Пример #1
0
static void _magic_blueprint_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Magic Blueprint");
        break;
    case SPELL_DESC:
        if (p_ptr->lev < 20)
            var_set_string(res, "A map to treasure!  Maps the surrounding area.");
        else if (p_ptr->lev < 25)
            var_set_string(res, "A map to treasure!  Maps the surrounding area and detects traps and doors.");
        else if (p_ptr->lev < 30)
            var_set_string(res, "A map to treasure!  Maps the surrounding area and detects traps, doors and objects.");
        else if (p_ptr->lev < 35)
            var_set_string(res, "A map to treasure!  Maps the entire level and detects traps, doors and objects.");
        else
            var_set_string(res, "A map to treasure!  Maps and lights the entire level and detects traps, doors and objects.");
        break;
    case SPELL_SPOIL_DESC:
        var_set_string(res, "Maps nearby area or the entire level (L35). Detects treasure, traps (L20), doors (L20) and objects (25).");
        break;
    case SPELL_CAST:
        {
            int rad = DETECT_RAD_DEFAULT;

            if (p_ptr->lev >= 30)
                rad = DETECT_RAD_ALL;

            map_area(rad);
            detect_treasure(rad);
            detect_objects_gold(rad);
            if (p_ptr->lev >= 20)
            {
                detect_traps(rad, TRUE);
                detect_doors(rad);
            }
            if (p_ptr->lev >= 25)
                detect_objects_normal(rad);

            if (p_ptr->lev >= 35)
                wiz_lite(p_ptr->tim_superstealth > 0);    /* somewhat redundant, but I want level wide trap detection! */

            var_set_bool(res, TRUE);
        }
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Пример #2
0
/*
 * Ask for and parse a "debug command"
 * The "command_arg" may have been set.
 */
void do_cmd_debug(void)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int     x, y;
	char    cmd;


	/* Get a "debug command" */
	(void)get_com("Debug Command: ", &cmd);

	/* Analyze the command */
	switch (cmd)
	{
		/* Nothing */
		case ESCAPE:
		case ' ':
		case '\n':
		case '\r':
		break;


#ifdef ALLOW_SPOILERS

		/* Hack -- Generate Spoilers */
		case '"':
			do_cmd_spoilers();
		break;

#endif /* ALLOW_SPOILERS */

#ifdef MATLAB
		case '=':
			output_monster_matlab();
		break;
#endif /* MATLAB */

		/* Hack -- Help */
		case '?':
			screen_save();
			(void)show_file("wizard.txt", NULL, 0 , 0);
			screen_load();
		break;


		/* Cure all maladies */
		case 'a':
			do_cmd_wiz_cure_all();
		break;

		/* Know alignment */
		case 'A':
			msg_format("Your alignment is %d.", p_ptr->align);
		break;

		/* Teleport to target */
		case 'b':
			do_cmd_wiz_bamf();
		break;

		/* Create any object */
		case 'c':
			wiz_create_item();
		break;

		/* Create a named artifact */
		case 'C':
/*			wiz_create_named_art(p_ptr->command_arg);*/
		break;

		/* Detect everything */
		case 'd':
			(void)detect_all();
		break;

		/* Edit character */
		case 'e':
			do_cmd_wiz_change();
		break;

		/* View item info */
		case 'f':
			(void)identify_fully();
		break;

		/* Create feature */
		case 'F':
			if (p_ptr->command_arg > 0) do_cmd_wiz_feature(p_ptr->command_arg);
		break;

		/* Good Objects */
		case 'g':
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->command_arg, FALSE, TRUE);
		break;

		/* Hitpoint rerating */
		case 'h':
			do_cmd_rerate();
		break;

#ifdef MONSTER_HORDES
		case 'H':
			do_cmd_summon_horde();
		break;
#endif /* MONSTER_HORDES */

		/* Identify */
		case 'i':
			(void)ident_spell();
		break;

		/* Fields Integrity */
		case 'I':
			(void)test_field_data_integrity();
		break;

		/* Go up or down in the dungeon */
		case 'j':
			do_cmd_wiz_jump();
		break;

		/* Test compression code */
		case 'J':
			/* test_compress_module(); */
		break;

		/* Self-Knowledge */
		case 'k':
			self_knowledge();
		break;

		/* Learn about objects */
		case 'l':
			do_cmd_wiz_learn();
		break;

		/* Lose Mutation */
		case 'L':
			(void)lose_mutation(p_ptr->command_arg);
		break;

		/* Magic Mapping */
		case 'm':
			map_area();
		break;

		/* Gain Mutation */
		case 'M':
			(void)gain_mutation(p_ptr->command_arg);
		break;

		/* Specific reward */
		case 'r':
			(void)gain_level_reward(p_ptr->command_arg);
		break;

		/* Summon _friendly_ named monster */
		case 'N':
			do_cmd_wiz_named_friendly(p_ptr->command_arg, TRUE);
		break;

		/* Summon Named Monster */
		case 'n':
			do_cmd_wiz_named(p_ptr->command_arg, TRUE);
		break;

		/* Object playing routines */
		case 'o':
			do_cmd_wiz_play();
		break;

		/* Phase Door */
		case 'p':
			teleport_player(10);
		break;

#if 0
		/* Complete a Quest -KMW- */
		case 'q':
		{
			for (i = 0; i < max_quests; i++)
			{
				if (p_ptr->quest[i].status == QUEST_STATUS_TAKEN)
				{
					p_ptr->quest[i].status++;
					msg_print("Completed Quest");
					msg_print(NULL);
					break;
				}
			}
			if (i == max_quests)
			{
				msg_print("No current quest");
				msg_print(NULL);
			}
			break;
		}
#endif

		/* Make every dungeon square "known" to test streamers -KMW- */
		case 'u':
		{
			for (y = min_hgt; y < max_hgt; y++)
			{
				for (x = min_wid; x < max_wid; x++)
				{
					area(y, x)->info |= (CAVE_GLOW | CAVE_MARK);
				}
			}

			wiz_lite();
			break;
		}

		/* Summon Random Monster(s) */
		case 's':
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			do_cmd_wiz_summon(p_ptr->command_arg);
		break;

		/* Teleport */
		case 't':
			teleport_player(100);
		break;

		/* Very Good Objects */
		case 'v':
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->command_arg, TRUE, TRUE);
		break;

		/* Wizard Light the Level */
		case 'w':
			if (p_ptr->depth)
			{
				wiz_lite();
			}
			else
			{
				learn_map();
			}
		break;

		case 'W':
			test_decision_tree();
		break;

		/* Increase Experience */
		case 'x':
			if (p_ptr->command_arg)
			{
				gain_exp(p_ptr->command_arg);
			}
			else
			{
				gain_exp(p_ptr->exp + 1);
			}
		break;

		/* Zap Monsters (Genocide) */
		case 'z':
			do_cmd_wiz_zap();
		break;

		case 'Z':
			do_cmd_wiz_zap_all();
		break;

		/* Hack -- whatever I desire */
		case '_':
			do_cmd_wiz_hack_ben();
		break;

#ifdef USE_SCRIPT
		/* Hack -- activate a script */
		case '@':
			do_cmd_wiz_script();
		break;
#endif /* USE_SCRIPT */

		/* Not a Wizard Command */
		default:
			msg_print("That is not a valid debug command.");
		break;
	}
}
Пример #3
0
static bool cast_priest_spell(int Ind, int spell)
{
	player_type 	*p_ptr = Players[Ind];
	object_type		*o_ptr;
	int py = p_ptr->py;
	int px = p_ptr->px;
	int Depth = p_ptr->dun_depth;

	int dir;

	int plev = p_ptr->lev;
	
	switch (spell)
	{
		case PRAYER_DETECT_EVIL:
		{
			(void)detect_evil(Ind);
			break;
		}

		case PRAYER_CURE_LIGHT_WOUNDS:
		{
			(void)hp_player(Ind, damroll(2, 10));
			(void)set_cut(Ind, p_ptr->cut - 10);
			break;
		}
		/* MAngband-specific: Heal Projectile */
		case PRAYER_CURE_LIGHT_WOUNDS + SPELL_PROJECTED:
		{
			if (!get_aim_dir(Ind, &dir)) return FALSE;
			(void)heal_player_ball(Ind, dir, damroll(2, 8));
			break;
		}

		case PRAYER_BLESS:
		{
			(void)set_blessed(Ind, p_ptr->blessed + randint(12) + 12);
			break;
		}

		case PRAYER_REMOVE_FEAR:
		{
			(void)set_afraid(Ind, 0);
			break;
		}

		case PRAYER_CALL_LIGHT:
		{
			msg_prayer("%s calls light.");
			(void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1);
			break;
		}

		case PRAYER_FIND_TRAPS:
		{
			(void)detect_trap(Ind);//detect_traps(Ind)
			break;
		}

		case PRAYER_DETECT_DOORS_STAIRS:
		{
			(void)detect_sdoor(Ind);//detect_doors(Ind);
			//(void)detect_stairs();
			break;
		}

		case PRAYER_SLOW_POISON:
		{
			(void)set_poisoned(Ind, p_ptr->poisoned / 2);
			break;
		}

		case PRAYER_SCARE_MONSTER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			(void)fear_monster(Ind, dir, plev);
			break;
		}

		case PRAYER_PORTAL:
		{
			msg_prayer("%s blinks away!");
			teleport_player(Ind, plev * 3);
			break;
		}

		case PRAYER_CURE_SERIOUS_WOUNDS:
		{
			(void)hp_player(Ind, damroll(4, 10));
			(void)set_cut(Ind, (p_ptr->cut / 2) - 20);
			break;
		}
		/* MAngband-specific: Heal Projectile */
		case PRAYER_CURE_SERIOUS_WOUNDS + SPELL_PROJECTED:
		{
			if (!get_aim_dir(Ind, &dir)) return FALSE;
			(void)heal_player_ball(Ind, dir, damroll(4, 10));
			break;
		}

		case PRAYER_CHANT:
		{
			(void)set_blessed(Ind, p_ptr->blessed + randint(24) + 24);
			break;
		}

		case PRAYER_SANCTUARY:
		{
			msg_prayer("For a brief moment, %s is enclosed by a deep blue aura.");
			(void)sleep_monsters_touch(Ind);
			break;
		}

		case PRAYER_SATISFY_HUNGER:
		{
			(void)set_food(Ind, PY_FOOD_MAX - 1);
			break;
		}

		case PRAYER_REMOVE_CURSE:
		{
			remove_curse(Ind);
			break;
		}

		case PRAYER_RESIST_HEAT_COLD:
		{
			(void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(10) + 10);
			(void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(10) + 10);
			break;
		}

		case PRAYER_NEUTRALIZE_POISON:
		{
			(void)set_poisoned(Ind, 0);
			break;
		}

		case PRAYER_ORB_OF_DRAINING:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_prayer("%s fires a holy orb!"); 
			fire_ball(Ind, GF_HOLY_ORB, dir,
			          (damroll(3, 6) + plev +
			           (plev / ((p_ptr->cp_ptr->flags & CF_BLESS_WEAPON) ? 2 : 4))),
			          ((plev < 30) ? 2 : 3));
			break;
		}

