Пример #1
0
/* used so that callers don't need to known about SPFX_ codes */
boolean confers_luck(struct obj *obj)
{
    /* might as well check for this too */
    if (obj->otyp == LUCKSTONE) return TRUE;

    return obj->oartifact && spec_ability(obj, SPFX_LUCK);
}
Пример #2
0
void
rndcurse()			/* curse a few inventory items at random! */
{
	int	nobj = 0;
	int	cnt, onum;
	struct	obj	*otmp;
	static const char *mal_aura = "feel a malignant aura surround %s.";

	if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
	    You(mal_aura, "the magic-absorbing blade");
	    return;
	}

	if(Antimagic) {
	    shieldeff(u.ux, u.uy);
	    You(mal_aura, "you");
	}

	for (otmp = invent; otmp; otmp = otmp->nobj)  nobj++;

	if (nobj)
	    for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1));
		 cnt > 0; cnt--)  {
		onum = rn2(nobj);
		for(otmp = invent; onum != 0; onum--)
		    otmp = otmp->nobj;

		if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) &&
		   rn2(10) < 8) {
		    pline("%s resists!", The(xname(otmp)));
		    continue;
		}

		if(otmp->blessed)
			unbless(otmp);
		else
			curse(otmp);
	    }
}
Пример #3
0
void
rndcurse()			/* curse a few inventory items at random! */
{
	int	nobj = 0;
	int	cnt, onum;
	struct	obj	*otmp;
	static const char mal_aura[] = "VERB_SPUEREN eine bösartige Aura um OBJECT %s."; /* EN static const char mal_aura[] = "feel a malignant aura surround %s."; */

	if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
	    You(mal_aura, "ARTIKEL_BESTIMMTER ADJEKTIV_MAGIE_ABSORBIEREND NOUN_KLINGE"); /* EN You(mal_aura, "the magic-absorbing blade"); */
	    return;
	}

	if(Antimagic) {
	    shieldeff(u.ux, u.uy);
	    You(mal_aura, "PRONOMEN_PERSONAL"); /* EN You(mal_aura, "you"); */
	}

	for (otmp = invent; otmp; otmp = otmp->nobj) {
#ifdef GOLDOBJ
	    /* gold isn't subject to being cursed or blessed */
	    if (otmp->oclass == COIN_CLASS) continue;
#endif
	    nobj++;
	}
	if (nobj) {
	    for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1));
		 cnt > 0; cnt--)  {
		onum = rnd(nobj);
		for (otmp = invent; otmp; otmp = otmp->nobj) {
#ifdef GOLDOBJ
		    /* as above */
		    if (otmp->oclass == COIN_CLASS) continue;
#endif
		    if (--onum == 0) break;	/* found the target */
		}
		/* the !otmp case should never happen; picking an already
		   cursed item happens--avoid "resists" message in that case */
		if (!otmp || otmp->cursed) continue;	/* next target */

		if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) &&
		   rn2(10) < 8) {
		    pline("%s!", Tobjnam(otmp, "VERB_WIDERSTEHEN")); /* EN pline("%s!", Tobjnam(otmp, "resist")); */
		    continue;
		}

		if(otmp->blessed)
			unbless(otmp);
		else
			curse(otmp);
	    }
	    update_inventory();
	}

#ifdef STEED
	/* treat steed's saddle as extended part of hero's inventory */
	if (u.usteed && !rn2(4) &&
		(otmp = which_armor(u.usteed, W_SADDLE)) != 0 &&
		!otmp->cursed) {	/* skip if already cursed */
	    if (otmp->blessed)
		unbless(otmp);
	    else
		curse(otmp);
	    if (!Blind) {
		pline("SUBJECT %s %s %s.", /* EN pline("%s %s %s.", */
		      genitivattribut_zu_wort(y_monnam(u.usteed), /* EN s_suffix(upstart(y_monnam(u.usteed))), */
		      cxname(otmp)), "VERB_LEUCHTEN", /* EN aobjnam(otmp, "glow"), */
		      hcolor(otmp->cursed ? NH_BLACK : (const char *)"ADJEKTIV_FARBE_BRAUN")); /* EN hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown")); */
		otmp->bknown = TRUE;
	    }
	}
#endif	/*STEED*/
}
Пример #4
0
void
rndcurse()			/* curse a few inventory items at random! */
{
	int	nobj = 0;
	int	cnt, onum;
	struct	obj	*otmp;
	static const char mal_aura[] = "feel a malignant aura surround %s.";

