Пример #1
0
/*
 * Display the objects in a group.
 */
static void display_object(int col, int row, bool cursor, int oid)
{
	object_kind *kind = &k_info[oid];
	const char *inscrip = get_autoinscription(kind);

	char o_name[80];

	/* Choose a color */
	bool aware = (!kind->flavor || kind->aware);
	byte attr = curs_attrs[(int)aware][(int)cursor];

	/* Find graphics bits -- versions of the object_char and object_attr defines */
	bool use_flavour = (kind->flavor) && !(aware && kind->tval == TV_SCROLL);

	byte a = use_flavour ? kind->flavor->x_attr : kind->x_attr;
	byte c = use_flavour ? kind->flavor->x_char : kind->x_char;

	/* Display known artifacts differently */
	if (of_has(kind->flags, OF_INSTA_ART) && artifact_is_known(get_artifact_from_kind(kind)))
		get_artifact_display_name(o_name, sizeof(o_name), get_artifact_from_kind(kind));
	else
 		object_kind_name(o_name, sizeof(o_name), kind, OPT(cheat_know));

	/* If the type is "tried", display that */
	if (kind->tried && !aware)
		my_strcat(o_name, " {tried}", sizeof(o_name));

	/* Display the name */
	c_prt(attr, o_name, row, col);

	/* Show squelch status */
	if ((aware && kind_is_squelched_aware(kind)) ||
		(!aware && kind_is_squelched_unaware(kind)))
		c_put_str(attr, "Yes", row, 46);


	/* Show autoinscription if around */
	if (aware && inscrip)
		c_put_str(TERM_YELLOW, inscrip, row, 55);

	if (tile_height == 1) {
		big_pad(76, row, a, c);
	}
}
Пример #2
0
static bool wiz_create_item_action(menu_type *m, const ui_event *e, int oid)
{
	ui_event ret;
	menu_type *menu;

	char buf[80];

	object_kind *choice[60];
	int n_choices;

	int i;

	if (e->type != EVT_SELECT)
		return TRUE;

	for (n_choices = 0, i = 1; (n_choices < 60) && (i < z_info->k_max); i++)
	{
		object_kind *kind = &k_info[i];

		if (kind->tval != oid ||
				of_has(kind->flags, OF_INSTA_ART))
			continue;

		choice[n_choices++] = kind;
	}

	screen_save();
	clear_from(0);

	menu = menu_new(MN_SKIN_COLUMNS, &wiz_create_item_submenu);
	menu->selections = all_letters;

	object_base_name(buf, sizeof buf, oid, TRUE);
	menu->title = string_make(format("What kind of %s?", buf));

	menu_setpriv(menu, n_choices, choice);
	menu_layout(menu, &wiz_create_item_area);
	ret = menu_select(menu, 0, FALSE);

	screen_load();
	string_free((char *)menu->title);

	return (ret.type == EVT_ESCAPE);
}
Пример #3
0
/*
 * Describe stat modifications.
 */
static bool describe_stats(textblock *tb, const object_type *o_ptr,
		bitflag flags[MAX_PVALS][OF_SIZE], oinfo_detail_t mode)
{
	const char *descs[N_ELEMENTS(pval_flags)];
	size_t count, i;
	bool full = mode & OINFO_FULL;
	bool dummy = mode & OINFO_DUMMY;
	bool search = FALSE;

	if (!o_ptr->num_pvals && !dummy)
		return FALSE;

	for (i = 0; i < o_ptr->num_pvals; i++) {
		count = info_collect(tb, pval_flags, N_ELEMENTS(pval_flags), flags[i], descs);

		if (count) {
			if ((object_this_pval_is_visible(o_ptr, i) || full) && !dummy)
				textblock_append_c(tb, (o_ptr->pval[i] > 0) ? TERM_L_GREEN : TERM_RED,
					"%+i ", o_ptr->pval[i]);
			else
				textblock_append(tb, "Affects your ");

			info_out_list(tb, descs, count);
		}
		if (of_has(flags[i], OF_SEARCH))
			search = TRUE;
	}

	if (search)	{
		if ((object_this_pval_is_visible(o_ptr, which_pval(o_ptr, OF_SEARCH))
				|| full) && !dummy)	{
			textblock_append_c(tb, (o_ptr->pval[which_pval(o_ptr, OF_SEARCH)] > 0) ? TERM_L_GREEN : TERM_RED,
				"%+i%% ", o_ptr->pval[which_pval(o_ptr, OF_SEARCH)] * 5);
			textblock_append(tb, "to searching.\n");
		}
		else if (count)
			textblock_append(tb, "Also affects your searching skill.\n");
		else
			textblock_append(tb, "Affects your searching skill.\n");
	}

	return TRUE;
}
Пример #4
0
/*
 * Describe miscellaneous powers.
 */
static bool describe_misc_magic(textblock *tb, const bitflag flags[OF_SIZE])
{
	size_t i;
	bool printed = FALSE;

	for (i = 0; i < N_ELEMENTS(misc_flags); i++)
	{
		if (of_has(flags, misc_flags[i].flag))
		{
			textblock_append(tb, "%s.  ", misc_flags[i].name);
			printed = TRUE;
		}
	}

	if (printed)
		textblock_append(tb, "\n");

	return printed;
}
Пример #5
0
/**
 * Turn off spells with a side effect or a gf_type that is resisted by
 * something in flags, subject to intelligence and chance.
 *
 * \param spells is the set of spells we're pruning
 * \param flags is the set of object flags we're testing
 * \param pflags is the set of player flags we're testing
 * \param el is what we know about the monster's elemental resists
 * \param race is the monster type we're operating on
 */
void unset_spells(bitflag *spells, bitflag *flags, bitflag *pflags,
				  struct element_info *el, const struct monster_race *race)
{
	const struct mon_spell_info *info;
	bool smart = rf_has(race->flags, RF_SMART);

	for (info = mon_spell_types; info->index < RSF_MAX; info++) {
		const struct monster_spell *spell = monster_spell_by_index(info->index);
		const struct effect *effect;

		/* Ignore missing spells */
		if (!spell) continue;
		if (!rsf_has(spells, info->index)) continue;

		/* Get the effect */
		effect = spell->effect;

		/* First we test the elemental spells */
		if (info->type & (RST_BOLT | RST_BALL | RST_BREATH)) {
			int element = effect->params[0];
			int learn_chance = el[element].res_level * (smart ? 50 : 25);
			if (randint0(100) < learn_chance)
				rsf_off(spells, info->index);
		} else {
			/* Now others with resisted effects */
			while (effect) {
				/* Timed effects */
				if ((smart || !one_in_(3)) && (effect->index == EF_TIMED_INC) &&
					of_has(flags, timed_protect_flag(effect->params[0])))
					break;

				/* Mana drain */
				if ((smart || one_in_(2)) && (effect->index == EF_DRAIN_MANA) &&
					pf_has(pflags, PF_NO_MANA))
					break;

				effect = effect->next;
			}
			if (effect)
				rsf_off(spells, info->index);
		}
	}
}
Пример #6
0
/*
 * Describe fake object
 */
static void desc_obj_fake(int k_idx)
{
	object_kind *kind = &k_info[k_idx];
	object_type object_type_body;
	object_type *o_ptr = &object_type_body;

	char header[120];

	textblock *tb;
	region area = { 0, 0, 0, 0 };

	/* Check for known artifacts, display them as artifacts */
	if (of_has(kind->flags, OF_INSTA_ART) && artifact_is_known(get_artifact_from_kind(kind)))
	{
		desc_art_fake(get_artifact_from_kind(kind));
		return;
	}

	/* Update the object recall window */
	track_object_kind(k_idx);
	handle_stuff(p_ptr);

	/* Wipe the object */
	object_wipe(o_ptr);

	/* Create the artifact */
	object_prep(o_ptr, kind, 0, EXTREMIFY);

	/* Hack -- its in the store */
	if (kind->aware) o_ptr->ident |= (IDENT_STORE);

	/* It's fully know */
	if (!kind->flavor) object_notice_everything(o_ptr);

	/* Hack -- Handle stuff */
	handle_stuff(p_ptr);

	tb = object_info(o_ptr, OINFO_NONE);
	object_desc(header, sizeof(header), o_ptr, ODESC_PREFIX | ODESC_FULL);

	textui_textblock_show(tb, area, format("%^s", header));
	textblock_free(tb);
}
Пример #7
0
/*
 * Looks up an artifact idx given an object_kind *that's already known
 * to be an artifact*.  Behaviour is distinctly unfriendly if passed
 * flavours which don't correspond to an artifact.
 */
static int get_artifact_from_kind(object_kind *kind)
{
	int i;

	assert(of_has(kind->flags, OF_INSTA_ART));

	/* Look for the corresponding artifact */
	for (i = 0; i < z_info->a_max; i++)
	{
		if (kind->tval == a_info[i].tval &&
		    kind->sval == a_info[i].sval)
		{
			break;
		}
	}

        assert(i < z_info->a_max);
	return i;
}
Пример #8
0
/**
 * Describe stat sustains.
 */
static bool describe_sustains(textblock *tb, const bitflag flags[OF_SIZE])
{
	const char *descs[STAT_MAX];
	int i, count = 0;

	for (i = 0; i < STAT_MAX; i++) {
		struct obj_property *prop = lookup_obj_property(OBJ_PROPERTY_STAT, i);
		if (of_has(flags, sustain_flag(prop->index)))
			descs[count++] = prop->name;
	}

	if (!count)
		return false;

	textblock_append(tb, "Sustains ");
	info_out_list(tb, descs, count);

	return true;
}
Пример #9
0
/**
 * Collect all tvals in the big squelch_choice array
 */
static int squelch_collect_kind(int tval, squelch_choice **ch)
{
	squelch_choice *choice;
	int num = 0;

	int i;

	/* Create the array, with entries both for aware and unaware squelch */
	choice = mem_alloc(2 * z_info.k_max * sizeof *choice);

	for (i = 1; i < z_info.k_max; i++)
	{
		object_kind *k_ptr = &k_info[i];