		case PRAYER_CURE_CRITICAL_WOUNDS:
		{
			(void)hp_player(Ind, damroll(6, 10));
			(void)set_cut(Ind, 0);
			break;
		}
		/* MAngband-specific: Heal Projectile */
		case PRAYER_CURE_CRITICAL_WOUNDS + SPELL_PROJECTED:
		{
			if (!get_aim_dir(Ind, &dir)) return FALSE;
			(void)heal_player_ball(Ind, dir, damroll(6, 10));
			break;
		}

		case PRAYER_SENSE_INVISIBLE:
		{
			(void)set_tim_invis(Ind, p_ptr->tim_invis + randint(24) + 24);
			break;
		}

		case PRAYER_PROTECTION_FROM_EVIL:
		{
			(void)set_protevil(Ind, p_ptr->protevil + randint(25) + 3 * p_ptr->lev);
			break;
		}

		case PRAYER_EARTHQUAKE:
		{
			msg_prayer("%s murmurs, and the ground shakes!");
			earthquake(Depth, py, px, 10);
			break;
		}

		case PRAYER_SENSE_SURROUNDINGS:
		{
			map_area(Ind);
			break;
		}

		case PRAYER_CURE_MORTAL_WOUNDS:
		{
			(void)hp_player(Ind, damroll(8, 10));
			(void)set_stun(Ind, 0);
			(void)set_cut(Ind, 0);
			break;
		}
		/* MAngband-specific: Heal Projectile */
		case PRAYER_CURE_MORTAL_WOUNDS + SPELL_PROJECTED:
		{
			if (!get_aim_dir(Ind, &dir)) return FALSE;
			(void)heal_player_ball(Ind, dir, damroll(8, 10));
			break;
		}

		case PRAYER_TURN_UNDEAD:
		{
			msg_prayer("%s tries to turn undead.");
			(void)turn_undead(Ind);
			break;
		}

		case PRAYER_PRAYER:
		{
			(void)set_blessed(Ind, p_ptr->blessed + randint(48) + 48);
			break;
		}

		case PRAYER_DISPEL_UNDEAD:
		{
			msg_prayer("%s dispells undead.");
			(void)dispel_undead(Ind, randint(plev * 3));
			break;
		}

		case PRAYER_HEAL:
		{
			(void)hp_player(Ind, 300);
			(void)set_stun(Ind, 0);
			(void)set_cut(Ind, 0);
			break;
		}
		/* MAngband-specific: Heal Projectile */
		case PRAYER_HEAL + SPELL_PROJECTED:
		{
			if (!get_aim_dir(Ind, &dir)) return FALSE;
			(void)heal_player_ball(Ind, dir, 300);
			break;
		}

		case PRAYER_DISPEL_EVIL:
		{
			msg_prayer("%s dispells evil.");
			(void)dispel_evil(Ind, randint(plev * 3));
			break;
		}

		case PRAYER_GLYPH_OF_WARDING:
		{
			if (warding_glyph(Ind))
			{
				msg_prayer("%s lays down a glyph of warding.");
			}
			break;
		}

		case PRAYER_HOLY_WORD:
		{
			msg_prayer("%s shouts the holy word.");
			(void)dispel_evil(Ind, randint(plev * 4));
			(void)hp_player(Ind, 1000);
			(void)set_afraid(Ind, 0);
			(void)set_poisoned(Ind, 0);
			(void)set_stun(Ind, 0);
			(void)set_cut(Ind, 0);
			break;
		}

		case PRAYER_DETECT_MONSTERS:
		{
			(void)detect_creatures(Ind, TRUE);
			break;
		}

		case PRAYER_DETECTION:
		{
			(void)detection(Ind);//detect_all(Ind)
			break;
		}

		case PRAYER_PERCEPTION:
		{
			return ident_spell(Ind);
		}

		case PRAYER_PROBING:
		{
			(void)probing(Ind);
			break;
		}

		case PRAYER_CLAIRVOYANCE:
		{
			msg_prayer("An image of your surroundings forms in your mind...");
			wiz_lite(Ind);
			break;
		}

		case PRAYER_CURE_SERIOUS_WOUNDS2:
		{
			(void)hp_player(Ind, damroll(4, 10));
			(void)set_cut(Ind, 0);
			break;
		}
		/* MAngband-specific: Heal Projectile */
		case PRAYER_CURE_SERIOUS_WOUNDS2 + SPELL_PROJECTED:
		{
			if (!get_aim_dir(Ind, &dir)) return FALSE;
			(void)heal_player_ball(Ind, dir, damroll(4, 10));
			break;
		}

		case PRAYER_CURE_MORTAL_WOUNDS2:
		{
			(void)hp_player(Ind, damroll(8, 10));
			(void)set_stun(Ind, 0);
			(void)set_cut(Ind, 0);
			break;
		}
		/* MAngband-specific: Heal Projectile */
		case PRAYER_CURE_MORTAL_WOUNDS2 + SPELL_PROJECTED:
		{
			if (!get_aim_dir(Ind, &dir)) return FALSE;
			(void)heal_player_ball(Ind, dir, damroll(8, 10));
			break;
		}

		case PRAYER_HEALING:
		{
			(void)hp_player(Ind, 2000);
			(void)set_stun(Ind, 0);
			(void)set_cut(Ind, 0);
			break;
		}
		/* MAngband-specific: Heal Projectile */
		case PRAYER_HEALING + SPELL_PROJECTED:
		{
			if (!get_aim_dir(Ind, &dir)) return FALSE;
			(void)heal_player_ball(Ind, dir, 2000);
			break;
		}
		/* With MAngband-specific addon: ressurect ghosts */
		case PRAYER_RESTORATION:
		{
			if (!do_scroll_life(Ind))
			{
				(void)do_res_stat(Ind, A_STR);
				(void)do_res_stat(Ind, A_INT);
				(void)do_res_stat(Ind, A_WIS);
				(void)do_res_stat(Ind, A_DEX);
				(void)do_res_stat(Ind, A_CON);
				(void)do_res_stat(Ind, A_CHR);
			}
			break;
		}
		/* With Mangband-sepcific addon: restore others */
		case PRAYER_REMEMBRANCE:
		{
			if (!do_restoreXP_other(Ind))
			{
				(void)restore_level(Ind);
			}
			break;
		}

		case PRAYER_DISPEL_UNDEAD2:
		{
			msg_prayer("%s dispells undead.");
			(void)dispel_undead(Ind, randint(plev * 4));
			break;
		}

		case PRAYER_DISPEL_EVIL2:
		{
			msg_prayer("%s dispells evil.");
			(void)dispel_evil(Ind, randint(plev * 4));
			break;
		}

		case PRAYER_BANISH_EVIL:
		{
			msg_prayer("%s speaks a holy curse on nearby evil!");
			if (banish_evil(Ind, 100))
			{
				msg_print(Ind, "The power of your god banishes evil!");
			}
			break;
		}

		case PRAYER_WORD_OF_DESTRUCTION:
		{
			msg_prayer("%s unleashes a spell of great power!");
			destroy_area(Depth, py, px, 15, TRUE);
			break;
		}

		case PRAYER_ANNIHILATION:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_prayer("%s fires a massive bolt filled with pure energy!");
			drain_life(Ind, dir, 200);
			break;
		}

		case PRAYER_UNBARRING_WAYS:
		{
			msg_prayer("%s sways his hands.");
			(void)destroy_doors_touch(Ind);
			break;
		}

		case PRAYER_RECHARGING:
		{
			return recharge(Ind, 15);
		}

		case PRAYER_DISPEL_CURSE:
		{
			(void)remove_all_curse(Ind);
			break;
		}

		case PRAYER_ENCHANT_WEAPON:
		{
			return enchant_spell(Ind, rand_int(4) + 1, rand_int(4) + 1, 0);
		}

		case PRAYER_ENCHANT_ARMOUR:
		{
			return enchant_spell(Ind, 0, 0, rand_int(3) + 2);
		}

		case PRAYER_ELEMENTAL_BRAND:
		{
			brand_weapon(Ind);
			break;
		}

		case PRAYER_BLINK:
		{
			msg_prayer("%s blinks away!");
			teleport_player(Ind, 10);
			break;
		}

		case PRAYER_TELEPORT_SELF:
		{
			msg_prayer("%s teleports away!");
			teleport_player(Ind, plev * 8);
			break;
		}

		case PRAYER_TELEPORT_OTHER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_prayer("%s prays for divine intervention.");
			(void)teleport_monster(Ind, dir);
			break;
		}

		case PRAYER_TELEPORT_LEVEL:
		{
			(void)teleport_player_level(Ind);
			break;
		}

		case PRAYER_WORD_OF_RECALL:
		{
			o_ptr = &p_ptr->inventory[get_spell_book(Ind, spell)];
			set_recall(Ind, o_ptr);
			break;
		}

		case PRAYER_ALTER_REALITY:
		{
			(void)alter_reality(Ind, FALSE);
			break;
		}

		/* Paranoia: shouldn't happen with safe clients */
		default:
		{
			msg_print(Ind, "You cannot project that spell on other players.");
			return (FALSE);
		}
	}

	/* Success */
	return (TRUE);
}
Пример #4
0
static bool quaff_potion(object_type *o_ptr, bool *ident)
{
	/* Analyze the potion */
	switch (o_ptr->sval)
	{
		case SV_POTION_WATER:
		case SV_POTION_APPLE_JUICE:
		case SV_POTION_SLIME_MOLD:
		{
			msg_print("You feel less thirsty.");
			*ident = TRUE;
			break;
		}

		case SV_POTION_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE;
			break;
		}

		case SV_POTION_SALT_WATER:
		{
			msg_print("The potion makes you vomit!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)set_poisoned(0);
			(void)set_paralyzed(p_ptr->paralyzed + 4);
			*ident = TRUE;
			break;
		}

		case SV_POTION_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(100) + 100))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(20) + 15))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_SLEEP:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_LOSE_MEMORIES:
		{
			if (!p_ptr->hold_life && (p_ptr->exp > 0))
			{
				msg_print("You feel your memories fade.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RUINATION:
		{
			msg_print("Your nerves and muscles feel weak and lifeless!");
			take_hit(damroll(10, 10), "a potion of Ruination");
			(void)dec_stat(A_DEX, 25, TRUE);
			(void)dec_stat(A_WIS, 25, TRUE);
			(void)dec_stat(A_CON, 25, TRUE);
			(void)dec_stat(A_STR, 25, TRUE);
			(void)dec_stat(A_CHR, 25, TRUE);
			(void)dec_stat(A_INT, 25, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEC_STR:
		{
			if (do_dec_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_INT:
		{
			if (do_dec_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_WIS:
		{
			if (do_dec_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_DEX:
		{
			if (do_dec_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CON:
		{
			if (do_dec_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CHR:
		{
			if (do_dec_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DETONATIONS:
		{
			msg_print("Massive explosions rupture your body!");
			take_hit(damroll(50, 20), "a potion of Detonation");
			(void)set_stun(p_ptr->stun + 75);
			(void)set_cut(p_ptr->cut + 5000);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEATH:
		{
			msg_print("A feeling of Death flows through your body.");
			take_hit(5000, "a potion of Death");
			*ident = TRUE;
			break;
		}

