i3 <= (char_col - 1); i3++) { for (i4 = (char_row + 1); i4 <= (char_row - 1); i4++) { if (test_light(i4,i3)) { redraw = false; } } } if (redraw) { wizard_light(); } break; case 14: ident = zap_area(0,2,c_speed); break; case 15: //with py.misc do; loss = 0; for (i3 = 1; i3 <= 6; i3++) { loss += (PM.money[i3]-PM.money[i3] / 2) * COIN_WEIGHT; PM.money[i3] /= 2; } inven_weight -= loss; reset_total_cash(); msg_print("most of your money turns to dust!"); prt_gold(); prt_weight(); ident = true; break; case 16 : //with py.misc do; if (PM.cmana < PM.mana) { PM.cmana = PM.mana; ident = true; msg_print("Your feel your head clear..."); } break; case 17 : ident = item_petrify(); break; case 18 : strcpy(item_ptr->data.damage,"50d5"); item_ptr->data.cost = -1; msg_print("Click!"); ident = true; break; case 19 : ident = detect_creatures(c_monster); break; case 20 : ident = zap_area(0x0004,60,c_hp); break; case 21 : ident = unlight_area(char_row,char_col); break; case 22 : if (d__get_dir("Which direction?",&dur,&dumy,&y_dumy,&x_dumy)) { i3 = char_row; i4 = char_col; ident = fire_ball(3,dur,i3,i4,40,"Acid Ball"); } else { item_ptr->data.p1++; } break; case 23 : ident = detect_creatures(c_invisible); break; case 24 : ident = ident_spell(); break; case 25 : ident = light_area(char_row,char_col); break; case 26 : for (i3 = 1; i3 <= randint(4); i3++) { /*{who"s the idiot who wrote these things anyhow? }*/ y = char_row; x = char_col; if (is_in(cave[y][x].fval, water_set)) { summon_water_monster(&y,&x,false); } else { summon_land_monster(&y,&x,false); } } ident = true; break; case 27 : if (remove_curse()) { msg_print("Your junk glows black for a moment..."); ident = true; } break; case 28 : ident = destroy_area(char_row,char_col); break; case 29 : py.flags.word_recall = 10 + randint(10); msg_print("You feel dizzy for a moment..."); ident = true; break; case 30 : msg_print("The teeth flare into flames."); py.flags.ring_fire += 3+randint(3); ident = true; break; case 31 : msg_print("The Demon teeth try to possess you..."); lose_exp(100); change_rep(-10); ident = true; break; default: msg_print("Todd Gardiner is fat!"); ident = true; break; } *idented = ident; };
void b__chime_and_horn_effects(integer effect, boolean *idented) { /*{ Chimes... }*/ boolean ident; integer y,x; integer i3; ident = *idented; switch (effect) { case 1 : /*{ Chime of Light }*/ ident = light_area(char_row,char_col); break; case 2 : /*{ Chime of Detect Doors/Stairs }*/ ident = detect_sdoor(); break; case 3 : /*{ Chime of Detect Traps }*/ ident = detect_trap(); break; case 4 : /*{ Chime of Teleportation }*/ teleport(100); ident = true; break; case 5 : /*{ Chime of Thunderblasts }*/ ident = earthquake(); break; case 6 : /*{ Chime of Summon Monster }*/ for (i3 = 1; i3 <= randint(4); i3++) { y = char_row; x = char_col; if (is_in(cave[y][x].fval, water_set)) { summon_water_monster(&y,&x,false); } else { summon_land_monster(&y,&x,false); } } ident = true; break; case 7 : /*{ Chime of Disarming }*/ ident = true; for (i3 = 1; i3 <= 9; i3++) { if (i3 != 5) { disarm_all(i3,char_row,char_col); } } break; case 8 : /*{ Chime of Aggravation }*/ ident = aggravate_monster(20); break; case 9 : /*{ Chime of Slow Monster }*/ ident = zap_area(0,-1,c_speed); break; case 10 : /*{ Chime of Sooth Monster }*/ ident = zap_area(0,0,c_sleep); break; case 11 : /*{ Chime of Cure Light Wounds }*/ ident = hp_player(randint(8),"a chime."); break; case 12 : /*{ Chime of Changing }*/ ident = mass_poly(); break; case 13 : /*{ Chime of Remove Curse }*/ if (remove_curse()) { msg_print("Your equipment glows blue for a moment..."); ident = true; } break; case 14 : /*{ Chime of Curing }*/ //with py.flags do; ident = cure_me(&PF.blind); ident |= cure_me(&PF.poisoned); ident |= cure_me(&PF.confused); break; case 15 : /*{ Chime of Dispell Evil }*/ ident = zap_area(0x0004,60,c_hp); break; case 16 : /*{ Chime of Darkness }*/ ident = unlight_area(char_row,char_col); break; /*{ Horns... }*/ case 17 : /*{ Horn of Bubbles }*/ msg_print("Bubbles stream forth and surround you!"); py.flags.blind += (randint(20) +5); ident = unlight_area(char_row,char_col); break; case 18 : /*{ Horn of Calling }*/ for (i3 = 1; i3 <= randint(4); i3++) { y = char_row; x = char_col; if (is_in(cave[y][x].fval, water_set)) { summon_water_monster(&y,&x,false); } else { summon_land_monster(&y,&x,false); } } ident = true; break; case 19 : /*{ Horn of Soft Sounds }*/ ident = sleep_monsters1(char_row,char_col); break; case 20 : /*{ Horn of *Blasting* }*/ ident = destroy_area(char_row,char_col); break; case 21 : /*{ Horn of Cold }*/ msg_print("A wave of cold pours forth..."); ident = zap_area(0x0010,60,c_hp); break; case 22 : /*{ Horn of Heat }*/ msg_print("A blast of warm air pours forth..."); ident = zap_area(0x0020,60,c_hp); break; case 23 : /*{ Horn of Gas }*/ msg_print("Gas streams out ...!"); ident = zap_area(0x0040,60,c_hp); py.flags.poisoned += randint(10); break; case 24 : /*{ Horn of Recall }*/ py.flags.word_recall = (randint(20) + 20); ident = true; break; case 25 : /*{ Horn of *Chaos* }*/ ident = earthquake(); ident = unlight_area(char_row,char_col); for (i3 = 1; i3 <= randint(4); i3++) { y = char_row; x = char_col; if (is_in(cave[y][x].fval, water_set)) { summon_water_monster(&y,&x,false); } else { summon_land_monster(&y,&x,false); } } break; case 26 : /*{ Horn of Glue }*/ msg_print("glue pours out of the horn!"); msg_print("all of your equipment is stuck!"); for (i3 = Equipment_primary; i3 <= Equipment_cloak; i3++) { //with equipment[i3] do; equipment[i3].flags |= 0x80000000; } //with equipment[Equipment_secondary]. do; equipment[Equipment_secondary].flags |= 0x80000000; ident = true; break; case 27 : /*{ Horn of Valhalla }*/ msg_print("The Voice of Odin (oh brother...) smites evil!"); ident = zap_area(0x0004,70,c_hp); light_area(char_row,char_col); hp_player(randint(20)+20,"a horn."); break; case 28 : /*{ Horn of Tritons }*/ //with py.flags do; ident = true; msg_print("All of the seas of the world still (yeah, right)!"); msg_print("The gods of the ocean hear you..." ); PF.blessed += randint(20); cure_me(&PF.blind); cure_me(&PF.poisoned); break; case 29 : /*{ Horn of Fog }*/ msg_print("Thick fog billows out..."); ident = unlight_area(char_row,char_col); msg_print("The nearby creatures are confused"); ident = zap_area(0,0,c_confuse); break; default: break; } *idented = ident; };
/* * The "wonder" effect. * * Returns TRUE if the effect is evident. */ bool effect_wonder(int dir, int die, int beam) { /* This spell should become more useful (more controlled) as the player gains experience levels. Thus, add 1/5 of the player's level to the die roll. This eliminates the worst effects later on, while keeping the results quite random. It also allows some potent effects only at high level. */ bool visible = FALSE; int py = p_ptr->py; int px = p_ptr->px; int plev = p_ptr->lev; if (die > 100) { /* above 100 the effect is always visible */ msg("You feel a surge of power!"); visible = TRUE; } if (die < 8) visible = clone_monster(dir); else if (die < 14) visible = speed_monster(dir); else if (die < 26) visible = heal_monster(dir); else if (die < 31) visible = poly_monster(dir); else if (die < 36) visible = fire_bolt_or_beam(beam - 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); else if (die < 41) visible = confuse_monster(dir, plev, FALSE); else if (die < 46) visible = fire_ball(GF_POIS, dir, 20 + (plev / 2), 3); else if (die < 51) visible = light_line(dir); else if (die < 56) visible = fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); else if (die < 61) visible = fire_bolt_or_beam(beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); else if (die < 66) visible = fire_bolt_or_beam(beam, GF_ACID, dir, damroll(6+((plev-5)/4), 8)); else if (die < 71) visible = fire_bolt_or_beam(beam, GF_FIRE, dir, damroll(8+((plev-5)/4), 8)); else if (die < 76) visible = drain_life(dir, 75); else if (die < 81) visible = fire_ball(GF_ELEC, dir, 30 + plev / 2, 2); else if (die < 86) visible = fire_ball(GF_ACID, dir, 40 + plev, 2); else if (die < 91) visible = fire_ball(GF_ICE, dir, 70 + plev, 3); else if (die < 96) visible = fire_ball(GF_FIRE, dir, 80 + plev, 3); /* above 100 'visible' is already true */ else if (die < 101) drain_life(dir, 100 + plev); else if (die < 104) earthquake(py, px, 12); else if (die < 106) destroy_area(py, px, 15, TRUE); else if (die < 108) banishment(); else if (die < 110) dispel_monsters(120); else /* RARE */ { dispel_monsters(150); slow_monsters(); sleep_monsters(TRUE); hp_player(300); } return visible; }
static void _shatter_device_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Shatter Device"); break; case SPELL_DESC: var_set_string(res, "Destroy a magical device in your inventory for various effects."); break; case SPELL_CAST: { int item; object_type *o_ptr; var_set_bool(res, FALSE); item_tester_hook = object_is_device; if (!get_item(&item, "Shatter which device?", "You have nothing to shatter.", USE_INVEN)) return; o_ptr = &inventory[item]; var_set_bool(res, TRUE); if (o_ptr->activation.type == EFFECT_NONE) { msg_print("Nothing happens."); } else if (o_ptr->activation.type == EFFECT_DESTRUCTION) { if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev)) msg_print("The dungeon collapses..."); else msg_print("The dungeon trembles."); } else if ( o_ptr->activation.type == EFFECT_HEAL_CURING || o_ptr->activation.type == EFFECT_HEAL_CURING_HERO || o_ptr->activation.type == EFFECT_RESTORING ) { msg_print("You feel life flow through your body!"); restore_level(); (void)set_poisoned(0, TRUE); (void)set_blind(0, TRUE); (void)set_confused(0, TRUE); (void)set_image(0, TRUE); (void)set_stun(0, TRUE); (void)set_cut(0, TRUE); (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); update_stuff(); /* hp may change if Con was drained ... */ hp_player(5000); } else if ( o_ptr->activation.type == EFFECT_TELEPORT_AWAY || o_ptr->activation.type == EFFECT_BANISH_EVIL || o_ptr->activation.type == EFFECT_BANISH_ALL ) { banish_monsters(p_ptr->lev * 4); } else { project(0, 5, py, px, o_ptr->activation.difficulty * 16, _object_dam_type(o_ptr), PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1); } inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); break; } default: default_spell(cmd, res); break; } }
static void _shatter_device_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, "Shatter Device"); break; case SPELL_DESC: var_set_string(res, "Destroy a magical device in your inventory for various effects."); break; case SPELL_CAST: { obj_prompt_t prompt = {0}; var_set_bool(res, FALSE); prompt.prompt = "Shatter which device?"; prompt.error = "You have nothing to shatter."; prompt.filter = object_is_device; prompt.where[0] = INV_PACK; prompt.where[1] = INV_FLOOR; obj_prompt(&prompt); if (!prompt.obj) return; var_set_bool(res, TRUE); if (prompt.obj->activation.type == EFFECT_NONE) { msg_print("Nothing happens."); } else if (prompt.obj->activation.type == EFFECT_DESTRUCTION) { if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev)) msg_print("The dungeon collapses..."); else msg_print("The dungeon trembles."); } else if ( prompt.obj->activation.type == EFFECT_HEAL_CURING || prompt.obj->activation.type == EFFECT_HEAL_CURING_HERO || prompt.obj->activation.type == EFFECT_RESTORING ) { msg_print("You feel life flow through your body!"); restore_level(); (void)set_poisoned(0, TRUE); (void)set_blind(0, TRUE); (void)set_confused(0, TRUE); (void)set_image(0, TRUE); (void)set_stun(0, TRUE); (void)set_cut(0, TRUE); (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); update_stuff(); /* hp may change if Con was drained ... */ hp_player(5000); } else if ( prompt.obj->activation.type == EFFECT_TELEPORT_AWAY || prompt.obj->activation.type == EFFECT_BANISH_EVIL || prompt.obj->activation.type == EFFECT_BANISH_ALL ) { banish_monsters(p_ptr->lev * 4); } else { project(0, 5, py, px, prompt.obj->activation.difficulty * 16, _object_dam_type(prompt.obj), PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1); } prompt.obj->number--; obj_release(prompt.obj, 0); break; } default: default_spell(cmd, res); break; } }
