/** * Standard "find me a location" function * * Obtains a legal location within the given distance of the initial * location, and with "los()" from the source to destination location. * * This function is often called from inside a loop which searches for * locations while increasing the "d" distance. * * need_los determines whether line of sight is needed */ void scatter(struct chunk *c, int *yp, int *xp, int y, int x, int d, bool need_los) { int nx, ny; /* Pick a location */ while (true) { /* Pick a new location */ ny = rand_spread(y, d); nx = rand_spread(x, d); /* Ignore annoying locations */ if (!square_in_bounds_fully(c, ny, nx)) continue; /* Ignore "excessively distant" locations */ if ((d > 1) && (distance(y, x, ny, nx) > d)) continue; /* Don't need los */ if (!need_los) break; /* Require "line of sight" if set */ if (need_los && (los(c, y, x, ny, nx))) break; } /* Save the location */ (*yp) = ny; (*xp) = nx; }
/** * Standard "find me a location" function, now with all legal outputs! * * Obtains a legal location within the given distance of the initial * location, and with "los()" from the source to destination location. * * This function is often called from inside a loop which searches for * locations while increasing the "d" distance. * * need_los determines whether line of sight is needed */ void scatter(struct chunk *c, int *yp, int *xp, int y, int x, int d, bool need_los) { int nx, ny; int tries = 0; /* Pick a location, try many times */ while (tries < 1000) { /* Pick a new location */ ny = rand_spread(y, d); nx = rand_spread(x, d); tries++; /* Ignore annoying locations */ if (!square_in_bounds_fully(c, ny, nx)) continue; /* Ignore "excessively distant" locations */ if ((d > 1) && (distance(y, x, ny, nx) > d)) continue; /* Require "line of sight" if set */ if (need_los && !los(c, y, x, ny, nx)) continue; /* Set the location and return */ (*yp) = ny; (*xp) = nx; return; } }
/** * Place monsters, up to the number asked for, in a rectangle centered on * y0, x0. Accept values for monster depth, symbol, and maximum vertical * and horizontal displacement. Call monster restriction functions if * needed. * \param c the current chunk being generated * \param type the type of monster (see comments to mon_restrict()) * \param depth selection depth * \param num the number of monsters to try and place - inexact due to groups * \param y0 * \param x0 the centre of the rectangle for monster placement * \param dy * \param dx the dimensions of the rectangle * \param origin the origin for monster drops * * Return prematurely if the code starts looping too much (this may happen * if y0 or x0 are out of bounds, or the area is already occupied). */ void spread_monsters(struct chunk *c, const char *type, int depth, int num, int y0, int x0, int dy, int dx, byte origin) { int i, j; /* Limits on loops */ int count; int y = y0, x = x0; int start_mon_num = c->mon_max; /* Restrict monsters. Allow uniques. Leave area empty if none found. */ if (!mon_restrict(type, depth, true)) return; /* Build the monster probability table. */ if (!get_mon_num(depth)) return; /* Try to summon monsters within our rectangle of effect. */ for (count = 0, i = 0; ((count < num) && (i < 50)); i++) { /* Get a location */ if ((dy == 0) && (dx == 0)) { y = y0; x = x0; if (!square_in_bounds(c, y, x)) return; } else { for (j = 0; j < 10; j++) { y = rand_spread(y0, dy); x = rand_spread(x0, dx); if (!square_in_bounds(c, y, x)) { if (j < 9) continue; else return; } break; } } /* Require "empty" floor grids */ if (!square_isempty(c, y, x)) continue; /* Place the monster (sleeping, allow groups) */ pick_and_place_monster(c, y, x, depth, true, true, origin); /* Rein in monster groups and escorts a little. */ if (c->mon_max - start_mon_num > num * 2) break; /* Count the monster(s), reset the loop count */ count++; i = 0; } /* Remove monster restrictions. */ (void) mon_restrict(NULL, depth, true); }
/* * Create up to "num" objects near the given coordinates * Only really called by some of the "vault" routines. */ void vault_objects(int y, int x, int num) { int dummy = 0; int i = 0, j = y, k = x; cave_type *c_ptr; /* Attempt to place 'num' objects */ for (; num > 0; --num) { /* Try up to 11 spots looking for empty space */ for (i = 0; i < 11; ++i) { /* Pick a random location */ while (dummy < SAFE_MAX_ATTEMPTS) { j = rand_spread(y, 2); k = rand_spread(x, 3); dummy++; if (!in_bounds(j, k)) continue; break; } if (dummy >= SAFE_MAX_ATTEMPTS) { if (cheat_room) { msg_print("Warning! Could not place vault object!"); } } /* Require "clean" floor space */ c_ptr = &cave[j][k]; if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue; /* Place an item */ if (randint0(100) < 75) { place_object(j, k, 0L); } /* Place gold */ else { place_gold(j, k); } /* Placement accomplished */ break; } } }
/* * Create a feature near the player. */ static void do_cmd_wiz_feature(int feat) { int px = p_ptr->px; int py = p_ptr->py; int y, x, d = 3, attempts = 30; while (1) { /* Find a location */ y = rand_spread(py, d); x = rand_spread(px, d); /* Reject illegal grids */ if (!in_bounds(y, x)) continue; /* Reject the player */ if ((y == py) && (x == px)) continue; attempts--; if (!attempts) { d++; attempts = 8 * d; } /* Try to place a new feature */ if (area(y, x)->feat == feat) continue; /* Okay */ break; } /* Nuke objects */ delete_object_idx(area(y, x)->o_idx); /* Nuke monsters */ delete_monster_idx(area(y, x)->m_idx); /* Forget this grid */ area(y, x)->info &= ~(CAVE_MARK); /* Place the feature */ cave_set_feat(y, x, feat); /* Update stuff */ p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_MON_LITE); }
/* * Make a money object */ void make_gold(object_type *j_ptr, int lev, int coin_type) { int sval; /* This average is 20 at dlev0, 100 at dlev40, 220 at dlev100. */ s32b avg = (18 * lev)/10 + 18; s32b spread = lev + 10; s32b value = rand_spread(avg, spread); /* Increase the range to infinite, moving the average to 110% */ while (one_in_(100) && value * 10 <= MAX_SHORT) value *= 10; /* Pick a treasure variety scaled by level, or force a type */ if (coin_type != SV_GOLD_ANY) sval = coin_type; else sval = (((value * 100) / MAX_GOLD_DROP) * SV_GOLD_MAX) / 100; /* Do not create illegal treasure types */ if (sval >= SV_GOLD_MAX) sval = SV_GOLD_MAX - 1; /* Prepare a gold object */ object_prep(j_ptr, lookup_kind(TV_GOLD, sval), lev, RANDOMISE); /* If we're playing with no_selling, increase the value */ if (OPT(birth_no_selling) && p_ptr->depth) value = value * MIN(5, p_ptr->depth); /* Cap gold at max short (or alternatively make pvals s32b) */ if (value > MAX_SHORT) value = MAX_SHORT; j_ptr->pval[DEFAULT_PVAL] = value; }
/** * Make a money object * * \param lev the dungeon level * \param coin_type the name of the type of money object to make * \return a pointer to the newly minted cash (cannot fail) */ struct object *make_gold(int lev, char *coin_type) { /* This average is 20 at dlev0, 100 at dlev40, 220 at dlev100. */ s32b avg = (18 * lev)/10 + 18; s32b spread = lev + 10; s32b value = rand_spread(avg, spread); struct object *new_gold = mem_zalloc(sizeof(*new_gold)); /* Increase the range to infinite, moving the average to 110% */ while (one_in_(100) && value * 10 <= SHRT_MAX) value *= 10; /* Prepare a gold object */ object_prep(new_gold, money_kind(coin_type, value), lev, RANDOMISE); /* If we're playing with no_selling, increase the value */ if (OPT(birth_no_selling) && player->depth) value = value * MIN(5, player->depth); /* Cap gold at max short (or alternatively make pvals s32b) */ if (value > SHRT_MAX) value = SHRT_MAX; new_gold->pval = value; return new_gold; }