		/* Skip empty objects, unseen objects, and incorrect tvals */
		if (!k_ptr.name || k_ptr.tval != tval)
			continue;

		if (!k_ptr.aware)
		{
			/* can unaware squelch anything */
			choice[num].kind = k_ptr;
			choice[num++].aware = false;
		}

		if ((k_ptr.everseen && !of_has(k_ptr.flags, OF_INSTA_ART)) || k_ptr.tval == TV_GOLD)
		{
			/* Do not display the artifact base kinds in this list */
			/* aware squelch requires everseen */
			/* do not require awareness for aware squelch, so people can set at game start */
			choice[num].kind = k_ptr;
			choice[num++].aware = true;
		}
	}

	if (num == 0)
		mem_free(choice);
	else
		*ch = choice;

	return num;
}
Пример #10
0
/**
 * Describe miscellaneous powers.
 */
static bool describe_misc_magic(textblock *tb, const bitflag flags[OF_SIZE])
{
	int i;
	bool printed = false;

	for (i = 1; i < OF_MAX; i++) {
		struct obj_property *prop = lookup_obj_property(OBJ_PROPERTY_FLAG, i);
		if ((prop->subtype != OFT_MISC)  && (prop->subtype != OFT_MELEE) &&
			(prop->subtype != OFT_BAD)) continue;
		if (of_has(flags, prop->index)) {
			textblock_append(tb, "%s.  ", prop->desc);
			printed = true;
		}
	}

	if (printed)
		textblock_append(tb, "\n");

	return printed;
}
Пример #11
0
/*
 * Prepare an object based on an object kind.
 * Use the specified randomization aspect
 */
void object_prep(object_type *o_ptr, int k_idx, int lev, aspect rand_aspect)
{
	object_kind *k_ptr = &k_info[k_idx];

	/* Clear the record */
	(void)WIPE(o_ptr, object_type);

	/* Save the kind index */
	o_ptr->k_idx = k_idx;

	/* Efficiency -- tval/sval */
	o_ptr->tval = k_ptr->tval;
	o_ptr->sval = k_ptr->sval;

	/* Default number */
	o_ptr->number = 1;

	/* Default "pval" */
	o_ptr->pval = randcalc(k_ptr->pval, lev, rand_aspect);

	/* Default weight */
	o_ptr->weight = k_ptr->weight;
	
	/* Assign charges (wands/staves only) */
	if (o_ptr->tval == TV_WAND || o_ptr->tval == TV_STAFF)
		o_ptr->pval = randcalc(k_ptr->charge, lev, rand_aspect);

	/* Default magic */
	o_ptr->to_h = randcalc(k_ptr->to_h, lev, rand_aspect);
	o_ptr->to_d = randcalc(k_ptr->to_d, lev, rand_aspect);
	o_ptr->to_a = randcalc(k_ptr->to_a, lev, rand_aspect);

	/* Default power */
	o_ptr->ac = k_ptr->ac;
	o_ptr->dd = k_ptr->dd;
	o_ptr->ds = k_ptr->ds;

	/* Hack -- cursed items are always "cursed" */
	if (of_has(k_ptr->flags, OF_LIGHT_CURSE))
	    of_on(o_ptr->flags, OF_LIGHT_CURSE);
}
Пример #12
0
bool wiz_create_item_action(menu_type *m, const ui_event_data *e, int oid)
{
	ui_event_data ret;
	menu_type *menu;

	int choice[60];
	int n_choices;

	int i;

	if (e->type != EVT_SELECT)
		return TRUE;

	for (n_choices = 0, i = 1; (n_choices < 60) && (i < z_info->k_max); i++)
	{
		object_kind *kind = &k_info[i];

		if (kind->tval != tvals[oid].tval ||
				of_has(kind->flags, OF_INSTA_ART))
			continue;

		choice[n_choices++] = i;
	}

	screen_save();
	clear_from(0);

	menu = menu_new(MN_SKIN_COLUMNS, &wiz_create_item_submenu);
	menu->selections = all_letters;
	menu->title = format("What kind of %s?", tvals[oid].desc);

	menu_setpriv(menu, n_choices, choice);
	menu_layout(menu, &wiz_create_item_area);
	ret = menu_select(menu, 0);

	screen_load();

	return (ret.type == EVT_ESCAPE);
}
Пример #13
0
void do_cmd_refill(cmd_code code, cmd_arg args[])
{
	object_type *j_ptr = &p_ptr->inventory[INVEN_LIGHT];
	bitflag f[OF_SIZE];

	int item = args[0].item;
	object_type *o_ptr = object_from_item_idx(item);

	if (!item_is_available(item, NULL, USE_INVEN | USE_FLOOR))
	{
		msg("You do not have that item to refill with it.");
		return;
	}

	/* Check what we're wielding. */
	object_flags(j_ptr, f);

	if (j_ptr->tval != TV_LIGHT)
	{
		msg("You are not wielding a light.");
		return;
	}

	else if (of_has(f, OF_NO_FUEL))
	{
		msg("Your light cannot be refilled.");
		return;
	}

	/* It's a lamp */
	if (j_ptr->sval == SV_LIGHT_LANTERN)
		refill_lamp(j_ptr, o_ptr, item);

	/* It's a torch */
	else if (j_ptr->sval == SV_LIGHT_TORCH)
		refuel_torch(j_ptr, o_ptr, item);

	p_ptr->energy_use = 50;
}
Пример #14
0
/**
 * Describe protections granted by an object.
 */
static bool describe_protects(textblock *tb, const bitflag flags[OF_SIZE])
{
	const char *p_descs[OF_MAX];
	int i, count = 0;

	/* Protections */
	for (i = 1; i < OF_MAX; i++) {
		struct obj_property *prop = lookup_obj_property(OBJ_PROPERTY_FLAG, i);
		if (prop->subtype != OFT_PROT) continue;
		if (of_has(flags, prop->index)) {
			p_descs[count++] = prop->desc;
		}
	}

	if (!count)
		return false;

	textblock_append(tb, "Provides protection from ");
	info_out_list(tb, p_descs, count);

	return  true;
}
Пример #15
0
/*
 * Describe things that look like lights.
 */
static bool describe_light(textblock *tb, const object_type *o_ptr,
		const bitflag flags[OF_SIZE], oinfo_detail_t mode)
{
	bool artifact = o_ptr->artifact ? TRUE : FALSE;
	bool no_fuel = of_has(flags, OF_NO_FUEL) ? TRUE : FALSE;
	bool is_light = (o_ptr->tval == TV_LIGHT) ? TRUE : FALSE;
	bool terse = mode & OINFO_TERSE;

	if (no_fuel && !artifact)
		textblock_append(tb, "No fuel required.  ");

	if (!terse && is_light && !no_fuel && o_ptr->sval != SV_LIGHT_TORCH)
	{
		const char *name = (o_ptr->sval == SV_LIGHT_TORCH) ? "torches" : "lanterns";
		int turns = (o_ptr->sval == SV_LIGHT_TORCH) ? FUEL_TORCH : FUEL_LAMP;

		textblock_append(tb, "Refills other %s up to %d turns of fuel.", name, turns);
	}

	textblock_append(tb, "\n");

	return TRUE;
}
Пример #16
0
/**
 * Melee effect handler: Absorb the player's light.
 */
static void melee_effect_handler_EAT_LIGHT(melee_effect_handler_context_t *context)
{
	int light_slot = slot_by_name(player, "light");
	struct object *obj = slot_object(player, light_slot);

	/* Take damage */
	take_hit(context->p, context->damage, context->ddesc);

	/* Drain fuel where applicable */
	if (obj && !of_has(obj->flags, OF_NO_FUEL) && (obj->timeout > 0)) {
		/* Reduce fuel */
		obj->timeout -= (250 + randint1(250));
		if (obj->timeout < 1) obj->timeout = 1;

		/* Notice */
		if (!context->p->timed[TMD_BLIND]) {
			msg("Your light dims.");
			context->obvious = TRUE;
		}

		/* Redraw stuff */
		context->p->upkeep->redraw |= (PR_EQUIP);
	}
}
Пример #17
0
/**
 * Return the real price of a known (or partly known) item.
 *
 * Wand and staffs get cost for each charge.
 *
 * Wearable items (weapons, launchers, jewelry, lights, armour) and ammo
 * are priced according to their power rating. All ammo, and normal (non-ego)
 * torches are scaled down by AMMO_RESCALER to reflect their impermanence.
 */
s32b object_value_real(const object_type *obj, int qty, int verbose,
					   bool known)
{
	s32b value, total_value;

	s32b power;
	int a = 1;
	int b = 5;
	static file_mode pricing_mode = MODE_WRITE;

	/* Wearables and ammo have prices that vary by individual item properties */
	if (tval_has_variable_power(obj))	{
		char buf[1024];
		ang_file *log_file = NULL;

		/* Logging */
		if (verbose) {
			path_build(buf, sizeof(buf), ANGBAND_DIR_USER, "pricing.log");
			log_file = file_open(buf, pricing_mode, FTYPE_TEXT);
			if (!log_file) {
				msg("Error - can't open pricing.log for writing.");
				exit(1);
			}
			pricing_mode = MODE_APPEND;
		}

		file_putf(log_file, "object is %s\n", obj->kind->name);

		/* Calculate power and value */
		power = object_power(obj, verbose, log_file, known);
		value = SGN(power) * ((a * power * power) + (b * power));

		/* Rescale for expendables */
		if ((tval_is_light(obj) && of_has(obj->flags, OF_BURNS_OUT)
			 && !obj->ego) || tval_is_ammo(obj)) {
			value = value / AMMO_RESCALER;
			if (value < 1) value = 1;
		}

		/* More logging */
		file_putf(log_file, "a is %d and b is %d\n", a, b);
		file_putf(log_file, "value is %d\n", value);

		if (verbose) {
			if (!file_close(log_file)) {
				msg("Error - can't close pricing.log file.");
				exit(1);
			}
		}

		/* Get the total value */
		total_value = value * qty;
		if (total_value < 0) total_value = 0;
	} else {

		/* Worthless items */
		if (!obj->kind->cost) return (0L);

		/* Base cost */
		value = obj->kind->cost;

		/* Analyze the item type and quantity */
		if (tval_can_have_charges(obj)) {
			int charges;

			total_value = value * qty;

			/* Calculate number of charges, rounded up */
			charges = obj->pval * qty / obj->number;
			if ((obj->pval * qty) % obj->number != 0)
				charges++;

			/* Pay extra for charges, depending on standard number of charges */
			total_value += value * charges / 20;
		} else
			total_value = value * qty;