/* * Do an effect, given an object. * Boost is the extent to which skill surpasses difficulty, used as % boost. It * ranges from 0 to 138. */ bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam, int boost) { int py = p_ptr->py; int px = p_ptr->px; int dam, chance, dur; if (effect < 1 || effect > EF_MAX) { msg("Bad effect passed to do_effect(). Please report this bug."); return FALSE; } switch (effect) { case EF_POISON: { inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_BLIND: { inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SCARE: { inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_CONFUSE: { inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_HALLUC: { inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_PARALYZE: { inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SLOW: { if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_POISON: { if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BLINDNESS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_PARANOIA: { if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CONFUSION: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_MIND: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE; if (!of_has(p_ptr->state.flags, OF_RES_CONFU) && inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BODY: { if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_LIGHT: { if (hp_player(20)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE; if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_SERIOUS: { if (hp_player(40)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CRITICAL: { if (hp_player(60)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL: { int amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; if (hp_player(amt)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL2: { if (hp_player(1200)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_TEMP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL1: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL2: { if (hp_player(1000)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL3: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_GAIN_EXP: { if (p_ptr->exp < PY_MAX_EXP) { msg("You feel more experienced."); player_exp_gain(p_ptr, 100000L); *ident = TRUE; } return TRUE; } case EF_LOSE_EXP: { if (!check_state(OF_HOLD_LIFE, p_ptr->state.flags) && (p_ptr->exp > 0)) { msg("You feel your memories fade."); player_exp_lose(p_ptr, p_ptr->exp / 4, FALSE); *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_HOLD_LIFE); return TRUE; } case EF_RESTORE_EXP: { if (restore_level()) *ident = TRUE; return TRUE; } case EF_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } return TRUE; } case EF_GAIN_STR: case EF_GAIN_INT: case EF_GAIN_WIS: case EF_GAIN_DEX: case EF_GAIN_CON: case EF_GAIN_CHR: { int stat = effect - EF_GAIN_STR; if (do_inc_stat(stat)) *ident = TRUE; return TRUE; } case EF_GAIN_ALL: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_BRAWN: { /* Pick a random stat to decrease other than strength */ int stat = randint0(A_MAX-1) + 1; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_STR); *ident = TRUE; } return TRUE; } case EF_INTELLECT: { /* Pick a random stat to decrease other than intelligence */ int stat = randint0(A_MAX-1); if (stat >= A_INT) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_INT); *ident = TRUE; } return TRUE; } case EF_CONTEMPLATION: { /* Pick a random stat to decrease other than wisdom */ int stat = randint0(A_MAX-1); if (stat >= A_WIS) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_WIS); *ident = TRUE; } return TRUE; } case EF_TOUGHNESS: { /* Pick a random stat to decrease other than constitution */ int stat = randint0(A_MAX-1); if (stat >= A_CON) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CON); *ident = TRUE; } return TRUE; } case EF_NIMBLENESS: { /* Pick a random stat to decrease other than dexterity */ int stat = randint0(A_MAX-1); if (stat >= A_DEX) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_DEX); *ident = TRUE; } return TRUE; } case EF_PLEASING: { /* Pick a random stat to decrease other than charisma */ int stat = randint0(A_MAX-1); if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CHR); *ident = TRUE; } return TRUE; } case EF_LOSE_STR: case EF_LOSE_INT: case EF_LOSE_WIS: case EF_LOSE_DEX: case EF_LOSE_CON: case EF_LOSE_CHR: { int stat = effect - EF_LOSE_STR; take_hit(damroll(5, 5), "stat drain"); (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_LOSE_CON2: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON, FALSE); *ident = TRUE; return TRUE; } case EF_RESTORE_STR: case EF_RESTORE_INT: case EF_RESTORE_WIS: case EF_RESTORE_DEX: case EF_RESTORE_CON: case EF_RESTORE_CHR: { int stat = effect - EF_RESTORE_STR; if (do_res_stat(stat)) *ident = TRUE; return TRUE; } case EF_CURE_NONORLYBIG: { msg("You feel life flow through your body!"); restore_level(); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_IMAGE, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; return TRUE; } case EF_RESTORE_ALL: { /* Life, above, also gives these effects */ if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_RESTORE_ST_LEV: { if (restore_level()) *ident = TRUE; if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_TMD_INFRA: { if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_SINVIS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_ESP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT: { msg("An image of your surroundings forms in your mind..."); wiz_light(); *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT2: { msg("You begin to feel more enlightened..."); message_flush(); wiz_light(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); (void)detect_treasure(TRUE); identify_pack(); *ident = TRUE; return TRUE; } case EF_HERO: { dur = randint1(25) + 25; if (hp_player(10)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_HERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHERO: { dur = randint1(25) + 25; if (hp_player(30)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ACID: { if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ELEC: { if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_FIRE: { if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_COLD: { if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_POIS: { if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ALL: { if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_DETECT_TREASURE: { if (detect_treasure(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_TRAP: { if (detect_traps(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_DOORSTAIR: { if (detect_doorstairs(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_INVIS: { if (detect_monsters_invis(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_EVIL: { if (detect_monsters_evil(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_ALL: { if (detect_all(aware)) *ident = TRUE; return TRUE; } case EF_ENCHANT_TOHIT: { *ident = TRUE; return enchant_spell(1, 0, 0); } case EF_ENCHANT_TODAM: { *ident = TRUE; return enchant_spell(0, 1, 0); } case EF_ENCHANT_WEAPON: { *ident = TRUE; return enchant_spell(randint1(3), randint1(3), 0); } case EF_ENCHANT_ARMOR: { *ident = TRUE; return enchant_spell(0, 0, 1); } case EF_ENCHANT_ARMOR2: { *ident = TRUE; return enchant_spell(0, 0, randint1(3) + 2); } case EF_RESTORE_ITEM: { *ident = TRUE; return restore_item(); } case EF_IDENTIFY: { *ident = TRUE; if (!ident_spell()) return FALSE; return TRUE; } case EF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->timed[TMD_BLIND]) msg("The air around your body glows blue for a moment..."); else msg("You feel as if someone is watching over you."); *ident = TRUE; } return TRUE; } case EF_REMOVE_CURSE2: { remove_all_curse(); *ident = TRUE; return TRUE; } case EF_LIGHT: { if (light_area(damroll(2, 8), 2)) *ident = TRUE; return TRUE; } case EF_SUMMON_MON: { int i; sound(MSG_SUM_MONSTER); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, 0, 1)) *ident = TRUE; } return TRUE; } case EF_SUMMON_UNDEAD: { int i; sound(MSG_SUM_UNDEAD); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, S_UNDEAD, 1)) *ident = TRUE; } return TRUE; } case EF_TELE_PHASE: { teleport_player(10); *ident = TRUE; return TRUE; } case EF_TELE_LONG: { teleport_player(100); *ident = TRUE; return TRUE; } case EF_TELE_LEVEL: { (void)teleport_player_level(); *ident = TRUE; return TRUE; } case EF_CONFUSING: { if (p_ptr->confusing == 0) { msg("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } return TRUE; } case EF_MAPPING: { map_area(); *ident = TRUE; return TRUE; } case EF_RUNE: { warding_glyph(); *ident = TRUE; return TRUE; } case EF_ACQUIRE: { acquirement(py, px, p_ptr->depth, 1, TRUE); *ident = TRUE; return TRUE; } case EF_ACQUIRE2: { acquirement(py, px, p_ptr->depth, randint1(2) + 1, TRUE); *ident = TRUE; return TRUE; } case EF_ANNOY_MON: { msg("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; return TRUE; } case EF_CREATE_TRAP: { /* Hack -- no traps in the town */ if (p_ptr->depth == 0) return TRUE; trap_creation(); msg("You hear a low-pitched whistling sound."); *ident = TRUE; return TRUE; } case EF_DESTROY_TDOORS: { if (destroy_doors_touch()) *ident = TRUE; return TRUE; } case EF_RECHARGE: { *ident = TRUE; if (!recharge(60)) return FALSE; return TRUE; } case EF_BANISHMENT: { *ident = TRUE; if (!banishment()) return FALSE; return TRUE; } case EF_DARKNESS: { if (!check_state(OF_RES_DARK, p_ptr->state.flags)) (void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE, TRUE); unlight_area(10, 3); wieldeds_notice_flag(OF_RES_DARK); *ident = TRUE; return TRUE; } case EF_PROTEVIL: { if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SATISFY: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; return TRUE; } case EF_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; return TRUE; } case EF_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; return TRUE; } case EF_BLESSING: { if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING2: { if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING3: { if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RECALL: { set_recall(); *ident = TRUE; return TRUE; } case EF_DEEP_DESCENT: { int i, target_depth = p_ptr->depth; /* Calculate target depth */ for (i = 2; i > 0; i--) { if (is_quest(target_depth)) break; if (target_depth >= MAX_DEPTH - 1) break; target_depth++; } if (target_depth > p_ptr->depth) { msgt(MSG_TPLEVEL, "You sink through the floor..."); dungeon_change_level(target_depth); *ident = TRUE; return TRUE; } else { msgt(MSG_TPLEVEL, "You sense a malevolent presence blocking passage to the levels below."); *ident = TRUE; return FALSE; } } case EF_LOSHASTE: { if (speed_monsters()) *ident = TRUE; return TRUE; } case EF_LOSSLEEP: { if (sleep_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSSLOW: { if (slow_monsters()) *ident = TRUE; return TRUE; } case EF_LOSCONF: { if (confuse_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSKILL: { (void)mass_banishment(); *ident = TRUE; return TRUE; } case EF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; return TRUE; } case EF_DESTRUCTION2: { destroy_area(py, px, 15, TRUE); *ident = TRUE; return TRUE; } case EF_ILLUMINATION: { if (light_area(damroll(2, 15), 3)) *ident = TRUE; return TRUE; } case EF_CLAIRVOYANCE: { *ident = TRUE; wiz_light(); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); return TRUE; } case EF_PROBING: { *ident = probing(); return TRUE; } case EF_STONE_TO_MUD: { if (wall_to_mud(dir)) *ident = TRUE; return TRUE; } case EF_CONFUSE2: { *ident = TRUE; confuse_monster(dir, 20, aware); return TRUE; } case EF_BIZARRE: { *ident = TRUE; ring_of_power(dir); return TRUE; } case EF_STAR_BALL: { int i; *ident = TRUE; for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], (150 * (100 + boost) / 100), 3); return TRUE; } case EF_RAGE_BLESS_RESIST: { dur = randint1(50) + 50; *ident = TRUE; (void)hp_player(30); (void)clear_timed(TMD_AFRAID, TRUE); (void)inc_timed(TMD_BOLD, dur, TRUE, TRUE); (void)inc_timed(TMD_SHERO, dur, TRUE, TRUE); (void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE, TRUE); return TRUE; } case EF_SLEEPII: { *ident = TRUE; sleep_monsters_touch(aware); return TRUE; } case EF_RESTORE_LIFE: { *ident = TRUE; restore_level(); return TRUE; } case EF_MISSILE: { *ident = TRUE; dam = damroll(3, 4) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_MISSILE, dir, dam); return TRUE; } case EF_DISPEL_EVIL: { *ident = TRUE; dam = p_ptr->lev * 5 * (100 + boost) / 100; dispel_evil(dam); return TRUE; } case EF_DISPEL_EVIL60: { dam = 60 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_UNDEAD: { dam = 60 * (100 + boost) / 100; if (dispel_undead(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_ALL: { dam = 120 * (100 + boost) / 100; if (dispel_monsters(dam)) *ident = TRUE; return TRUE; } case EF_HASTE: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE1: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE2: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_FIRE_BOLT: { *ident = TRUE; dam = damroll(9, 8) * (100 + boost) / 100; fire_bolt(GF_FIRE, dir, dam); return TRUE; } case EF_FIRE_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT3: { dam = damroll(16, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT72: { dam = 72 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_FIRE_BALL: { dam = 144 * (100 + boost) / 100; fire_ball(GF_FIRE, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_FIRE_BALL2: { dam = 120 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_FIRE_BALL200: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_COLD_BOLT: { dam = damroll(6, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt_or_beam(beam, GF_COLD, dir, dam); return TRUE; } case EF_COLD_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_COLD, dir, dam); return TRUE; } case EF_COLD_BALL2: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_COLD_BALL50: { dam = 50 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL100: { dam = 100 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL160: { dam = 160 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_ACID_BOLT: { dam = damroll(5, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ACID, dir, dam); return TRUE; } case EF_ACID_BOLT2: { dam = damroll(10, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BOLT3: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BALL: { dam = 120 * (100 + boost) / 100; fire_ball(GF_ACID, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BOLT: { dam = damroll(6, 6) * (100 + boost) / 100; *ident = TRUE; fire_beam(GF_ELEC, dir, dam); return TRUE; } case EF_ELEC_BALL: { dam = 64 * (100 + boost) / 100; fire_ball(GF_ELEC, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BALL2: { dam = 250 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 3); return TRUE; } case EF_ARROW: { dam = 150 * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ARROW, dir, dam); return TRUE; } case EF_REM_FEAR_POIS: { *ident = TRUE; (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); return TRUE; } case EF_STINKING_CLOUD: { dam = 12 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_POIS, dir, dam, 3); return TRUE; } case EF_DRAIN_LIFE1: { dam = 90 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE2: { dam = 120 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE3: { dam = 150 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE4: { dam = 250 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_FIREBRAND: { *ident = TRUE; if (!brand_bolts()) return FALSE; return TRUE; } case EF_MANA_BOLT: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt(GF_MANA, dir, dam); *ident = TRUE; return TRUE; } case EF_MON_HEAL: { if (heal_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_HASTE: { if (speed_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SLOW: { if (slow_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_CONFUSE: { if (confuse_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_MON_SLEEP: { if (sleep_monster(dir, aware)) *ident = TRUE; return TRUE; } case EF_MON_CLONE: { if (clone_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SCARE: { if (fear_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_LIGHT_LINE: { msg("A line of shimmering blue light appears."); light_line(dir); *ident = TRUE; return TRUE; } case EF_TELE_OTHER: { if (teleport_monster(dir)) *ident = TRUE; return TRUE; } case EF_DISARMING: { if (disarm_trap(dir)) *ident = TRUE; return TRUE; } case EF_TDOOR_DEST: { if (destroy_door(dir)) *ident = TRUE; return TRUE; } case EF_POLYMORPH: { if (poly_monster(dir)) *ident = TRUE; return TRUE; } case EF_STARLIGHT: { int i; if (!p_ptr->timed[TMD_BLIND]) msg("Light shoots in all directions!"); for (i = 0; i < 8; i++) light_line(ddd[i]); *ident = TRUE; return TRUE; } case EF_STARLIGHT2: { int k; for (k = 0; k < 8; k++) strong_light_line(ddd[k]); *ident = TRUE; return TRUE; } case EF_BERSERKER: { dur = randint1(50) + 50; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_WONDER: { if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5, beam)) *ident = TRUE; return TRUE; } case EF_WAND_BREATH: { /* table of random ball effects and their damages */ const int breath_types[] = { GF_ACID, 200, GF_ELEC, 160, GF_FIRE, 200, GF_COLD, 160, GF_POIS, 120 }; /* pick a random (type, damage) tuple in the table */ int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int))); fire_ball(breath_types[which], dir, breath_types[which + 1], 3); *ident = TRUE; return TRUE; } case EF_STAFF_MAGI: { if (do_res_stat(A_INT)) *ident = TRUE; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; *ident = TRUE; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); } return TRUE; } case EF_STAFF_HOLY: { dam = 120 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_DRINK_BREATH: { const int breath_types[] = { GF_FIRE, 80, GF_COLD, 80, }; int which = 2 * randint0(N_ELEMENTS(breath_types) / 2); fire_ball(breath_types[which], dir, breath_types[which + 1], 2); *ident = TRUE; return TRUE; } case EF_DRINK_GOOD: { msg("You feel less thirsty."); *ident = TRUE; return TRUE; } case EF_DRINK_DEATH: { msg("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *ident = TRUE; return TRUE; } case EF_DRINK_RUIN: { msg("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); player_stat_dec(p_ptr, A_DEX, TRUE); player_stat_dec(p_ptr, A_WIS, TRUE); player_stat_dec(p_ptr, A_CON, TRUE); player_stat_dec(p_ptr, A_STR, TRUE); player_stat_dec(p_ptr, A_CHR, TRUE); player_stat_dec(p_ptr, A_INT, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_DETONATE: { msg("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)inc_timed(TMD_STUN, 75, TRUE, TRUE); (void)inc_timed(TMD_CUT, 5000, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_SALT: { msg("The potion makes you vomit!"); (void)set_food(PY_FOOD_STARVE - 1); (void)clear_timed(TMD_POISONED, TRUE); (void)inc_timed(TMD_PARALYZED, 4, TRUE, FALSE); *ident = TRUE; return TRUE; } case EF_FOOD_GOOD: { msg("That tastes good."); *ident = TRUE; return TRUE; } case EF_FOOD_WAYBREAD: { msg("That tastes good."); (void)clear_timed(TMD_POISONED, TRUE); (void)hp_player(damroll(4, 8)); *ident = TRUE; return TRUE; } case EF_SHROOM_EMERGENCY: { (void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE); (void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE); (void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE); (void)hp_player(200); *ident = TRUE; return TRUE; } case EF_SHROOM_TERROR: { if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_STONE: { if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_DEBILITY: { int stat = one_in_(2) ? A_STR : A_CON; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_SHROOM_SPRINTING: { if (inc_timed(TMD_SPRINT, 100, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_PURGING: { (void)set_food(PY_FOOD_FAINT - 1); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_RING_ACID: { dam = 70 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ACID, dir, dam, 2); inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_FLAMES: { dam = 80 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_ICE: { dam = 75 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_LIGHTNING: { dam = 85 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 2); inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_DRAGON_BLUE: { dam = 100 * (100 + boost) / 100; msgt(MSG_BR_ELEC, "You breathe lightning."); fire_ball(GF_ELEC, dir, dam, 2); return TRUE; } case EF_DRAGON_GREEN: { dam = 150 * (100 + boost) / 100; msgt(MSG_BR_GAS, "You breathe poison gas."); fire_ball(GF_POIS, dir, dam, 2); return TRUE; } case EF_DRAGON_RED: { dam = 200 * (100 + boost) / 100; msgt(MSG_BR_FIRE, "You breathe fire."); fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_DRAGON_MULTIHUED: { static const struct { int msg_sound; const char *msg; int typ; } mh[] = { { MSG_BR_ELEC, "lightning", GF_ELEC }, { MSG_BR_FROST, "frost", GF_COLD }, { MSG_BR_ACID, "acid", GF_ACID }, { MSG_BR_GAS, "poison gas", GF_POIS }, { MSG_BR_FIRE, "fire", GF_FIRE } }; int chance = randint0(5); dam = 250 * (100 + boost) / 100; msgt(mh[chance].msg_sound, "You breathe %s.", mh[chance].msg); fire_ball(mh[chance].typ, dir, dam, 2); return TRUE; } case EF_DRAGON_BRONZE: { dam = 120 * (100 + boost) / 100; msgt(MSG_BR_CONF, "You breathe confusion."); fire_ball(GF_CONFU, dir, dam, 2); return TRUE; } case EF_DRAGON_GOLD: { dam = 130 * (100 + boost) / 100; msgt(MSG_BR_SOUND, "You breathe sound."); fire_ball(GF_SOUND, dir, dam, 2); return TRUE; } case EF_DRAGON_CHAOS: { dam = 220 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISEN), "You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISEN), dir, dam, 2); return TRUE; } case EF_DRAGON_LAW: { dam = 230 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), "You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, dam, 2); return TRUE; } case EF_DRAGON_BALANCE: { dam = 250 * (100 + boost) / 100; chance = randint0(4); msg("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISEN : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, dam, 2); return TRUE; } case EF_DRAGON_SHINING: { dam = 200 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), "You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam, 2); return TRUE; } case EF_DRAGON_POWER: { dam = 300 * (100 + boost) / 100; msgt(MSG_BR_ELEMENTS, "You breathe the elements."); fire_ball(GF_MISSILE, dir, dam, 2); return TRUE; } case EF_TRAP_DOOR: { msg("You fall through a trap door!