/* * Make a money object */ void make_gold(object_type *j_ptr, int lev, int coin_type) { int sval; int k_idx; /* This average is 20 at dlev0, 105 at dlev40, 220 at dlev100. */ /* Follows the formula: y=2x+20 */ s32b avg = 2*lev + 20; s32b spread = lev + 10; s32b value = rand_spread(avg, spread); /* Increase variance to infinity, retain same mean */ while (one_in_(2) && (value * 1414) / 1000 <= MAX_SHORT) /* 1414/1000 = sqrt(2) */ value = (value * 1414) / 1000; value = (value * 414) / 1414; /* Pick a treasure variety scaled by level, or force a type */ if (coin_type != SV_GOLD_ANY) sval = coin_type; else sval = (((value * 100) / MAX_GOLD_DROP) * SV_GOLD_MAX) / 100; /* Do not create illegal treasure types */ if (sval >= SV_GOLD_MAX) sval = SV_GOLD_MAX - 1; /* Prepare a gold object */ k_idx = lookup_kind(TV_GOLD, sval); object_prep(j_ptr, k_idx, lev, RANDOMISE); j_ptr->pval = value; }
/* * Make a money object */ void make_gold(object_type *j_ptr, int lev, int coin_type) { int sval; int k_idx; /* This average is 20 at dlev0, 105 at dlev40, 220 at dlev100. */ /* Follows the formula: y=2x+20 */ s32b avg = 2*lev + 20; s32b spread = lev + 10; s32b value = rand_spread(avg, spread); /* Increase the range to infinite, moving the average to 110% */ while (one_in_(100) && value * 10 <= MAX_SHORT) value *= 10; /* Pick a treasure variety scaled by level, or force a type */ if (coin_type != SV_GOLD_ANY) sval = coin_type; else sval = (((value * 100) / MAX_GOLD_DROP) * SV_GOLD_MAX) / 100; /* Do not create illegal treasure types */ if (sval >= SV_GOLD_MAX) sval = SV_GOLD_MAX - 1; /* Prepare a gold object */ k_idx = lookup_kind(TV_GOLD, sval); object_prep(j_ptr, &k_info[k_idx], lev, RANDOMISE); /* If we're playing with no_selling, increase the value */ if (OPT(birth_no_selling)) value = 5 * value; j_ptr->pval = value; }
/* * Place a trap with a given displacement of point */ void vault_trap_aux(int y, int x, int yd, int xd) { int count = 0, y1 = y, x1 = x; int dummy = 0; cave_type *c_ptr; /* Place traps */ for (count = 0; count <= 5; count++) { /* Get a location */ while (dummy < SAFE_MAX_ATTEMPTS) { y1 = rand_spread(y, yd); x1 = rand_spread(x, xd); dummy++; if (!in_bounds(y1, x1)) continue; break; } if (dummy >= SAFE_MAX_ATTEMPTS) { if (cheat_room) { msg_print("Warning! Could not place vault trap!"); } } /* Require "naked" floor grids */ c_ptr = &cave[y1][x1]; if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue; /* Place the trap */ place_trap(y1, x1); /* Done */ break; } }
/* * Fire beams in random directions. */ bool beam_burst(int y, int x, int typ, int num, int dam) { int i, yy, xx; bool notice = FALSE; /* Require legal centerpoint */ if (!in_bounds_fully(y, x)) return (FALSE); /* Fire beams in all directions */ for (i = 0; i < num; i++) { /* Get a totally random grid within six grids from current position */ yy = rand_spread(y, 6); xx = rand_spread(x, 6); /* Fire a beam of (strong) light towards it */ if (project(-1, 0, y, x, yy, xx, dam, typ, PROJECT_BEAM | PROJECT_KILL | PROJECT_EFCT, 0, 0)) notice = TRUE; } /* Return "anything noticed" */ return (notice); }
/* * Places "streamers" of rock through dungeon * * Note that their are actually six different terrain features used * to represent streamers. Three each of magma and quartz, one for * basic vein, one with hidden gold, and one with known gold. The * hidden gold types are currently unused. */ void build_streamer(int feat, int chance) { int i, tx, ty; int y, x, dir; int dummy = 0; cave_type *c_ptr; feature_type *f_ptr; feature_type *streamer_ptr = &f_info[feat]; bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT); bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD); /* Hack -- Choose starting point */ y = rand_spread(cur_hgt / 2, cur_hgt / 6); x = rand_spread(cur_wid / 2, cur_wid / 6); /* Choose a random compass direction */ dir = ddd[randint0(8)]; /* Place streamer into dungeon */ while (dummy < SAFE_MAX_ATTEMPTS) { dummy++; /* One grid per density */ for (i = 0; i < DUN_STR_DEN; i++) { int d = DUN_STR_RNG; /* Pick a nearby grid */ while (1) { ty = rand_spread(y, d); tx = rand_spread(x, d); if (!in_bounds2(ty, tx)) continue; break; } /* Access the grid */ c_ptr = &cave[ty][tx]; f_ptr = &f_info[c_ptr->feat]; if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA))) continue; /* Do not convert permanent features */ if (have_flag(f_ptr->flags, FF_PERMANENT)) continue; /* Only convert "granite" walls */ if (streamer_is_wall) { if (!is_extra_grid(c_ptr) && !is_inner_grid(c_ptr) && !is_outer_grid(c_ptr) && !is_solid_grid(c_ptr)) continue; if (is_closed_door(c_ptr->feat)) continue; } if (c_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[m_list[c_ptr->m_idx].r_idx], 0))) { /* Delete the monster (if any) */ delete_monster(ty, tx); } if (c_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP)) { s16b this_o_idx, next_o_idx = 0; /* Scan all objects in the grid */ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { /* Acquire object */ object_type *o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Hack -- Preserve unknown artifacts */ if (object_is_fixed_artifact(o_ptr)) { /* Mega-Hack -- Preserve the artifact */ a_info[o_ptr->name1].cur_num = 0; if (cheat_peek) { char o_name[MAX_NLEN]; object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE)); msg_format("Artifact (%s) was deleted by streamer.", o_name); } } else if (o_ptr->name3) { /* Mega-Hack -- Preserve the artifact */ a_info[o_ptr->name3].cur_num = 0; if (cheat_peek) { char o_name[MAX_NLEN]; object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE)); msg_format("Artifact (%s) was deleted by streamer.", o_name); } } else if (cheat_peek && o_ptr->art_name) { msg_print("One of the random artifacts was deleted by streamer."); } } /* Delete objects */ delete_object(ty, tx); } /* Clear previous contents, add proper vein type */ c_ptr->feat = feat; /* Paranoia: Clear mimic field */ c_ptr->mimic = 0; if (streamer_may_have_gold) { /* Hack -- Add some known treasure */ if (one_in_(chance)) { cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD); } /* Hack -- Add some hidden treasure */ else if (one_in_(chance / 4)) { cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD); cave_alter_feat(ty, tx, FF_ENSECRET); } } } if (dummy >= SAFE_MAX_ATTEMPTS) { if (cheat_room) { msg_print("Warning! Could not place streamer!"); } return; } /* Advance the streamer */ y += ddy[dir]; x += ddx[dir]; /* Quit before leaving the dungeon */ if (!in_bounds(y, x)) break; } }
/* * Do an effect, given an object. * Boost is the extent to which skill surpasses difficulty, used as % boost. It * ranges from 0 to 138. */ bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam, int boost) { int py = p_ptr->py; int px = p_ptr->px; int dam, chance, dur; if (effect < 1 || effect > EF_MAX) { msg("Bad effect passed to do_effect(). Please report this bug."); return FALSE; } switch (effect) { case EF_POISON: { inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_BLIND: { inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SCARE: { inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_CONFUSE: { inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_HALLUC: { inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_PARALYZE: { inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SLOW: { if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_POISON: { if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BLINDNESS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_PARANOIA: { if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CONFUSION: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_MIND: { if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE; if (!of_has(p_ptr->state.flags, OF_RES_CONFU) && inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BODY: { if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_LIGHT: { if (hp_player(20)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE; if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_SERIOUS: { if (hp_player(40)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CRITICAL: { if (hp_player(60)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL: { int amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; if (hp_player(amt)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL2: { if (hp_player(1200)) *ident = TRUE; if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_TEMP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL1: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL2: { if (hp_player(1000)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL3: { if (hp_player(500)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_GAIN_EXP: { if (p_ptr->exp < PY_MAX_EXP) { msg("You feel more experienced."); player_exp_gain(p_ptr, 100000L); *ident = TRUE; } return TRUE; } case EF_LOSE_EXP: { if (!check_state(OF_HOLD_LIFE, p_ptr->state.flags) && (p_ptr->exp > 0)) { msg("You feel your memories fade."); player_exp_lose(p_ptr, p_ptr->exp / 4, FALSE); *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(OF_HOLD_LIFE); return TRUE; } case EF_RESTORE_EXP: { if (restore_level()) *ident = TRUE; return TRUE; } case EF_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } return TRUE; } case EF_GAIN_STR: case EF_GAIN_INT: case EF_GAIN_WIS: case EF_GAIN_DEX: case EF_GAIN_CON: case EF_GAIN_CHR: { int stat = effect - EF_GAIN_STR; if (do_inc_stat(stat)) *ident = TRUE; return TRUE; } case EF_GAIN_ALL: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_BRAWN: { /* Pick a random stat to decrease other than strength */ int stat = randint0(A_MAX-1) + 1; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_STR); *ident = TRUE; } return TRUE; } case EF_INTELLECT: { /* Pick a random stat to decrease other than intelligence */ int stat = randint0(A_MAX-1); if (stat >= A_INT) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_INT); *ident = TRUE; } return TRUE; } case EF_CONTEMPLATION: { /* Pick a random stat to decrease other than wisdom */ int stat = randint0(A_MAX-1); if (stat >= A_WIS) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_WIS); *ident = TRUE; } return TRUE; } case EF_TOUGHNESS: { /* Pick a random stat to decrease other than constitution */ int stat = randint0(A_MAX-1); if (stat >= A_CON) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CON); *ident = TRUE; } return TRUE; } case EF_NIMBLENESS: { /* Pick a random stat to decrease other than dexterity */ int stat = randint0(A_MAX-1); if (stat >= A_DEX) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_DEX); *ident = TRUE; } return TRUE; } case EF_PLEASING: { /* Pick a random stat to decrease other than charisma */ int stat = randint0(A_MAX-1); if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CHR); *ident = TRUE; } return TRUE; } case EF_LOSE_STR: case EF_LOSE_INT: case EF_LOSE_WIS: case EF_LOSE_DEX: case EF_LOSE_CON: case EF_LOSE_CHR: { int stat = effect - EF_LOSE_STR; take_hit(damroll(5, 5), "stat drain"); (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_LOSE_CON2: { take_hit(damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON, FALSE); *ident = TRUE; return TRUE; } case EF_RESTORE_STR: case EF_RESTORE_INT: case EF_RESTORE_WIS: case EF_RESTORE_DEX: case EF_RESTORE_CON: case EF_RESTORE_CHR: { int stat = effect - EF_RESTORE_STR; if (do_res_stat(stat)) *ident = TRUE; return TRUE; } case EF_CURE_NONORLYBIG: { msg("You feel life flow through your body!"); restore_level(); (void)clear_timed(TMD_POISONED, TRUE); (void)clear_timed(TMD_BLIND, TRUE); (void)clear_timed(TMD_CONFUSED, TRUE); (void)clear_timed(TMD_IMAGE, TRUE); (void)clear_timed(TMD_STUN, TRUE); (void)clear_timed(TMD_CUT, TRUE); (void)clear_timed(TMD_AMNESIA, TRUE); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; /* Recalculate max. hitpoints */ update_stuff(); hp_player(5000); *ident = TRUE; return TRUE; } case EF_RESTORE_ALL: { /* Life, above, also gives these effects */ if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_RESTORE_ST_LEV: { if (restore_level()) *ident = TRUE; if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_TMD_INFRA: { if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_SINVIS: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_ESP: { if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE; if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT: { msg("An image of your surroundings forms in your mind..."); wiz_light(); *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT2: { msg("You begin to feel more enlightened..."); message_flush(); wiz_light(); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); (void)detect_treasure(TRUE); identify_pack(); *ident = TRUE; return TRUE; } case EF_HERO: { dur = randint1(25) + 25; if (hp_player(10)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_HERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHERO: { dur = randint1(25) + 25; if (hp_player(30)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ACID: { if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ELEC: { if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_FIRE: { if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_COLD: { if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_POIS: { if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ALL: { if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_DETECT_TREASURE: { if (detect_treasure(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_TRAP: { if (detect_traps(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_DOORSTAIR: { if (detect_doorstairs(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_INVIS: { if (detect_monsters_invis(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_EVIL: { if (detect_monsters_evil(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_ALL: { if (detect_all(aware)) *ident = TRUE; return TRUE; } case EF_ENCHANT_TOHIT: { *ident = TRUE; return enchant_spell(1, 0, 0); } case EF_ENCHANT_TODAM: { *ident = TRUE; return enchant_spell(0, 1, 0); } case EF_ENCHANT_WEAPON: { *ident = TRUE; return enchant_spell(randint1(3), randint1(3), 0); } case EF_ENCHANT_ARMOR: { *ident = TRUE; return enchant_spell(0, 0, 1); } case EF_ENCHANT_ARMOR2: { *ident = TRUE; return enchant_spell(0, 0, randint1(3) + 2); } case EF_RESTORE_ITEM: { *ident = TRUE; return restore_item(); } case EF_IDENTIFY: { *ident = TRUE; if (!ident_spell()) return FALSE; return TRUE; } case EF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->timed[TMD_BLIND]) msg("The air around your body glows blue for a moment..."); else msg("You feel as if someone is watching over you."); *ident = TRUE; } return TRUE; } case EF_REMOVE_CURSE2: { remove_all_curse(); *ident = TRUE; return TRUE; } case EF_LIGHT: { if (light_area(damroll(2, 8), 2)) *ident = TRUE; return TRUE; } case EF_SUMMON_MON: { int i; sound(MSG_SUM_MONSTER); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, 0, 1)) *ident = TRUE; } return TRUE; } case EF_SUMMON_UNDEAD: { int i; sound(MSG_SUM_UNDEAD); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, S_UNDEAD, 1)) *ident = TRUE; } return TRUE; } case EF_TELE_PHASE: { teleport_player(10); *ident = TRUE; return TRUE; } case EF_TELE_LONG: { teleport_player(100); *ident = TRUE; return TRUE; } case EF_TELE_LEVEL: { (void)teleport_player_level(); *ident = TRUE; return TRUE; } case EF_CONFUSING: { if (p_ptr->confusing == 0) { msg("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } return TRUE; } case EF_MAPPING: { map_area(); *ident = TRUE; return TRUE; } case EF_RUNE: { warding_glyph(); *ident = TRUE; return TRUE; } case EF_ACQUIRE: { acquirement(py, px, p_ptr->depth, 1, TRUE); *ident = TRUE; return TRUE; } case EF_ACQUIRE2: { acquirement(py, px, p_ptr->depth, randint1(2) + 1, TRUE); *ident = TRUE; return TRUE; } case EF_ANNOY_MON: { msg("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; return TRUE; } case EF_CREATE_TRAP: { /* Hack -- no traps in the town */ if (p_ptr->depth == 0) return TRUE; trap_creation(); msg("You hear a low-pitched whistling sound."); *ident = TRUE; return TRUE; } case EF_DESTROY_TDOORS: { if (destroy_doors_touch()) *ident = TRUE; return TRUE; } case EF_RECHARGE: { *ident = TRUE; if (!recharge(60)) return FALSE; return TRUE; } case EF_BANISHMENT: { *ident = TRUE; if (!banishment()) return FALSE; return TRUE; } case EF_DARKNESS: { if (!check_state(OF_RES_DARK, p_ptr->state.flags)) (void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE, TRUE); unlight_area(10, 