示例#1
0
static void _excavation_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Excavation");
        break;
    case SPELL_DESC:
        var_set_string(res, "You break walls on your quest for treasure!  This takes a bit more time, though.");
        break;
    case SPELL_ENERGY:
        {
            int n = 200;
            
            if (equip_find_object(TV_DIGGING, SV_ANY))
                n -= 120 * p_ptr->lev / 50;
            else
                n -= 80 * p_ptr->lev / 50;

            var_set_int(res, n);
        }
        break;
    case SPELL_CAST:
        {
            int dir = 5;
            bool b = FALSE;

            if ( get_rep_dir2(&dir)
              && dir != 5 )
            {
                int x, y;
                y = py + ddy[dir];
                x = px + ddx[dir];

                if (!in_bounds(y, x))
                {
                    msg_print("You may excavate no further.");
                }
                else if ( cave_have_flag_bold(y, x, FF_WALL)
                       || cave_have_flag_bold(y, x, FF_TREE) 
                       || cave_have_flag_bold(y, x, FF_CAN_DIG) )
                {
                    msg_print("You dig your way to treasure!");
                    cave_alter_feat(y, x, FF_TUNNEL);
                    teleport_player_to(y, x, TELEPORT_NONMAGICAL); /*??*/
                    b = TRUE;
                }
                else
                {
                    msg_print("There is nothing to excavate.");
                }
            }
            var_set_bool(res, b);
        }
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
static void _cavern_creation_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Cavern Creation");
        break;
    case SPELL_DESC:
        var_set_string(res, "Stone to Mud all surrounding walls.");
        break;
    case SPELL_CAST:
    {
        int dir, x, y, ct = 0;
        for (dir = 0; dir < 8; dir++)
        {
            y = py + ddy_ddd[dir];
            x = px + ddx_ddd[dir];

            if (!in_bounds(y, x)) continue;
            if (!cave_have_flag_bold(y, x, FF_HURT_ROCK))  continue;
            cave_alter_feat(y, x, FF_HURT_ROCK);
            ct++;
        }
        if (ct)
            p_ptr->update |= (PU_FLOW | PU_BONUS);

        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
示例#3
0
static void _smash_wall_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Smash");
        break;
    case SPELL_DESC:
        var_set_string(res, "Destroys adjacent targeted wall, door, tree, or trap.");
        break;
    case SPELL_CAST:
    {
        int y, x, dir;
        
        var_set_bool(res, FALSE);
        if (!get_rep_dir2(&dir)) return;
        if (dir == 5) return;

        y = py + ddy[dir];
        x = px + ddx[dir];
        
        if (!in_bounds(y, x)) return;

        if (cave_have_flag_bold(y, x, FF_HURT_ROCK))
        {
            cave_alter_feat(y, x, FF_HURT_ROCK);
            p_ptr->update |= PU_FLOW;
        }
        else if (cave_have_flag_bold(y, x, FF_TREE))
        {
            cave_set_feat(y, x, one_in_(3) ? feat_brake : feat_grass);
        }
        else
        {
            int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
            project(0, 0, y, x, 0, GF_KILL_DOOR, flg, -1);
        }
        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
示例#4
0
static bool _create_shots(void)
{
    int         x, y, dir, slot;
    cave_type  *c_ptr;
    object_type forge;

    if (!get_rep_dir(&dir, FALSE)) 
        return FALSE;

    y = py + ddy[dir];
    x = px + ddx[dir];
    c_ptr = &cave[y][x];

    if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
    {
        msg_print("You need pile of rubble.");
        return FALSE;
    }

    if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
    {
        msg_print("You failed to make ammo.");
        return FALSE;
    }

    object_prep(&forge, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
    forge.number = (byte)rand_range(15,30);
    apply_magic(&forge, p_ptr->lev, AM_NO_FIXED_ART);
    obj_identify(&forge);
    forge.discount = 99;

    msg_print("You make some ammo.");

    slot = inven_carry(&forge);
    if (slot >= 0) 
        autopick_alter_item(slot, FALSE);

    cave_alter_feat(y, x, FF_HURT_ROCK);
    p_ptr->update |= PU_FLOW;
    return TRUE;
}
示例#5
0
static void _stone_smash_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Stone Smash");
        break;
    case SPELL_DESC:
        var_set_string(res, "Destroys adjacent targeted wall.");
        break;
    case SPELL_CAST:
    {
        int y, x, dir;
        
        var_set_bool(res, FALSE);
        if (!get_rep_dir2(&dir)) return;
        if (dir == 5) return;

        y = py + ddy[dir];
        x = px + ddx[dir];
        
        if (!in_bounds(y, x)) return;

        if (cave_have_flag_bold(y, x, FF_HURT_ROCK))
        {
            cave_alter_feat(y, x, FF_HURT_ROCK);
            p_ptr->update |= PU_FLOW;
        }
        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
示例#6
0
/*
 * Handle monster hitting a real trap.
 */
void mon_hit_trap(int m_idx, int y, int x)
{
	feature_type *f_ptr;
	monster_type *m_ptr = &m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	int feat = cave_feat[y][x];

	bool fear;