		/* No negative value */
		if (total_value < 0) total_value = 0;
	}

	/* Return the value */
	return (total_value);
}
Пример #18
0
/*
 * Describe objects that can be used for digging.
 */
static bool describe_digger(textblock *tb, const object_type *o_ptr,
		oinfo_detail_t mode)
{
	bool full = mode & OINFO_FULL;

	player_state st;

	object_type inven[INVEN_TOTAL];

	int sl = wield_slot(o_ptr);
	int i;

	bitflag f[OF_SIZE];

	int chances[4]; /* These are out of 1600 */
	static const char *names[4] = { "rubble", "magma veins", "quartz veins", "granite" };

	/* abort if we are a dummy object */
	if (mode & OINFO_DUMMY) return FALSE;

	if (full)
		object_flags(o_ptr, f);
	else
		object_flags_known(o_ptr, f);

	if (sl < 0 || (sl != INVEN_WIELD && !of_has(f, OF_TUNNEL)))
		return FALSE;

	memcpy(inven, p_ptr->inventory, INVEN_TOTAL * sizeof(object_type));

	/*
	 * Hack -- if we examine a ring that is worn on the right finger,
	 * we shouldn't put a copy of it on the left finger before calculating
	 * digging skills.
	 */
	if (o_ptr != &p_ptr->inventory[INVEN_RIGHT])
		inven[sl] = *o_ptr;

	calc_bonuses(inven, &st, TRUE);

	chances[0] = st.skills[SKILL_DIGGING] * 8;
	chances[1] = (st.skills[SKILL_DIGGING] - 10) * 4;
	chances[2] = (st.skills[SKILL_DIGGING] - 20) * 2;
	chances[3] = (st.skills[SKILL_DIGGING] - 40) * 1;

	for (i = 0; i < 4; i++)
	{
		int chance = MAX(0, MIN(1600, chances[i]));
		int decis = chance ? (16000 / chance) : 0;

		if (i == 0 && chance > 0) {
			if (sl == INVEN_WIELD)
				textblock_append(tb, "Clears ");
			else
				textblock_append(tb, "With this item, your current weapon clears ");
		}

		if (i == 3 || (i != 0 && chance == 0))
			textblock_append(tb, "and ");

		if (chance == 0) {
			textblock_append_c(tb, TERM_L_RED, "doesn't affect ");
			textblock_append(tb, "%s.\n", names[i]);
			break;
		}

		textblock_append(tb, "%s in ", names[i]);

		if (chance == 1600) {
			textblock_append_c(tb, TERM_L_GREEN, "1 ");
		} else if (decis < 100) {
			textblock_append_c(tb, TERM_GREEN, "%d.%d ", decis/10, decis%10);
		} else {
			textblock_append_c(tb, (decis < 1000) ? TERM_YELLOW : TERM_RED,
			           "%d ", (decis+5)/10);
		}

		textblock_append(tb, "turn%s%s", decis == 10 ? "" : "s",
				(i == 3) ? ".\n" : ", ");
	}

	return TRUE;
}
Пример #19
0
/*
 * Describe combat advantages.
 */
static bool describe_combat(textblock *tb, const object_type *o_ptr,
		oinfo_detail_t mode)
{
	bool full = mode & OINFO_FULL;

	const char *desc[SL_MAX] = { 0 };
	int i;
	int mult[SL_MAX];
	int cnt, dam, total_dam, plus = 0;
	int xtra_postcrit = 0, xtra_precrit = 0;
	int crit_mult, crit_div, crit_add;
	int str_plus, dex_plus, old_blows = 0, new_blows, extra_blows;
	int str_faster = -1, str_done = -1;
	object_type *bow = &p_ptr->inventory[INVEN_BOW];

	bitflag f[OF_SIZE], tmp_f[OF_SIZE], mask[OF_SIZE];

	bool weapon = (wield_slot(o_ptr) == INVEN_WIELD);
	bool ammo   = (p_ptr->state.ammo_tval == o_ptr->tval) &&
	              (bow->kind);
	int multiplier = 1;

	/* Create the "all slays" mask */
	create_mask(mask, FALSE, OFT_SLAY, OFT_KILL, OFT_BRAND, OFT_MAX);

	/* Abort if we've nothing to say */
	if (mode & OINFO_DUMMY) return FALSE;

	if (!weapon && !ammo)
	{
		/* Potions can have special text */
		if (o_ptr->tval != TV_POTION ||
				o_ptr->dd == 0 || o_ptr->ds == 0 ||
				!object_flavor_is_aware(o_ptr))
			return FALSE;

		textblock_append(tb, "It can be thrown at creatures with damaging effect.\n");
		return TRUE;
	}

	if (full) {
		object_flags(o_ptr, f);
	} else {
		object_flags_known(o_ptr, f);
	}

	textblock_append_c(tb, TERM_L_WHITE, "Combat info:\n");

	if (weapon)
	{
		/*
		 * Get the player's hypothetical state, were they to be
		 * wielding this item.
		 */
		player_state state;
		int dex_plus_bound;
		int str_plus_bound;

		object_type inven[INVEN_TOTAL];

		memcpy(inven, p_ptr->inventory, INVEN_TOTAL * sizeof(object_type));
		inven[INVEN_WIELD] = *o_ptr;

		if (full) object_know_all_flags(&inven[INVEN_WIELD]);

		calc_bonuses(inven, &state, TRUE);
		dex_plus_bound = STAT_RANGE - state.stat_ind[A_DEX];
		str_plus_bound = STAT_RANGE - state.stat_ind[A_STR];

		dam = ((o_ptr->ds + 1) * o_ptr->dd * 5);

		xtra_postcrit = state.dis_to_d * 10;
		if (object_attack_plusses_are_visible(o_ptr))
		{
			xtra_precrit += o_ptr->to_d * 10;
			plus += o_ptr->to_h;
		}

		calculate_melee_crits(&state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		/* Warn about heavy weapons */
		if (adj_str_hold[state.stat_ind[A_STR]] < o_ptr->weight / 10)
			textblock_append_c(tb, TERM_L_RED, "You are too weak to use this weapon.\n");

		textblock_append_c(tb, TERM_L_GREEN, "%d.%d ",
				state.num_blows / 100, (state.num_blows / 10) % 10);
		textblock_append(tb, "blow%s/round.\n",
				(state.num_blows > 100) ? "s" : "");

		/* Check to see if extra STR or DEX would yield extra blows */
		old_blows = state.num_blows;
		extra_blows = 0;

		/* First we need to look for extra blows on other items, as
		 * state does not track these */
		for (i = INVEN_BOW; i < INVEN_TOTAL; i++)
		{
			if (!p_ptr->inventory[i].kind)
				continue;
			object_flags_known(&p_ptr->inventory[i], tmp_f);

			if (of_has(tmp_f, OF_BLOWS))
				extra_blows += p_ptr->inventory[i].pval[which_pval(&p_ptr->inventory[i], OF_BLOWS)];
		}

		/* Then we add blows from the weapon being examined */
		if (of_has(f, OF_BLOWS))
			extra_blows += o_ptr->pval[which_pval(o_ptr, OF_BLOWS)];

		/* Then we check for extra "real" blows */
		for (dex_plus = 0; dex_plus < dex_plus_bound; dex_plus++)
		{
			for (str_plus = 0; str_plus < str_plus_bound; str_plus++)
	        {
				state.stat_ind[A_STR] += str_plus;
				state.stat_ind[A_DEX] += dex_plus;
				new_blows = calc_blows(o_ptr, &state, extra_blows);

				/* Test to make sure that this extra blow is a
				 * new str/dex combination, not a repeat
				 */
				if ((new_blows - new_blows % 10) > (old_blows - old_blows % 10) &&
					(str_plus < str_done ||
					str_done == -1))
				{
					textblock_append(tb, "With +%d STR and +%d DEX you would get %d.%d blows\n",
						str_plus, dex_plus, (new_blows / 100),
						(new_blows / 10) % 10);
					state.stat_ind[A_STR] -= str_plus;
					state.stat_ind[A_DEX] -= dex_plus;
					str_done = str_plus;
					break;
				}

				/* If the combination doesn't increment
				 * the displayed blows number, it might still
				 * take a little less energy
				 */
				if (new_blows > old_blows &&
					(str_plus < str_faster ||
					str_faster == -1) &&
					(str_plus < str_done ||
					str_done == -1))
				{
					textblock_append(tb, "With +%d STR and +%d DEX you would attack a bit faster\n",
						str_plus, dex_plus);
					state.stat_ind[A_STR] -= str_plus;
					state.stat_ind[A_DEX] -= dex_plus;
					str_faster = str_plus;
					continue;
				}

				state.stat_ind[A_STR] -= str_plus;
				state.stat_ind[A_DEX] -= dex_plus;
			}
		}
	}
	else
	{
		int tdis = 6 + 2 * p_ptr->state.ammo_mult;

		if (object_attack_plusses_are_visible(o_ptr))
			plus += o_ptr->to_h;

		calculate_missile_crits(&p_ptr->state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		/* Calculate damage */
		dam = ((o_ptr->ds + 1) * o_ptr->dd * 5);

		if (object_attack_plusses_are_visible(o_ptr))
			dam += (o_ptr->to_d * 10);
		if (object_attack_plusses_are_visible(bow))
			dam += (bow->to_d * 10);

		/* Apply brands/slays from the shooter to the ammo, but only if known
		 * Note that this is not dependent on mode, so that viewing shop-held
		 * ammo (fully known) does not leak information about launcher */
		object_flags_known(bow, tmp_f);
		of_union(f, tmp_f);

		textblock_append(tb, "Hits targets up to ");
		textblock_append_c(tb, TERM_L_GREEN, format("%d", tdis * 10));
		textblock_append(tb, " feet away.\n");
	}

	/* Collect slays */
	/* Melee weapons get slays and brands from other items now */
	if (weapon)
	{
		bool nonweap = FALSE;

		for (i = INVEN_LEFT; i < INVEN_TOTAL; i++)
		{
			if (!p_ptr->inventory[i].kind)
				continue;
			object_flags_known(&p_ptr->inventory[i], tmp_f);

			of_inter(tmp_f, mask); /* strip out non-slays */

			if (of_union(f, tmp_f))
				nonweap = TRUE;
		}

		if (nonweap)
			textblock_append(tb, "This weapon may benefit from one or more off-weapon brands or slays.\n");
	}

	textblock_append(tb, "Average damage/round: ");

	if (ammo) multiplier = p_ptr->state.ammo_mult;

	cnt = list_slays(f, mask, desc, NULL, mult, TRUE);
	for (i = 0; i < cnt; i++)
	{
		int melee_adj_mult = ammo ? 0 : 1; /* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + mult[i] - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;
		if (weapon) 
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= p_ptr->state.num_shots;
		

		if (total_dam <= 0)
			textblock_append_c(tb, TERM_L_RED, "%d", 0);
		else if (total_dam % 10)
			textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
					total_dam / 10, total_dam % 10);
		else
			textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);


		textblock_append(tb, " vs. %s, ", desc[i]);
	}

	if (cnt) textblock_append(tb, "and ");