3); wieldeds_notice_flag(OF_RES_DARK); *ident = TRUE; return TRUE; } case EF_PROTEVIL: { if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SATISFY: { if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE; return TRUE; } case EF_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; return TRUE; } case EF_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; return TRUE; } case EF_BLESSING: { if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING2: { if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING3: { if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RECALL: { set_recall(); *ident = TRUE; return TRUE; } case EF_DEEP_DESCENT: { int i, target_depth = p_ptr->depth; /* Calculate target depth */ for (i = 2; i > 0; i--) { if (is_quest(target_depth)) break; if (target_depth >= MAX_DEPTH - 1) break; target_depth++; } if (target_depth > p_ptr->depth) { msgt(MSG_TPLEVEL, "You sink through the floor..."); dungeon_change_level(target_depth); *ident = TRUE; return TRUE; } else { msgt(MSG_TPLEVEL, "You sense a malevolent presence blocking passage to the levels below."); *ident = TRUE; return FALSE; } } case EF_LOSHASTE: { if (speed_monsters()) *ident = TRUE; return TRUE; } case EF_LOSSLEEP: { if (sleep_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSSLOW: { if (slow_monsters()) *ident = TRUE; return TRUE; } case EF_LOSCONF: { if (confuse_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSKILL: { (void)mass_banishment(); *ident = TRUE; return TRUE; } case EF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; return TRUE; } case EF_DESTRUCTION2: { destroy_area(py, px, 15, TRUE); *ident = TRUE; return TRUE; } case EF_ILLUMINATION: { if (light_area(damroll(2, 15), 3)) *ident = TRUE; return TRUE; } case EF_CLAIRVOYANCE: { *ident = TRUE; wiz_light(); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); return TRUE; } case EF_PROBING: { *ident = probing(); return TRUE; } case EF_STONE_TO_MUD: { if (wall_to_mud(dir)) *ident = TRUE; return TRUE; } case EF_CONFUSE2: { *ident = TRUE; confuse_monster(dir, 20, aware); return TRUE; } case EF_BIZARRE: { *ident = TRUE; ring_of_power(dir); return TRUE; } case EF_STAR_BALL: { int i; *ident = TRUE; for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], (150 * (100 + boost) / 100), 3); return TRUE; } case EF_RAGE_BLESS_RESIST: { dur = randint1(50) + 50; *ident = TRUE; (void)hp_player(30); (void)clear_timed(TMD_AFRAID, TRUE); (void)inc_timed(TMD_BOLD, dur, TRUE, TRUE); (void)inc_timed(TMD_SHERO, dur, TRUE, TRUE); (void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE, TRUE); (void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE, TRUE); return TRUE; } case EF_SLEEPII: { *ident = TRUE; sleep_monsters_touch(aware); return TRUE; } case EF_RESTORE_LIFE: { *ident = TRUE; restore_level(); return TRUE; } case EF_MISSILE: { *ident = TRUE; dam = damroll(3, 4) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_MISSILE, dir, dam); return TRUE; } case EF_DISPEL_EVIL: { *ident = TRUE; dam = p_ptr->lev * 5 * (100 + boost) / 100; dispel_evil(dam); return TRUE; } case EF_DISPEL_EVIL60: { dam = 60 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_UNDEAD: { dam = 60 * (100 + boost) / 100; if (dispel_undead(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_ALL: { dam = 120 * (100 + boost) / 100; if (dispel_monsters(dam)) *ident = TRUE; return TRUE; } case EF_HASTE: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE1: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE2: { if (!p_ptr->timed[TMD_FAST]) { if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE; } else { (void)inc_timed(TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_FIRE_BOLT: { *ident = TRUE; dam = damroll(9, 8) * (100 + boost) / 100; fire_bolt(GF_FIRE, dir, dam); return TRUE; } case EF_FIRE_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT3: { dam = damroll(16, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT72: { dam = 72 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_FIRE_BALL: { dam = 144 * (100 + boost) / 100; fire_ball(GF_FIRE, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_FIRE_BALL2: { dam = 120 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_FIRE_BALL200: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_COLD_BOLT: { dam = damroll(6, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt_or_beam(beam, GF_COLD, dir, dam); return TRUE; } case EF_COLD_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_COLD, dir, dam); return TRUE; } case EF_COLD_BALL2: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_COLD_BALL50: { dam = 50 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL100: { dam = 100 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL160: { dam = 160 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_ACID_BOLT: { dam = damroll(5, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ACID, dir, dam); return TRUE; } case EF_ACID_BOLT2: { dam = damroll(10, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BOLT3: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BALL: { dam = 120 * (100 + boost) / 100; fire_ball(GF_ACID, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BOLT: { dam = damroll(6, 6) * (100 + boost) / 100; *ident = TRUE; fire_beam(GF_ELEC, dir, dam); return TRUE; } case EF_ELEC_BALL: { dam = 64 * (100 + boost) / 100; fire_ball(GF_ELEC, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BALL2: { dam = 250 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 3); return TRUE; } case EF_ARROW: { dam = 150 * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ARROW, dir, dam); return TRUE; } case EF_REM_FEAR_POIS: { *ident = TRUE; (void)clear_timed(TMD_AFRAID, TRUE); (void)clear_timed(TMD_POISONED, TRUE); return TRUE; } case EF_STINKING_CLOUD: { dam = 12 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_POIS, dir, dam, 3); return TRUE; } case EF_DRAIN_LIFE1: { dam = 90 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE2: { dam = 120 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE3: { dam = 150 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE4: { dam = 250 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_FIREBRAND: { *ident = TRUE; if (!brand_bolts()) return FALSE; return TRUE; } case EF_MANA_BOLT: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt(GF_MANA, dir, dam); *ident = TRUE; return TRUE; } case EF_MON_HEAL: { if (heal_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_HASTE: { if (speed_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SLOW: { if (slow_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_CONFUSE: { if (confuse_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_MON_SLEEP: { if (sleep_monster(dir, aware)) *ident = TRUE; return TRUE; } case EF_MON_CLONE: { if (clone_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SCARE: { if (fear_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_LIGHT_LINE: { msg("A line of shimmering blue light appears."); light_line(dir); *ident = TRUE; return TRUE; } case EF_TELE_OTHER: { if (teleport_monster(dir)) *ident = TRUE; return TRUE; } case EF_DISARMING: { if (disarm_trap(dir)) *ident = TRUE; return TRUE; } case EF_TDOOR_DEST: { if (destroy_door(dir)) *ident = TRUE; return TRUE; } case EF_POLYMORPH: { if (poly_monster(dir)) *ident = TRUE; return TRUE; } case EF_STARLIGHT: { int i; if (!p_ptr->timed[TMD_BLIND]) msg("Light shoots in all directions!"); for (i = 0; i < 8; i++) light_line(ddd[i]); *ident = TRUE; return TRUE; } case EF_STARLIGHT2: { int k; for (k = 0; k < 8; k++) strong_light_line(ddd[k]); *ident = TRUE; return TRUE; } case EF_BERSERKER: { dur = randint1(50) + 50; if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_WONDER: { if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5, beam)) *ident = TRUE; return TRUE; } case EF_WAND_BREATH: { /* table of random ball effects and their damages */ const int breath_types[] = { GF_ACID, 200, GF_ELEC, 160, GF_FIRE, 200, GF_COLD, 