	if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
	    You(mal_aura, "the magic-absorbing blade");
	    return;
	}

	if(Antimagic) {
	    shieldeff(u.ux, u.uy);
	    You(mal_aura, "you");
	}

	for (otmp = invent; otmp; otmp = otmp->nobj) {
#ifdef GOLDOBJ
	    /* gold isn't subject to being cursed or blessed */
	    if (otmp->oclass == COIN_CLASS) continue;
#endif
	    nobj++;
	}
	if (nobj) {
	    for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1));
		 cnt > 0; cnt--)  {
		onum = rnd(nobj);
		for (otmp = invent; otmp; otmp = otmp->nobj) {
#ifdef GOLDOBJ
		    /* as above */
		    if (otmp->oclass == COIN_CLASS) continue;
#endif
		    if (--onum == 0) break;	/* found the target */
		}
		/* the !otmp case should never happen; picking an already
		   cursed item happens--avoid "resists" message in that case */
		if (!otmp || otmp->cursed) continue;	/* next target */

		if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) &&
		   rn2(10) < 8) {
		    pline("%s!", Tobjnam(otmp, "resist"));
		    continue;
		}

		if(otmp->blessed)
			unbless(otmp);
		else
			curse(otmp);
	    }
	    update_inventory();
	}

#ifdef STEED
	/* treat steed's saddle as extended part of hero's inventory */
	if (u.usteed && !rn2(4) &&
		(otmp = which_armor(u.usteed, W_SADDLE)) != 0 &&
		!otmp->cursed) {	/* skip if already cursed */
	    if (otmp->blessed)
		unbless(otmp);
	    else
		curse(otmp);
	    if (!Blind) {
		pline("%s %s %s.",
		      s_suffix(upstart(y_monnam(u.usteed))),
		      aobjnam(otmp, "glow"),
		      hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown"));
		otmp->bknown = TRUE;
	    }
	}
#endif	/*STEED*/
}
Пример #5
0
/* curse a few inventory items at random! */
void
rndcurse()
{
    int nobj = 0;
    int cnt, onum;
    struct obj *otmp;
/*JP
    static const char mal_aura[] = "feel a malignant aura surround %s.";
*/
    static const char mal_aura[] = "邪悪なオーラを%sの回りに感じた.";

    if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
/*JP
        You(mal_aura, "the magic-absorbing blade");
*/
        You(mal_aura, "魔力を吸いとる刀");
        return;
    }

    if (Antimagic) {
        shieldeff(u.ux, u.uy);
/*JP
        You(mal_aura, "you");
*/
        You(mal_aura, "あなた");
    }

    for (otmp = invent; otmp; otmp = otmp->nobj) {
        /* gold isn't subject to being cursed or blessed */
        if (otmp->oclass == COIN_CLASS)
            continue;
        nobj++;
    }
    if (nobj) {
        for (cnt = rnd(6 / ((!!Antimagic) + (!!Half_spell_damage) + 1));
             cnt > 0; cnt--) {
            onum = rnd(nobj);
            for (otmp = invent; otmp; otmp = otmp->nobj) {
                /* as above */
                if (otmp->oclass == COIN_CLASS)
                    continue;
                if (--onum == 0)
                    break; /* found the target */
            }
            /* the !otmp case should never happen; picking an already
               cursed item happens--avoid "resists" message in that case */
            if (!otmp || otmp->cursed)
                continue; /* next target */

            if (otmp->oartifact && spec_ability(otmp, SPFX_INTEL)
                && rn2(10) < 8) {
/*JP
                pline("%s!", Tobjnam(otmp, "resist"));
*/
                pline("%sは影響を受けない!", xname(otmp));
                continue;
            }

            if (otmp->blessed)
                unbless(otmp);
            else
                curse(otmp);
        }
        update_inventory();
    }