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently down to the next level."); } else { take_hit(damroll(2, 8), "a trap"); } wieldeds_notice_flag(OF_FEATHER); dungeon_change_level(p_ptr->depth + 1); return TRUE; } case EF_TRAP_PIT: { msg("You fall into a pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the bottom of the pit."); } else { take_hit(damroll(2, 6), "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_SPIKES: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled!"); dam *= 2; (void)inc_timed(TMD_CUT, randint1(dam), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_POISON: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled on poisonous spikes!"); (void)inc_timed(TMD_CUT, randint1(dam * 2), TRUE, TRUE); (void)inc_timed(TMD_POISONED, randint1(dam * 4), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_RUNE_SUMMON: { int i; int num = 2 + randint1(3); msgt(MSG_SUM_MONSTER, "You are enveloped in a cloud of smoke!"); /* Remove trap */ cave->info[py][px] &= ~(CAVE_MARK); cave_set_feat(cave, py, px, FEAT_FLOOR); for (i = 0; i < num; i++) (void)summon_specific(py, px, p_ptr->depth, 0, 1); break; } case EF_TRAP_RUNE_TELEPORT: { msg("You hit a teleport trap!"); teleport_player(100); return TRUE; } case EF_TRAP_SPOT_FIRE: { int dam; msg("You are enveloped in flames!"); dam = damroll(4, 6); dam = adjust_dam(GF_FIRE, dam, RANDOMISE, check_for_resist(GF_FIRE, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "a fire trap"); inven_damage(GF_FIRE, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_SPOT_ACID: { int dam; msg("You are splashed with acid!"); dam = damroll(4, 6); dam = adjust_dam(GF_ACID, dam, RANDOMISE, check_for_resist(GF_ACID, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "an acid trap"); inven_damage(GF_ACID, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_DART_SLOW: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_STR: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_STR, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_DEX: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_DEX, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_CON: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_CON, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_GAS_BLIND: { msg("You are surrounded by a black gas!"); (void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_CONFUSE: { msg("You are surrounded by a gas of scintillating colors!"); (void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_POISON: { msg("You are surrounded by a pungent green gas!"); (void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_SLEEP: { msg("You are surrounded by a strange white mist!"); (void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE, TRUE); return TRUE; } case EF_XXX: case EF_MAX: break; } /* Not used */ msg("Effect not handled."); return FALSE; }
static void _shatter_device_spell(int cmd, variant *res) { switch (cmd) { case SPELL_NAME: var_set_string(res, T("Shatter Device", "")); break; case SPELL_DESC: var_set_string(res, T("Destroy a magical device in your inventory for various effects.", "")); break; case SPELL_CAST: { int item; object_type *o_ptr; var_set_bool(res, FALSE); item_tester_hook = item_tester_hook_recharge; if (!get_item(&item, "Shatter which device?", "You have nothing to shatter.", USE_INVEN)) return; o_ptr = &inventory[item]; var_set_bool(res, TRUE); if (_object_is_(o_ptr, TV_STAFF, SV_STAFF_DESTRUCTION)) { if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev)) msg_print("The dungeon collapses..."); else msg_print("The dungeon trembles."); } else if ( _object_is_(o_ptr, TV_STAFF, SV_STAFF_HEALING) || _object_is_(o_ptr, TV_ROD, SV_ROD_HEALING) || _object_is_(o_ptr, TV_ROD, SV_ROD_RESTORATION) ) { msg_print("You feel life flow through your body!"); restore_level(); (void)set_poisoned(0, TRUE); (void)set_blind(0, TRUE); (void)set_confused(0, TRUE); (void)set_image(0, TRUE); (void)set_stun(0, TRUE); (void)set_cut(0, TRUE); (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); update_stuff(); hp_player(5000); } else if (_object_is_(o_ptr, TV_ROD, SV_ROD_TELEPORT_AWAY)) { banish_monsters(p_ptr->lev * 4); } else { project(0, 5, py, px, k_info[o_ptr->k_idx].level * 16, _object_dam_type(o_ptr), PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1); } inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); 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); }
/* Use a staff. -RAK- */ void use() { int32u i; int j, k, item_val, chance, y, x; register int ident; register struct misc *m_ptr; register inven_type *i_ptr; free_turn_flag = TRUE; if (inven_ctr == 0) msg_print("But you are not carrying anything."); else if (!find_range(TV_STAFF, TV_NEVER, &j, &k)) msg_print("You are not carrying any staffs."); else if (get_item(&item_val, "Use which staff?", j, k, 0)) { i_ptr = &inventory[item_val]; free_turn_flag = FALSE; m_ptr = &py.misc; chance = m_ptr->save + stat_adj(A_INT) - (int)i_ptr->level - 5 + (class_level_adj[m_ptr->pclass][CLA_DEVICE] * m_ptr->lev / 3); if (py.flags.confused > 0) chance = chance / 2; if (chance <= 0) chance = 1; if (randint(chance) < USE_DEVICE) msg_print("You failed to use the staff properly."); else if (i_ptr->p1 > 0) { i = i_ptr->flags; ident = FALSE; (i_ptr->p1)--; switch(i) { case ST_HEALING: ident = hp_player(300); if (py.flags.stun>0) { if (py.flags.stun>50) { py.misc.ptohit+=20; py.misc.ptodam+=20; } else { py.misc.ptohit+=5; py.misc.ptodam+=5; } py.flags.stun=0; ident = TRUE; msg_print("You're head stops stinging."); } if (py.flags.cut>0) { py.flags.cut=0; ident = TRUE; msg_print("You feel better."); } break; case ST_GENOCIDE: genocide(FALSE); ident = TRUE; break; case ST_PROBE: probing(); ident = TRUE; break; case ST_IDENTIFY: ident_spell(); ident = TRUE; break; case ST_HOLYNESS: dispel_creature(EVIL,120); protect_evil(); cure_poison(); remove_fear(); hp_player(50); if (py.flags.stun>0) { if (py.flags.stun>50) { py.misc.ptohit+=20; py.misc.ptodam+=20; } else { py.misc.ptohit+=5; py.misc.ptodam+=5; } py.flags.stun=0; ident = TRUE; msg_print("You're head stops stinging."); } if (py.flags.cut>0) { py.flags.cut=0; ident = TRUE; msg_print("You feel better."); } ident = TRUE; break; case ST_MAGI: if (res_stat(A_INT)) { msg_print("You have a warm feeling."); ident = TRUE; } m_ptr = &py.misc; if (m_ptr->cmana < m_ptr->mana) { m_ptr->cmana = m_ptr->mana; ident = TRUE; msg_print("Your feel your head clear."); prt_cmana(); } break; case ST_POWER: dispel_creature(0xFFFFFFFFL,120); break; case ST_SURROUND: map_area(); ident = TRUE; break; case ST_LIGHT: ident = light_area(char_row, char_col); break; case ST_DR_LC: ident = detect_sdoor(); break; case ST_TRP_LC: ident = detect_trap(); break; case ST_TRE_LC: ident = detect_treasure(); break; case ST_OBJ_LC: ident = detect_object(); break; case ST_TELE: teleport(100); ident = TRUE; break; case ST_EARTH: ident = TRUE; earthquake(); break; case ST_SUMMON: ident = FALSE; for (k = 0; k < randint(4); k++) { y = char_row; x = char_col; ident |= summon_monster(&y, &x, FALSE); } break; case ST_DEST: ident = TRUE; destroy_area(char_row, char_col); break; case ST_STAR: ident = TRUE; starlite(char_row, char_col); break; case ST_HAST_MN: ident = speed_monsters(1); break; case ST_SLOW_MN: ident = speed_monsters(-1); break; case ST_SLEE_MN: ident = sleep_monsters2(); break; case ST_CURE_LT: ident = hp_player(randint(8)); break; case ST_DET_INV: ident = detect_invisible(); break; case ST_SPEED: if (py.flags.fast == 0) ident = TRUE; if (py.flags.fast <= 0) py.flags.fast += randint(30) + 15; else py.flags.fast += randint(5); break; case ST_SLOW: if (py.flags.slow == 0) ident = TRUE; py.flags.slow += randint(30) + 15; break; case ST_REMOVE: if (remove_curse()) { if (py.flags.blind < 1) msg_print("The staff glows blue for a moment.."); ident = TRUE; } break; case ST_DET_EVI: ident = detect_evil(); break; case ST_CURING: if ((cure_blindness()) || (cure_poison()) || (cure_confusion()) || (py.flags.stun>0) || (py.flags.cut>0)) ident = TRUE; if (py.flags.stun>0) { if (py.flags.stun>50) { py.misc.ptohit+=20; py.misc.ptodam+=20; } else { py.misc.ptohit+=5; py.misc.ptodam+=5; } py.flags.stun=0; msg_print("You're head stops stinging."); } else if (py.flags.cut>0) { py.flags.cut=0; msg_print("You feel better."); } break; case ST_DSP_EVI: ident = dispel_creature(EVIL, 60); break; case ST_DARK: ident = unlight_area(char_row, char_col); break; default: msg_print("Internal error in staffs()"); break; } if (ident) { if (!known1_p(i_ptr)) { m_ptr = &py.misc; /* round half-way case up */ m_ptr->exp += (i_ptr->level + (m_ptr->lev >> 1)) / m_ptr->lev; prt_experience(); identify(&item_val); i_ptr = &inventory[item_val]; } }
static bool cast_mage_spell(int spell, int dir) { int py = p_ptr->py; int px = p_ptr->px; int plev = p_ptr->lev; /* Hack -- chance of "beam" instead of "bolt" */ int beam = beam_chance(); /* Spells. */ switch (spell) { case SPELL_MAGIC_MISSILE: { fire_bolt_or_beam(beam-10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); break; } case SPELL_DETECT_MONSTERS: { (void)detect_monsters_normal(TRUE); break; } case SPELL_PHASE_DOOR: { teleport_player(10); break; } case SPELL_LIGHT_AREA: { (void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; } case SPELL_TREASURE_DETECTION: { (void)detect_treasure(TRUE); break; } case SPELL_CURE_LIGHT_WOUNDS: { (void)heal_player(15, 15); (void)dec_timed(TMD_CUT, 20, TRUE); (void)dec_timed(TMD_CONFUSED, 20, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case SPELL_FIND_TRAPS_DOORS: { (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); break; } case SPELL_STINKING_CLOUD: { fire_ball(GF_POIS, dir, 10 + (plev / 2), 2); break; } case SPELL_CONFUSE_MONSTER: { (void)confuse_monster(dir, plev, TRUE); break; } case SPELL_LIGHTNING_BOLT: { fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); break; } case SPELL_TRAP_DOOR_DESTRUCTION: { (void)destroy_doors_touch(); break; } case SPELL_SLEEP_MONSTER: { (void)sleep_monster(dir, TRUE); break; } case SPELL_CURE_POISON: { (void)clear_timed(TMD_POISONED, TRUE); break; } case SPELL_TELEPORT_SELF: { teleport_player(plev * 5); break; } case SPELL_SPEAR_OF_LIGHT: { msg("A line of blue shimmering light appears."); light_line(dir); break; } case SPELL_FROST_BOLT: { fire_bolt_or_beam(beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); break; } case SPELL_TURN_STONE_TO_MUD: { (void)wall_to_mud(dir); break; } case SPELL_SATISFY_HUNGER: { (void)set_food(PY_FOOD_MAX - 1); break; } case SPELL_RECHARGE_ITEM_I: { return recharge(2 + plev / 5); } case SPELL_WONDER: { (void)spell_wonder(dir); break; } case SPELL_POLYMORPH_OTHER: { (void)poly_monster(dir); break; } case SPELL_IDENTIFY: { return ident_spell(); } case SPELL_MASS_SLEEP: { (void)sleep_monsters(TRUE); break; } case SPELL_FIRE_BOLT: { fire_bolt_or_beam(beam, GF_FIRE, dir, damroll(6+((plev-5)/4), 8)); break; } case SPELL_SLOW_MONSTER: { (void)slow_monster(dir); break; } case SPELL_FROST_BALL: { fire_ball(GF_COLD, dir, 30 + (plev), 2); break; } case SPELL_RECHARGE_ITEM_II: /* greater recharging */ { return recharge(50 + plev); } case SPELL_TELEPORT_OTHER: { (void)teleport_monster(dir); break; } case SPELL_BEDLAM: { fire_ball(GF_OLD_CONF, dir, plev, 4); break; } case SPELL_FIRE_BALL: { fire_ball(GF_FIRE, dir, 55 + (plev), 2); break; } case SPELL_WORD_OF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); break; } case SPELL_BANISHMENT: { return banishment(); break; } case SPELL_DOOR_CREATION: { (void)door_creation(); break; } case SPELL_STAIR_CREATION: { (void)stair_creation(); break; } case SPELL_TELEPORT_LEVEL: { (void)teleport_player_level(); break; } case SPELL_EARTHQUAKE: { earthquake(py, px, 10); break; } case SPELL_WORD_OF_RECALL: { set_recall(); break; } case SPELL_ACID_BOLT: { fire_bolt_or_beam(beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8)); break; } case SPELL_CLOUD_KILL: { fire_ball(GF_POIS, dir, 40 + (plev / 2), 3); break; } case SPELL_ACID_BALL: { fire_ball(GF_ACID, dir, 40 + (plev), 2); break; } case SPELL_ICE_STORM: { fire_ball(GF_ICE, dir, 50 + (plev * 2), 3); break; } case SPELL_METEOR_SWARM: { fire_swarm(2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1); break; } case SPELL_MANA_STORM: { fire_ball(GF_MANA, dir, 300 + (plev * 2), 3); break; } case SPELL_DETECT_INVISIBLE: { (void)detect_monsters_normal(TRUE); (void)detect_monsters_invis(TRUE); break; } case SPELL_DETECT_ENCHANTMENT: { (void)detect_objects_magic(TRUE); break; } case SPELL_SHOCK_WAVE: { fire_ball(GF_SOUND, dir, 10 + plev, 2); break; } case SPELL_EXPLOSION: { fire_ball(GF_SHARD, dir, 20 + (plev * 2), 2); break; } case SPELL_MASS_BANISHMENT: { (void)mass_banishment(); break; } case SPELL_RESIST_FIRE: { (void)inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE); break; } case SPELL_RESIST_COLD: { (void)inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE); break; } case SPELL_ELEMENTAL_BRAND: /* elemental brand */ { return brand_ammo(); } case SPELL_RESIST_POISON: { (void)inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE); break; } case SPELL_RESISTANCE: { int time = randint1(20) + 20; (void)inc_timed(TMD_OPP_ACID, time, TRUE); (void)inc_timed(TMD_OPP_ELEC, time, TRUE); (void)inc_timed(TMD_OPP_FIRE, time, TRUE); (void)inc_timed(TMD_OPP_COLD, time, TRUE); (void)inc_timed(TMD_OPP_POIS, time, TRUE); break; } case SPELL_HEROISM: { (void)hp_player(10); (void)inc_timed(TMD_HERO, randint1(25) + 25, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); break; } case SPELL_SHIELD: { (void)inc_timed(TMD_SHIELD, randint1(20) + 30, TRUE); break; } case SPELL_BERSERKER: { (void)hp_player(30); (void)inc_timed(TMD_SHERO, randint1(25) + 25, TRUE); (void)clear_timed(TMD_AFRAID, TRUE); break; } case SPELL_HASTE_SELF: { if (!p_ptr->timed[TMD_FAST]) { (void)set_timed(TMD_FAST, randint1(20) + plev, TRUE); } else { (void)inc_timed(TMD_FAST, randint1(5), TRUE); } break; } case SPELL_RIFT: { fire_beam(GF_GRAVITY, dir, 40 + damroll(plev, 7)); break; } case SPELL_REND_SOUL: /* rend soul */ { fire_bolt_or_beam(beam / 4, GF_NETHER, dir, damroll(11, plev)); break; } case SPELL_CHAOS_STRIKE: /* chaos strike */ { fire_bolt_or_beam(beam, GF_CHAOS, dir, damroll(13, plev)); break; } case SPELL_RUNE_OF_PROTECTION: /* rune of protection */ { (void)warding_glyph(); break; } case SPELL_ENCHANT_ARMOR: /* enchant armor */ { return enchant_spell(0, 0, randint0(3) + plev / 20); } case SPELL_ENCHANT_WEAPON: /* enchant weapon */ { return enchant_spell(randint0(4) + plev / 20, randint0(4) + plev / 20, 0); } } /* Success */ return (TRUE); }
static bool read_scroll(object_type *o_ptr, bool *ident) { int py = p_ptr->py; int px = p_ptr->px; int k; bool used_up = TRUE; /* Analyze the scroll */ switch (o_ptr->sval) { case SV_SCROLL_DARKNESS: { if (!p_ptr->resist_blind) { (void)set_blind(p_ptr->blind + 3 + randint(5)); } if (unlite_area(10, 3)) *ident = TRUE; break; } case SV_SCROLL_AGGRAVATE_MONSTER: { msg_print("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; break; } case SV_SCROLL_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; break; } case SV_SCROLL_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; break; } case SV_SCROLL_SUMMON_MONSTER: { for (k = 0; k < randint(3); k++) { if (summon_specific(py, px, p_ptr->depth, 0)) { *ident = TRUE; } } break; } case SV_SCROLL_SUMMON_UNDEAD: { for (k = 0; k < randint(3); k++) { if (summon_specific(py, px, p_ptr->depth, SUMMON_UNDEAD)) { *ident = TRUE; } } break; } case SV_SCROLL_TRAP_CREATION: { if (trap_creation()) *ident = TRUE; break; } case SV_SCROLL_PHASE_DOOR: { teleport_player(10); *ident = TRUE; break; } case SV_SCROLL_TELEPORT: { teleport_player(100); *ident = TRUE; break; } case SV_SCROLL_TELEPORT_LEVEL: { (void)teleport_player_level(); *ident = TRUE; break; } case SV_SCROLL_WORD_OF_RECALL: { set_recall(); *ident = TRUE; break; } case SV_SCROLL_IDENTIFY: { *ident = TRUE; if (!ident_spell()) used_up = FALSE; break; } case SV_SCROLL_STAR_IDENTIFY: { *ident = TRUE; if (!identify_fully()) used_up = FALSE; break; } case SV_SCROLL_REMOVE_CURSE: { if (remove_curse()) { msg_print("You feel as if someone is watching over you."); *ident = TRUE; } break; } case SV_SCROLL_STAR_REMOVE_CURSE: { remove_all_curse(); *ident = TRUE; break; } case SV_SCROLL_ENCHANT_ARMOR: { *ident = TRUE; if (!enchant_spell(0, 0, 1)) used_up = FALSE; break; } case SV_SCROLL_ENCHANT_WEAPON_TO_HIT: { if (!enchant_spell(1, 0, 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_ENCHANT_WEAPON_TO_DAM: { if (!enchant_spell(0, 1, 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_STAR_ENCHANT_ARMOR: { if (!enchant_spell(0, 0, randint(3) + 2)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_STAR_ENCHANT_WEAPON: { if (!enchant_spell(randint(3), randint(3), 0)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_RECHARGING: { if (!recharge(60)) used_up = FALSE; *ident = TRUE; break; } case SV_SCROLL_LIGHT: { if (lite_area(damroll(2, 8), 2)) *ident = TRUE; break; } case SV_SCROLL_MAPPING: { map_area(); *ident = TRUE; break; } case SV_SCROLL_DETECT_GOLD: { if (detect_treasure()) *ident = TRUE; if (detect_objects_gold()) *ident = TRUE; break; } case SV_SCROLL_DETECT_ITEM: { if (detect_objects_normal()) *ident = TRUE; break; } case SV_SCROLL_DETECT_TRAP: { if (detect_traps()) *ident = TRUE; break; } case SV_SCROLL_DETECT_DOOR: { if (detect_doors()) *ident = TRUE; if (detect_stairs()) *ident = TRUE; break; } case SV_SCROLL_DETECT_INVIS: { if (detect_monsters_invis()) *ident = TRUE; break; } case SV_SCROLL_SATISFY_HUNGER: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; break; } case SV_SCROLL_BLESSING: { if (set_blessed(p_ptr->blessed + randint(12) + 6)) *ident = TRUE; break; } case SV_SCROLL_HOLY_CHANT: { if (set_blessed(p_ptr->blessed + randint(24) + 12)) *ident = TRUE; break; } case SV_SCROLL_HOLY_PRAYER: { if (set_blessed(p_ptr->blessed + randint(48) + 24)) *ident = TRUE; break; } case SV_SCROLL_MONSTER_CONFUSION: { if (p_ptr->confusing == 0) { msg_print("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } break; } case SV_SCROLL_PROTECTION_FROM_EVIL: { k = 3 * p_ptr->lev; if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE; break; } case SV_SCROLL_RUNE_OF_PROTECTION: { warding_glyph(); *ident = TRUE; break; } case SV_SCROLL_TRAP_DOOR_DESTRUCTION: { if (destroy_doors_touch()) *ident = TRUE; break; } case SV_SCROLL_STAR_DESTRUCTION: { destroy_area(py, px, 15, TRUE); *ident = TRUE; break; } case SV_SCROLL_DISPEL_UNDEAD: { if (dispel_undead(60)) *ident = TRUE; break; } case SV_SCROLL_BANISHMENT: { (void)banishment(); *ident = TRUE; break; } case SV_SCROLL_MASS_BANISHMENT: { (void)mass_banishment(); *ident = TRUE; break; } case SV_SCROLL_ACQUIREMENT: { acquirement(py, px, 1, TRUE); *ident = TRUE; break; } case SV_SCROLL_STAR_ACQUIREMENT: { acquirement(py, px, randint(2) + 1, TRUE); *ident = TRUE; break; } } return (used_up); }
static bool use_staff(object_type *o_ptr, bool *ident) { int py = p_ptr->py; int px = p_ptr->px; int k; bool use_charge = TRUE; /* Analyze the staff */ switch (o_ptr->sval) { case SV_STAFF_DARKNESS: { if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + 3 + randint(5))) *ident = TRUE; } if (unlite_area(10, 3)) *ident = TRUE; break; } case SV_STAFF_SLOWNESS: { if (set_slow(p_ptr->slow + randint(30) + 15)) *ident = TRUE; break; } case SV_STAFF_HASTE_MONSTERS: { if (speed_monsters()) *ident = TRUE; break; } case SV_STAFF_SUMMONING: { for (k = 0; k < randint(4); k++) { if (summon_specific(py, px, p_ptr->depth, 0)) { *ident = TRUE; } } break; } case SV_STAFF_TELEPORTATION: { teleport_player(100); *ident = TRUE; break; } case SV_STAFF_IDENTIFY: { if (!ident_spell()) use_charge = FALSE; *ident = TRUE; break; } case SV_STAFF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->blind) { msg_print("The staff glows blue for a moment..."); } *ident = TRUE; } break; } case SV_STAFF_STARLITE: { if (!p_ptr->blind) { msg_print("The end of the staff glows brightly..."); } for (k = 0; k < 8; k++) lite_line(ddd[k]); *ident = TRUE; break; } case SV_STAFF_LITE: { if (lite_area(damroll(2, 8), 2)) *ident = TRUE; break; } case SV_STAFF_MAPPING: { map_area(); *ident = TRUE; break; } case SV_STAFF_DETECT_GOLD: { if (detect_treasure()) *ident = TRUE; if (detect_objects_gold()) *ident = TRUE; break; } case SV_STAFF_DETECT_ITEM: { if (detect_objects_normal()) *ident = TRUE; break; } case SV_STAFF_DETECT_TRAP: { if (detect_traps()) *ident = TRUE; break; } case SV_STAFF_DETECT_DOOR: { if (detect_doors()) *ident = TRUE; if (detect_stairs()) *ident = TRUE; break; } case SV_STAFF_DETECT_INVIS: { if (detect_monsters_invis()) *ident = TRUE; break; } case SV_STAFF_DETECT_EVIL: { if (detect_monsters_evil()) *ident = TRUE; break; } case SV_STAFF_CURE_LIGHT: { if (hp_player(randint(8))) *ident = TRUE; break; } case SV_STAFF_CURING: { if (set_blind(0)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_confused(0)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_STAFF_HEALING: { if (hp_player(300)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_STAFF_THE_MAGI: { if (do_res_stat(A_INT)) *ident = TRUE; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; *ident = TRUE; msg_print("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); } break; } case SV_STAFF_SLEEP_MONSTERS: { if (sleep_monsters()) *ident = TRUE; break; } case SV_STAFF_SLOW_MONSTERS: { if (slow_monsters()) *ident = TRUE; break; } case SV_STAFF_SPEED: { if (!p_ptr->fast) { if (set_fast(randint(30) + 15)) *ident = TRUE; } else { (void)set_fast(p_ptr->fast + 5); } break; } case SV_STAFF_PROBING: { probing(); *ident = TRUE; break; } case SV_STAFF_DISPEL_EVIL: { if (dispel_evil(60)) *ident = TRUE; break; } case SV_STAFF_POWER: { if (dispel_monsters(120)) *ident = TRUE; break; } case SV_STAFF_HOLINESS: { if (dispel_evil(120)) *ident = TRUE; k = 3 * p_ptr->lev; if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE; if (set_poisoned(0)) *ident = TRUE; if (set_afraid(0)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (set_stun(0)) *ident = TRUE; if (set_cut(0)) *ident = TRUE; break; } case SV_STAFF_BANISHMENT: { (void)banishment(); *ident = TRUE; break; } case SV_STAFF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; break; } case SV_STAFF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); *ident = TRUE; break; } } return (use_charge); }