160, GF_POIS, 120 }; /* pick a random (type, damage) tuple in the table */ int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int))); fire_ball(breath_types[which], dir, breath_types[which + 1], 3); *ident = TRUE; return TRUE; } case EF_STAFF_MAGI: { if (do_res_stat(A_INT)) *ident = TRUE; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; *ident = TRUE; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); } return TRUE; } case EF_STAFF_HOLY: { dam = 120 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE; if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_DRINK_BREATH: { const int breath_types[] = { GF_FIRE, 80, GF_COLD, 80, }; int which = 2 * randint0(N_ELEMENTS(breath_types) / 2); fire_ball(breath_types[which], dir, breath_types[which + 1], 2); *ident = TRUE; return TRUE; } case EF_DRINK_GOOD: { msg("You feel less thirsty."); *ident = TRUE; return TRUE; } case EF_DRINK_DEATH: { msg("A feeling of Death flows through your body."); take_hit(5000, "a potion of Death"); *ident = TRUE; return TRUE; } case EF_DRINK_RUIN: { msg("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); player_stat_dec(p_ptr, A_DEX, TRUE); player_stat_dec(p_ptr, A_WIS, TRUE); player_stat_dec(p_ptr, A_CON, TRUE); player_stat_dec(p_ptr, A_STR, TRUE); player_stat_dec(p_ptr, A_CHR, TRUE); player_stat_dec(p_ptr, A_INT, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_DETONATE: { msg("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); (void)inc_timed(TMD_STUN, 75, TRUE, TRUE); (void)inc_timed(TMD_CUT, 5000, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_SALT: { msg("The potion makes you vomit!"); (void)set_food(PY_FOOD_STARVE - 1); (void)clear_timed(TMD_POISONED, TRUE); (void)inc_timed(TMD_PARALYZED, 4, TRUE, FALSE); *ident = TRUE; return TRUE; } case EF_FOOD_GOOD: { msg("That tastes good."); *ident = TRUE; return TRUE; } case EF_FOOD_WAYBREAD: { msg("That tastes good."); (void)clear_timed(TMD_POISONED, TRUE); (void)hp_player(damroll(4, 8)); *ident = TRUE; return TRUE; } case EF_SHROOM_EMERGENCY: { (void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE); (void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE); (void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE); (void)hp_player(200); *ident = TRUE; return TRUE; } case EF_SHROOM_TERROR: { if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_STONE: { if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_DEBILITY: { int stat = one_in_(2) ? A_STR : A_CON; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_SHROOM_SPRINTING: { if (inc_timed(TMD_SPRINT, 100, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_PURGING: { (void)set_food(PY_FOOD_FAINT - 1); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_RING_ACID: { dam = 70 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ACID, dir, dam, 2); inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_FLAMES: { dam = 80 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_ICE: { dam = 75 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_LIGHTNING: { dam = 85 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 2); inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_DRAGON_BLUE: { dam = 100 * (100 + boost) / 100; msgt(MSG_BR_ELEC, "You breathe lightning."); fire_ball(GF_ELEC, dir, dam, 2); return TRUE; } case EF_DRAGON_GREEN: { dam = 150 * (100 + boost) / 100; msgt(MSG_BR_GAS, "You breathe poison gas."); fire_ball(GF_POIS, dir, dam, 2); return TRUE; } case EF_DRAGON_RED: { dam = 200 * (100 + boost) / 100; msgt(MSG_BR_FIRE, "You breathe fire."); fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_DRAGON_MULTIHUED: { static const struct { int msg_sound; const char *msg; int typ; } mh[] = { { MSG_BR_ELEC, "lightning", GF_ELEC }, { MSG_BR_FROST, "frost", GF_COLD }, { MSG_BR_ACID, "acid", GF_ACID }, { MSG_BR_GAS, "poison gas", GF_POIS }, { MSG_BR_FIRE, "fire", GF_FIRE } }; int chance = randint0(5); dam = 250 * (100 + boost) / 100; msgt(mh[chance].msg_sound, "You breathe %s.", mh[chance].msg); fire_ball(mh[chance].typ, dir, dam, 2); return TRUE; } case EF_DRAGON_BRONZE: { dam = 120 * (100 + boost) / 100; msgt(MSG_BR_CONF, "You breathe confusion."); fire_ball(GF_CONFU, dir, dam, 2); return TRUE; } case EF_DRAGON_GOLD: { dam = 130 * (100 + boost) / 100; msgt(MSG_BR_SOUND, "You breathe sound."); fire_ball(GF_SOUND, dir, dam, 2); return TRUE; } case EF_DRAGON_CHAOS: { dam = 220 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISEN), "You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISEN), dir, dam, 2); return TRUE; } case EF_DRAGON_LAW: { dam = 230 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), "You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, dam, 2); return TRUE; } case EF_DRAGON_BALANCE: { dam = 250 * (100 + boost) / 100; chance = randint0(4); msg("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISEN : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, dam, 2); return TRUE; } case EF_DRAGON_SHINING: { dam = 200 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), "You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam, 2); return TRUE; } case EF_DRAGON_POWER: { dam = 300 * (100 + boost) / 100; msgt(MSG_BR_ELEMENTS, "You breathe the elements."); fire_ball(GF_MISSILE, dir, dam, 2); return TRUE; } case EF_TRAP_DOOR: { msg("You fall through a trap door!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently down to the next level."); } else { take_hit(damroll(2, 8), "a trap"); } wieldeds_notice_flag(OF_FEATHER); dungeon_change_level(p_ptr->depth + 1); return TRUE; } case EF_TRAP_PIT: { msg("You fall into a pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the bottom of the pit."); } else { take_hit(damroll(2, 6), "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_SPIKES: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled!"); dam *= 2; (void)inc_timed(TMD_CUT, randint1(dam), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_PIT_POISON: { msg("You fall into a spiked pit!"); if (check_state(OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled on poisonous spikes!"); (void)inc_timed(TMD_CUT, randint1(dam * 2), TRUE, TRUE); (void)inc_timed(TMD_POISONED, randint1(dam * 4), TRUE, TRUE); } take_hit(dam, "a trap"); } wieldeds_notice_flag(OF_FEATHER); return TRUE; } case EF_TRAP_RUNE_SUMMON: { int i; int num = 2 + randint1(3); msgt(MSG_SUM_MONSTER, "You are enveloped in a cloud of smoke!"); /* Remove trap */ cave->info[py][px] &= ~(CAVE_MARK); cave_set_feat(cave, py, px, FEAT_FLOOR); for (i = 0; i < num; i++) (void)summon_specific(py, px, p_ptr->depth, 0, 1); break; } case EF_TRAP_RUNE_TELEPORT: { msg("You hit a teleport trap!"); teleport_player(100); return TRUE; } case EF_TRAP_SPOT_FIRE: { int dam; msg("You are enveloped in flames!"); dam = damroll(4, 6); dam = adjust_dam(GF_FIRE, dam, RANDOMISE, check_for_resist(GF_FIRE, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "a fire trap"); inven_damage(GF_FIRE, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_SPOT_ACID: { int dam; msg("You are splashed with acid!"); dam = damroll(4, 6); dam = adjust_dam(GF_ACID, dam, RANDOMISE, check_for_resist(GF_ACID, p_ptr->state.flags, TRUE)); if (dam) { take_hit(dam, "an acid trap"); inven_damage(GF_ACID, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_DART_SLOW: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_STR: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_STR, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_DEX: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_DEX, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_CON: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(damroll(1, 4), "a trap"); (void)do_dec_stat(A_CON, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_GAS_BLIND: { msg("You are surrounded by a black gas!"); (void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_CONFUSE: { msg("You are surrounded by a gas of scintillating colors!"); (void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_POISON: { msg("You are surrounded by a pungent green gas!"); (void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_SLEEP: { msg("You are surrounded by a strange white mist!"); (void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE, TRUE); return TRUE; } case EF_XXX: case EF_MAX: break; } /* Not used */ msg("Effect not handled."); return FALSE; }