	/* Include bonus damage in stated average */
	total_dam = dam * multiplier + xtra_precrit;
	total_dam = (total_dam * crit_mult + crit_add) / crit_div;
	total_dam += xtra_postcrit;
	if (weapon)
		total_dam = (total_dam * old_blows) / 100;
	else
		total_dam *= p_ptr->state.num_shots;

	if (total_dam <= 0)
		textblock_append_c(tb, TERM_L_RED, "%d", 0);
	else if (total_dam % 10)
		textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
				total_dam / 10, total_dam % 10);
	else
		textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);

	if (cnt) textblock_append(tb, " vs. others");
	textblock_append(tb, ".\n");

	/* Note the impact flag */
	if (of_has(f, OF_IMPACT))
		textblock_append(tb, "Sometimes creates earthquakes on impact.\n");

	/* Add breakage chance */
	if (ammo)
	{
		int chance = breakage_chance(o_ptr, TRUE);
		textblock_append_c(tb, TERM_L_GREEN, "%d%%", chance);
		textblock_append(tb, " chance of breaking upon contact.\n");
	}

	/* You always have something to say... */
	return TRUE;
}
Пример #20
0
/*
 * Describe an item's curses.
 */
static bool describe_curses(textblock * tb, const object_type * o_ptr,
							oinfo_detail_t mode)
{
	size_t i;
	bool printed = FALSE;
	bool full = mode & OINFO_FULL;
	bool terse = mode & OINFO_TERSE;
	bool dummy = mode & OINFO_DUMMY;

	for (i = 0; i < N_ELEMENTS(curses); i++) {
		if (cf_has
			(full ? o_ptr->flags_curse : o_ptr->id_curse,
			 curses[i].flag)) {
			if (!printed)
				textblock_append(tb, "\nCurses:  ");
			textblock_append(tb, "%s. ", curses[i].name);
			printed = TRUE;
		}
	}

	if (printed) {
		textblock_append(tb, "\n");

		/* Say if the curse is permanent */
		if (of_has(o_ptr->id_obj, OF_PERMA_CURSE))
			textblock_append(tb, "It cannot be uncursed. ");

		/* Say if curse removal has been tried */
		if (of_has(o_ptr->flags_obj, OF_FRAGILE))
			textblock_append(tb,
							 "Attempting to uncurse it may destroy it.\n");
	}

	if (terse || dummy)
		return printed;

	/* Only look at wieldables */
	if (wield_slot(o_ptr) >= INVEN_WIELD) {
		/* All normal properties known */
		if (o_ptr->ident & IDENT_KNOWN) {
			/* Everything known */
			if (o_ptr->ident & (IDENT_KNOW_CURSES | IDENT_UNCURSED)) {
				textblock_append(tb, "You know all about this object.\n");
				printed = TRUE;
			}

			/* Some unknown curses */
			else {
				textblock_append(tb,
								 "You know all the enchantments on this object.\n");
				printed = TRUE;
			}
		}

		/* Curses known */
		else {
			/* Known uncursed */
			if (o_ptr->ident & IDENT_UNCURSED) {
				textblock_append(tb, "It is not cursed.\n");
				printed = TRUE;
			}

			/* Say if all curses are known */
			else if (o_ptr->ident & IDENT_KNOW_CURSES) {
				textblock_append(tb,
								 "You know all the curses on this object.\n");
				printed = TRUE;
			}
		}
	}

	return printed;
}
Пример #21
0
/**
 * Special display, part 2c
 *
 * How to print out the modifications and sustains.
 * Positive mods with no sustain will be light green.
 * Positive mods with a sustain will be dark green.
 * Sustains (with no modification) will be a dark green 's'.
 * Negative mods (from a curse) will be red.
 * Huge mods (>9), like from MICoMorgoth, will be a '*'
 * No mod, no sustain, will be a slate '.'
 */
static void display_player_sust_info(void)
{
	int i, row, col, stat;

	struct object *obj;
	bitflag f[OF_SIZE];

	byte a;
	char c;


	/* Row */
	row = 2;

	/* Column */
	col = 26;

	/* Header */
	c_put_str(COLOUR_WHITE, "abcdefghijkl@", row-1, col);

	/* Process equipment */
	for (i = 0; i < player->body.count; ++i) {
		/* Get the object */
		obj = slot_object(player, i);

		if (!obj) {
			col++;
			continue;
		}

		/* Get the "known" flags */
		object_flags_known(obj, f);

		/* Initialize color based on sign of modifier. */
		for (stat = OBJ_MOD_MIN_STAT; stat < OBJ_MOD_MIN_STAT + STAT_MAX;
			 stat++) {
			/* Default */
			a = COLOUR_SLATE;
			c = '.';

			/* Boosted or reduced */
			if (obj->modifiers[stat] > 0) {
				/* Good */
				a = COLOUR_L_GREEN;

				/* Label boost */
				if (obj->modifiers[stat] < 10)
						c = I2D(obj->modifiers[stat]);
			} else if (obj->modifiers[stat] < 0) {
				/* Bad */
				a = COLOUR_RED;

				/* Label boost */
				if (obj->modifiers[stat] > -10)
					c = I2D(-(obj->modifiers[stat]));
			}

			/* Sustain */
			if (of_has(f, sustain_flag(stat))) {
				/* Dark green */
				a = COLOUR_GREEN;

				/* Convert '.' to 's' */
				if (c == '.') c = 's';
			}

			if ((c == '.') && obj && 
				!object_flag_is_known(obj, sustain_flag(stat)))
				c = '?';

			/* Dump proper character */
			Term_putch(col, row+stat, a, c);
		}

		/* Advance */
		col++;
	}

	/* Player flags */
	player_flags(player, f);

	/* Check stats */
	for (stat = 0; stat < STAT_MAX; ++stat) {
		/* Default */
		a = COLOUR_SLATE;
		c = '.';

		/* Sustain */
		if (of_has(f, sustain_flag(stat))) {
			/* Dark green "s" */
			a = COLOUR_GREEN;
			c = 's';
		}

		/* Dump */
		Term_putch(col, row+stat, a, c);
	}

	/* Column */
	col = 26;

	/* Footer */
	c_put_str(COLOUR_WHITE, "abcdefghijkl@", row+6, col);

	/* Equippy */
	display_player_equippy(row+7, col);
}
Пример #22
0
static void display_resistance_panel(const struct player_flag_record *rec,
									size_t size, const region *bounds) 
{
	size_t i;
	int j;
	int col = bounds->col;
	int row = bounds->row;
	int res_cols = 5 + 2 + player->body.count;

	Term_putstr(col, row++, res_cols, COLOUR_WHITE, "      abcdefghijkl@");
	for (i = 0; i < size - 3; i++, row++) {
		byte name_attr = COLOUR_WHITE;
		Term_gotoxy(col + 6, row);

		/* Repeated extraction of flags is inefficient but more natural */
		for (j = 0; j <= player->body.count; j++) {
			bitflag f[OF_SIZE];
			byte attr = COLOUR_WHITE | (j % 2) * 8; /* alternating columns */
			char sym = '.';
			bool res = false, imm = false, vul = false, rune = false;
			bool timed = false;
			bool known = false;

			/* Object or player info? */
			if (j < player->body.count) {
				int index = 0;
				struct object *obj = slot_object(player, j);
				struct curse_data *curse = obj ? obj->curses : NULL;

				while (obj) {
					/* Wipe flagset */
					of_wipe(f);

					/* Get known properties */
					object_flags_known(obj, f);
					if (rec[i].element != -1) {
						known = object_element_is_known(obj, rec[i].element);
					} else if (rec[i].flag != -1) {
						known = object_flag_is_known(obj, rec[i].flag);
					} else {
						known = true;
					}

					/* Get resistance, immunity and vulnerability info */
					if (rec[i].mod != -1) {
						if (obj->modifiers[rec[i].mod] != 0) {
							res = true;
						}
						rune = (player->obj_k->modifiers[rec[i].mod] == 1);
					} else if (rec[i].flag != -1) {
						if (of_has(f, rec[i].flag)) {
							res = true;
						}
						rune = of_has(player->obj_k->flags, rec[i].flag);
					} else if (rec[i].element != -1) {
						if (known) {
							if (obj->el_info[rec[i].element].res_level == 3) {
								imm = true;
							}
							if (obj->el_info[rec[i].element].res_level == 1) {
								res = true;
							}
							if (obj->el_info[rec[i].element].res_level == -1) {
								vul = true;
							}
						}
						rune = (player->obj_k->el_info[rec[i].element].res_level == 1);
					}

					/* Move to any unprocessed curse object */
					if (curse) {
						index++;
						obj = NULL;
						while (index < z_info->curse_max) {
							if (curse[index].power) {
								obj = curses[index].obj;
								break;
							} else {
								index++;
							}
						}
					} else {
						obj = NULL;
					}
				}
			} else {
				player_flags(player, f);
				known = true;

				/* Timed flags only in the player column */
				if (rec[i].tmd_flag >= 0) {
	 				timed = player->timed[rec[i].tmd_flag] ? true : false;
					/* There has to be one special case... */
					if ((rec[i].tmd_flag == TMD_AFRAID) &&
						(player->timed[TMD_TERROR]))
						timed = true;
				}

				/* Set which (if any) symbol and color are used */
				if (rec[i].mod != -1) {
					int k;

					/* Shape modifiers */
					for (k = 0; k < OBJ_MOD_MAX; k++) {
						res = (player->shape->modifiers[i] > 0);
						vul = (player->shape->modifiers[i] > 0);
					}