/* Scrolls for the reading -RAK- */ void read_scroll() { int32u i; int j, k, item_val, y, x; int tmp[6], flag, used_up; bigvtype out_val, tmp_str; register int ident, l; register inven_type *i_ptr; register struct misc *m_ptr; free_turn_flag = TRUE; if (py.flags.blind > 0) msg_print("You can't see to read the scroll."); else if (no_light()) msg_print("You have no light to read by."); else if (py.flags.confused > 0) msg_print("You are too confused to read a scroll."); else if (inven_ctr == 0) msg_print("You are not carrying anything!"); else if (!find_range(TV_SCROLL1, TV_SCROLL2, &j, &k)) msg_print ("You are not carrying any scrolls!"); else if (get_item(&item_val, "Read which scroll?", j, k, 0)) { i_ptr = &inventory[item_val]; free_turn_flag = FALSE; used_up = TRUE; i = i_ptr->flags; ident = FALSE; while (i != 0) { j = bit_pos(&i) + 1; if (i_ptr->tval == TV_SCROLL2) j += 32; /* Scrolls. */ switch(j) { case 1: i_ptr = &inventory[INVEN_WIELD]; if (i_ptr->tval != TV_NOTHING) { objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val, "Your %s glows faintly!", tmp_str); msg_print(out_val); if (enchant(&i_ptr->tohit)) { i_ptr->flags &= ~TR_CURSED; calc_bonuses(); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 2: i_ptr = &inventory[INVEN_WIELD]; if (i_ptr->tval != TV_NOTHING) { objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val, "Your %s glows faintly!", tmp_str); msg_print(out_val); if (enchant(&i_ptr->todam)) { i_ptr->flags &= ~TR_CURSED; calc_bonuses (); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 3: k = 0; l = 0; if (inventory[INVEN_BODY].tval != TV_NOTHING) tmp[k++] = INVEN_BODY; if (inventory[INVEN_ARM].tval != TV_NOTHING) tmp[k++] = INVEN_ARM; if (inventory[INVEN_OUTER].tval != TV_NOTHING) tmp[k++] = INVEN_OUTER; if (inventory[INVEN_HANDS].tval != TV_NOTHING) tmp[k++] = INVEN_HANDS; if (inventory[INVEN_HEAD].tval != TV_NOTHING) tmp[k++] = INVEN_HEAD; /* also enchant boots */ if (inventory[INVEN_FEET].tval != TV_NOTHING) tmp[k++] = INVEN_FEET; if (k > 0) l = tmp[randint(k)-1]; if (TR_CURSED & inventory[INVEN_BODY].flags) l = INVEN_BODY; else if (TR_CURSED & inventory[INVEN_ARM].flags) l = INVEN_ARM; else if (TR_CURSED & inventory[INVEN_OUTER].flags) l = INVEN_OUTER; else if (TR_CURSED & inventory[INVEN_HEAD].flags) l = INVEN_HEAD; else if (TR_CURSED & inventory[INVEN_HANDS].flags) l = INVEN_HANDS; else if (TR_CURSED & inventory[INVEN_FEET].flags) l = INVEN_FEET; if (l > 0) { i_ptr = &inventory[l]; objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val, "Your %s glows faintly!", tmp_str); msg_print(out_val); if (enchant(&i_ptr->toac)) { i_ptr->flags &= ~TR_CURSED; calc_bonuses (); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 4: msg_print("This is an identify scroll."); ident = TRUE; used_up = ident_spell(); /* the identify may merge objects, causing the identify scroll to move to a different place. Check for that here. */ if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008) { item_val--; i_ptr = &inventory[item_val]; if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008) { msg_print("internal error with identify spell."); msg_print("Please tell the wizard!"); return; } } break; case 5: if (remove_curse()) { msg_print("You feel as if someone is watching over you."); ident = TRUE; } break; case 6: ident = light_area(char_row, char_col); break; case 7: for (k = 0; k < randint(3); k++) { y = char_row; x = char_col; ident |= summon_monster(&y, &x, FALSE); } break; case 8: teleport(10); ident = TRUE; break; case 9: teleport(100); ident = TRUE; break; case 10: (void) tele_level(); ident = TRUE; break; case 11: if (py.flags.confuse_monster == 0) { msg_print("Your hands begin to glow."); py.flags.confuse_monster = TRUE; ident = TRUE; } break; case 12: ident = TRUE; map_area(); break; case 13: ident = sleep_monsters1(char_row, char_col); break; case 14: ident = TRUE; warding_glyph(); break; case 15: ident = detect_treasure(); break; case 16: ident = detect_object(); break; case 17: ident = detect_trap(); break; case 18: ident = detect_sdoor(); break; case 19: msg_print("This is a mass genocide scroll."); ident = mass_genocide(TRUE); break; case 20: ident = detect_invisible(); break; case 21: ident = aggravate_monster(20); if (ident) msg_print("There is a high pitched humming noise."); break; case 22: ident = trap_creation(); break; case 23: ident = td_destroy(); break; case 24: /* Not Used , used to be door creation */ break; case 25: msg_print("This is a Recharge-Item scroll."); ident = TRUE; used_up = recharge(60); break; case 26: msg_print("This is a genocide scroll."); ident = genocide(TRUE); break; case 27: ident = unlight_area(char_row, char_col); break; case 28: ident = protect_evil(); break; case 29: ident = TRUE; create_food(); break; case 30: ident = dispel_creature(UNDEAD, 60); break; case 31: remove_all_curse(); ident = TRUE; break; case 33: i_ptr = &inventory[INVEN_WIELD]; if (i_ptr->tval != TV_NOTHING) { objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val, "Your %s glows brightly!", tmp_str); msg_print(out_val); flag = FALSE; for (k = 0; k < randint(2); k++) if (enchant(&i_ptr->tohit)) flag = TRUE; for (k = 0; k < randint(2); k++) if (enchant(&i_ptr->todam)) flag = TRUE; if (flag) { i_ptr->flags &= ~TR_CURSED; calc_bonuses (); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 34: i_ptr = &inventory[INVEN_WIELD]; if (i_ptr->tval != TV_NOTHING) { objdes(tmp_str, i_ptr, FALSE); (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str); msg_print(out_val); unmagic_name(i_ptr); i_ptr->tohit = -randint(5) - randint(5); i_ptr->todam = -randint(5) - randint(5); i_ptr->flags = TR_CURSED; py_bonuses(i_ptr, -1); calc_bonuses (); ident = TRUE; } break; case 35: k = 0; l = 0; if (inventory[INVEN_BODY].tval != TV_NOTHING) tmp[k++] = INVEN_BODY; if (inventory[INVEN_ARM].tval != TV_NOTHING) tmp[k++] = INVEN_ARM; if (inventory[INVEN_OUTER].tval != TV_NOTHING) tmp[k++] = INVEN_OUTER; if (inventory[INVEN_HANDS].tval != TV_NOTHING) tmp[k++] = INVEN_HANDS; if (inventory[INVEN_HEAD].tval != TV_NOTHING) tmp[k++] = INVEN_HEAD; /* also enchant boots */ if (inventory[INVEN_FEET].tval != TV_NOTHING) tmp[k++] = INVEN_FEET; if (k > 0) l = tmp[randint(k)-1]; if (TR_CURSED & inventory[INVEN_BODY].flags) l = INVEN_BODY; else if (TR_CURSED & inventory[INVEN_ARM].flags) l = INVEN_ARM; else if (TR_CURSED & inventory[INVEN_OUTER].flags) l = INVEN_OUTER; else if (TR_CURSED & inventory[INVEN_HEAD].flags) l = INVEN_HEAD; else if (TR_CURSED & inventory[INVEN_HANDS].flags) l = INVEN_HANDS; else if (TR_CURSED & inventory[INVEN_FEET].flags) l = INVEN_FEET; if (l > 0) { i_ptr = &inventory[l]; objdes(tmp_str, i_ptr, FALSE); (void) sprintf(out_val,"Your %s glows brightly!", tmp_str); msg_print(out_val); flag = FALSE; for (k = 0; k < randint(2) + 1; k++) if (enchant(&i_ptr->toac)) flag = TRUE; if (flag) { i_ptr->flags &= ~TR_CURSED; calc_bonuses (); } else msg_print("The enchantment fails."); ident = TRUE; } break; case 36: if ((inventory[INVEN_BODY].tval != TV_NOTHING) && (randint(4) == 1)) k = INVEN_BODY; else if ((inventory[INVEN_ARM].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_ARM; else if ((inventory[INVEN_OUTER].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_OUTER; else if ((inventory[INVEN_HEAD].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_HEAD; else if ((inventory[INVEN_HANDS].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_HANDS; else if ((inventory[INVEN_FEET].tval != TV_NOTHING) && (randint(3) ==1)) k = INVEN_FEET; else if (inventory[INVEN_BODY].tval != TV_NOTHING) k = INVEN_BODY; else if (inventory[INVEN_ARM].tval != TV_NOTHING) k = INVEN_ARM; else if (inventory[INVEN_OUTER].tval != TV_NOTHING) k = INVEN_OUTER; else if (inventory[INVEN_HEAD].tval != TV_NOTHING) k = INVEN_HEAD; else if (inventory[INVEN_HANDS].tval != TV_NOTHING) k = INVEN_HANDS; else if (inventory[INVEN_FEET].tval != TV_NOTHING) k = INVEN_FEET; else k = 0; if (k > 0) { i_ptr = &inventory[k]; objdes(tmp_str, i_ptr, FALSE); (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str); msg_print(out_val); unmagic_name(i_ptr); i_ptr->flags = TR_CURSED; i_ptr->toac = -randint(5) - randint(5); calc_bonuses (); ident = TRUE; } break; case 37: ident = FALSE; for (k = 0; k < randint(3); k++) { y = char_row; x = char_col; ident |= summon_undead(&y, &x); } break; case 38: ident = TRUE; bless(randint(12)+6); break; case 39: ident = TRUE; bless(randint(24)+12); break; case 40: ident = TRUE; bless(randint(48)+24); break; case 41: ident = TRUE; if (py.flags.word_recall == 0) py.flags.word_recall = 25 + randint(30); msg_print("The air about you becomes charged."); break; case 42: destroy_area(char_row, char_col); ident = TRUE; break; case 43: place_special(char_row, char_col, SPECIAL); prt_map(); break; case 44: special_random_object(char_row, char_col, 1); prt_map(); break; default: msg_print("Internal error in scroll()"); break; } /* End of Scrolls. */ } i_ptr = &inventory[item_val]; if (ident) { if (!known1_p(i_ptr)) { m_ptr = &py.misc; /* round half-way case up */ m_ptr->exp += (i_ptr->level +(m_ptr->lev >> 1)) / m_ptr->lev; prt_experience(); identify(&item_val); i_ptr = &inventory[item_val]; } }
/* Use a staff. -RAK- */ void use() { int32u i; int j, k, item_val, chance, y, x; register int ident; register struct misc *m_ptr; register inven_type *i_ptr; free_turn_flag = TRUE; if (inven_ctr == 0) msg_print("But you are not carrying anything."); else if (!find_range(TV_STAFF, TV_NEVER, &j, &k)) msg_print("You are not carrying any staffs."); else if (get_item(&item_val, "Use which staff?", j, k, CNIL, CNIL)) { i_ptr = &inventory[item_val]; free_turn_flag = FALSE; m_ptr = &py.misc; chance = m_ptr->save + stat_adj(A_INT) - (int)i_ptr->level - 5 + (class_level_adj[m_ptr->pclass][CLA_DEVICE] * m_ptr->lev / 3); if (py.flags.confused > 0) chance = chance / 2; if ((chance < USE_DEVICE) && (randint(USE_DEVICE - chance + 1) == 1)) chance = USE_DEVICE; /* Give everyone a slight chance */ if (chance <= 0) chance = 1; if (randint(chance) < USE_DEVICE) msg_print("You failed to use the staff properly."); else if (i_ptr->p1 > 0) { i = i_ptr->flags; ident = FALSE; (i_ptr->p1)--; while (i != 0) { j = bit_pos(&i) + 1; /* Staffs. */ switch(j) { case 1: ident = light_area(char_row, char_col); break; case 2: ident = detect_sdoor(); break; case 3: ident = detect_trap(); break; case 4: ident = detect_treasure(); break; case 5: ident = detect_object(); break; case 6: teleport(100); ident = TRUE; break; case 7: ident = TRUE; earthquake(); break; case 8: ident = FALSE; for (k = 0; k < randint(4); k++) { y = char_row; x = char_col; ident |= summon_monster(&y, &x, FALSE); } break; case 10: ident = TRUE; destroy_area(char_row, char_col); break; case 11: ident = TRUE; starlite(char_row, char_col); break; case 12: ident = speed_monsters(1); break; case 13: ident = speed_monsters(-1); break; case 14: ident = sleep_monsters2(); break; case 15: ident = hp_player(randint(8)); break; case 16: ident = detect_invisible(); break; case 17: if (py.flags.fast == 0) ident = TRUE; py.flags.fast += randint(30) + 15; break; case 18: if (py.flags.slow == 0) ident = TRUE; py.flags.slow += randint(30) + 15; break; case 19: ident = mass_poly(); break; case 20: if (remove_curse()) { if (py.flags.blind < 1) msg_print("The staff glows blue for a moment.."); ident = TRUE; } break; case 21: ident = detect_evil(); break; case 22: if ((cure_blindness()) || (cure_poison()) || (cure_confusion())) ident = TRUE; break; case 23: ident = dispel_creature(CD_EVIL, 60); break; case 25: ident = unlight_area(char_row, char_col); break; case 32: /* store bought flag */ break; default: msg_print("Internal error in staffs()"); break; } /* End of staff actions. */ } if (ident) { if (!known1_p(i_ptr)) { m_ptr = &py.misc; /* round half-way case up */ m_ptr->exp += (i_ptr->level + (m_ptr->lev >> 1)) / m_ptr->lev; prt_experience(); identify(&item_val); i_ptr = &inventory[item_val]; } }