		case SV_POTION_INFRAVISION:
		{
			if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_DETECT_INVIS:
		{
			if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_SLOW_POISON:
		{
			if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_BOLDNESS:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(25) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_POTION_RESIST_HEAT:
		{
			if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESIST_COLD:
		{
			if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_HEROISM:
		{
			if (hp_player(10)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_BERSERK_STRENGTH:
		{
			if (hp_player(30)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_LIGHT:
		{
			if (hp_player(damroll(2, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_cut(p_ptr->cut - 10)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_CRITICAL:
		{
			if (hp_player(damroll(6, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_STAR_HEALING:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_LIFE:
		{
			msg_print("You feel life flow through your body!");
			restore_level();
			(void)set_poisoned(0);
			(void)set_blind(0);
			(void)set_confused(0);
			(void)set_image(0);
			(void)set_stun(0);
			(void)set_cut(0);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			break;
		}

		case SV_POTION_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_INT:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_WIS:
		{
			if (do_res_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_DEX:
		{
			if (do_res_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CHR:
		{
			if (do_res_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_STR:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_INT:
		{
			if (do_inc_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_WIS:
		{
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_DEX:
		{
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CON:
		{
			if (do_inc_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CHR:
		{
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_AUGMENTATION:
		{
			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;
			break;
		}

		case SV_POTION_ENLIGHTENMENT:
		{
			msg_print("An image of your surroundings forms in your mind...");
			wiz_lite();
			*ident = TRUE;
			break;
		}

		case SV_POTION_STAR_ENLIGHTENMENT:
		{
			msg_print("You begin to feel more enlightened...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps();
			(void)detect_doors();
			(void)detect_stairs();
			(void)detect_treasure();
			(void)detect_objects_gold();
			(void)detect_objects_normal();
			identify_pack();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_SELF_KNOWLEDGE:
		{
			msg_print("You begin to know yourself a little better...");
			message_flush();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_EXPERIENCE:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				s32b ee = (p_ptr->exp / 2) + 10;
				if (ee > 100000L) ee = 100000L;
				msg_print("You feel more experienced.");
				gain_exp(ee);
				*ident = TRUE;
			}
			break;
		}
	}

	return (TRUE);
}
Пример #5
0
/*
 * Activate a wielded object.  Wielded objects never stack.
 * And even if they did, activatable objects never stack.
 *
 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
 * But one could, for example, easily make an activatable "Ring of Plasma".
 *
 * Note that it always takes a turn to activate an artifact, even if
 * the user hits "escape" at the "direction" prompt.
 */
static bool activate_object(object_type *o_ptr, bool *ident)
{
	int k, dir, i, chance;


	/* Check the recharge */
	if (o_ptr->timeout)
	{
		msg_print("It whines, glows and fades...");
		return FALSE;
	}

	/* Activate the artifact */
	message(MSG_ZAP, 0, "You activate it...");

	/* Artifacts */
	if (o_ptr->name1)
	{
		artifact_type *a_ptr = &a_info[o_ptr->name1];
		char o_name[80];

		/* Get the basic name of the object */
		object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0);

		switch (a_ptr->activation)
		{
			case ACT_ILLUMINATION:
			{
				msg_format("The %s wells with clear light...", o_name);
				lite_area(damroll(2, 15), 3);
				break;
			}

			case ACT_MAGIC_MAP:
			{
				msg_format("The %s shines brightly...", o_name);
				map_area();
				break;
			}

			case ACT_CLAIRVOYANCE:
			{
				msg_format("The %s glows a deep green...", o_name);
				wiz_lite();
				(void)detect_traps();
				(void)detect_doors();
				(void)detect_stairs();
				break;
			}

			case ACT_PROT_EVIL:
			{
				msg_format("The %s lets out a shrill wail...", o_name);
				k = 3 * p_ptr->lev;
				(void)set_protevil(p_ptr->protevil + randint(25) + k);
				break;
			}

			case ACT_DISP_EVIL:
			{
				msg_format("The %s floods the area with goodness...", o_name);
				dispel_evil(p_ptr->lev * 5);
				break;
			}

			case ACT_HASTE2:
			{
				msg_format("The %s glows brightly...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(75) + 75);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_FIRE3:
			{
				msg_format("The %s glows deep red...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 120, 3);
				break;
			}

			case ACT_FROST5:
			{
				msg_format("The %s glows bright white...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 200, 3);
				break;
			}

			case ACT_ELEC2:
			{
				msg_format("The %s glows deep blue...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_ELEC, dir, 250, 3);
				break;
			}

			case ACT_BIZZARE:
			{
				msg_format("The %s glows intensely black...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				ring_of_power(dir);
				break;
			}


			case ACT_STAR_BALL:
			{
				msg_format("Your %s is surrounded by lightning...", o_name);
				for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3);
				break;
			}

			case ACT_RAGE_BLESS_RESIST:
			{
				msg_format("Your %s glows many colours...", o_name);
				(void)hp_player(30);
				(void)set_afraid(0);
				(void)set_shero(p_ptr->shero + randint(50) + 50);
				(void)set_blessed(p_ptr->blessed + randint(50) + 50);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50);
				break;
			}

			case ACT_HEAL2:
			{
				msg_format("Your %s glows a bright white...", o_name);
				msg_print("You feel much better...");
				(void)hp_player(1000);
				(void)set_cut(0);
				break;
			}

			case ACT_PHASE:
			{
				msg_format("Your %s twists space around you...", o_name);
				teleport_player(10);
				break;
			}

			case ACT_BANISHMENT:
			{
				msg_format("Your %s glows deep blue...", o_name);
				(void)banishment();
				break;
			}

			case ACT_TRAP_DOOR_DEST:
			{
				msg_format("Your %s glows bright red...", o_name);
				destroy_doors_touch();
				break;
			}

			case ACT_DETECT:
			{
				msg_format("Your %s glows bright white...", o_name);
				msg_print("An image forms in your mind...");
				detect_all();
				break;
			}

			case ACT_HEAL1:
			{
				msg_format("Your %s glows deep blue...", o_name);
				msg_print("You feel a warm tingling inside...");
				(void)hp_player(500);
				(void)set_cut(0);
				break;
			}

			case ACT_RESIST:
			{
				msg_format("Your %s glows many colours...", o_name);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20);
				break;
			}

			case ACT_SLEEP:
			{
				msg_format("Your %s glows deep blue...", o_name);
				sleep_monsters_touch();
				break;
			}

			case ACT_RECHARGE1:
			{
				msg_format("Your %s glows bright yellow...", o_name);
				recharge(60);
				break;
			}

			case ACT_TELEPORT:
			{
				msg_format("Your %s twists space around you...", o_name);
				teleport_player(100);
				break;
			}

			case ACT_RESTORE_LIFE:
			{
				msg_format("Your %s glows a deep red...", o_name);
				restore_level();
				break;
			}

			case ACT_MISSILE:
			{
				msg_format("Your %s glows extremely brightly...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MISSILE, dir, damroll(2, 6));
				break;
			}

			case ACT_FIRE1:
			{
				msg_format("Your %s is covered in fire...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_FIRE, dir, damroll(9, 8));
				break;
			}

			case ACT_FROST1:
			{
				msg_format("Your %s is covered in frost...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(6, 8));
				break;
			}

			case ACT_LIGHTNING_BOLT:
			{
				msg_format("Your %s is covered in sparks...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ELEC, dir, damroll(4, 8));
				break;
			}

			case ACT_ACID1:
			{
				msg_format("Your %s is covered in acid...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ACID, dir, damroll(5, 8));
				break;
			}

			case ACT_ARROW:
			{
				msg_format("Your %s grows magical spikes...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ARROW, dir, 150);
				break;
			}

			case ACT_HASTE1:
			{
				msg_format("Your %s glows bright green...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(20) + 20);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_REM_FEAR_POIS:
			{
				msg_format("Your %s glows deep blue...", o_name);
				(void)set_afraid(0);
				(void)set_poisoned(0);
				break;
			}

			case ACT_STINKING_CLOUD:
			{
				msg_format("Your %s throbs deep green...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_POIS, dir, 12, 3);
				break;
			}

			case ACT_FROST2:
			{
				msg_format("Your %s is covered in frost...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 48, 2);
				break;
			}

			case ACT_FROST4:
			{
				msg_format("Your %s glows a pale blue...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(12, 8));
				break;
			}

			case ACT_FROST3:
			{
				msg_format("Your %s glows a intense blue...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 100, 2);
				break;
			}

			case ACT_FIRE2:
			{
				msg_format("Your %s rages in fire...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 72, 2);
				break;
			}

			case ACT_DRAIN_LIFE2:
			{
				msg_format("Your %s glows black...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 120);
				break;
			}

			case ACT_STONE_TO_MUD:
			{
				msg_format("Your %s pulsates...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				wall_to_mud(dir);
				break;
			}

			case ACT_MASS_BANISHMENT:
			{
				msg_format("Your %s lets out a long, shrill note...", o_name);
				(void)mass_banishment();
				break;
			}

			case ACT_CURE_WOUNDS:
			{
				msg_format("Your %s radiates deep purple...", o_name);
				hp_player(damroll(4, 8));
				(void)set_cut((p_ptr->cut / 2) - 50);
				break;
			}

			case ACT_TELE_AWAY:
			{
				msg_format("Your %s glows deep red...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				teleport_monster(dir);
				break;
			}

			case ACT_WOR:
			{
				msg_format("Your %s glows soft white...", o_name);
				set_recall();
				break;
			}

			case ACT_CONFUSE:
			{
				msg_format("Your %s glows in scintillating colours...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				confuse_monster(dir, 20);
				break;
			}

			case ACT_IDENTIFY:
			{
				msg_format("Your %s glows yellow...", o_name);
				if (!ident_spell()) return FALSE;
				break;
			}

			case ACT_PROBE:
			{
				msg_format("Your %s glows brightly...", o_name);
				probing();
				break;
			}

			case ACT_DRAIN_LIFE1:
			{
				msg_format("Your %s glows white...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 90);
				break;
			}

			case ACT_FIREBRAND:
			{
				msg_format("Your %s glows deep red...", o_name);
				(void)brand_bolts();
				break;
			}

			case ACT_STARLIGHT:
			{
				msg_format("Your %s glows with the light of a thousand stars...", o_name);
				for (k = 0; k < 8; k++) strong_lite_line(ddd[k]);
				break;
			}

			case ACT_MANA_BOLT:
			{
				msg_format("Your %s glows white...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MANA, dir, damroll(12, 8));
				break;
			}

			case ACT_BERSERKER:
			{
				msg_format("Your %s glows in anger...", o_name);
				set_shero(p_ptr->shero + randint(50) + 50);
				break;
			}
		}

		/* Set the recharge time */
		if (a_ptr->randtime)
			o_ptr->timeout = a_ptr->time + (byte)randint(a_ptr->randtime);
		else
			o_ptr->timeout = a_ptr->time;