/* * Let an object fall to the ground at or near a location. * * The initial location is assumed to be "in_bounds()". * * This function takes a parameter "chance". This is the percentage * chance that the item will "disappear" instead of drop. If the object * has been thrown, then this is the chance of disappearance on contact. * * Hack -- this function uses "chance" to determine if it should produce * some form of "description" of the drop event (under the player). * * We check several locations to see if we can find a location at which * the object can combine, stack, or be placed. Artifacts will try very * hard to be placed, including "teleporting" to a useful grid if needed. */ s16b drop_near(object_type *j_ptr, s32b chance, s32b y, s32b x) { s32b i, k, d, s; s32b bs, bn; s32b by, bx; s32b dy, dx; s32b ty, tx; s16b o_idx = 0; cave_type *c_ptr; char o_name[80]; bool flag = FALSE; bool plural = FALSE; /* Extract plural */ if (j_ptr->number != 1) plural = TRUE; /* Describe object */ object_desc(o_name, j_ptr, FALSE, 0); /* Handle normal "breakage" */ if (!(j_ptr->art_name || artifact_p(j_ptr)) && (rand_int(100) < chance)) { /* Message */ msg_format("The %s disappear%s.", o_name, (plural ? "" : "s")); /* Debug */ if (wizard) msg_print("(breakage)"); delete_object(j_ptr); /* Failure */ return (0); } /* Score */ bs = -1; /* Picker */ bn = 0; /* Default */ by = y; bx = x; /* Scan local grids */ for (dy = -3; dy <= 3; dy++) { /* Scan local grids */ for (dx = -3; dx <= 3; dx++) { bool comb = FALSE; /* Calculate actual distance */ d = (dy * dy) + (dx * dx); /* Ignore distant grids */ if (d > 10) continue; /* Location */ ty = y + dy; tx = x + dx; /* Skip illegal grids */ if (!in_bounds(ty, tx)) continue; /* Require line of sight */ if (!los(y, x, ty, tx)) continue; /* Obtain grid */ c_ptr = &cave[ty][tx]; /* Require floor space (or shallow terrain) -KMW- */ if (!has_flag(&f_info[c_ptr->feat], FLAG_FLOOR)) continue; /* No traps */ if (flag_used(&c_ptr->activations)) continue; /* No objects */ k = 0; /* Scan objects in that grid */ for_inventory_slot(&c_ptr->inventory, o_ptr); { /* Check for possible combination */ if (object_similar(o_ptr, j_ptr)) comb = TRUE; /* Count objects */ k++; } end_inventory_slot(); /* Add new object */ if (!comb) k++; /* Paranoia */ if (k >= inventory_limit_inven(&c_ptr->inventory)) continue; /* Calculate score */ s = 1000 - (d + k * 5); /* Skip bad values */ if (s < bs) continue; /* New best value */ if (s > bs) bn = 0; /* Apply the randomizer to equivalent values */ if ((++bn >= 2) && (rand_int(bn) != 0)) continue; /* Keep score */ bs = s; /* Track it */ by = ty; bx = tx; /* Okay */ flag = TRUE; } } /* Handle lack of space */ if (!flag && !(artifact_p(j_ptr) || j_ptr->art_name)) { /* Message */ msg_format("The %s disappear%s.", o_name, (plural ? "" : "s")); /* Debug */ if (wizard) msg_print("(no floor space)"); delete_object(j_ptr); /* Failure */ return (0); } /* Find a grid */ for (i = 0; !flag; i++) { /* Bounce around */ if (i < 1000) { ty = rand_spread(by, 1); tx = rand_spread(bx, 1); } /* Random locations */ else { ty = rand_int(cur_hgt); tx = rand_int(cur_wid); } /* Grid */ c_ptr = &cave[ty][tx]; /* Require floor space */ if (!has_flag(&f_info[c_ptr->feat], FLAG_FLOOR) || has_flag(&f_info[c_ptr->feat], FLAG_NO_WALK)) continue; /* Bounce to that location */ by = ty; bx = tx; /* Require floor space */ if (!cave_clean_bold(by, bx)) continue; /* Okay */ flag = TRUE; } j_ptr->iy = by; j_ptr->ix = bx; j_ptr->held_m_idx = 0; /* Grid */ c_ptr = &cave[by][bx]; /* Carry */ o_idx = inven_carry_inven(&c_ptr->inventory, j_ptr, FALSE); /* * j_ptr might have been merged into an existing object and then * deleted, so re-get the object. */ j_ptr = get_object(item_slot_to_item(o_idx)); /* Note the spot */ note_spot(by, bx); /* Draw the spot */ lite_spot(by, bx); /* Mega-Hack -- no message if "dropped" by player */ /* Message when an object falls under the player */ if (chance && (by == p_ptr->py) && (bx == p_ptr->px)) { msg_print("You feel something roll beneath your feet."); /* Sound */ sound(SOUND_DROP); } process_hooks(HOOK_DROPPED_NEAR, "(O,b,d,d,d,d)", j_ptr, chance, y, x, by, bx); /* XXX XXX XXX */ /* Result */ return (o_idx); }
/** * Place monsters, up to the number asked for, in a rectangle centered on * y0, x0. Accept values for monster depth, symbol, and maximum vertical * and horizontal displacement. Call monster restriction functions if * needed. * * Return prematurely if the code starts looping too much (this may happen * if y0 or x0 are out of bounds, or the area is already occupied). */ extern void spread_monsters(char symbol, int depth, int num, int y0, int x0, int dy, int dx) { int i, j; /* Limits on loops */ int count; int y = y0, x = x0; int start_mon_num = m_max; bool dummy; /* Restrict monsters. Allow uniques. */ (void) mon_restrict(symbol, (byte) depth, &dummy, TRUE); /* Set generation level */ monster_level = depth; /* Build the monster probability table. */ if (!get_mon_num(depth)) return; /* Try to summon monsters within our rectangle of effect. */ for (count = 0, i = 0; ((count < num) && (i < 50)); i++) { /* Get a location */ if ((dy == 0) && (dx == 0)) { y = y0; x = x0; if (!in_bounds(y, x)) return; } else { for (j = 0; j < 10; j++) { y = rand_spread(y0, dy); x = rand_spread(x0, dx); if (!in_bounds(y, x)) { if (j < 9) continue; else return; } break; } } /* Require "empty" floor grids */ if (!cave_empty_bold(y, x)) continue; /* Place the monster (sleeping, allow groups, quickly) */ (void) place_monster(y, x, TRUE, TRUE, TRUE); /* Rein in monster groups and escorts a little. */ if (m_max - start_mon_num > num * 2) break; /* Count the monster(s), reset the loop count */ count++; i = 0; } /* Remove monster restrictions. */ (void) mon_restrict('\0', (byte) depth, &dummy, TRUE); /* Reset monster generation level. */ monster_level = p_ptr->danger; }
/** * Attempts to place a monster of the given race at the given location. * * If `sleep` is true, the monster is placed with its default sleep value, * which is given in monster.txt. * * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP, * ORIGIN_DROP_PIT, etc.) * * To give the player a sporting chance, some especially dangerous * monsters are marked as "FORCE_SLEEP" in monster.txt, which will * cause them to be placed with low energy. This helps ensure that * if such a monster suddenly appears in line-of-sight (due to a * summon, for instance), the player gets a chance to move before * they do. * * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters. * * This is the only function which may place a monster in the dungeon, * except for the savefile loading code, which calls place_monster() * directly. */ static bool place_new_monster_one(int y, int x, monster_race *race, bool sleep, byte origin) { int i; struct monster *mon; struct monster monster_body; assert(cave_in_bounds(cave, y, x)); assert(race && race->name); /* Require empty space */ if (!cave_isempty(cave, y, x)) return (FALSE); /* No creation on glyph of warding */ if (cave_iswarded(cave, y, x)) return FALSE; /* "unique" monsters must be "unique" */ if (rf_has(race->flags, RF_UNIQUE) && race->cur_num >= race->max_num) return (FALSE); /* Depth monsters may NOT be created out of depth */ if (rf_has(race->flags, RF_FORCE_DEPTH) && p_ptr->depth < race->level) return (FALSE); /* Add to level feeling */ cave->mon_rating += race->power / 20; /* Check out-of-depth-ness */ if (race->level > p_ptr->depth) { if (rf_has(race->flags, RF_UNIQUE)) { /* OOD unique */ if (OPT(cheat_hear)) msg("Deep unique (%s).", race->name); } else { /* Normal monsters but OOD */ if (OPT(cheat_hear)) msg("Deep