void chaos_warrior_reward(void) { if (one_in_(6)) { msg_format("%^s rewards you with a mutation!", chaos_patrons[p_ptr->chaos_patron]); mut_gain_random(NULL); } else { char wrath_reason[32] = ""; int nasty_chance = 6; int dummy = 0, dummy2 = 0; int type, effect; int count = 0; if (p_ptr->lev == 13) nasty_chance = 2; else if (!(p_ptr->lev % 13)) nasty_chance = 3; else if (!(p_ptr->lev % 14)) nasty_chance = 12; if (one_in_(nasty_chance)) type = randint1(20); /* Allow the 'nasty' effects */ else type = randint1(15) + 5; /* Or disallow them */ if (type < 1) type = 1; if (type > 20) type = 20; type--; sprintf(wrath_reason, "the Wrath of %s", chaos_patrons[p_ptr->chaos_patron]); effect = chaos_rewards[p_ptr->chaos_patron][type]; switch (effect) { case REW_POLY_SLF: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst a new form, mortal!'"); do_poly_self(); break; case REW_GAIN_EXP: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Well done, mortal! Lead on!'"); if (p_ptr->prace == RACE_ANDROID) msg_print("But, nothing happen."); else 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); } break; case REW_LOSE_EXP: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou didst not deserve that, slave.'"); if (p_ptr->prace == RACE_ANDROID) msg_print("But, nothing happen."); else { lose_exp(p_ptr->exp / 6); } break; case REW_GOOD_OBJ: msg_format("The voice of %s whispers:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Use my gift wisely.'"); acquirement(py, px, 1, FALSE, FALSE); break; case REW_GREA_OBJ: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Use my gift wisely.'"); acquirement(py, px, 1, TRUE, FALSE); break; case REW_CHAOS_WP: { object_type forge; msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thy deed hath earned thee a worthy blade.'"); dummy = TV_SWORD; switch (randint1(p_ptr->lev)) { case 0: case 1: dummy2 = SV_DAGGER; break; case 2: case 3: dummy2 = SV_MAIN_GAUCHE; break; case 4: dummy2 = SV_TANTO; break; case 5: case 6: dummy2 = SV_RAPIER; break; case 7: case 8: dummy2 = SV_SMALL_SWORD; break; case 9: case 10: dummy2 = SV_BASILLARD; break; case 11: case 12: case 13: dummy2 = SV_SHORT_SWORD; break; case 14: case 15: dummy2 = SV_SABRE; break; case 16: case 17: dummy2 = SV_CUTLASS; break; case 18: dummy2 = SV_WAKIZASHI; break; case 19: dummy2 = SV_KHOPESH; break; case 20: dummy2 = SV_TULWAR; break; case 21: dummy2 = SV_BROAD_SWORD; break; case 22: case 23: dummy2 = SV_LONG_SWORD; break; case 24: case 25: dummy2 = SV_SCIMITAR; break; case 26: dummy2 = SV_NINJATO; break; case 27: dummy2 = SV_KATANA; break; case 28: case 29: dummy2 = SV_BASTARD_SWORD; break; case 30: dummy2 = SV_GREAT_SCIMITAR; break; case 31: dummy2 = SV_CLAYMORE; break; case 32: dummy2 = SV_ESPADON; break; case 33: dummy2 = SV_TWO_HANDED_SWORD; break; case 34: dummy2 = SV_FLAMBERGE; break; case 35: dummy2 = SV_NO_DACHI; break; case 36: dummy2 = SV_EXECUTIONERS_SWORD; break; case 37: dummy2 = SV_ZWEIHANDER; break; case 38: dummy2 = SV_HAYABUSA; break; default: dummy2 = SV_BLADE_OF_CHAOS; } object_prep(&forge, lookup_kind(dummy, dummy2)); forge.to_h = 3 + randint1(dun_level) % 10; forge.to_d = 3 + randint1(dun_level) % 10; one_resistance(&forge); forge.name2 = EGO_WEAPON_CHAOS; drop_near(&forge, -1, py, px); break; } case REW_GOOD_OBS: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thy deed hath earned thee a worthy reward.'"); acquirement(py, px, randint1(2) + 1, FALSE, FALSE); break; case REW_GREA_OBS: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Behold, mortal, how generously I reward thy loyalty.'"); acquirement(py, px, randint1(2) + 1, TRUE, FALSE); break; case REW_TY_CURSE: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou art growing arrogant, mortal.'"); activate_ty_curse(FALSE, &count); break; case REW_SUMMON_M: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'My pets, destroy the arrogant mortal!'"); for (dummy = 0; dummy < randint1(5) + 1; dummy++) summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); break; case REW_H_SUMMON: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst worthier opponents!'"); activate_hi_summon(py, px, FALSE); break; case REW_DO_HAVOC: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Death and destruction! This pleaseth me!'"); call_chaos(100); break; case REW_GAIN_ABL: msg_format("The voice of %s rings out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Stay, mortal, and let me mold thee.'"); if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) do_inc_stat(chaos_stats[p_ptr->chaos_patron]); else do_inc_stat(randint0(6)); break; case REW_LOSE_ABL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'I grow tired of thee, mortal.'"); if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) do_dec_stat(chaos_stats[p_ptr->chaos_patron]); else do_dec_stat(randint0(6)); break; case REW_RUIN_ABL: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou needst a lesson in humility, mortal!'"); msg_print("You feel less powerful!"); for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), TRUE); break; case REW_POLY_WND: msg_format("You feel the power of %s touch you.", chaos_patrons[p_ptr->chaos_patron]); do_poly_wounds(); break; case REW_AUGM_ABL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Receive this modest gift from me!'"); for (dummy = 0; dummy < 6; dummy++) do_inc_stat(dummy); break; case REW_HURT_LOT: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Suffer, pathetic fool!'"); fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4); take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1); break; case REW_HEAL_FUL: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Rise, my servant!'"); restore_level(); set_poisoned(0, TRUE); set_blind(0, TRUE); set_confused(0, TRUE); set_image(0, TRUE); set_stun(0, TRUE); set_cut(0, TRUE); hp_player(5000); for (dummy = 0; dummy < 6; dummy++) do_res_stat(dummy); break; case REW_CURSE_WP: { int slot = equip_random_slot(object_is_melee_weapon); if (slot) { msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou reliest too much on thy weapon.'"); curse_weapon(FALSE, slot); } break; } case REW_CURSE_AR: { int slot = equip_random_slot(object_is_armour); if (slot) { msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Thou reliest too much on thine equipment.'"); curse_armor(slot); } break; } case REW_PISS_OFF: msg_format("The voice of %s whispers:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Now thou shalt pay for annoying me.'"); switch (randint1(4)) { case 1: activate_ty_curse(FALSE, &count); break; case 2: activate_hi_summon(py, px, FALSE); break; case 3: if (one_in_(2)) { int slot = equip_random_slot(object_is_melee_weapon); if (slot) curse_weapon(FALSE, slot); } else { int slot = equip_random_slot(object_is_armour); if (slot) curse_armor(slot); } break; default: for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), TRUE); break; } break; case REW_WRATH: msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Die, mortal!'"); take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1); for (dummy = 0; dummy < 6; dummy++) dec_stat(dummy, 10 + randint1(15), FALSE); activate_hi_summon(py, px, FALSE); activate_ty_curse(FALSE, &count); if (one_in_(2)) { int slot = equip_random_slot(object_is_melee_weapon); if (slot) curse_weapon(FALSE, slot); } if (one_in_(2)) { int slot = equip_random_slot(object_is_armour); if (slot) curse_armor(slot); } break; case REW_DESTRUCT: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Death and destruction! This pleaseth me!'"); destroy_area(py, px, 25, 3 * p_ptr->lev); break; case REW_GENOCIDE: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Let me relieve thee of thine oppressors!'"); symbol_genocide(0, FALSE); break; case REW_MASS_GEN: msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); msg_print("'Let me relieve thee of thine oppressors!'"); mass_genocide(0, FALSE); break; case REW_DISPEL_C: msg_format("You can feel the power of %s assault your enemies!", chaos_patrons[p_ptr->chaos_patron]); dispel_monsters(p_ptr->lev * 4); break; case REW_IGNORE: msg_format("%s ignores you.", chaos_patrons[p_ptr->chaos_patron]); break; case REW_SER_DEMO: msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; case REW_SER_MONS: msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; case REW_SER_UNDE: msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]); if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET)) msg_print("Nobody ever turns up..."); break; default: msg_format("The voice of %s stammers:", chaos_patrons[p_ptr->chaos_patron]); msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect); } } }
static bool cast_priest_spell(int spell, int dir) { int py = p_ptr->py; int px = p_ptr->px; int plev = p_ptr->lev; int amt; switch (spell) { case PRAYER_DETECT_EVIL: { (void)detect_monsters_evil(TRUE); break; } case PRAYER_CURE_LIGHT_WOUNDS: { (void)heal_player(15, 15); (void)dec_timed(TMD_CUT, 20, TRUE); (void)dec_timed(TMD_CONFUSED, 20, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_BLESS: { (void)inc_timed(TMD_BLESSED, randint1(12) + 12, TRUE); break; } case PRAYER_REMOVE_FEAR: { (void)clear_timed(TMD_AFRAID, TRUE); break; } case PRAYER_CALL_LIGHT: { (void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1); break; } case PRAYER_FIND_TRAPS_DOORS: { (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); break; } case PRAYER_SLOW_POISON: { (void)set_timed(TMD_POISONED, p_ptr->timed[TMD_POISONED] / 2, TRUE); break; } case PRAYER_SCARE_MONSTER: { (void)fear_monster(dir, plev, TRUE); break; } case PRAYER_PORTAL: { teleport_player(plev * 3); break; } case PRAYER_CURE_SERIOUS_WOUNDS: { (void)heal_player(20, 25); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_CHANT: { (void)inc_timed(TMD_BLESSED, randint1(24) + 24, TRUE); break; } case PRAYER_SANCTUARY: { (void)sleep_monsters_touch(TRUE); break; } case PRAYER_SATISFY_HUNGER: { (void)set_food(PY_FOOD_MAX - 1); break; } case PRAYER_REMOVE_CURSE: { remove_curse(); break; } case PRAYER_RESIST_HEAT_COLD: { (void)inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE); break; } case PRAYER_NEUTRALIZE_POISON: { (void)clear_timed(TMD_POISONED, TRUE); break; } case PRAYER_ORB_OF_DRAINING: { fire_ball(GF_HOLY_ORB, dir, (damroll(3, 6) + plev + (plev / (player_has(PF_BLESS_WEAPON) ? 2 : 4))), ((plev < 30) ? 