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Done */
		return FALSE;
	}


	/* Hack -- Dragon Scale Mail can be activated as well */
	if (o_ptr->tval == TV_DRAG_ARMOR)
	{
		/* Get a direction for breathing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_DRAGON_BLUE:
			{
				msg_print("You breathe lightning.");
				fire_ball(GF_ELEC, dir, 100, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_WHITE:
			{
				msg_print("You breathe frost.");
				fire_ball(GF_COLD, dir, 110, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_BLACK:
			{
				msg_print("You breathe acid.");
				fire_ball(GF_ACID, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GREEN:
			{
				msg_print("You breathe poison gas.");
				fire_ball(GF_POIS, dir, 150, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_RED:
			{
				msg_print("You breathe fire.");
				fire_ball(GF_FIRE, dir, 200, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_MULTIHUED:
			{
				chance = rand_int(5);
				msg_format("You breathe %s.",
				           ((chance == 1) ? "lightning" :
				            ((chance == 2) ? "frost" :
				             ((chance == 3) ? "acid" :
				              ((chance == 4) ? "poison gas" : "fire")))));
				fire_ball(((chance == 1) ? GF_ELEC :
				           ((chance == 2) ? GF_COLD :
				            ((chance == 3) ? GF_ACID :
				             ((chance == 4) ? GF_POIS : GF_FIRE)))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(225) + 225;
				break;
			}

			case SV_DRAGON_BRONZE:
			{
				msg_print("You breathe confusion.");
				fire_ball(GF_CONFUSION, dir, 120, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GOLD:
			{
				msg_print("You breathe sound.");
				fire_ball(GF_SOUND, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_CHAOS:
			{
				chance = rand_int(2);
				msg_format("You breathe %s.",
				           ((chance == 1 ? "chaos" : "disenchantment")));
				fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
				          dir, 220, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_LAW:
			{
				chance = rand_int(2);
				msg_format("You breathe %s.",
				           ((chance == 1 ? "sound" : "shards")));
				fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
				          dir, 230, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_BALANCE:
			{
				chance = rand_int(4);
				msg_format("You breathe %s.",
				           ((chance == 1) ? "chaos" :
				            ((chance == 2) ? "disenchantment" :
				             ((chance == 3) ? "sound" : "shards"))));
				fire_ball(((chance == 1) ? GF_CHAOS :
				           ((chance == 2) ? GF_DISENCHANT :
				            ((chance == 3) ? GF_SOUND : GF_SHARD))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_SHINING:
			{
				chance = rand_int(2);
				msg_format("You breathe %s.",
				           ((chance == 0 ? "light" : "darkness")));
				fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_POWER:
			{
				msg_print("You breathe the elements.");
				fire_ball(GF_MISSILE, dir, 300, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Hack -- some Rings can be activated for double resist and element ball */
	if (o_ptr->tval == TV_RING)
	{
		/* Get a direction for firing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_RING_ACID:
			{
				fire_ball(GF_ACID, dir, 70, 2);
				set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_FLAMES:
			{
				fire_ball(GF_FIRE, dir, 80, 2);
				set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_ICE:
			{
				fire_ball(GF_COLD, dir, 75, 2);
				set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_LIGHTNING:
			{
				fire_ball(GF_ELEC, dir, 85, 2);
				set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Mistake */
	msg_print("Oops.  That object cannot be activated.");

	/* Not used up */
	return (FALSE);
}
Пример #6
0
/*!
 * @brief デバッグコマンドを選択する処理のメインルーチン /
 * Ask for and parse a "debug command"
 * The "command_arg" may have been set.
 * @return なし
 */
void do_cmd_debug(void)
{
	int     x, y, i;
	char    cmd;


	/* Get a "debug command" */
	get_com("Debug Command: ", &cmd, FALSE);

	/* Analyze the command */
	switch (cmd)
	{
	/* Nothing */
	case ESCAPE:
	case ' ':
	case '\n':
	case '\r':
		break;

#ifdef ALLOW_SPOILERS

	/* Hack -- Generate Spoilers */
	case '"':
		do_cmd_spoilers();
		break;

#endif /* ALLOW_SPOILERS */

	/* Hack -- Help */
	case '?':
		do_cmd_help();
		break;

	/* Cure all maladies */
	case 'a':
		do_cmd_wiz_cure_all();
		break;

	/* Know alignment */
	case 'A':
		msg_format("Your alignment is %d.", p_ptr->align);
		break;

	/* Teleport to target */
	case 'b':
		do_cmd_wiz_bamf();
		break;

	case 'B':
		battle_monsters();
		break;

	/* Create any object */
	case 'c':
		wiz_create_item();
		break;

	/* Create a named artifact */
	case 'C':
		wiz_create_named_art();
		break;

	/* Detect everything */
	case 'd':
		detect_all(DETECT_RAD_ALL * 3);
		break;

	/* Dimension_door */
	case 'D':
		wiz_dimension_door();
		break;

	/* Edit character */
	case 'e':
		do_cmd_wiz_change();
		break;

	/* Blue Mage Only */
	case 'E':
		if (p_ptr->pclass == CLASS_BLUE_MAGE)
		{
			do_cmd_wiz_blue_mage();
		}
		break;

	/* View item info */
	case 'f':
		identify_fully(FALSE);
		break;

	/* Create desired feature */
	case 'F':
		do_cmd_wiz_create_feature();
		break;

	/* Good Objects */
	case 'g':
		if (command_arg <= 0) command_arg = 1;
		acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
		break;

	/* Hitpoint rerating */
	case 'h':
		do_cmd_rerate(TRUE);
		break;

#ifdef MONSTER_HORDES
	case 'H':
		do_cmd_summon_horde();
		break;
#endif /* MONSTER_HORDES */

	/* Identify */
	case 'i':
		(void)ident_spell(FALSE);
		break;

	/* Go up or down in the dungeon */
	case 'j':
		do_cmd_wiz_jump();
		break;

	/* Self-Knowledge */
	case 'k':
		self_knowledge();
		break;

	/* Learn about objects */
	case 'l':
		do_cmd_wiz_learn();
		break;

	/* Magic Mapping */
	case 'm':
		map_area(DETECT_RAD_ALL * 3);
		break;

	/* Mutation */
	case 'M':
		(void)gain_random_mutation(command_arg);
		break;

	/* Reset Class */
	case 'R':
		(void)do_cmd_wiz_reset_class();
		break;

	/* Specific reward */
	case 'r':
		(void)gain_level_reward(command_arg);
		break;

	/* Summon _friendly_ named monster */
	case 'N':
		do_cmd_wiz_named_friendly(command_arg);
		break;

	/* Summon Named Monster */
	case 'n':
		do_cmd_wiz_named(command_arg);
		break;

	/* Dump option bits usage */
	case 'O':
		do_cmd_dump_options();
		break;

	/* Object playing routines */
	case 'o':
		do_cmd_wiz_play();
		break;

	/* Phase Door */
	case 'p':
		teleport_player(10, 0L);
		break;

	/* Complete a Quest -KMW- */
	case 'q':
		if(p_ptr->inside_quest)
		{
			if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
			{
				complete_quest(p_ptr->inside_quest);
				break;
			}
		}
		else
		{
			msg_print("No current quest");
			msg_print(NULL);
		}
		break;

	/* Make every dungeon square "known" to test streamers -KMW- */
	case 'u':
		for (y = 0; y < cur_hgt; y++)
		{
			for (x = 0; x < cur_wid; x++)
			{
				cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
			}
		}
		wiz_lite(FALSE);
		break;

	/* Summon Random Monster(s) */
	case 's':
		if (command_arg <= 0) command_arg = 1;
		do_cmd_wiz_summon(command_arg);
		break;

	/* Special(Random Artifact) Objects */
	case 'S':
		if (command_arg <= 0) command_arg = 1;
		acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
		break;

	/* Teleport */
	case 't':
		teleport_player(100, 0L);
		break;

	/* Very Good Objects */
	case 'v':
		if (command_arg <= 0) command_arg = 1;
		acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
		break;

	/* Wizard Light the Level */
	case 'w':
		wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
		break;

	/* Increase Experience */
	case 'x':
		gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
		break;

	/* Zap Monsters (Genocide) */
	case 'z':
		do_cmd_wiz_zap();
		break;

	/* Zap Monsters (Omnicide) */
	case 'Z':
		do_cmd_wiz_zap_all();
		break;

	/* Hack -- whatever I desire */
	case '_':
		do_cmd_wiz_hack_ben();
		break;

	/* Not a Wizard Command */
	default:
		msg_print("That is not a valid debug command.");
		break;
	}
}
Пример #7
0
/*
 * Ask for and parse a "debug command"
 *
 * The "p_ptr->command_arg" may have been set.
 */
void do_cmd_debug(void)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	char cmd;


	/* Get a "debug command" */
	if (!get_com("Debug Command: ", &cmd)) return;

	/* Analyze the command */
	switch (cmd)
	{
		/* Ignore */
		case ESCAPE:
		case ' ':
		case '\n':
		case '\r':
		{
			break;
		}

#ifdef ALLOW_SPOILERS

		/* Hack -- Generate Spoilers */
		case '"':
		{
			do_cmd_spoilers();
			break;
		}

#endif


		/* Hack -- Help */
		case '?':
		{
			do_cmd_help();
			break;
		}

		/* Cure all maladies */
		case 'a':
		{
			do_cmd_wiz_cure_all();
			break;
		}

		/* Teleport to target */
		case 'b':
		{
			do_cmd_wiz_bamf();
			break;
		}

		/* Create any object */
		case 'c':
		{
			wiz_create_item();
			break;
		}

		/* Create an artifact */
		case 'C':
		{
			wiz_create_artifact(p_ptr->command_arg);
			break;
		}

		/* Detect everything */
		case 'd':
		{
			detect_all();
			break;
		}

		/* Edit character */
		case 'e':
		{
			do_cmd_wiz_change();
			break;
		}

		/* View item info */
		case 'f':
		{
			(void)identify_fully();
			break;
		}

		/* Good Objects */
		case 'g':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->command_arg, FALSE);
			break;
		}

		/* Hitpoint rerating */
		case 'h':
		{
			do_cmd_rerate();
			break;
		}

		/* Identify */
		case 'i':
		{
			(void)ident_spell();
			break;
		}

		/* Go up or down in the dungeon */
		case 'j':
		{
			do_cmd_wiz_jump();
			break;
		}

		/* Self-Knowledge */
		case 'k':
		{
			self_knowledge();
			break;
		}

		/* Learn about objects */
		case 'l':
		{
			do_cmd_wiz_learn();
			break;
		}

		/* Magic Mapping */
		case 'm':
		{
			map_area();
			break;
		}

		/* Summon Named Monster */
		case 'n':
		{
			do_cmd_wiz_named(p_ptr->command_arg, TRUE);
			break;
		}

		/* Object playing routines */
		case 'o':
		{
			do_cmd_wiz_play();
			break;
		}

		/* Phase Door */
		case 'p':
		{
			teleport_player(10);
			break;
		}

		/* Query the dungeon */
		case 'q':
		{
			do_cmd_wiz_query();
			break;
		}

		/* Summon Random Monster(s) */
		case 's':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			do_cmd_wiz_summon(p_ptr->command_arg);
			break;
		}