					/* Messy special cases */
					if (rec[i].mod == OBJ_MOD_INFRA)
						res |= (player->race->infra > 0);
					if (rec[i].mod == OBJ_MOD_TUNNEL)
						res |= (player->race->r_skills[SKILL_DIGGING] > 0);
				} else if (rec[i].flag != -1) {
					res = of_has(f, rec[i].flag);
					res |= (of_has(player->shape->flags, rec[i].flag) &&
							of_has(player->obj_k->flags, rec[i].flag));
				} else if (rec[i].element != -1) {
					int el = rec[i].element;
					imm = (player->race->el_info[el].res_level == 3) ||
						((player->shape->el_info[el].res_level == 3) &&
						 (player->obj_k->el_info[el].res_level));
					res = (player->race->el_info[el].res_level == 1) ||
						((player->shape->el_info[el].res_level == 1) &&
						 (player->obj_k->el_info[el].res_level));
					vul = (player->race->el_info[el].res_level == -1) ||
						((player->shape->el_info[el].res_level == -1) &&
						 (player->obj_k->el_info[el].res_level));
				}
			}

			/* Colour the name appropriately */
			if (imm) {
				name_attr = COLOUR_GREEN;
			} else if (res && (name_attr != COLOUR_GREEN)) {
				name_attr = COLOUR_L_BLUE;
			} else if (vul && (name_attr != COLOUR_GREEN)) {
				name_attr = COLOUR_RED;
			}

			/* Set the symbols and print them */
			if (vul) {
				sym = '-';
			} else if (imm) {
				sym = '*';
			} else if (res) {
				sym = '+';
			} else if (timed) {
				sym = '!';
				attr = COLOUR_L_GREEN;
			} else if ((j < player->body.count) && slot_object(player, j) &&
					   !known && !rune) {
				sym = '?';
			}

			Term_addch(attr, sym);
		}

		/* Check if the rune is known */
		if (((rec[i].mod >= 0) &&
			 (player->obj_k->modifiers[rec[i].mod] == 0))
			|| ((rec[i].flag >= 0) &&
				!of_has(player->obj_k->flags, rec[i].flag))
			|| ((rec[i].element >= 0) &&
				(player->obj_k->el_info[rec[i].element].res_level == 0))) {
			name_attr = COLOUR_SLATE;
		}

		Term_putstr(col, row, 6, name_attr, format("%5s:", rec[i].name));
	}
	Term_putstr(col, row++, res_cols, COLOUR_WHITE, "      abcdefghijkl@");

	/* Equippy */
	display_player_equippy(row++, col + 6);
}
Пример #23
0
/*
 * Describe combat advantages.
 */
static bool describe_combat(textblock *tb, const object_type *o_ptr,
		oinfo_detail_t mode)
{
	bool full = mode & OINFO_FULL;

	object_type *bow = &p_ptr->inventory[INVEN_BOW];

	bitflag f[OF_SIZE];

	bool weapon = (wield_slot(o_ptr) == INVEN_WIELD);
	bool ammo   = (p_ptr->state.ammo_tval == o_ptr->tval) &&
	              (bow->kind);

	/* The player's hypothetical state, were they to wield this item */
	player_state state;

	/* Abort if we've nothing to say */
	if (mode & OINFO_DUMMY) return FALSE;

	if (!weapon && !ammo) {
		/* Potions can have special text */
		if (o_ptr->tval != TV_POTION ||
				o_ptr->dd == 0 || o_ptr->ds == 0 ||
				!object_flavor_is_aware(o_ptr))
			return FALSE;

		textblock_append(tb, "It can be thrown at creatures with damaging effect.\n");
		return TRUE;
	}

	if (full)
		object_flags(o_ptr, f);
	else
		object_flags_known(o_ptr, f);

	textblock_append_c(tb, TERM_L_WHITE, "Combat info:\n");

	if (weapon)	{
		object_type inven[INVEN_TOTAL];

		memcpy(inven, p_ptr->inventory, INVEN_TOTAL * sizeof(object_type));
		inven[INVEN_WIELD] = *o_ptr;

		if (full) object_know_all_flags(&inven[INVEN_WIELD]);

		/* Calculate the player's hypothetical state */
		calc_bonuses(inven, &state, TRUE);

		/* Warn about heavy weapons */
		if (adj_str_hold[state.stat_ind[A_STR]] < o_ptr->weight / 10)
			textblock_append_c(tb, TERM_L_RED, "You are too weak to use this weapon.\n");

		/* Describe blows */
		describe_blows(tb, o_ptr, state, f);
	} else { /* Ammo */
		/* Range of the weapon */
		int tdis = 6 + 2 * p_ptr->state.ammo_mult;

		/* Output the range */
		textblock_append(tb, "Hits targets up to ");
		textblock_append_c(tb, TERM_L_GREEN, format("%d", tdis * 10));
		textblock_append(tb, " feet away.\n");
	}

	/* Describe damage */
	describe_damage(tb, o_ptr, state, f, mode);

	/* Note the impact flag */
	if (of_has(f, OF_IMPACT))
		textblock_append(tb, "Sometimes creates earthquakes on impact.\n");

	/* Add breakage chance */
	if (ammo) {
		int chance = breakage_chance(o_ptr, TRUE);
		textblock_append_c(tb, TERM_L_GREEN, "%d%%", chance);
		textblock_append(tb, " chance of breaking upon contact.\n");
	}

	/* Something has been said */
	return TRUE;
}
Пример #24
0
/*
 * Set a timed event (except timed resists, cutting and stunning).
 */
bool player_set_timed(struct player *p, int idx, int v, bool notify)
{
    timed_effect *effect;

    /* Hack -- Force good values */
    v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
    if ((idx < 0) || (idx > TMD_MAX)) return FALSE;

    /* No change */
    if (p->timed[idx] == v) return FALSE;

    /* Hack -- call other functions */
    if (idx == TMD_STUN) return set_stun(p, v);
    else if (idx == TMD_CUT) return set_cut(p, v);

    /* Don't mention effects which already match the player state. */
    if (idx == TMD_OPP_ACID && check_state(p, OF_IM_ACID, p->state.flags))
        notify = FALSE;
    else if (idx == TMD_OPP_ELEC && check_state(p, OF_IM_ELEC, p->state.flags))
        notify = FALSE;
    else if (idx == TMD_OPP_FIRE && check_state(p, OF_IM_FIRE, p->state.flags))
        notify = FALSE;
    else if (idx == TMD_OPP_COLD && check_state(p, OF_IM_COLD, p->state.flags))
        notify = FALSE;
    else if (idx == TMD_OPP_CONF && of_has(p->state.flags, OF_RES_CONFU))
        notify = FALSE;

    /* Find the effect */
    effect = &effects[idx];

    /* Turning off, always mention */
    if (v == 0)
    {
        msgt(MSG_RECOVER, "%s", effect->on_end);
        notify = TRUE;
    }

    /* Turning on, always mention */
    else if (p->timed[idx] == 0)
    {
        msgt(effect->msg, "%s", effect->on_begin);
        notify = TRUE;
    }

    else if (notify)
    {
        /* Decrementing */
        if (p->timed[idx] > v && effect->on_decrease)
            msgt(effect->msg, "%s", effect->on_decrease);

        /* Incrementing */
        else if (v > p->timed[idx] && effect->on_increase)
            msgt(effect->msg, "%s", effect->on_increase);
    }

    /* Use the value */
    p->timed[idx] = v;

    /* Sort out the sprint effect */
    if (idx == TMD_SPRINT && v == 0)
        player_inc_timed(p, TMD_SLOW, 100, TRUE, FALSE);

    /* Nothing to notice */
    if (!notify) return FALSE;

    /* Disturb */
    disturb(p, 0, 0);

    /* Update the visuals, as appropriate. */
    p->update |= effect->flag_update;
    p->redraw |= (PR_STATUS | effect->flag_redraw);

    /* Handle stuff */
    handle_stuff(p);

    /* Result */
    return TRUE;
}
Пример #25
0
/*
 * Describe blows.
 */
static bool describe_blows(textblock *tb, const object_type *o_ptr,
		player_state state, bitflag f[OF_SIZE])
{
	int str_plus, dex_plus, old_blows = 0, new_blows, extra_blows;
	int str_faster = -1, str_done = -1;
	int dex_plus_bound;
	int str_plus_bound;
	int i;

	bitflag tmp_f[OF_SIZE];

	dex_plus_bound = STAT_RANGE - state.stat_ind[A_DEX];
	str_plus_bound = STAT_RANGE - state.stat_ind[A_STR];

	/* Write to the text block */
	textblock_append_c(tb, TERM_L_GREEN, "%d.%d ",
			state.num_blows / 100, (state.num_blows / 10) % 10);
	textblock_append(tb, "blow%s/round.\n",
			(state.num_blows > 100) ? "s" : "");

	/* Check to see if extra STR or DEX would yield extra blows */
	old_blows = state.num_blows;
	extra_blows = 0;

	/* First we need to look for extra blows on other items, as
	 * state does not track these */
	for (i = INVEN_BOW; i < INVEN_TOTAL; i++)
	{
		if (!p_ptr->inventory[i].kind)
			continue;

		object_flags_known(&p_ptr->inventory[i], tmp_f);

		if (of_has(tmp_f, OF_BLOWS))
			extra_blows += p_ptr->inventory[i].pval[which_pval(&p_ptr->inventory[i], OF_BLOWS)];
	}

	/* Then we add blows from the weapon being examined */
	if (of_has(f, OF_BLOWS))
		extra_blows += o_ptr->pval[which_pval(o_ptr, OF_BLOWS)];

	/* Then we check for extra "real" blows */
	for (dex_plus = 0; dex_plus < dex_plus_bound; dex_plus++)
	{
		for (str_plus = 0; str_plus < str_plus_bound; str_plus++)
        {
			state.stat_ind[A_STR] += str_plus;
			state.stat_ind[A_DEX] += dex_plus;
			new_blows = calc_blows(o_ptr, &state, extra_blows);

			/* Test to make sure that this extra blow is a
			 * new str/dex combination, not a repeat
			 */
			if ((new_blows - new_blows % 10) > (old_blows - old_blows % 10) &&
				(str_plus < str_done ||
				str_done == -1))
			{
				textblock_append(tb, "With +%d STR and +%d DEX you would get %d.%d blows\n",
					str_plus, dex_plus, (new_blows / 100),
					(new_blows / 10) % 10);
				state.stat_ind[A_STR] -= str_plus;
				state.stat_ind[A_DEX] -= dex_plus;
				str_done = str_plus;
				break;
			}