monster (%s).", race->name); } /* Boost rating by power per 10 levels OOD */ cave->mon_rating += (race->level - p_ptr->depth) * race->power / 200; } /* Note uniques for cheaters */ else if (rf_has(race->flags, RF_UNIQUE) && OPT(cheat_hear)) msg("Unique (%s).", race->name); /* Get local monster */ mon = &monster_body; /* Clean out the monster */ (void)WIPE(mon, monster_type); /* Save the race */ mon->race = race; /* Enforce sleeping if needed */ if (sleep && race->sleep) { int val = race->sleep; mon->m_timed[MON_TMD_SLEEP] = ((val * 2) + randint1(val * 10)); } /* Uniques get a fixed amount of HP */ if (rf_has(race->flags, RF_UNIQUE)) mon->maxhp = race->avg_hp; else { mon->maxhp = mon_hp(race, RANDOMISE); mon->maxhp = MAX(mon->maxhp, 1); } /* And start out fully healthy */ mon->hp = mon->maxhp; /* Extract the monster base speed */ mon->mspeed = race->speed; /* Hack -- small racial variety */ if (!rf_has(race->flags, RF_UNIQUE)) { /* Allow some small variation per monster */ i = extract_energy[race->speed] / 10; if (i) mon->mspeed += rand_spread(0, i); } /* Give a random starting energy */ mon->energy = (byte)randint0(50); /* Force monster to wait for player */ if (rf_has(race->flags, RF_FORCE_SLEEP)) mon->mflag |= (MFLAG_NICE); /* Radiate light? */ if (rf_has(race->flags, RF_HAS_LIGHT)) p_ptr->update |= PU_UPDATE_VIEW; /* Is this obviously a monster? (Mimics etc. aren't) */ if (rf_has(race->flags, RF_UNAWARE)) mon->unaware = TRUE; else mon->unaware = FALSE; /* Set the color if necessary */ if (rf_has(race->flags, RF_ATTR_RAND)) mon->attr = randint1(BASIC_COLORS - 1); /* Place the monster in the dungeon */ if (!place_monster(y, x, mon, origin)) return (FALSE); /* Success */ return (TRUE); }
/*! * @brief フロア移動時、プレイヤーの移動先モンスターが既にいた場合ランダムな近隣に移動させる / When a monster is at a place where player will return, * @return なし */ static void get_out_monster(void) { int tries = 0; int dis = 1; int oy = p_ptr->y; int ox = p_ptr->x; MONSTER_IDX m_idx = cave[oy][ox].m_idx; /* Nothing to do if no monster */ if (!m_idx) return; /* Look until done */ while (TRUE) { monster_type *m_ptr; /* Pick a (possibly illegal) location */ int ny = rand_spread(oy, dis); int nx = rand_spread(ox, dis); tries++; /* Stop after 1000 tries */ if (tries > 10000) return; /* * Increase distance after doing enough tries * compared to area of possible space */ if (tries > 20 * dis * dis) dis++; /* Ignore illegal locations */ if (!in_bounds(ny, nx)) continue; /* Require "empty" floor space */ if (!cave_empty_bold(ny, nx)) continue; /* Hack -- no teleport onto glyph of warding */ if (is_glyph_grid(&cave[ny][nx])) continue; if (is_explosive_rune_grid(&cave[ny][nx])) continue; /* ...nor onto the Pattern */ if (pattern_tile(ny, nx)) continue; /*** It's a good place ***/ m_ptr = &m_list[m_idx]; /* Update the old location */ cave[oy][ox].m_idx = 0; /* Update the new location */ cave[ny][nx].m_idx = m_idx; /* Move the monster */ m_ptr->fy = ny; m_ptr->fx = nx; /* No need to do update_mon() */ /* Success */ return; } }
/** * Let an object fall to the ground at or near a location. * * The initial location is assumed to be "square_in_bounds_fully(cave, )". * * This function takes a parameter "chance". This is the percentage * chance that the item will "disappear" instead of drop. If the object * has been thrown, then this is the chance of disappearance on contact. * * This function will produce a description of a drop event under the player * when "verbose" is true. * * We check several locations to see if we can find a location at which * the object can combine, stack, or be placed. Artifacts will try very * hard to be placed, including "teleporting" to a useful grid if needed. * * Objects which fail to be carried by the floor are deleted. This function * attempts to add successfully dropped objects to, and to remove failures * from, the object list (as dropped items may or may not be already listed). */ void drop_near(struct chunk *c, struct object *dropped, int chance, int y, int x, bool verbose) { int i, k, n, d, s; int bs, bn; int by, bx; int dy, dx; int ty, tx; struct object *obj; char o_name[80]; bool flag = false; /* Only called in the current level */ assert(c == cave); /* Describe object */ object_desc(o_name, sizeof(o_name), dropped, ODESC_BASE); /* Handle normal "breakage" */ if (!dropped->artifact && (randint0(100) < chance)) { /* Message */ msg("The %s %s.", o_name, VERB_AGREEMENT(dropped->number, "breaks", "break")); /* Failure */ if (dropped->known) { delist_object(cave_k, dropped->known); object_delete(&dropped->known); } delist_object(c, dropped); object_delete(&dropped); return; } /* Score */ bs = -1; /* Picker */ bn = 0; /* Default */ by = y; bx = x; /* Scan local grids */ for (dy = -3; dy <= 3; dy++) { for (dx = -3; dx <= 3; dx++) { bool comb = false; /* Calculate actual distance */ d = (dy * dy) + (dx * dx); /* Ignore distant grids */ if (d > 10) continue; /* Location */ ty = y + dy; tx = x + dx; /* Skip illegal grids */ if (!square_in_bounds_fully(c, ty, tx)) continue; /* Require line of sight */ if (!los(c, y, x, ty, tx)) continue; /* Require floor space */ if (!square_isfloor(c, ty, tx)) continue; /* Require no trap or rune */ if (square_isplayertrap(c, ty, tx) || square_iswarded(c, ty, tx)) continue; /* No objects */ k = 0; n = 0; /* Scan objects in that grid */ for (obj = square_object(c, ty, tx); obj; obj = obj->next) { /* Check for possible combination */ if (object_similar(obj, dropped, OSTACK_FLOOR)) comb = true; /* Count objects */ if (!ignore_item_ok(obj)) k++; else n++; } /* Add new object */ if (!comb) k++; /* Option -- disallow stacking */ if (OPT(birth_no_stacking) && (k > 1)) continue; /* Paranoia? */ if ((k + n) > z_info->floor_size && !floor_get_oldest_ignored(ty, tx)) continue; /* Calculate score */ s = 1000 - (d + k * 5); /* Skip bad values */ if (s < bs) continue; /* New best value */ if (s > bs) bn = 0; /* Apply the randomizer to equivalent values */ if ((++bn >= 2) && (randint0(bn) != 0)) continue; /* Keep score */ bs = s; /* Track it */ by = ty; bx = tx; /* Okay */ flag = true; } } /* Handle lack of space */ if (!flag && !dropped->artifact) { /* Message */ msg("The %s %s.", o_name, VERB_AGREEMENT(dropped->number, "disappears", "disappear")); /* Debug */ if (player->wizard) msg("Breakage (no floor space)."); /* Failure */ if (dropped->known) { delist_object(cave_k, dropped->known); object_delete(&dropped->known); } delist_object(c, dropped); object_delete(&dropped); return; } /* Find a grid */ for (i = 0; !flag; i++) { /* Bounce around */ if (i < 1000) { ty = rand_spread(by, 1); tx = rand_spread(bx, 1); } else { /* Random locations */ ty = randint0(c->height); tx = randint0(c->width); } /* Require floor space */ if (!square_canputitem(c, ty, tx)) continue; /* Bounce to that location */ by = ty; bx = tx; /* Okay */ flag = true; } /* Give it to the floor */ if (!floor_carry(c, by, bx, dropped, false)) { /* Message */ msg("The %s %s.", o_name, VERB_AGREEMENT(dropped->number, "disappears", "disappear")); /* Debug */ if (player->wizard) msg("Breakage (too many objects)."); if (dropped->artifact) dropped->artifact->created = false; /* Failure */ if (dropped->known) { delist_object(cave_k, dropped->known); object_delete(&dropped->known); } delist_object(c, dropped); object_delete(&dropped); return; } /* Sound */ sound(MSG_DROP); /* Message when an object falls under the player */ if (verbose && (c->squares[by][bx].mon < 0)) /* Check the item still exists and isn't ignored */ if (c->objects[dropped->oidx] && !ignore_item_ok(dropped)) msg("You feel something roll beneath your feet."); }