		/* Teleport */
		case 't':
		{
			teleport_player(100);
			break;
		}

		/* Un-hide all monsters */
		case 'u':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 255;
			do_cmd_wiz_unhide(p_ptr->command_arg);
			break;
		}

		/* Very Good Objects */
		case 'v':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->command_arg, TRUE);
			break;
		}

		/* Wizard Light the Level */
		case 'w':
		{
			wiz_lite();
			break;
		}

		/* Increase Experience */
		case 'x':
		{
			if (p_ptr->command_arg)
			{
				gain_exp(p_ptr->command_arg);
			}
			else
			{
				gain_exp(p_ptr->exp + 1);
			}
			break;
		}

		/* Zap Monsters (Genocide) */
		case 'z':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = MAX_SIGHT;
			do_cmd_wiz_zap(p_ptr->command_arg);
			break;
		}

		/* Oops */
		default:
		{
			msg_print("That is not a valid debug command.");
			break;
		}
	}
}
Пример #8
0
/*
 * do_cmd_mind calls this function if the player's class
 * is 'Reckoner'.
 */
static bool cast_reckoner_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int     plev = p_ptr->lev;
	int 	b;
	int		py = p_ptr->py;
	int		px = p_ptr->px;
	int 	dir;
	
	/* spell code */
	switch (spell)
	{
    			case 0:	
    					if (plev < 30) 
    					{
    					teleport_player(plev);
    					}  
    					else
    					{
    					teleport_player(plev * 3);
    					}
    					break;
    					
				case 1: 
						b = (randint(50) + plev);
						if (b < 10)
						{
						unlite_area(randint(plev *2), (randint(plev / 5) + 2));
						}
						else if (b < 25)
						{
						unlite_room(py, px);
						}
						else if  (b < 50)
						{
						lite_room(py, px);
						}
						else 
						{
						lite_area(randint(plev * 2), (randint(plev / 5) + 3));
						}
						
						break;
				
				case 2: b = (randint(50) + plev);
						if (b < 20)
						{
						speed_monsters();
						}
						else if (b < 30)
						{
						slow_monsters();
						}
						else if (b < 55)
						{
						sleep_monsters();
						}
						else if (b < 75)
						{
							if (!p_ptr->fast)
							{
								(void)set_fast(randint(plev) + plev);
							}
							else
							{
								(void)set_fast(p_ptr->fast + randint(5));
							}
							break;
						}
						else
						{
						(void)set_fast(p_ptr->fast + b);
						slow_monsters();
						sleep_monsters();
						}
						 break;
				case 3:  if (!get_aim_dir(&dir)) return FALSE; 
						 (void)fire_bolt(GF_NETHER, dir,
								damroll((plev / 2), (3 + plev / 3)));
						 break;
				
				case 4:  if (!get_aim_dir(&dir)) return FALSE;
						 (void)wall_to_mud(dir);
						 break;
						 
				case 5:  (void)hp_player(damroll((plev / 3), plev));
						 (void)set_cut(0);
						 break;
						 
				case 6:  set_recall(); break;
				
				case 7:  if (!get_aim_dir(&dir)) return FALSE;
						 (void)poly_monster(dir);
						 break;
				case 8:  if (plev < 40)
						 {
						 map_area();
						 (void)set_tim_esp(p_ptr->tim_esp + 10);
						 }
						 else
						 {
						 wiz_lite();
						 (void)set_tim_esp(p_ptr->tim_esp + plev);
						 }
						 break;
				case 9:  msg_print("The world changes!");
			
 						 /* Leaving */
						 p_ptr->leaving = TRUE;
						 			
						 break;
				case 10: break;
				case 11: break;
				case 12: break;
				case 13: break;
				case 14: break;
			    case 15: break;
			    case 16: break;
			    case 17: break;
			    case 18: break;
			    case 19: break;
			    case 20: break;
	}

	return TRUE;
}
Пример #9
0
/*
 * do_cmd_mind calls this function if the player's class
 * is 'Naturalist'.
 */
static bool cast_nature_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int             plev = p_ptr->lev;
	int 			dir;
	int 			px = p_ptr->px;
	int				py = p_ptr->py;
	
	/* spell code */
	switch (spell)
	{
	case 0: /* Detect Creatures */
		(void)detect_monsters_normal();
		break;
	case 1: /* First Aid */
		(void)hp_player(damroll(2, 8));
		(void)set_cut(p_ptr->cut - 15);
		break;
	case 2: /* Detect Doors + Traps */
		(void)detect_traps();
		(void)detect_doors();
		(void)detect_stairs();
		break;
	case 3: /* Produce Food */
		(void)set_food(PY_FOOD_MAX - 1);
		break;
	case 4: /* Daylight */
		(void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
		break;
	case 5: /* Animal Taming */
		if (!get_aim_dir(&dir)) return FALSE;
		(void)charm_animal(dir, plev);
		break;
	case 6: /* Resist Environment */
		(void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
		(void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
		(void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
		break;
	case 7: /* Cure Wounds + Poison */
		(void)hp_player(damroll(plev, 8));
		(void)set_cut(0);
		(void)set_poisoned(0);
		break;
	case 8: /* Stone to Mud */
		if (!get_aim_dir(&dir)) return FALSE;
		(void)wall_to_mud(dir);
		break;
	case 9: /* Lightning Bolt */
		if (!get_aim_dir(&dir)) return FALSE;
		fire_bolt_or_beam(100, GF_ELEC, dir,
			damroll(3 + ((plev - 5) / 4), 8));
		break;
	case 10: /* Ray of Sunlight */
		if (!get_aim_dir(&dir)) return FALSE;
		msg_print("A line of sunlight appears.");
		(void)lite_line(dir);
		break;
	case 11: /* Entangle */
		slow_monsters();
		break;
	case 12: /* Stone Skin */
		(void)set_shield(p_ptr->shield + randint(20) + 30);
		break;
	case 13: /* Resistance True */
		(void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
		(void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
		(void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
		(void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
		(void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20);
		break;
	case 14: /* Stone Tell */
		return identify_fully();
	case 15: /* Earthquake */
		earthquake(py, px, 10);
		break;
	case 16: /* Blizzard */
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball(GF_COLD, dir, 70 + plev, (plev / 12) + 1);
		break;
	case 17: /* Lightning Storm */
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball(GF_ELEC, dir, 90 + plev, (plev / 12) + 1);
		break;
	case 18: /* Whirlpool */
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball(GF_WATER, dir, 100 + plev, (plev / 12) + 1);
		break;
	case 19: /* Call Sunlight */
		fire_ball(GF_LITE, 0, 150, 8);
		wiz_lite();
		break;
	case 20: /* Nature's Wrath */
		(void)dispel_monsters(plev * 4);
		earthquake(py, px, 20 + (plev / 2));
		project(0, 1 + plev / 12, py, px,
			100 + plev, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM);
		break;
	default:
		msg_format("You cast an unknown Nature spell: %d.", spell);
		msg_print(NULL);
	}

	return TRUE;
}
Пример #10
0
/*
 * do_cmd_mind calls this function if the player's class
 * is 'explorer'.
 */
static bool cast_explorer_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int b = 0;
	int plev = p_ptr->lev;
	int	px = p_ptr->px;
	int py = p_ptr->py;
	
	/* spell code */
	switch (spell)
	{
    			case 0:  lite_room (py, px);
    					 break;
				case 1:  if (plev > 44)
							wiz_lite();
						else if (plev > 19)
							map_area();
			
						if (plev < 30)
						{
							b = detect_monsters_normal();
							if (plev > 14)
								b |= detect_monsters_invis();
			
							if (plev > 4)
							{
								b |= detect_traps();
								b |= detect_doors();
							}
						}
						else
						{
							b = detect_all();
						}
			
						if (plev > 24)
						{
							(void)set_tim_esp(p_ptr->tim_esp + plev);
						}
			
						if (!b) msg_print("You feel safe.");
						 break;
				case 2:  teleport_player(plev);
						 break;
				case 3:  (void)set_food(PY_FOOD_MAX - 1);
						 break;
				case 4:  ident_spell();
						 break;
				case 5:  set_recall();
						 break;
				case 6:  (void)recharge(30);
						 break;
				case 7:  alchemy();
						 break;
				case 8: {
						 int time = randint(plev) + plev;
						(void)set_oppose_acid(p_ptr->oppose_acid + time);
						(void)set_oppose_elec(p_ptr->oppose_elec + time);
						(void)set_oppose_fire(p_ptr->oppose_fire + time);
						(void)set_oppose_cold(p_ptr->oppose_cold + time);
						(void)set_oppose_pois(p_ptr->oppose_pois + time); 
						 break;
						 }
				case 9:  break;
				case 10: break;
				case 11: break;
				case 12: break;
				case 13: break;
				case 14: break;
			    case 15: break;
			    case 16: break;
			    case 17: break;
			    case 18: break;
			    case 19: break;
			    case 20: break;
	}

	return TRUE;
}
Пример #11
0
/*
 * do_cmd_mind calls this function if the player's class
 * is 'Medium'.
 */
static bool cast_medium_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int             b = 0;
	int 			dir;
	int             plev = p_ptr->lev;

	/* spell code */
	switch (spell)
	{
		case 0:
			/* Mindblast */
			if (!get_aim_dir(&dir)) return FALSE;

			if (randint(100) < plev * 2)
				(void)fire_bolt_or_beam(100, GF_PSI, dir,
								damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
			else
				(void)fire_ball(GF_PSI, dir,
								damroll(3 + ((plev - 1) / 4), (3 + plev / 15)),
								0);
			break;
		case 1:
			if (plev > 44)
				wiz_lite();
			else if (plev > 19)
				map_area();

			if (plev < 30)
			{
				b = detect_monsters_normal();
				if (plev > 14)
					b |= detect_monsters_invis();

				if (plev > 4)
				{
					b |= detect_traps();
					b |= detect_doors();
				}
			}
			else
			{
				b = detect_all();
			}

			if (plev > 24)
			{
				(void)set_tim_esp(p_ptr->tim_esp + plev);
			}

			if (!b) msg_print("You feel safe.");
			break;
		case 2:
			/* Minor displace */
			teleport_player(plev);
			break;
		case 3:
			/* Major displace */
			teleport_player(plev * 5);
			break;
		case 4:
			/* Psychic Disturbance */
			msg_print("You disturb specters from beyond the veil!");
			(void)project(-1, 2 + plev / 8, p_ptr->py, p_ptr->px,
						  damroll((plev / 2), plev), GF_CONFUSION, PROJECT_KILL);
			break;
		case 5:
			/* spirit blast  ---  not 'true' TK */
			if (!get_aim_dir(&dir)) return FALSE;
			(void)fire_ball(GF_SOUND, dir, damroll(8 + ((plev - 5) / 4), 8),
							(plev > 20 ? (plev - 20) / 8 + 1 : 0));
			break;
		case 6:
			/* Character Armour */
			(void)set_shield(p_ptr->shield + plev);
			if (plev > 14) (void)set_oppose_acid(p_ptr->oppose_acid + plev);
			if (plev > 19) (void)set_oppose_fire(p_ptr->oppose_fire + plev);
			if (plev > 24) (void)set_oppose_cold(p_ptr->oppose_cold + plev);
			if (plev > 29) (void)set_oppose_elec(p_ptr->oppose_elec + plev);
			if (plev > 34) (void)set_oppose_pois(p_ptr->oppose_pois + plev);
			break;
		case 7:
			ident_spell();
			break;
		case 8:
			if (!get_aim_dir(&dir)) return FALSE; 
			(void)fire_bolt(GF_DOMINATION, dir,
					damroll((plev / 2), (3 + plev / 3)));
			break;
		case 9:
			/* Soul Purge */
			msg_print("The anguish of the dead emanates from your brain!");
			