    /* treat steed's saddle as extended part of hero's inventory */
    if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0
        && !otmp->cursed) { /* skip if already cursed */
        if (otmp->blessed)
            unbless(otmp);
        else
            curse(otmp);
        if (!Blind) {
#if 0 /*JP*/
            pline("%s %s.", Yobjnam2(otmp, "glow"),
                  hcolor(otmp->cursed ? NH_BLACK : (const char *) "brown"));
#else
            pline("%sは%s輝いた.", xname(otmp),
                  jconj_adj(hcolor(otmp->cursed ? NH_BLACK : (const char *)"茶色の")));
#endif
            otmp->bknown = TRUE;
        }
    }
}
Пример #6
0
/* Function used when someone attacks someone else with an artifact
 * weapon.  Only adds the special (artifact) damage, and returns a 1 if it
 * did something special (in which case the caller won't print the normal
 * hit message).  This should be called once upon every artifact attack;
 * dmgval() no longer takes artifact bonuses into account.  Possible
 * extension: change the killer so that when an orc kills you with
 * Stormbringer it's "killed by Stormbringer" instead of "killed by an orc".
 */
boolean artifact_hit(
    struct monst *magr,
    struct monst *mdef,
    struct obj *otmp,
    int *dmgptr,
    int dieroll /* needed for Magicbane and vorpal blades */
    )
{
	boolean youattack = (magr == &youmonst);
	boolean youdefend = (mdef == &youmonst);
	boolean vis = (!youattack && magr && cansee(magr->mx, magr->my))
	    || (!youdefend && cansee(mdef->mx, mdef->my))
	    || (youattack && u.uswallow && mdef == u.ustuck && !Blind);
	boolean realizes_damage;
	char hittee[BUFSZ];

	strcpy(hittee, youdefend ? "you" : mon_nam(mdef));

	/* The following takes care of most of the damage, but not all--
	 * the exception being for level draining, which is specially
	 * handled.  Messages are done in this function, however.
	 */
	*dmgptr += spec_dbon(otmp, mdef, *dmgptr);

	if (youattack && youdefend) {
	    impossible("attacking yourself with weapon?");
	    return FALSE;
	}

	realizes_damage = (youdefend || vis || 
			   /* feel the effect even if not seen */
			   (youattack && mdef == u.ustuck));

	/* the four basic attacks: fire, cold, shock and missiles */
	if (attacks(AD_FIRE, otmp)) {
	    if (realizes_damage)
		pline("The fiery blade %s %s%c",
			!spec_dbon_applies ? "hits" :
			(mdef->data == &mons[PM_WATER_ELEMENTAL]) ?
			"vaporizes part of" : "burns",
			hittee, !spec_dbon_applies ? '.' : '!');
	    if (!rn2(4)) destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
	    if (!rn2(4)) destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
	    if (!rn2(7)) destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
	    if (youdefend && Slimed) burn_away_slime();
	    return realizes_damage;
	}
	if (attacks(AD_COLD, otmp)) {
	    if (realizes_damage)
		pline("The ice-cold blade %s %s%c",
			!spec_dbon_applies ? "hits" : "freezes",
			hittee, !spec_dbon_applies ? '.' : '!');
	    if (!rn2(4)) destroy_mitem(mdef, POTION_CLASS, AD_COLD);
	    return realizes_damage;
	}
	if (attacks(AD_ELEC, otmp)) {
	    if (realizes_damage)
		pline("The massive hammer hits%s %s%c",
			  !spec_dbon_applies ? "" : "!  Lightning strikes",
			  hittee, !spec_dbon_applies ? '.' : '!');
	    if (!rn2(5)) destroy_mitem(mdef, RING_CLASS, AD_ELEC);
	    if (!rn2(5)) destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
	    return realizes_damage;
	}
	if (attacks(AD_MAGM, otmp)) {
	    if (realizes_damage)
		pline("The imaginary widget hits%s %s%c",
			  !spec_dbon_applies ? "" :
				"!  A hail of magic missiles strikes",
			  hittee, !spec_dbon_applies ? '.' : '!');
	    return realizes_damage;
	}
	
	if (attacks(AD_STUN, otmp) && dieroll <= MB_MAX_DIEROLL) {
	    /* Magicbane's special attacks (possibly modifies hittee[]) */
	    return magicbane_hit(magr, mdef, otmp, dmgptr, dieroll, vis, hittee);
	}
	
	if (!spec_dbon_applies) {
	    /* since damage bonus didn't apply, nothing more to do;  
	       no further attacks have side-effects on inventory */
	    return FALSE;
	}
	
	/* Tsurugi of Muramasa, Vorpal Blade */
	if (spec_ability(otmp, SPFX_BEHEAD))
		return artifact_hit_behead(magr, mdef, otmp, dmgptr, dieroll);
	
	/* Stormbringer */
	if (spec_ability(otmp, SPFX_DRLI))
		return artifact_hit_drainlife(magr, mdef, otmp, dmgptr);
	
	return FALSE;
}