			/* If the combination doesn't increment
			 * the displayed blows number, it might still
			 * take a little less energy
			 */
			if (new_blows > old_blows &&
				(str_plus < str_faster ||
				str_faster == -1) &&
				(str_plus < str_done ||
				str_done == -1))
			{
				textblock_append(tb, "With +%d STR and +%d DEX you would attack a bit faster\n",
					str_plus, dex_plus);
				state.stat_ind[A_STR] -= str_plus;
				state.stat_ind[A_DEX] -= dex_plus;
				str_faster = str_plus;
				continue;
			}

			state.stat_ind[A_STR] -= str_plus;
			state.stat_ind[A_DEX] -= dex_plus;
		}
	}

	return TRUE;
}
Пример #26
0
/*
 * Print an item's flavour text.
 *
 * \param tb is the textblock to which we are adding.
 * \param o_ptr is the object we are describing.
 * \param ego is whether we're describing an ego template (as opposed to a
 * real object)
 */
static void describe_flavor_text(textblock *tb, const object_type *o_ptr,
	oinfo_detail_t mode)
{
	int i, count = 0;
	bool ego = mode & OINFO_EGO;
	bool subj = mode & OINFO_SUBJ;

	/* Display the known artifact description */
	if (!OPT(birth_randarts) && o_ptr->artifact &&
			object_is_known(o_ptr) && o_ptr->artifact->text)
		textblock_append(tb, "%s\n\n", o_ptr->artifact->text);

	else if (o_ptr->theme && o_ptr->theme->text &&
			object_theme_is_known(o_ptr))
		textblock_append(tb, "%s\n\n", o_ptr->theme->text);

	/* Display the known object description */
	else if (object_flavor_is_aware(o_ptr) || object_is_known(o_ptr) || ego) {
		bool did_desc = FALSE;

		if (!ego && o_ptr->kind->text) {
			textblock_append(tb, "%s", o_ptr->kind->text);
			did_desc = TRUE;
		}

		/* Display additional affix descriptions */
		for (i = 0; i < MAX_AFFIXES && o_ptr->affix[i]; i++)
			if (o_ptr->affix[i]->text && (ego ||
					object_affix_is_known(o_ptr, o_ptr->affix[i]->eidx))) {
				if (did_desc)
					textblock_append(tb, " ");
				textblock_append(tb, "%s", o_ptr->affix[i]->text);
				did_desc = TRUE;
			}

		if (did_desc)
			textblock_append(tb, "\n\n");
	}

	/* List the affixes on the item */
	for (i = 0; i < MAX_AFFIXES && o_ptr->affix[i]; i++)
		if (object_affix_is_known(o_ptr, o_ptr->affix[i]->eidx)) {
			if (count == 0)
				textblock_append(tb, "This item's known properties are: ");
			else
				textblock_append(tb, ", ");
			textblock_append(tb, "%s", o_ptr->affix[i]->name);
			count++;
		}
	if (count)
		textblock_append(tb, ".\n\n");

	if (!ego && subj && o_ptr->origin != ORIGIN_STORE) {
		/* List the item's known runes */
		count = 0;
		for (i = 0; i < OF_MAX; i++)
			if (of_has(o_ptr->flags, i) && of_has(p_ptr->known_runes, i) &&
					obj_flag_type(i) != OFT_INT && obj_flag_type(i) != OFT_NONE) {
				if (count == 0)
					textblock_append(tb, "This item's known runes are: ");
				else
					textblock_append(tb, ", ");
				textblock_append(tb, "%s", flag_name(i));
				count++;
			}
		if (count)
			textblock_append(tb, ".\n\n");

		/* List the item's unknown runes */
		count = 0;
		for (i = 0; i < OF_MAX; i++)
			if (of_has(o_ptr->flags, i) && !of_has(p_ptr->known_runes, i) &&
					obj_flag_type(i) != OFT_INT && obj_flag_type(i) != OFT_NONE) {
				if (count == 0)
					textblock_append(tb, "This item's unknown runes are: ");
				else
					textblock_append(tb, ", ");
				textblock_append(tb, "%s", flag_rune(i));
				count++;
			}
		if (count)
			textblock_append(tb, ".\n\n");
	}
}
Пример #27
0
/*
 * 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;
}
Пример #28
0
static void display_resistance_panel(const struct player_flag_record *rec,
									size_t size, const region *bounds) 
{
	size_t i;
	int j;
	int col = bounds->col;
	int row = bounds->row;
	int res_cols = 5 + 2 + player->body.count;

	Term_putstr(col, row++, res_cols, COLOUR_WHITE, "      abcdefghijkl@");
	for (i = 0; i < size - 3; i++, row++) {
		byte name_attr = COLOUR_WHITE;
		Term_gotoxy(col + 6, row);

		/* Repeated extraction of flags is inefficient but more natural */
		for (j = 0; j <= player->body.count; j++) {
			struct object *obj;
			bitflag f[OF_SIZE];

			byte attr = COLOUR_WHITE | (j % 2) * 8; /* alternating columns */
			char sym = '.';

			bool res = false, imm = false, vul = false, rune = false;
			bool timed = false;
			bool known = false;

			/* Wipe flagset */
			of_wipe(f);

			/* Get the object or player info */
			obj = j < player->body.count ? slot_object(player, j) : NULL;
			if (j < player->body.count && obj) {
				/* Get known properties */
				object_flags_known(obj, f);
				if (rec[i].element != -1)
					known = object_element_is_known(obj, rec[i].element);
				else if (rec[i].flag != -1)
					known = object_flag_is_known(obj, rec[i].flag);
				else
					known = true;
			} else if (j == player->body.count) {
				player_flags(player, f);
				known = true;

				/* Timed flags only in the player column */
				if (rec[i].tmd_flag >= 0) {
	 				timed = player->timed[rec[i].tmd_flag] ? true : false;
					/* There has to be one special case... */
					if ((rec[i].tmd_flag == TMD_AFRAID) &&
						(player->timed[TMD_TERROR]))
						timed = true;
				}
			}

			/* Set which (if any) symbol and color are used */
			if (rec[i].mod != -1) {
				if (j != player->body.count)
					res = (obj && (obj->modifiers[rec[i].mod] != 0));
				else {
					/* Messy special cases */
					if (rec[i].mod == OBJ_MOD_INFRA)
						res = (player->race->infra > 0);
					if (rec[i].mod == OBJ_MOD_TUNNEL)
						res = (player->race->r_skills[SKILL_DIGGING] > 0);
				}
				rune = (player->obj_k->modifiers[rec[i].mod] == 1);
			} else if (rec[i].flag != -1) {
				res = of_has(f, rec[i].flag);
				rune = of_has(player->obj_k->flags, rec[i].flag);
			} else if (rec[i].element != -1) {
				if (j != player->body.count) {
					imm = obj && known &&
						(obj->el_info[rec[i].element].res_level == 3);
					res = obj && known &&
						(obj->el_info[rec[i].element].res_level == 1);
					vul = obj && known &&
						(obj->el_info[rec[i].element].res_level == -1);
				} else {
					imm = player->race->el_info[rec[i].element].res_level == 3;
					res = player->race->el_info[rec[i].element].res_level == 1;
					vul = player->race->el_info[rec[i].element].res_level == -1;
				}
				rune = (player->obj_k->el_info[rec[i].element].res_level == 1);
			}

			/* Set the symbols and print them */
			if (imm) name_attr = COLOUR_GREEN;
			else if (!rune) name_attr = COLOUR_SLATE;
			else if (res && (name_attr != COLOUR_GREEN))
				name_attr = COLOUR_L_BLUE;

			if (vul) sym = '-';
			else if (imm) sym = '*';
			else if (res) sym = '+';
			else if (timed) { sym = '!'; attr = COLOUR_L_GREEN; }
			else if ((j < player->body.count) && obj && !known && !rune)
				sym = '?';

			Term_addch(attr, sym);
		}
		Term_putstr(col, row, 6, name_attr, format("%5s:", rec[i].name));
	}
	Term_putstr(col, row++, res_cols, COLOUR_WHITE, "      abcdefghijkl@");

	/* Equippy */
	display_player_equippy(row++, col + 6);
}
Пример #29
0
/*
 * This will get data on an object
 * It gets a lot of stuff, pretty much everything that I
 * thought was reasonable to get.  However, you might have
 * a much different opinion.  Luckily, I tried to make it
 * trivial to add new items to log.
*/ 
static void get_obj_data(const struct object *obj, int y, int x, bool mon,
						 bool uniq)
{

	bool vault = square_isvault(cave, y, x);
	int number = obj->number;
	static int lvl;
	struct artifact *art;

	double gold_temp = 0;

	assert(obj->kind);

	/* get player depth */
	lvl = player->depth;

	/* check for some stuff that we will use regardless of type */
	/* originally this was armor, but I decided to generalize it */

	/* has free action (hack: don't include Inertia)*/
	if (of_has(obj->flags, OF_FREE_ACT) && 
		!((obj->tval == TV_AMULET) &&
		  (!strstr(obj->kind->name, "Inertia")))) {

			/* add the stats */
			add_stats(ST_FA_EQUIPMENT, vault, mon, number);

			/* record first level */
			first_find(ST_FF_FA);
		}


	/* has see invis */
	if (of_has(obj->flags, OF_SEE_INVIS)){

		add_stats(ST_SI_EQUIPMENT, vault, mon, number);
		first_find(ST_FF_SI);
	}
	/* has at least one basic resist */
 	if ((obj->el_info[ELEM_ACID].res_level == 1) ||
		(obj->el_info[ELEM_ELEC].res_level == 1) ||
		(obj->el_info[ELEM_COLD].res_level == 1) ||
		(obj->el_info[ELEM_FIRE].res_level == 1)){

			add_stats(ST_RESIST_EQUIPMENT, vault, mon, number);
	}

	/* has rbase */
	if ((obj->el_info[ELEM_ACID].res_level == 1) &&
		(obj->el_info[ELEM_ELEC].res_level == 1) &&
		(obj->el_info[ELEM_COLD].res_level == 1) &&
		(obj->el_info[ELEM_FIRE].res_level == 1))
		add_stats(ST_RBASE_EQUIPMENT, vault, mon, number);

	/* has resist poison */
	if (obj->el_info[ELEM_POIS].res_level == 1){

		add_stats(ST_RPOIS_EQUIPMENT, vault, mon, number);
		first_find(ST_FF_RPOIS);
		
	}
	/* has resist nexus */
	if (obj->el_info[ELEM_NEXUS].res_level == 1){

		add_stats(ST_RNEXUS_EQUIPMENT, vault, mon, number);
		first_find(ST_FF_RNEXUS);
	}
	/* has resist blind */
	if (of_has(obj->flags, OF_PROT_BLIND)){

		add_stats(ST_RBLIND_EQUIPMENT, vault, mon, number);
		first_find(ST_FF_RBLIND);
	}