2 : 3)); break; } case PRAYER_CURE_CRITICAL_WOUNDS: { (void)heal_player(25, 30); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_SENSE_INVISIBLE: { (void)inc_timed(TMD_SINVIS, randint1(24) + 24, TRUE); break; } case PRAYER_PROTECTION_FROM_EVIL: { (void)inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE); break; } case PRAYER_EARTHQUAKE: { earthquake(py, px, 10); break; } case PRAYER_SENSE_SURROUNDINGS: { map_area(); break; } case PRAYER_CURE_MORTAL_WOUNDS: { (void)heal_player(30, 50); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_TURN_UNDEAD: { (void)turn_undead(TRUE); break; } case PRAYER_PRAYER: { (void)inc_timed(TMD_BLESSED, randint1(48) + 48, TRUE); break; } case PRAYER_DISPEL_UNDEAD: { (void)dispel_undead(randint1(plev * 3)); break; } case PRAYER_HEAL: { amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; (void)hp_player(amt); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_DISPEL_EVIL: { (void)dispel_evil(randint1(plev * 3)); break; } case PRAYER_GLYPH_OF_WARDING: { warding_glyph(); break; } case PRAYER_HOLY_WORD: { (void)dispel_evil(randint1(plev * 4)); (void)hp_player(1000); (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); break; } case PRAYER_DETECT_MONSTERS: { (void)detect_monsters_normal(TRUE); break; } case PRAYER_DETECTION: { (void)detect_all(TRUE); break; } case PRAYER_PERCEPTION: { return ident_spell(); } case PRAYER_PROBING: { (void)probing(); break; } case PRAYER_CLAIRVOYANCE: { wiz_light(); break; } case PRAYER_CURE_SERIOUS_WOUNDS2: { (void)heal_player(20, 25); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); break; } case PRAYER_CURE_MORTAL_WOUNDS2: { (void)heal_player(30, 50); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_STUN, TRUE); break; } case PRAYER_HEALING: { (void)hp_player(2000); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); break; } case PRAYER_RESTORATION: { (void)do_res_stat(A_STR); (void)do_res_stat(A_INT); (void)do_res_stat(A_WIS); (void)do_res_stat(A_DEX); (void)do_res_stat(A_CON); (void)do_res_stat(A_CHR); break; } case PRAYER_REMEMBRANCE: { (void)restore_level(); break; } case PRAYER_DISPEL_UNDEAD2: { (void)dispel_undead(randint1(plev * 4)); break; } case PRAYER_DISPEL_EVIL2: { (void)dispel_evil(randint1(plev * 4)); break; } case PRAYER_BANISH_EVIL: { if (banish_evil(100)) { msg("The power of your god banishes evil!"); } break; } case PRAYER_WORD_OF_DESTRUCTION: { destroy_area(py, px, 15, TRUE); break; } case PRAYER_ANNIHILATION: { drain_life(dir, 200); break; } case PRAYER_UNBARRING_WAYS: { (void)destroy_doors_touch(); break; } case PRAYER_RECHARGING: { return recharge(15); } case PRAYER_DISPEL_CURSE: { (void)remove_all_curse(); break; } case PRAYER_ENCHANT_WEAPON: { return enchant_spell(randint0(4) + 1, randint0(4) + 1, 0); } case PRAYER_ENCHANT_ARMOUR: { return enchant_spell(0, 0, randint0(3) + 2); } case PRAYER_ELEMENTAL_BRAND: { brand_weapon(); break; } case PRAYER_BLINK: { teleport_player(10); break; } case PRAYER_TELEPORT_SELF: { teleport_player(plev * 8); break; } case PRAYER_TELEPORT_OTHER: { (void)teleport_monster(dir); break; } case PRAYER_TELEPORT_LEVEL: { (void)teleport_player_level(); break; } case PRAYER_WORD_OF_RECALL: { set_recall(); break; } case PRAYER_ALTER_REALITY: { msg("The world changes!"); /* Leaving */ p_ptr->leaving = TRUE; break; } } /* Success */ return (TRUE); }
static bool cast_mage_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; /* Hack -- chance of "beam" instead of "bolt" */ int beam = beam_chance(Ind); /* MAngband-specific: Projected */ if (spell >= SPELL_PROJECTED) { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)project_spell_ball(Ind, dir, spell - SPELL_PROJECTED); return (TRUE); } /* Spells. */ switch (spell) { case SPELL_MAGIC_MISSILE: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s fires a magic missile."); fire_bolt_or_beam(Ind, beam-10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4)); break; } case SPELL_DETECT_MONSTERS: { (void)detect_creatures(Ind, TRUE); break; } case SPELL_PHASE_DOOR: { msg_spell("%s blinks away!"); teleport_player(Ind, 10); break; } case SPELL_LIGHT_AREA: { (void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1); break; } case SPELL_TREASURE_DETECTION: { (void)detect_treasure(Ind); //(void)detect_objects_gold(Ind); break; } case SPELL_CURE_LIGHT_WOUNDS: { (void)hp_player(Ind, damroll(2, 8)); (void)set_cut(Ind, p_ptr->cut - 15); break; } case SPELL_OBJECT_DETECTION: { (void)detect_objects_normal(Ind); break; } case SPELL_FIND_TRAPS_DOORS: { (void)detect_trap(Ind);//detect_traps(Ind); (void)detect_sdoor(Ind);//detect_doors(Ind); //(void)detect_stairs(Ind); break; } case SPELL_STINKING_CLOUD: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a stinking cloud."); fire_ball(Ind, GF_POIS, dir, 10 + (plev / 2), 2); break; } case SPELL_CONFUSE_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a complicated gesture."); (void)confuse_monster(Ind, dir, plev); break; } case SPELL_LIGHTNING_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a lightning bolt."); fire_beam(Ind, GF_ELEC, dir, damroll(3+((plev-5)/6), 6)); break; } case SPELL_TRAP_DOOR_DESTRUCTION: { (void)destroy_doors_touch(Ind); break; } case SPELL_SLEEP_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s gestures and mumbles calmly."); (void)sleep_monster(Ind, dir); break; } case SPELL_CURE_POISON: { (void)set_poisoned(Ind, 0); break; } case SPELL_TELEPORT_SELF: { msg_spell("%s teleports away!"); teleport_player(Ind, plev * 5); break; } case SPELL_SPEAR_OF_LIGHT: /* spear of light */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_print(Ind, "A line of blue shimmering light appears."); msg_spell("A line of blue shimmering light appears out of %s's hands."); lite_line(Ind, dir); break; } case SPELL_FROST_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a frost bolt."); fire_bolt_or_beam(Ind, beam-10, GF_COLD, dir, damroll(5+((plev-5)/4), 8)); break; } case SPELL_TURN_STONE_TO_MUD: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a moving gesture."); (void)wall_to_mud(Ind, dir); break; } case SPELL_SATISFY_HUNGER: { (void)set_food(Ind, PY_FOOD_MAX - 1); break; } case SPELL_RECHARGE_ITEM_I: { return recharge(Ind, 2 + plev / 5); } case SPELL_WONDER: /* wonder */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); (void)spell_wonder(Ind, dir); break; } case SPELL_POLYMORPH_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s discharges an everchanging blast of energy."); (void)poly_monster(Ind, dir); break; } case SPELL_IDENTIFY: { return ident_spell(Ind); } case SPELL_MASS_SLEEP: { (void)sleep_monsters(Ind); break; } case SPELL_FIRE_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a fire bolt."); fire_bolt_or_beam(Ind, beam, GF_FIRE, dir, damroll(6+((plev-5)/4), 8)); break; } case SPELL_SLOW_MONSTER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a lengthy gesture."); (void)slow_monster(Ind, dir); break; } case SPELL_FROST_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a frost ball."); fire_ball(Ind, GF_COLD, dir, 30 + (plev), 2); break; } case SPELL_RECHARGE_ITEM_II: /* greater recharging */ { return recharge(Ind, 50 + plev); } case SPELL_TELEPORT_OTHER: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s makes a rush gesture."); (void)teleport_monster(Ind, dir); break; } case SPELL_BEDLAM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s creates confusion."); fire_ball(Ind, GF_OLD_CONF, dir, plev, 4); break; } case SPELL_FIRE_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a fire ball."); fire_ball(Ind, GF_FIRE, dir, 55 + (plev), 2); break; } case SPELL_WORD_OF_DESTRUCTION: { msg_spell("%s unleashes great power!"); destroy_area(Depth, py, px, 15, TRUE); break; } case SPELL_BANISHMENT: { return banishment(Ind); break; } case SPELL_DOOR_CREATION: { (void)door_creation(Ind); break; } case SPELL_STAIR_CREATION: { (void)stair_creation(Ind); break; } case SPELL_TELEPORT_LEVEL: { (void)teleport_player_level(Ind); break; } case SPELL_EARTHQUAKE: { msg_spell("%s casts a spell, and the ground shakes!"); earthquake(Depth, py, px, 10); break; } case SPELL_WORD_OF_RECALL: { o_ptr = &p_ptr->inventory[get_spell_book(Ind, spell)]; set_recall(Ind, o_ptr); break; } case SPELL_ACID_BOLT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an acid bolt."); fire_bolt_or_beam(Ind, beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8)); break; } case SPELL_CLOUD_KILL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a cloud of death."); fire_ball(Ind, GF_POIS, dir, 40 + (plev / 2), 3); break; } case SPELL_ACID_BALL: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an acid ball."); fire_ball(Ind, GF_ACID, dir, 40 + (plev), 2); break; } case SPELL_ICE_STORM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s invokes an ice storm."); fire_ball(Ind, GF_ICE, dir, 50 + (plev * 2), 3); break; } case SPELL_METEOR_SWARM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a meteor shower."); fire_swarm(Ind, 2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1); break; } case SPELL_MANA_STORM: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a mana ball."); fire_ball(Ind, GF_MANA, dir, 300 + (plev * 2), 3); break; } case SPELL_DETECT_INVISIBLE: { (void)detect_invisible(Ind, TRUE); break; } case SPELL_DETECT_ENCHANTMENT: { (void)detect_objects_magic(Ind); break; } case SPELL_SHOCK_WAVE: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a shock wave."); fire_ball(Ind, GF_SOUND, dir, 10 + plev, 2); break; } case SPELL_EXPLOSION: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts an explosion."); fire_ball(Ind, GF_SHARDS, dir, 20 + (plev * 2), 2); break; } case SPELL_MASS_BANISHMENT: { (void)mass_banishment(Ind); break; } case SPELL_RESIST_FIRE: { (void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(20) + 20); break; } case SPELL_RESIST_COLD: { (void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(20) + 20); break; } case SPELL_ELEMENTAL_BRAND: /* elemental brand */ { if (!get_item(Ind, &dir, item_test(AMMO))) return (FALSE); (void)brand_ammo(Ind, dir); break; } case SPELL_RESIST_POISON: { (void)set_oppose_pois(Ind, p_ptr->oppose_pois + randint(20) + 20); break; } case SPELL_RESISTANCE: { int time = randint(20) + 20; (void)set_oppose_acid(Ind, p_ptr->oppose_acid + time); (void)set_oppose_elec(Ind, p_ptr->oppose_elec + time); (void)set_oppose_fire(Ind, p_ptr->oppose_fire + time); (void)set_oppose_cold(Ind, p_ptr->oppose_cold + time); (void)set_oppose_pois(Ind, p_ptr->oppose_pois + time); break; } case SPELL_HEROISM: { (void)hp_player(Ind, 10); (void)set_hero(Ind, p_ptr->hero + randint(25) + 25); (void)set_afraid(Ind, 0); break; } case SPELL_SHIELD: { msg_spell("%s forms a mystic shield."); (void)set_shield(Ind, p_ptr->shield + randint(20) + 30); break; } case SPELL_BERSERKER: { msg_spell("%s enters a battle rage!"); (void)hp_player(Ind, 30); (void)set_shero(Ind, p_ptr->shero + randint(25) + 25); (void)set_afraid(Ind, 0); break; } case SPELL_HASTE_SELF: { msg_spell("%s starts moving faster."); if (!p_ptr->fast) { (void)set_fast(Ind, randint(20) + plev); } else { (void)set_fast(Ind, p_ptr->fast + randint(5)); } break; } case SPELL_RIFT: { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("Space warps in a beam from %s."); fire_beam(Ind, GF_GRAVITY, dir, 40 + damroll(plev, 7)); break; } case SPELL_REND_SOUL: /* rend soul */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a nether ball."); fire_bolt_or_beam(Ind, beam / 4, GF_NETHER, dir, damroll(11, plev)); break; } case SPELL_CHAOS_STRIKE: /* chaos strike */ { if (!get_aim_dir(Ind, &dir)) return (FALSE); msg_spell("%s casts a ball of chaos."); fire_bolt_or_beam(Ind, beam, GF_CHAOS, dir, damroll(13, plev)); break; } case SPELL_RUNE_OF_PROTECTION: /* rune of protection */ { if (warding_glyph(Ind)) { msg_spell("%s lays down a rune of protection."); } break; } case SPELL_ENCHANT_ARMOR: /* enchant armor */ { return enchant_spell(Ind, 0, 0, rand_int(3) + plev / 20); } case SPELL_ENCHANT_WEAPON: /* enchant weapon */ { return enchant_spell(Ind, rand_int(4) + plev / 20, rand_int(4) + plev / 20, 0); } } /* Success */ return (TRUE); }