	/* Option */
	if (!variant_hit_traps) return;

	/* Hack --- don't activate unknown invisible traps */
	if (cave_feat[y][x] == FEAT_INVIS) return;

	/* Get feature */
	f_ptr = &f_info[cave_feat[y][x]];

	/* Hack --- trapped doors */
	/* XXX XXX Dangerous */
	while (!(f_ptr->spell) && !(f_ptr->blow.method) && (f_ptr->flags1 & (FF1_TRAP)))
	{
		pick_trap(y,x);

		/* Error */
		if (cave_feat[y][x] == feat) break;

		feat = cave_feat[y][x];

		/* Get feature */
		f_ptr = &f_info[feat];

	}

	/* Use covered or bridged if necessary */
	if ((f_ptr->flags2 & (FF2_COVERED)) || (f_ptr->flags2 & (FF2_BRIDGED)))
	{
		f_ptr = &f_info[f_ptr->mimic];
	}

	/* Hack -- monster falls onto trap */
	if ((m_ptr->fy!=y)|| (m_ptr->fx !=x))
	{
		/* Move monster */
		monster_swap(m_ptr->fy, m_ptr->fx, y, x);
	}

	/* Apply the object */
	if ((cave_o_idx[y][x]) && (f_ptr->flags1 & (FF1_HIT_TRAP)))
	{
		object_type *o_ptr = &o_list[cave_o_idx[y][x]];

		char o_name[80];

		int power = 0;

		switch (o_ptr->tval)
		{
			case TV_BOW:
			{
				object_type *j_ptr;
				u32b f1,f2,f3;

				int i, shots = 1;

				/* Get bow */
				j_ptr = o_ptr;

				/* Get bow flags */
				object_flags(o_ptr,&f1,&f2,&f3);

				/* Apply extra shots */
				if (f1 & (TR1_SHOTS)) shots += j_ptr->pval;

				/* Test for hit */
				for (i = 0; i < shots; i++)
				{
					if (j_ptr->next_o_idx)
					{
						int ammo = j_ptr->next_o_idx;
						object_type *i_ptr;
						object_type object_type_body;

						/* Use ammo instead of bow */
						o_ptr = &o_list[ammo];

						/* Describe ammo */
						object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 0);

						if ((ammo) && (test_hit_fire((j_ptr->to_h + o_ptr->to_h)* BTH_PLUS_ADJ + f_ptr->power,  r_ptr->ac * (r_ptr->flags2 & (RF2_ARMOR) ? 2 : 1), TRUE)))
						{
							int k, mult;

							switch (j_ptr->sval)
							{
								case SV_SLING:
								case SV_SHORT_BOW:
								mult = 2;
								break;
								case SV_LONG_BOW:
								case SV_LIGHT_XBOW:
									mult = 3;
									break;
								case SV_HEAVY_XBOW:
									mult = 4;
									break;
								default:
									mult = 1;
									break;
							}

							/* Apply extra might */
							if (f1 & (TR1_MIGHT)) mult += j_ptr->pval;

							k = damroll(o_ptr->dd, o_ptr->ds);
							k *= mult;

							k = tot_dam_aux(o_ptr, k, m_ptr);

							k = critical_shot(o_ptr->weight, o_ptr->to_h + j_ptr->to_h, k);
							k += o_ptr->to_d + j_ptr->to_d;

							/* No negative damage */
							if (k < 0) k = 0;

							/* Trap description */
							msg_format("%^s hits you.",o_name);

							/* Damage, check for fear and death */
							(void)mon_take_hit(cave_m_idx[y][x], k, &fear, NULL);

						}
						else
						{
							/* Trap description */
							msg_format("%^s narrowly misses you.",o_name);
						}

						/* Get local object */
						i_ptr = &object_type_body;

						/* Obtain a local object */
						object_copy(i_ptr, o_ptr);

						/* Modify quantity */
						i_ptr->number = 1;

						/* Drop nearby - some chance of breakage */
						drop_near(i_ptr,y,x,breakage_chance(i_ptr));

						/* Decrease the item */
						floor_item_increase(ammo, -1);
						floor_item_optimize(ammo);

						break;
					}
					else
					{
						/* Disarm */
						cave_alter_feat(y,x,FS_DISARM);
					}
				}
			}

			case TV_SHOT:
			case TV_ARROW:
			case TV_BOLT:
			case TV_HAFTED:
			case TV_SWORD:
			case TV_POLEARM:
			{
				object_type *i_ptr;
				object_type object_type_body;

				/* Describe ammo */
				object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 0);

				/* Test for hit */
				if (test_hit_norm(o_ptr->to_h * BTH_PLUS_ADJ + f_ptr->power, r_ptr->ac, TRUE))
				{
					int k;

					k = damroll(o_ptr->dd, o_ptr->ds);

					k = tot_dam_aux(o_ptr, k, m_ptr);

					k = critical_norm(o_ptr->weight, o_ptr->to_h, k);
					k += o_ptr->to_d;