			(void)project(-1, 2 + plev / 10, p_ptr->py, p_ptr->px,
						  damroll(plev, 4), GF_PSI, PROJECT_KILL);
			break;
		case 10:
			/* Adrenaline */
			(void)set_afraid(0);
			(void)set_stun(0);

			/*
			 * Only heal when Adrenalin Channeling is not active. We check
			 * that by checking if the player isn't fast and 'heroed' atm.
			 */
			if (!p_ptr->fast || !(p_ptr->hero || p_ptr->shero))
			{
				(void)hp_player(plev);
			}

			b = 10 + randint((plev * 3) / 2);
			if (plev < 35)
				(void)set_hero(p_ptr->hero + b);
			else
				(void)set_shero(p_ptr->shero + b);

			if (!p_ptr->fast)
			{
				/* Haste */
				(void)set_fast(b);
			}
			else
			{
				(void)set_fast(p_ptr->fast + b);
			}
			break;
		case 11:
			/* Psychic Drain Turned into MEGA-STUN*/
			if (!get_aim_dir(&dir)) return FALSE;

			b = damroll(plev * 2, 3);

			/* This is always a radius-0 ball now */
			if (fire_ball(GF_STUN, dir, b, 0))
			p_ptr->energy -= randint(150);
			break;
		case 12:
			/* Entropic Blast */
			msg_print
				("A wave of pure entropic force blasts out from your spirit!");
			(void)project(-1, 3 + plev / 10, p_ptr->py, p_ptr->px,
						  plev * (plev > 39 ? 4 : 3), GF_FORCE,
						  PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID);
			break;
		default:
			msg_print("Unknown Mindcrafter power!");
	}


	return TRUE;
}
Пример #12
0
/*!
 * @brief フロアの切り替え処理 / Enter new floor.
 * @return なし
 * @details
 * If the floor is an old saved floor, it will be\n
 * restored from the temporal file.  If the floor is new one, new cave\n
 * will be generated.\n
 */
void change_floor(void)
{
	saved_floor_type *sf_ptr;
	bool loaded = FALSE;

	/* The dungeon is not ready */
	character_dungeon = FALSE;

	/* No longer in the trap detecteded region */
	p_ptr->dtrap = FALSE;

	/* Mega-Hack -- no panel yet */
	panel_row_min = 0;
	panel_row_max = 0;
	panel_col_min = 0;
	panel_col_max = 0;

	/* Mega-Hack -- not ambushed on the wildness? */
	ambush_flag = FALSE;

	/* No saved floors (On the surface etc.) */
	if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
	    !(change_floor_mode & CFM_FIRST_FLOOR))
	{
		/* Create cave */
		generate_cave();

		/* Paranoia -- No new saved floor */
		new_floor_id = 0;
	}

	/* In the dungeon */
	else
	{
		/* No floor_id yet */
		if (!new_floor_id)
		{
			/* Get new id */
			new_floor_id = get_new_floor_id();
		}

		/* Pointer for infomations of new floor */
		sf_ptr = get_sf_ptr(new_floor_id);

		/* Try to restore old floor */
		if (sf_ptr->last_visit)
		{
			/* Old saved floor is exist */
			if (load_floor(sf_ptr, 0))
			{
				loaded = TRUE;

				/* Forbid return stairs */
				if (change_floor_mode & CFM_NO_RETURN)
				{
					cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];

					if (!feat_uses_special(c_ptr->feat))
					{
						if (change_floor_mode & (CFM_DOWN | CFM_UP))
						{
							/* Reset to floor */
							c_ptr->feat = floor_type[randint0(100)];
						}

						c_ptr->special = 0;
					}
				}
			}
		}

		/*
		 * Set lower/upper_floor_id of new floor when the new
		 * floor is right-above/right-under the current floor.
		 *
		 * Stair creation/Teleport level/Trap door will take
		 * you the same floor when you used it later again.
		 */
		if (p_ptr->floor_id)
		{
			saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);

			if (change_floor_mode & CFM_UP)
			{
				/* New floor is right-above */
				if (cur_sf_ptr->upper_floor_id == new_floor_id)
					sf_ptr->lower_floor_id = p_ptr->floor_id;
			}
			else if (change_floor_mode & CFM_DOWN)
			{
				/* New floor is right-under */
				if (cur_sf_ptr->lower_floor_id == new_floor_id)
					sf_ptr->upper_floor_id = p_ptr->floor_id;
			}
		}

		/* Break connection to killed floor */
		else
		{
			if (change_floor_mode & CFM_UP)
				sf_ptr->lower_floor_id = 0;
			else if (change_floor_mode & CFM_DOWN)
				sf_ptr->upper_floor_id = 0;
		}

		/* Maintain monsters and artifacts */
		if (loaded)
		{
			IDX i;
			s32b tmp_last_visit = sf_ptr->last_visit;
			s32b absence_ticks;
			int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
			int alloc_times;

			while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
			absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;

			/* Maintain monsters */
			for (i = 1; i < m_max; i++)
			{
				monster_race *r_ptr;
				monster_type *m_ptr = &m_list[i];

				/* Skip dead monsters */
				if (!m_ptr->r_idx) continue;

				if (!is_pet(m_ptr))
				{
					/* Restore HP */
					m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;

					/* Remove timed status (except MTIMED_CSLEEP) */
					(void)set_monster_fast(i, 0);
					(void)set_monster_slow(i, 0);
					(void)set_monster_stunned(i, 0);
					(void)set_monster_confused(i, 0);
					(void)set_monster_monfear(i, 0);
					(void)set_monster_invulner(i, 0, FALSE);
				}

				/* Extract real monster race */
				r_ptr = real_r_ptr(m_ptr);

				/* Ignore non-unique */
				if (!(r_ptr->flags1 & RF1_UNIQUE) &&
				    !(r_ptr->flags7 & RF7_NAZGUL)) continue;

				/* Appear at a different floor? */
				if (r_ptr->floor_id != new_floor_id)
				{
					/* Disapper from here */
					delete_monster_idx(i);
				}
			}

			/* Maintain artifatcs */
			for (i = 1; i < o_max; i++)
			{
				object_type *o_ptr = &o_list[i];

				/* Skip dead objects */
				if (!o_ptr->k_idx) continue;

				/* Ignore non-artifact */
				if (!object_is_fixed_artifact(o_ptr)) continue;

				/* Appear at a different floor? */
				if (a_info[o_ptr->name1].floor_id != new_floor_id)
				{
					/* Disappear from here */
					delete_object_idx(i);
				}
				else
				{
					/* Cancel preserve */
					a_info[o_ptr->name1].cur_num = 1;
				}
			}

			(void)place_quest_monsters();

			/* Place some random monsters */
			alloc_times = absence_ticks / alloc_chance;

			if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
				alloc_times++;

			for (i = 0; i < alloc_times; i++)
			{
				/* Make a (group of) new monster */
				(void)alloc_monster(0, 0);
			}

		}

		/* New floor_id or failed to restore */
		else /* if (!loaded) */
		{
			if (sf_ptr->last_visit)
			{
				/* Temporal file is broken? */
#ifdef JP
				msg_print("階段は行き止まりだった。");
#else
				msg_print("The staircases come to a dead end...");
#endif

				/* Create simple dead end */
				build_dead_end();

				/* Break connection */
				if (change_floor_mode & CFM_UP)
				{
					sf_ptr->upper_floor_id = 0;
				}
				else if (change_floor_mode & CFM_DOWN)
				{
					sf_ptr->lower_floor_id = 0;
				}
			}
			else
			{
				/* Newly create cave */
				generate_cave();
			}

			/* Record last visit turn */
			sf_ptr->last_visit = turn;

			/* Set correct dun_level value */
			sf_ptr->dun_level = dun_level;

			/* Create connected stairs */
			if (!(change_floor_mode & CFM_NO_RETURN))
			{
				/* Extract stair position */
				cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];

				/*** Create connected stairs ***/

				/* No stairs down from Quest */
				if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
				}

				/* No stairs up when ironman_downward */
				else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
				}

				/* Paranoia -- Clear mimic */
				c_ptr->mimic = 0;

				/* Connect to previous floor */
				c_ptr->special = p_ptr->floor_id;
			}
		}

		/* Arrive at random grid */
		if (change_floor_mode & (CFM_RAND_PLACE))
		{
			(void)new_player_spot();
		}

		/* You see stairs blocked */
		else if ((change_floor_mode & CFM_NO_RETURN) &&
			 (change_floor_mode & (CFM_DOWN | CFM_UP)))
		{
			if (!p_ptr->blind)
			{
#ifdef JP
				msg_print("突然階段が塞がれてしまった。");
#else
				msg_print("Suddenly the stairs is blocked!");
#endif
			}
			else
			{
#ifdef JP
				msg_print("ゴトゴトと何か音がした。");
#else
				msg_print("You hear some noises.");
#endif
			}
		}

		/*
		 * Update visit mark
		 *
		 * The "turn" is not always different number because
		 * the level teleport doesn't take any turn.  Use
		 * visit mark instead of last visit turn to find the
		 * oldest saved floor.
		 */
		sf_ptr->visit_mark = latest_visit_mark++;
	}

	/* Place preserved pet monsters */
	place_pet();

	/* Reset travel target place */
	forget_travel_flow();

	/* Hack -- maintain unique and artifacts */
	update_unique_artifact(new_floor_id);

	/* Now the player is in new floor */
	p_ptr->floor_id = new_floor_id;

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Hack -- Munchkin characters always get whole map */
	if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
		wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));

	/* Remember when this level was "created" */
	old_turn = turn;

	/* No dungeon feeling yet */
	p_ptr->feeling_turn = old_turn;
	p_ptr->feeling = 0;

	/* Clear all flags */
	change_floor_mode = 0L;

	select_floor_music();
}
/*
 * Generates a random dungeon level            -RAK-
 *
 * Hack -- regenerate any "overflow" levels
 */
void generate_cave(void)
{
    int num;

    /* Fill the arrays of floors and walls in the good proportions */
    set_floor_and_wall(dungeon_type);

    /* Generate */
    for (num = 0; TRUE; num++)
    {
        bool okay = TRUE;
        cptr why = NULL;

        clear_cave();