	/* has resist conf */
	if (of_has(obj->flags, OF_PROT_CONF)){

		add_stats(ST_RCONF_EQUIPMENT, vault, mon, number);
		first_find(ST_FF_RCONF);
	}

	/* has speed */
	if (obj->modifiers[OBJ_MOD_SPEED] != 0)
		add_stats(ST_SPEED_EQUIPMENT, vault, mon, number);

	/* has telepathy */
	if (of_has(obj->flags, OF_TELEPATHY)){

		add_stats(ST_TELEP_EQUIPMENT, vault, mon, number);
		first_find(ST_FF_TELEP);
	}

	switch(obj->tval){

		/* armor */
		case TV_BOOTS:
		case TV_GLOVES:
		case TV_HELM:
		case TV_CROWN:
		case TV_SHIELD:
		case TV_CLOAK:
		case TV_SOFT_ARMOR:
		case TV_HARD_ARMOR:
		case TV_DRAG_ARMOR:{

			/* do not include artifacts */
			if (obj->artifact) break;

			/* add to armor total */
			add_stats(ST_ARMORS, vault, mon, number);

			/* check if bad, good, or average */
			if (obj->to_a < 0)
				add_stats(ST_BAD_ARMOR, vault, mon, number);
			if (obj->to_h == 0)
				add_stats(ST_AVERAGE_ARMOR, vault, mon, number);
			if (obj->to_h > 0)
				add_stats(ST_GOOD_ARMOR, vault, mon, number);

			/* has str boost */
			if (obj->modifiers[OBJ_MOD_STR] != 0)
				add_stats(ST_STR_ARMOR, vault, mon, number);

			/* has dex boost */
			if (obj->modifiers[OBJ_MOD_DEX] != 0)
				add_stats(ST_DEX_ARMOR, vault, mon, number);

			/* has int boost */
			if (obj->modifiers[OBJ_MOD_INT] != 0)
				add_stats(ST_INT_ARMOR, vault, mon, number);

			if (obj->modifiers[OBJ_MOD_WIS] != 0)
				add_stats(ST_WIS_ARMOR, vault, mon, number);

			if (obj->modifiers[OBJ_MOD_CON] != 0)
				add_stats(ST_CON_ARMOR, vault, mon, number);

			if (of_has(obj->flags, OF_LIGHT_CURSE))
				add_stats(ST_CURSED_ARMOR, vault, mon, number);

			break;
		}

		/* weapons */
		case TV_DIGGING:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:{

			/* do not include artifacts */
			if (obj->artifact) break;

			/* add to weapon total */
			add_stats(ST_WEAPONS, vault, mon, number);

			/* check if bad, good, or average */
			if ((obj->to_h < 0)  && (obj->to_d < 0))
				add_stats(ST_BAD_WEAPONS, vault, mon, number);
			if ((obj->to_h == 0) && (obj->to_d == 0))
				add_stats(ST_AVERAGE_WEAPONS, vault, mon, number);
			if ((obj->to_h > 0) && (obj->to_d > 0))
				add_stats(ST_GOOD_WEAPONS, vault, mon, number);

			/* Egos by name - changes results a little */
			if (obj->ego) {
				/* slay evil */
				if (strstr(obj->ego->name, "of Slay Evil"))
					add_stats(ST_SLAYEVIL_WEAPONS, vault, mon, number);

				/* slay weapons */
				else if (strstr(obj->ego->name, "of Slay"))
					add_stats(ST_SLAY_WEAPONS, vault, mon, number);
				/* kill flag */
				if (strstr(obj->ego->name, "of *Slay"))
					add_stats(ST_KILL_WEAPONS, vault, mon, number);

				/* determine westernesse by flags */
				if (strstr(obj->ego->name, "Westernesse"))
					add_stats(ST_WESTERNESSE_WEAPONS, vault, mon, number);

				/* determine defender by flags */
				if (strstr(obj->ego->name, "Defender"))
					add_stats(ST_DEFENDER_WEAPONS, vault, mon, number);

				/* determine gondolin by flags */
				if (strstr(obj->ego->name, "Gondolin"))
					add_stats(ST_GONDOLIN_WEAPONS, vault, mon, number);

				/* determine holy avenger by flags */
				if (strstr(obj->ego->name, "Avenger"))
					add_stats(ST_HOLY_WEAPONS, vault, mon, number);

				/* is morgul */
				if (strstr(obj->ego->name, "Morgul"))
					add_stats(ST_MORGUL_WEAPONS, vault, mon, number);
			}

			/* branded weapons */
			if (obj->brands)
				add_stats(ST_BRAND_WEAPONS, vault, mon, number);

			/* extra blows */
			if (obj->modifiers[OBJ_MOD_BLOWS] > 0)
				add_stats(ST_XTRABLOWS_WEAPONS, vault, mon, number);

			/* telepathy */
			if (of_has(obj->flags, OF_TELEPATHY))
				add_stats(ST_TELEP_WEAPONS, vault, mon, number);

			/* is a top of the line weapon */
			if (((obj->tval == TV_HAFTED) &&
				 (!strstr(obj->kind->name, "Disruption"))) ||
				((obj->tval == TV_POLEARM) &&
				 (!strstr(obj->kind->name, "Slicing"))) ||
				((obj->tval == TV_SWORD) &&
				 (!strstr(obj->kind->name, "Chaos")))) {
				add_stats(ST_HUGE_WEAPONS, vault, mon, number);

				/* is uber need to fix ACB
				if ((of_has(obj->flags, OF_SLAY_EVIL)) || (obj->modifiers[OBJ_MOD_BLOWS] > 0))
				add_stats(ST_UBWE, vault, mon, number); */

			}

			break;
		}

		/* launchers */
		case TV_BOW:{

			/* do not include artifacts */
			if (obj->artifact) break;

			/* add to launcher total */
			add_stats(ST_BOWS, vault, mon, number);

			/* check if bad, average, good, or very good */
			if ((obj->to_h < 0) && (obj->to_d < 0))
				add_stats(ST_BAD_BOWS, vault, mon, number);
			if ((obj->to_h == 0) && (obj->to_d == 0))
				add_stats(ST_AVERAGE_BOWS, vault, mon, number);
			if ((obj->to_h > 0) && (obj->to_d > 0))
				add_stats(ST_GOOD_BOWS, vault, mon, number);
			if ((obj->to_h > 15) || (obj->to_d > 15))
				add_stats(ST_VERYGOOD_BOWS, vault, mon, number);

			/* check long bows and xbows for xtra might and/or shots */
			if (obj->pval > 2)
			{
				if (obj->modifiers[OBJ_MOD_SHOTS] > 0)
					add_stats(ST_XTRASHOTS_BOWS, vault, mon, number);

				if (obj->modifiers[OBJ_MOD_MIGHT] > 0)
					add_stats(ST_XTRAMIGHT_BOWS, vault, mon, number);
			}

			/* check for buckland */
			if ((obj->pval == 2) &&
				kf_has(obj->kind->kind_flags, KF_SHOOTS_SHOTS) &&
				(obj->modifiers[OBJ_MOD_MIGHT] > 0) &&
				(obj->modifiers[OBJ_MOD_SHOTS] > 0))
					add_stats(ST_BUCKLAND_BOWS, vault, mon, number);

			/* has telep */
			if (of_has(obj->flags, OF_TELEPATHY))
				add_stats(ST_TELEP_BOWS, vault, mon, number);

			/* is cursed */
			if (of_has(obj->flags, OF_LIGHT_CURSE))
				add_stats(ST_CURSED_BOWS, vault, mon, number);
			break;
		}

		/* potion */
		case TV_POTION:{

			/* Add total amounts */
			add_stats(ST_POTIONS, vault, mon, number);

			/* Stat gain */
			if (strstr(obj->kind->name, "Strength") ||
				strstr(obj->kind->name, "Intelligence") ||
				strstr(obj->kind->name, "Wisdom") ||
				strstr(obj->kind->name, "Dexterity") ||
				strstr(obj->kind->name, "Constitution")) {
				add_stats(ST_GAINSTAT_POTIONS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Augmentation")) {
				/* Augmentation counts as 5 stat gain pots */
				add_stats(ST_GAINSTAT_POTIONS, vault, mon, number * 5);
			} else if (strstr(obj->kind->name, "*Enlightenment*")) {
				/* *Enlight* counts as 2 stat pots */
				add_stats(ST_GAINSTAT_POTIONS, vault, mon, number * 2);
			} else if (strstr(obj->kind->name, "Restore Mana")) {
				add_stats(ST_RESTOREMANA_POTIONS, vault, mon, number);
			} else if ((strstr(obj->kind->name, "Life")) ||
					   (strstr(obj->kind->name, "*Healing*"))) {
				add_stats(ST_ELVEN_RINGS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Healing")) {
				add_stats(ST_HEALING_POTIONS, vault, mon, number);
			}
			break;
		}

		/* scrolls */
		case TV_SCROLL:{

			/* add total amounts */
			add_stats(ST_SCROLLS, vault, mon, number);

			if (strstr(obj->kind->name, "Banishment") ||
				strstr(obj->kind->name, "Mass Banishment") ||
				strstr(obj->kind->name, "Rune of Protection") ||
				strstr(obj->kind->name, "*Destruction*")) {
				add_stats(ST_ENDGAME_SCROLLS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Acquirement")) {
				add_stats(ST_ACQUIRE_SCROLLS, vault, mon, number);
			} else if (strstr(obj->kind->name, "*Acquirement*")) {
				/* do the effect of 2 acquires */
				add_stats(ST_ACQUIRE_SCROLLS, vault, mon, number * 2);
			}
			break;
		}

		/* rods */
		case TV_ROD:{

			/* add to total */
			add_stats(ST_RODS, vault, mon, number);

			if (strstr(obj->kind->name, "Trap Detection") ||
				strstr(obj->kind->name, "Treasure Detection") ||
				strstr(obj->kind->name, "Door/Stair Location") ||
				strstr(obj->kind->name, "Illumination") ||
				strstr(obj->kind->name, "Light")) {
				add_stats(ST_UTILITY_RODS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Teleport Other")) {
				add_stats(ST_TELEPOTHER_RODS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Detection")) {
				add_stats(ST_DETECTALL_RODS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Speed") ||
					   strstr(obj->kind->name, "Healing")) {
				add_stats(ST_ENDGAME_RODS, vault, mon, number);
			}
			break;
		}