/** * Find a grid near the given one for an object to fall on * * We check several locations to see if we can find a location at which * the object can combine, stack, or be placed. Artifacts will try very * hard to be placed, including "teleporting" to a useful grid if needed. * * If no appropriate grid is found, the given grid is unchanged */ static void drop_find_grid(struct object *drop, int *y, int *x) { int best_score = -1; int best_y = *y; int best_x = *x; int i, dy, dx; struct object *obj; /* Scan local grids */ for (dy = -3; dy <= 3; dy++) { for (dx = -3; dx <= 3; dx++) { bool combine = false; int dist = (dy * dy) + (dx * dx); int ty = *y + dy; int tx = *x + dx; int num_shown = 0; int num_ignored = 0; int score; /* Lots of reasons to say no */ if ((dist > 10) || !square_in_bounds_fully(cave, ty, tx) || !los(cave, *y, *x, ty, tx) || !square_isfloor(cave, ty, tx) || square_isplayertrap(cave, ty, tx) || square_iswarded(cave, ty, tx)) continue; /* Analyse the grid for carrying the new object */ for (obj = square_object(cave, ty, tx); obj; obj = obj->next) { /* Check for possible combination */ if (object_similar(obj, drop, OSTACK_FLOOR)) combine = true; /* Count objects */ if (!ignore_item_ok(obj)) num_shown++; else num_ignored++; } if (!combine) num_shown++; /* Disallow if the stack size is too big */ if ((OPT(player, birth_stacking) && (num_shown > 1)) || ((num_shown + num_ignored) > z_info->floor_size && !floor_get_oldest_ignored(ty, tx))) continue; /* Score the location based on how close and how full the grid is */ score = 1000 - (dist + num_shown * 5); if ((score < best_score) || ((score == best_score) && one_in_(2))) continue; best_score = score; best_y = ty; best_x = tx; } } /* Return if we have a score, otherwise fail or try harder for artifacts */ if (best_score >= 0) { *y = best_y; *x = best_x; return; } else if (!drop->artifact) { return; } for (i = 0; i < 2000; i++) { /* Start bouncing from grid to grid, stopping if we find an empty one */ if (i < 1000) { best_y = rand_spread(best_y, 1); best_x = rand_spread(best_x, 1); } else { /* Now go to purely random locations */ best_y = randint0(cave->height); best_x = randint0(cave->width); } if (square_canputitem(cave, best_y, best_x)) { *y = best_y; *x = best_x; return; } } }
/* * Recursive fractal algorithm to place water through the dungeon. */ static void recursive_river(int x1, int y1, int x2, int y2, int feat1, int feat2, int width) { int dx, dy, length, l, x, y; int changex, changey; int ty, tx; bool done; cave_type *c_ptr; length = distance(x1, y1, x2, y2); if (length > 4) { /* * Divide path in half and call routine twice. * There is a small chance of splitting the river */ dx = (x2 - x1) / 2; dy = (y2 - y1) / 2; if (dy != 0) { /* perturbation perpendicular to path */ changex = randint1(abs(dy)) * 2 - abs(dy); } else { changex = 0; } if (dx != 0) { /* perturbation perpendicular to path */ changey = randint1(abs(dx)) * 2 - abs(dx); } else { changey = 0; } if (!in_bounds(y1 + dy + changey, x1 + dx + changex)) { changex = 0; changey = 0; } /* construct river out of two smaller ones */ recursive_river(x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width); recursive_river(x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width); /* Split the river some of the time - junctions look cool */ if (one_in_(DUN_WAT_CHG) && (width > 0)) { recursive_river(x1 + dx + changex, y1 + dy + changey, x1 + 8 * (dx + changex), y1 + 8 * (dy + changey), feat1, feat2, width - 1); } } else { /* Actually build the river */ for (l = 0; l < length; l++) { x = x1 + l * (x2 - x1) / length; y = y1 + l * (y2 - y1) / length; done = FALSE; while (!done) { for (ty = y - width - 1; ty <= y + width + 1; ty++) { for (tx = x - width - 1; tx <= x + width + 1; tx++) { if (!in_bounds2(ty, tx)) continue; c_ptr = &cave[ty][tx]; if (c_ptr->feat == feat1) continue; if (c_ptr->feat == feat2) continue; if (distance(ty, tx, y, x) > rand_spread(width, 1)) continue; /* Do not convert permanent features */ if (cave_perma_grid(c_ptr)) continue; /* * Clear previous contents, add feature * The border mainly gets feat2, while the center gets feat1 */ if (distance(ty, tx, y, x) > width) c_ptr->feat = feat2; else c_ptr->feat = feat1; /* Clear garbage of hidden trap or door */ c_ptr->mimic = 0; /* Lava terrain glows */ if (have_flag(f_info[feat1].flags, FF_LAVA)) { if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) c_ptr->info |= CAVE_GLOW; } /* Hack -- don't teleport here */ c_ptr->info |= CAVE_ICKY; } } done = TRUE; } } } }
/** * Attempts to place a monster of the given race at the given location. * * If `sleep` is true, the monster is placed with its default sleep value, * which is given in monster.txt. * * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP, * ORIGIN_DROP_PIT, etc.) * * To give the player a sporting chance, some especially dangerous * monsters are marked as "FORCE_SLEEP" in monster.txt, which will * cause them to be placed with low energy. This helps ensure that * if such a monster suddenly appears in line-of-sight (due to a * summon, for instance), the player gets a chance to move before * they do. * * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters. * * This is the only function which may place a monster in the dungeon, * except for the savefile loading code, which calls place_monster() * directly. */ static bool place_new_monster_one(struct chunk *c, int y, int x, struct monster_race *race, bool sleep, byte origin) { int i; struct monster *mon; struct monster monster_body; assert(square_in_bounds(c, y, x)); assert(race && race->name); /* Not where monsters already are */ if (square_monster(c, y, x)) return false; /* Not where the player already is */ if ((player->py == y) && (player->px == x)) return false; /* Prevent monsters from being placed where they cannot walk, but allow other feature types */ if (!square_is_monster_walkable(c, y, x)) return false; /* No creation on glyph of warding */ if (square_iswarded(c, y, x)) return false; /* "unique" monsters must be "unique" */ if (rf_has(race->flags, RF_UNIQUE) && race->cur_num >= race->max_num) return (false); /* Depth monsters may NOT be created out of depth */ if (rf_has(race->flags, RF_FORCE_DEPTH) && player->depth < race->level) return (false); /* Add to level feeling, note uniques for cheaters */ c->mon_rating += race->level * race->level; /* Check out-of-depth-ness */ if (race->level > c->depth) { if (rf_has(race->flags, RF_UNIQUE)) { /* OOD unique */ if (OPT(player, cheat_hear)) msg("Deep unique (%s).", race->name); } else { /* Normal monsters but OOD */ if (OPT(player, cheat_hear)) msg("Deep monster (%s).", race->name); } /* Boost rating by power per 10 levels OOD */ c->mon_rating += (race->level - c->depth) * race->level * race->level; } else if (rf_has(race->flags, RF_UNIQUE) && OPT(player, cheat_hear)) msg("Unique (%s).", race->name); /* Get local monster */ mon = &monster_body; /* Clean out the monster */ memset(mon, 0, sizeof(struct monster)); /* Save the race */ mon->race = race; /* Enforce sleeping if needed */ if (sleep && race->sleep) { int val = race->sleep; mon->m_timed[MON_TMD_SLEEP] = ((val * 2) + randint1(val * 10)); } /* Uniques get a fixed amount of HP */ if (rf_has(race->flags, RF_UNIQUE)) mon->maxhp = race->avg_hp; else { mon->maxhp = mon_hp(race, RANDOMISE); mon->maxhp = MAX(mon->maxhp, 1); } /* And start out fully healthy */ mon->hp = mon->maxhp; /* Extract the monster base speed */ mon->mspeed = race->speed; /* Hack -- small racial variety */ if (!rf_has(race->flags, RF_UNIQUE)) { /* Allow some small variation per monster */ i = turn_energy(race->speed) / 10; if (i) mon->mspeed += rand_spread(0, i); } /* Give a random starting energy */ mon->energy = (byte)randint0(50); /* Force monster to wait for player */ if (rf_has(race->flags, RF_FORCE_SLEEP)) mflag_on(mon->mflag, MFLAG_NICE); /* Radiate light? */ if (rf_has(race->flags, RF_HAS_LIGHT)) player->upkeep->update |= PU_UPDATE_VIEW; /* Is this obviously a monster? (Mimics etc. aren't) */ if (rf_has(race->flags, RF_UNAWARE)) mflag_on(mon->mflag, MFLAG_CAMOUFLAGE); else mflag_off(mon->mflag, MFLAG_CAMOUFLAGE); /* Set the color if necessary */ if (rf_has(race->flags, RF_ATTR_RAND)) mon->attr = randint1(BASIC_COLORS - 1); /* Place the monster in the dungeon */ if (!place_monster(c, y, x, mon, origin)) return (false); /* Success */ return (true); }