        /* Build the arena -KMW- */
        if (p_ptr->inside_arena)
        {
            arena_gen();
        }
        /* Build the battle -KMW- */
        else if (p_ptr->inside_battle)
        {
            battle_gen();
        }
        /* Enter a special quest level from the wilderness (QUEST_ENTER(id)) */
        else if (enter_quest)
        {
            quests_generate(enter_quest);
            enter_quest = 0;
        }
        /* Build the town */
        else if (!dun_level)
        {
            /* Make the wilderness */
            if (p_ptr->wild_mode) wilderness_gen_small();
            else wilderness_gen();
        }
        /* Build a real level, possibly a quest level.
         * The quest level might want to generate itself 
         * or it might simply need to 'place quest monsters' */
        else
        {
            quest_ptr q;
            quests_on_generate(dungeon_type, dun_level);
            q = quests_get_current();
            if (q && (q->flags & QF_GENERATE))
                quest_generate(q);
            else
            {
                okay = level_gen(&why);
                if (okay && q)
                    okay = quest_post_generate(q);
            }
        }


        if (o_max >= max_o_idx)
        {
            why = "too many objects";
            okay = FALSE;
        }
        else if (m_max >= max_m_idx)
        {
            why = "too many monsters";
            okay = FALSE;
        }

        if (okay)
            break;
        if (why)
            msg_format("Generation restarted (%s)", why);

        wipe_o_list();
        wipe_m_list();
    }
    glow_deep_lava_and_bldg();
    p_ptr->enter_dungeon = FALSE;
    wipe_generate_cave_flags();

#if 0
    wiz_lite(FALSE);
    detect_all(255);
    if (1)
    {
        int i, ct = 0;
        char buf[MAX_NLEN];
        for (i = 0; i < max_o_idx; i++)
        {
            if (!o_list[i].k_idx) continue;
            ct++;
            identify_item(&o_list[i]);
            o_list[i].ident |= IDENT_MENTAL;
            if (o_list[i].name1 || o_list[i].name2)
            {
                object_desc(buf, &o_list[i], 0);
                msg_print(buf);
            }
        }
        msg_format("Objects=%d", ct);
    }
    {
        int i;
        int lvl = 0, ct = 0, uniques = 0, ct_drops = 0;
        for (i = 1; i < max_m_idx; i++)
        {
        monster_type *m_ptr = &m_list[i];
        monster_race *r_ptr;

            if (!m_ptr->r_idx) continue;
            r_ptr = real_r_ptr(m_ptr);
            ct++;
            ct_drops += m_ptr->drop_ct;
            lvl += r_ptr->level;
            if (r_ptr->flags1 & RF1_UNIQUE)
                uniques++;
        }
        msg_format("DL=%d, Monsters=%d, Drops=%d, <ML>= %d, Uniques=%d", dun_level, ct, ct_drops, lvl/MAX(ct, 1), uniques);
        for (i = 0; i < ct_drops; i++)
        {
            object_type forge;
            char        buf[MAX_NLEN];

            make_object(&forge, 0); /* TODO: DROP_GOOD? */
            /*if (forge.name1 || forge.name2)*/
            if (forge.curse_flags)
            {
                identify_item(&forge);
                forge.ident |= IDENT_MENTAL;
                object_desc(buf, &forge, 0);
                msg_print(buf);
            }
        }
    }
#endif
}
void _precognition_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Precognition");
        break;
    case SPELL_DESC:
    {
        if (p_ptr->lev < 5)
            var_set_string(res, "Detects visible monsters in your vicinity.");
        else if (p_ptr->lev < 15)
            var_set_string(res, "Detects visible monsters, traps, and doors in your vicinity.");
        else if (p_ptr->lev < 20)
            var_set_string(res, "Detects monsters, traps, and doors in your vicinity.");
        else if (p_ptr->lev < 25)
            var_set_string(res, "Detects monsters, traps, and doors in your vicinity and maps nearby area.");
        else if (p_ptr->lev < 30)
            var_set_string(res, "Detects monsters, traps, and doors in your vicinity and maps nearby area. Grants temporary ESP.");
        else if (p_ptr->lev < 40)
            var_set_string(res, "Detects monsters, traps, doors, stairs and objects in your vicinity and maps nearby area. Grants temporary ESP.");
        else if (p_ptr->lev < 45)
            var_set_string(res, "Detects monsters, traps, doors, stairs and objects in your vicinity and maps nearby area.");
        else
            var_set_string(res, "Detects monsters, traps, doors, stairs and objects in your vicinity and maps the entire level.");
        break;
    }
    case SPELL_SPOIL_DESC:
        var_set_string(res, "Detects monsters (L1), traps and doors (L5), invisible monsters (L15) and items (L30). Gives magic mapping (L20) and telepathy (L25). Enlightens level (L45).");
        break;
    case SPELL_CAST:
    {
        int b = 0;
        if (p_ptr->lev > 44)
        {
            virtue_add(VIRTUE_KNOWLEDGE, 1);
            virtue_add(VIRTUE_ENLIGHTENMENT, 1);
            wiz_lite(p_ptr->tim_superstealth > 0);
        }
        else if (p_ptr->lev > 19)
            map_area(DETECT_RAD_MAP);

        if (p_ptr->lev < 30)
        {
            b = detect_monsters_normal(DETECT_RAD_DEFAULT);
            if (p_ptr->lev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
            if (p_ptr->lev > 4)  {
                b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
                b |= detect_doors(DETECT_RAD_DEFAULT);
            }
        }
        else
        {
            b = detect_all(DETECT_RAD_DEFAULT);
        }

        if ((p_ptr->lev > 24) && (p_ptr->lev < 40))
            set_tim_esp(p_ptr->lev + randint1(p_ptr->lev), FALSE);

        if (!b) msg_print("You feel safe.");

        var_set_bool(res, TRUE);
        break;
    }
    case SPELL_COST_EXTRA:
    {
        int n = 0;

        if (p_ptr->lev >= 45)
            n += 9;
        else if (p_ptr->lev >= 30)
            n += 4;
        else if (p_ptr->lev >= 25)
            n += 3;
        else if (p_ptr->lev >= 20)
            n += 1;
        else if (p_ptr->lev >= 15)
            n += 0;
        else if (p_ptr->lev >= 5)
            n += 0;

        var_set_int(res, n);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Пример #15
0
static bool quaff_potion(object_type *o_ptr, bool *ident)
{
	/* Analyze the potion */
	switch (o_ptr->sval)
	{
		case SV_POTION_WATER:
		case SV_POTION_APPLE_JUICE:
		case SV_POTION_SLIME_MOLD:
		{
			msg_print("Вы утолили жажду.");
			*ident = TRUE;
			break;
		}

		case SV_POTION_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE;
			break;
		}

		case SV_POTION_SALT_WATER:
		{
			msg_print("Вя-а-а! Вас стошнило!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)set_poisoned(0);
			(void)set_paralyzed(p_ptr->paralyzed + 4);
			*ident = TRUE;
			break;
		}

		case SV_POTION_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(100) + 100))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(20) + 15))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_SLEEP:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_LOSE_MEMORIES:
		{
			if (!p_ptr->hold_life && (p_ptr->exp > 0))
			{
				msg_print("Ваша жизнь меркнет.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RUINATION:
		{
			msg_print("Ваши нервы и мускулы кажутся слабыми и безжизненными!");
			take_hit(damroll(10, 10), "зельем Ослабевания");
			(void)dec_stat(A_DEX, 25, TRUE);
			(void)dec_stat(A_WIS, 25, TRUE);
			(void)dec_stat(A_CON, 25, TRUE);
			(void)dec_stat(A_STR, 25, TRUE);
			(void)dec_stat(A_CHR, 25, TRUE);
			(void)dec_stat(A_INT, 25, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEC_STR:
		{
			if (do_dec_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_INT:
		{
			if (do_dec_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_WIS:
		{
			if (do_dec_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_DEX:
		{
			if (do_dec_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CON:
		{
			if (do_dec_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CHR:
		{
			if (do_dec_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DETONATIONS:
		{
			msg_print("Массивные взрывы сотрясают ваше тело!");
			take_hit(damroll(50, 20), "зельем взрыва");
			(void)set_stun(p_ptr->stun + 75);
			(void)set_cut(p_ptr->cut + 5000);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEATH:
		{
			msg_print("Чувство Смерти протекает сквозь вас...");
			take_hit(5000, "зельем Смерти");
			*ident = TRUE;
			break;
		}

		case SV_POTION_INFRAVISION:
		{
			if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_DETECT_INVIS:
		{
			if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_SLOW_POISON:
		{
			if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_BOLDNESS:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(25) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_POTION_RESIST_HEAT:
		{
			if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESIST_COLD:
		{
			if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_HEROISM:
		{
			if (hp_player(10)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_BERSERK_STRENGTH:
		{
			if (hp_player(30)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_LIGHT:
		{
			if (hp_player(damroll(2, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_cut(p_ptr->cut - 10)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_CRITICAL:
		{
			if (hp_player(damroll(6, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_STAR_HEALING:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_LIFE:
		{
			msg_print("Чуство Жизни протекает в вас!");
			restore_level();
			(void)set_poisoned(0);
			(void)set_blind(0);
			(void)set_confused(0);
			(void)set_image(0);
			(void)set_stun(0);
			(void)set_cut(0);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			break;
		}

		case SV_POTION_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Ваша голова проясняется.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_INT:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_WIS:
		{
			if (do_res_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_DEX:
		{
			if (do_res_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CHR:
		{
			if (do_res_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_STR:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_INT:
		{
			if (do_inc_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_WIS:
		{
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_DEX:
		{
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CON:
		{
			if (do_inc_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CHR:
		{
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_AUGMENTATION:
		{
			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;
			break;
		}

		case SV_POTION_ENLIGHTENMENT:
		{
			msg_print("Изображение подземелья формируется у вас в голове...");
			wiz_lite();
			*ident = TRUE;
			break;
		}

		case SV_POTION_STAR_ENLIGHTENMENT:
		{
			msg_print("Вы чувствуете себя просвещенным...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps();
			(void)detect_doors();
			(void)detect_stairs();
			(void)detect_treasure();
			(void)detect_objects_gold();
			(void)detect_objects_normal();
			identify_pack();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_SELF_KNOWLEDGE:
		{
			msg_print("Вы познаете себя немного лучше...");
			message_flush();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_EXPERIENCE:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				s32b ee = (p_ptr->exp / 2) + 10;
				if (ee > 100000L) ee = 100000L;
				msg_print("Вы чувствуете себя более опытным.");
				gain_exp(ee);
				*ident = TRUE;
			}
			break;
		}
	}

	return (TRUE);
}
Пример #16
0
/*
 * Activate a wielded object.  Wielded objects never stack.
 * And even if they did, activatable objects never stack.
 *
 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
 * But one could, for example, easily make an activatable "Ring of Plasma".
 *
 * Note that it always takes a turn to activate an artifact, even if
 * the user hits "escape" at the "direction" prompt.
 */
static bool activate_object(object_type *o_ptr, bool *ident)
{
	int k, dir, i, chance, rod;
	char o_name[80];

	/* Get the basic name of the object */
	rod = object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0, PAD_IMEN);

	/* Check the recharge */
	if (o_ptr->timeout)
	{
		msg_format("Он%s светится и затухает...",
			(rod == ROD_M ? "" : rod == ROD_F ? "а" : rod == ROD_N ? "о" : "и"));
		return FALSE;
	}

	/* Activate the artifact */
	message(MSG_ZAP, 0, "Вы активируете его...");