		/* staves */
		case TV_STAFF:{

			add_stats(ST_STAVES, vault, mon, number);

			if (strstr(obj->kind->name, "Speed")) {
				add_stats(ST_SPEED_STAVES, vault, mon, number);
			} else if (strstr(obj->kind->name, "*Destruction*")) {
				add_stats(ST_DESTRUCTION_STAVES, vault, mon, number);
			} else if (strstr(obj->kind->name, "Dispel Evil") ||
					   strstr(obj->kind->name, "Power") ||
					   strstr(obj->kind->name, "Holiness")) {
				add_stats(ST_KILL_STAVES, vault, mon, number);
			} else if (strstr(obj->kind->name, "Healing") ||
					   strstr(obj->kind->name, "Banishment") ||
					   strstr(obj->kind->name, "the Magi")) {
				add_stats(ST_ENDGAME_STAVES, vault, mon, number);
			}
			break;
		}

		case TV_WAND:{

			add_stats(ST_WANDS, vault, mon, number);

			if (strstr(obj->kind->name, "Teleport Other"))
				add_stats(ST_TELEPOTHER_WANDS, vault, mon, number);
			break;
		}

		case TV_RING:{

			add_stats(ST_RINGS, vault, mon, number);

			/* is it cursed */
			if (of_has(obj->flags,OF_LIGHT_CURSE))
				add_stats(ST_CURSED_RINGS, vault, mon, number);

			if (strstr(obj->kind->name, "Speed")) {
				add_stats(ST_SPEEDS_RINGS, vault, mon, number);
			} else if ((strstr(obj->kind->name, "Strength")) ||
					   (strstr(obj->kind->name, "Intelligence")) ||
					   (strstr(obj->kind->name, "Dexterity")) ||
					   (strstr(obj->kind->name, "Constitution"))) {
				add_stats(ST_STAT_RINGS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Resist Poison")) {
				add_stats(ST_RPOIS_RINGS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Free Action")) {
				add_stats(ST_FA_RINGS, vault, mon, number);
			} else if (strstr(obj->kind->name, "See invisible")) {
				add_stats(ST_SI_RINGS, vault, mon, number);
			} else if ((strstr(obj->kind->name, "Flames")) ||
					   (strstr(obj->kind->name, "Ice")) ||
					   (strstr(obj->kind->name, "Acid")) ||
					   (strstr(obj->kind->name, "Lightning"))) {
				add_stats(ST_BRAND_RINGS, vault, mon, number);
			} else if ((strstr(obj->kind->name, "Fire")) ||
					   (strstr(obj->kind->name, "Adamant")) ||
					   (strstr(obj->kind->name, "Firmament"))) {
				add_stats(ST_ELVEN_RINGS, vault, mon, number);
			} else if (strstr(obj->kind->name, "Power")) {
				add_stats(ST_ONE_RINGS, vault, mon, number);
			}


			break;
		}

		case TV_AMULET:{

			add_stats(ST_AMULETS, vault, mon, number);

			if (strstr(obj->kind->name, "Wisdom")) {
				add_stats(ST_WIS_AMULETS, vault, mon, number);
			} else if ((strstr(obj->kind->name, "Magi")) || 
					   (strstr(obj->kind->name, "Trickery")) ||
					   (strstr(obj->kind->name, "Weaponmastery"))) {
				add_stats(ST_ENDGAME_AMULETS, vault, mon, number);
			} else if (strstr(obj->kind->name, "ESP")) {
				add_stats(ST_TELEP_AMULETS, vault, mon, number);
			}

			/* is cursed */
			if (of_has(obj->flags, OF_LIGHT_CURSE))
				add_stats(ST_CURSED_AMULETS, vault, mon, number);

			break;
		}

		case TV_SHOT:
		case TV_ARROW:
		case TV_BOLT:{

			add_stats(ST_AMMO, vault, mon, number);

			/* check if bad, average, good */
			if ((obj->to_h < 0) && (obj->to_d < 0))
				add_stats(ST_BAD_AMMO, vault, mon, number);
			if ((obj->to_h == 0) && (obj->to_d == 0))
				add_stats(ST_AVERAGE_AMMO, vault, mon, number);
			if ((obj->to_h > 0) && (obj->to_d > 0))
				add_stats(ST_GOOD_AMMO, vault, mon, number);

			if (obj->ego)
				add_stats(ST_BRANDSLAY_AMMO, vault, mon, number);

			if (strstr(obj->kind->name, "Seeker") ||
				strstr(obj->kind->name, "Mithril")) {

				/* Mithril and seeker ammo */
				add_stats(ST_VERYGOOD_AMMO, vault, mon, number);

				/* Ego mithril and seeker ammo */
				if (obj->ego) {
					add_stats(ST_AWESOME_AMMO, vault, mon, number);

					if (strstr(obj->ego->name, "of Slay Evil"))
						add_stats(ST_SLAYEVIL_AMMO, vault, mon, number);

					if (strstr(obj->ego->name, "of Holy Might"))
						add_stats(ST_HOLY_AMMO, vault, mon, number);
				}
			}
			break;
		}

		/* prayer books and magic books have the same probability 
		   only track one of them */
		case TV_MAGIC_BOOK:{

			switch(obj->sval){

				/* svals begin at 0 and end at 8 */
				case 0:{

					add_stats(ST_1ST_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK1);
					break;
				}

				case 1:{

					add_stats(ST_2ND_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK2);
					break;
				}

				case 2:{

					add_stats(ST_3RD_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK3);
					break;
				}

				case 3:{

					add_stats(ST_4TH_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK4);
					break;
				}

				case 4:{

					add_stats(ST_5TH_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK5);
					break;
				}

				case 5:{

					add_stats(ST_6TH_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK6);
					break;
				}

				case 6:{

					add_stats(ST_7TH_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK7);
					break;
				}

				case 7:{

					add_stats(ST_8TH_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK8);
					break;
				}

				case 8:{

					add_stats(ST_9TH_BOOKS, vault, mon, number);
					first_find(ST_FF_BOOK9);
					break;
				}


			}
			break;
		}
	}
	/* check to see if we have an artifact */
	if (obj->artifact){

		/* add to artifact level total */
		art_total[lvl] += addval;

		/* add to the artifact iteration total */
		if (iter < TRIES_SIZE) art_it[iter]++;

		/* Obtain the artifact info */
		art = obj->artifact;

		//debugging, print out that we found the artifact
		//msg_format("Found artifact %s",art->name);

		/* artifact is shallow */
		if (art->alloc_min < (player->depth - 20)) art_shal[lvl] += addval;

		/* artifact is close to the player depth */
		if ((art->alloc_min >= player->depth - 20) &&
			(art->alloc_min <= player->depth )) art_ave[lvl] += addval;

		/* artifact is out of depth */
		if (art->alloc_min > (player->depth)) art_ood[lvl] += addval;

		/* check to see if it's a special artifact */
		if ((obj->tval == TV_LIGHT) || (obj->tval == TV_AMULET)
			|| (obj->tval == TV_RING)){

			/* increment special artifact counter */
			art_spec[lvl] += addval;
		} else {
			/* increment normal artifacts */
			art_norm[lvl] += addval;

			/* did it come from a monster? */
			if (mon) art_mon[lvl] += addval;

			/* did it come from a unique? */
			if (uniq) art_uniq[lvl] += addval;

			/* was it in a vault? */
			if (vault){

				/* did a monster drop it ?*/
				if ((mon) || (uniq)) art_mon_vault[lvl] += addval;
				else art_vault[lvl] += addval;
			} else {
				/* was it just lyin' on the floor? */
				if ((!uniq) && (!mon)) art_floor[lvl] += addval;
			}
		}
		/* preserve the artifact */
		if (!(clearing)) art->created = FALSE;
	}

	/* Get info on gold. */
	if (obj->tval == TV_GOLD){

		int temp = obj->pval;
		gold_temp = temp;
	    gold_total[lvl] += (gold_temp / tries);

		/*From a monster? */
		if ((mon) || (uniq)) gold_mon[lvl] += (gold_temp / tries);
		else gold_floor[lvl] += (gold_temp / tries);
	}

}
Пример #30
0
/**
 * Wipe an object clean and make it a standard object of the specified kind.
 */
void object_prep(struct object *obj, struct object_kind *k, int lev,
				 aspect rand_aspect)
{
	int i;

	/* Clean slate */
	memset(obj, 0, sizeof(*obj));

	/* Assign the kind and copy across data */
	obj->kind = k;
	obj->tval = k->tval;
	obj->sval = k->sval;
	obj->ac = k->ac;
	obj->dd = k->dd;
	obj->ds = k->ds;
	obj->weight = k->weight;
	obj->effect = k->effect;
	obj->time = k->time;

	/* Default number */
	obj->number = 1;

	/* Copy flags */
	of_copy(obj->flags, k->base->flags);
	of_copy(obj->flags, k->flags);

	/* Assign modifiers */
	for (i = 0; i < OBJ_MOD_MAX; i++)
		obj->modifiers[i] = randcalc(k->modifiers[i], lev, rand_aspect);

	/* Assign charges (wands/staves only) */
	if (tval_can_have_charges(obj))
		obj->pval = randcalc(k->charge, lev, rand_aspect);

	/* Assign pval for food, oil and launchers */
	if (tval_is_edible(obj) || tval_is_potion(obj) || tval_is_fuel(obj) ||
		tval_is_launcher(obj))
		obj->pval
			= randcalc(k->pval, lev, rand_aspect);

	/* Default fuel */
	if (tval_is_light(obj)) {
		if (of_has(obj->flags, OF_BURNS_OUT))
			obj->timeout = z_info->fuel_torch;
		else if (of_has(obj->flags, OF_TAKES_FUEL))
			obj->timeout = z_info->default_lamp;
	}

	/* Default magic */
	obj->to_h = randcalc(k->to_h, lev, rand_aspect);
	obj->to_d = randcalc(k->to_d, lev, rand_aspect);
	obj->to_a = randcalc(k->to_a, lev, rand_aspect);

	/* Default slays and brands */
	copy_slay(&obj->slays, k->slays);
	copy_brand(&obj->brands, k->brands);

	/* Default resists */
	for (i = 0; i < ELEM_MAX; i++) {
		obj->el_info[i].res_level = k->el_info[i].res_level;
		obj->el_info[i].flags = k->el_info[i].flags;
		obj->el_info[i].flags |= k->base->el_info[i].flags;
	}
}