	/* Artifacts */
	if (o_ptr->name1)
	{
		artifact_type *a_ptr = &a_info[o_ptr->name1];

		switch (a_ptr->activation)
		{
			case ACT_ILLUMINATION:
			{
				msg_format("%s озаряется чистым светом...", o_name);
				lite_area(damroll(2, 15), 3);
				break;
			}

			case ACT_MAGIC_MAP:
			{
				msg_format("%s ярко сверкает...", o_name);
				map_area();
				break;
			}

			case ACT_CLAIRVOYANCE:
			{
				msg_format("%s светится глубоким зеленым...", o_name);
				wiz_lite();
				(void)detect_traps();
				(void)detect_doors();
				(void)detect_stairs();
				break;
			}

			case ACT_PROT_EVIL:
			{
				msg_format("%s издает протяжный стон...", o_name);
				k = 3 * p_ptr->lev;
				(void)set_protevil(p_ptr->protevil + randint(25) + k);
				break;
			}

			case ACT_DISP_EVIL:
			{
				msg_format("%s заполняет подземелье добром...", o_name);
				dispel_evil(p_ptr->lev * 5);
				break;
			}

			case ACT_HASTE2:
			{
				msg_format("%s ярко светится...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(75) + 75);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_FIRE3:
			{
				msg_format("%s светится глубоким красным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 120, 3);
				break;
			}

			case ACT_FROST5:
			{
				msg_format("%s светится ярко-белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 200, 3);
				break;
			}

			case ACT_ELEC2:
			{
				msg_format("%s светится глубоким синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_ELEC, dir, 250, 3);
				break;
			}

			case ACT_BIZZARE:
			{
				msg_format("%s светится черным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				ring_of_power(dir);
				break;
			}


			case ACT_STAR_BALL:
			{
				msg_format("%s окружается молнией...", o_name);
				for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3);
				break;
			}

			case ACT_RAGE_BLESS_RESIST:
			{
				msg_format("%s светится всеми цветами...", o_name);
				(void)hp_player(30);
				(void)set_afraid(0);
				(void)set_shero(p_ptr->shero + randint(50) + 50);
				(void)set_blessed(p_ptr->blessed + randint(50) + 50);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50);
				break;
			}

			case ACT_HEAL2:
			{
				msg_format("%s светится ярким белым...", o_name);
				msg_print("Вы чувствуете себя намного лучше...");
				(void)hp_player(1000);
				(void)set_cut(0);
				break;
			}

			case ACT_PHASE:
			{
				msg_format("%s искривляет пространство вокруг вас...", o_name);
				teleport_player(10);
				break;
			}

			case ACT_BANISHMENT:
			{
				msg_format("%s светится угрожающим синим...", o_name);
				if (!banishment()) return FALSE;
				break;
			}

			case ACT_TRAP_DOOR_DEST:
			{
				msg_format("%s светится ярко-красным...", o_name);
				destroy_doors_touch();
				break;
			}

			case ACT_DETECT:
			{
				msg_format("%s светится лучистым белым...", o_name);
				msg_print("Изображение формируется в вашей голове...");
				detect_all();
				break;
			}

			case ACT_HEAL1:
			{
				msg_format("%s светится спокойным синим...", o_name);
				msg_print("Вы чувствуете теплое покалывание...");
				(void)hp_player(500);
				(void)set_cut(0);
				break;
			}

			case ACT_RESIST:
			{
				msg_format("%s светится цветами радуги...", o_name);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20);
				break;
			}

			case ACT_SLEEP:
			{
				msg_format("%s светится ярко-синим...", o_name);
				sleep_monsters_touch();
				break;
			}

			case ACT_RECHARGE1:
			{
				msg_format("%s светится ярко-желтым...", o_name);
				recharge(60);
				break;
			}

			case ACT_TELEPORT:
			{
				msg_format("%s распрямляет пространство вокруг вас...", o_name);
				teleport_player(100);
				break;
			}

			case ACT_RESTORE_LIFE:
			{
				msg_format("%s светится спокойным красным...", o_name);
				restore_level();
				break;
			}

			case ACT_MISSILE:
			{
				msg_format("%s ярко горит...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MISSILE, dir, damroll(2, 6));
				break;
			}

			case ACT_FIRE1:
			{
				msg_format("%s покрывается пламенем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_FIRE, dir, damroll(9, 8));
				break;
			}

			case ACT_FROST1:
			{
				msg_format("%s излучает холод...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(6, 8));
				break;
			}

			case ACT_LIGHTNING_BOLT:
			{
				msg_format("%s сыплет искрамиs...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ELEC, dir, damroll(4, 8));
				break;
			}

			case ACT_ACID1:
			{
				msg_format("%s покрывается кислотой...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ACID, dir, damroll(5, 8));
				break;
			}

			case ACT_ARROW:
			{
				msg_format("%s покрывается шипами...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ARROW, dir, 150);
				break;
			}

			case ACT_HASTE1:
			{
				msg_format("%s светится ярко-зеленым...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(20) + 20);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_REM_FEAR_POIS:
			{
				msg_format("%s вспыхивает синим...", o_name);
				(void)set_afraid(0);
				(void)set_poisoned(0);
				break;
			}

			case ACT_STINKING_CLOUD:
			{
				msg_format("%s светится ядовито-зеленым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_POIS, dir, 12, 3);
				break;
			}

			case ACT_FROST2:
			{
				msg_format("%s покрывается инеем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 48, 2);
				break;
			}

			case ACT_FROST4:
			{
				msg_format("%s горит бледно-синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(12, 8));
				break;
			}

			case ACT_FROST3:
			{
				msg_format("%s светится насыщенным синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 100, 2);
				break;
			}

			case ACT_FIRE2:
			{
				msg_format("%s пылает огнем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 72, 2);
				break;
			}

			case ACT_DRAIN_LIFE2:
			{
				msg_format("%s светится черным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 120);
				break;
			}

			case ACT_STONE_TO_MUD:
			{
				msg_format("%s пульсирует...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				wall_to_mud(dir);
				break;
			}

			case ACT_MASS_BANISHMENT:
			{
				msg_format("%s издает протяжную ноту...", o_name);
				(void)mass_banishment();
				break;
			}

			case ACT_CURE_WOUNDS:
			{
				msg_format("%s светится глубоким фиолетовым...", o_name);
				hp_player(damroll(4, 8));
				(void)set_cut((p_ptr->cut / 2) - 50);
				break;
			}

			case ACT_TELE_AWAY:
			{
				msg_format("%s вспыхивает глубоким красным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				teleport_monster(dir);
				break;
			}

			case ACT_WOR:
			{
				msg_format("%s светится мягким белым...", o_name);
				set_recall();
				break;
			}

			case ACT_CONFUSE:
			{
				msg_format("%s светится странными цветами...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				confuse_monster(dir, 20);
				break;
			}

			case ACT_IDENTIFY:
			{
				msg_format("%s вспыхивает желтым...", o_name);
				if (!ident_spell()) return FALSE;
				break;
			}

			case ACT_PROBE:
			{
				msg_format("%s ярко загорается...", o_name);
				probing();
				break;
			}

			case ACT_DRAIN_LIFE1:
			{
				msg_format("%s горит белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 90);
				break;
			}

			case ACT_FIREBRAND:
			{
				msg_format("%s светится огненно-красным...", o_name);
				(void)brand_bolts();
				break;
			}

			case ACT_STARLIGHT:
			{
				msg_format("%s вспыхивает светом тысячи звезд...", o_name);
				for (k = 0; k < 8; k++) strong_lite_line(ddd[k]);
				break;
			}

			case ACT_MANA_BOLT:
			{
				msg_format("%s светится белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MANA, dir, damroll(12, 8));
				break;
			}

			case ACT_BERSERKER:
			{
				msg_format("%s горит яростью...", o_name);
				set_shero(p_ptr->shero + randint(50) + 50);
				break;
			}
		}

		/* Set the recharge time */
		if (a_ptr->randtime)
			o_ptr->timeout = a_ptr->time + (byte)randint(a_ptr->randtime);
		else
			o_ptr->timeout = a_ptr->time;

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Done */
		return FALSE;
	}


	/* Hack -- Dragon Scale Mail can be activated as well */
	if (o_ptr->tval == TV_DRAG_ARMOR)
	{
		/* Get a direction for breathing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_DRAGON_BLUE:
			{
				msg_print("Вы дышите молнией.");
				fire_ball(GF_ELEC, dir, 100, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_WHITE:
			{
				msg_print("Вы дышите холодом.");
				fire_ball(GF_COLD, dir, 110, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_BLACK:
			{
				msg_print("Вы дышите кислотой.");
				fire_ball(GF_ACID, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GREEN:
			{
				msg_print("Вы дышите ядовитым газом.");
				fire_ball(GF_POIS, dir, 150, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_RED:
			{
				msg_print("Вы дышите огнем.");
				fire_ball(GF_FIRE, dir, 200, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_MULTIHUED:
			{
				chance = rand_int(5);
				msg_format("Вы дышите %s.",
				           ((chance == 1) ? "молнией" :
				            ((chance == 2) ? "холодом" :
				             ((chance == 3) ? "кислотой" :
				              ((chance == 4) ? "ядовитым газом" : "огнем")))));
				fire_ball(((chance == 1) ? GF_ELEC :
				           ((chance == 2) ? GF_COLD :
				            ((chance == 3) ? GF_ACID :
				             ((chance == 4) ? GF_POIS : GF_FIRE)))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(225) + 225;
				break;
			}

			case SV_DRAGON_BRONZE:
			{
				msg_print("Вы дышите контузией.");
				fire_ball(GF_CONFUSION, dir, 120, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GOLD:
			{
				msg_print("Вы дышите звуком.");
				fire_ball(GF_SOUND, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_CHAOS:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 1 ? "хаосом" : "антимагией")));
				fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
				          dir, 220, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_LAW:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 1 ? "звуком" : "осколками")));
				fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
				          dir, 230, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_BALANCE:
			{
				chance = rand_int(4);
				msg_format("Вы дышите %s.",
				           ((chance == 1) ? "хаосом" :
				            ((chance == 2) ? "антимагией" :
				             ((chance == 3) ? "звуком" : "осколками"))));
				fire_ball(((chance == 1) ? GF_CHAOS :
				           ((chance == 2) ? GF_DISENCHANT :
				            ((chance == 3) ? GF_SOUND : GF_SHARD))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_SHINING:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 0 ? "светом" : "темнотой")));
				fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_POWER:
			{
				msg_print("Вы дышите элементами.");
				fire_ball(GF_MISSILE, dir, 300, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Hack -- some Rings can be activated for double resist and element ball */
	if (o_ptr->tval == TV_RING)
	{
		/* Get a direction for firing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_RING_ACID:
			{
				fire_ball(GF_ACID, dir, 70, 2);
				set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_FLAMES:
			{
				fire_ball(GF_FIRE, dir, 80, 2);
				set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_ICE:
			{
				fire_ball(GF_COLD, dir, 75, 2);
				set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_LIGHTNING:
			{
				fire_ball(GF_ELEC, dir, 85, 2);
				set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Mistake */
	msg_print("Oops.  That object cannot be activated.");

	/* Not used up */
	return (FALSE);
}