					/* Armour reduces total damage */
					k -= (k * ((p_ptr->ac < 150) ? p_ptr->ac : 150) / 250);

					/* No negative damage */
					if (k < 0) k = 0;

					/* Trap description */
					msg_format("%^s hits you.",o_name);

					/* Damage, check for fear and death */
					(void)mon_take_hit(cave_m_idx[y][x], k, &fear, NULL);

				}
				else
				{
					/* Trap description */
					msg_format("%^s narrowly misses you.",o_name);					
				}

				/* Get local object */
				i_ptr = &object_type_body;

				/* Obtain a local object */
				object_copy(i_ptr, o_ptr);

				/* Modify quantity */
				i_ptr->number = 1;

				/* Drop nearby - some chance of breakage */
				drop_near(i_ptr,y,x,breakage_chance(i_ptr));

				/* Decrease the item */
				floor_item_increase(cave_o_idx[y][x], -1);
				floor_item_optimize(cave_o_idx[y][x]);

				/* Disarm if runs out */
				if (!cave_o_idx[y][x]) cave_alter_feat(y,x,FS_DISARM);

				break;
			}

			case TV_WAND:
			case TV_STAFF:
			{
				if (o_ptr->pval > 0)
				{
					/* Get item effect */
					get_spell(&power, "use", o_ptr, FALSE);

					/* XXX Hack -- new unstacking code */
					o_ptr->stackc++;

					/* No spare charges */	
					if (o_ptr->stackc >= o_ptr->number)
					{
						/* Use a charge off the stack */
						o_ptr->pval--;

						/* Reset the stack count */
						o_ptr->stackc = 0;
					}

					/* XXX Hack -- unstack if necessary */
					if ((o_ptr->number > 1) &&
					((!variant_pval_stacks) || 
					((!object_known_p(o_ptr) && (o_ptr->pval == 2) && (o_ptr->stackc > 1)) ||
					  (!object_known_p(o_ptr) && (rand_int(o_ptr->number) <= o_ptr->stackc) &&
					  (o_ptr->stackc != 1) && (o_ptr->pval > 2)))))
					{
						object_type *i_ptr;
						object_type object_type_body;

						/* Get local object */
						i_ptr = &object_type_body;

						/* Obtain a local object */
						object_copy(i_ptr, o_ptr);

						/* Modify quantity */
						i_ptr->number = 1;

						/* Reset stack counter */
						i_ptr->stackc = 0;
 
				 		/* Unstack the used item */
				 		o_ptr->number--;

						/* Reduce the charges on the new item */
						if (o_ptr->stackc > 1)
						{
							i_ptr->pval-=2;
							o_ptr->stackc--;
						}
						else if (!o_ptr->stackc)
						{
							i_ptr->pval--;
							o_ptr->pval++;
							o_ptr->stackc = o_ptr->number-1;
						}

						(void)floor_carry(y,x,i_ptr);
					}
				}
				else
				{
					/* Disarm if runs out */
					cave_alter_feat(y,x,FS_DISARM);
				}

				break;
			}

			case TV_ROD:
			case TV_DRAG_ARMOR:
			{
				if (!((o_ptr->timeout) && ((!o_ptr->stackc) || (o_ptr->stackc >= o_ptr->number))))
				{
					int tmpval;

					/* Store pval */
					tmpval = o_ptr->timeout;

					/* Time rod out */
					o_ptr->timeout = o_ptr->pval;

					/* Get item effect */
					get_spell(&power, "use", o_ptr, FALSE);

					/* Has a power */
					/* Hack -- check if we are stacking rods */
					if ((o_ptr->timeout > 0) && (!(tmpval) || stack_force_times))
					{
						/* Hack -- one more rod charging */
						if (o_ptr->timeout) o_ptr->stackc++;

						/* Reset stack count */
						if (o_ptr->stackc == o_ptr->number) o_ptr->stackc = 0;

						/* Hack -- always use maximum timeout */
						if (tmpval > o_ptr->timeout) o_ptr->timeout = tmpval;
					}

					/* XXX Hack -- unstack if necessary */
					if ((o_ptr->number > 1) && (o_ptr->timeout > 0))
					{
						object_type *i_ptr;
						object_type object_type_body;

						/* Get local object */
						i_ptr = &object_type_body;

						/* Obtain a local object */
						object_copy(i_ptr, o_ptr);

						/* Modify quantity */
						i_ptr->number = 1;

						/* Clear stack counter */
						i_ptr->stackc = 0;

						/* Restore "charge" */
						o_ptr->timeout = tmpval;

						/* Unstack the used item */
						o_ptr->number--;

						/* Reset the stack if required */
						if (o_ptr->stackc == o_ptr->number) o_ptr->stackc = 0;

						(void)floor_carry(y,x,i_ptr);
					}
				}
				break;
			}

			case TV_POTION:
			case TV_SCROLL:
			case TV_FLASK:
			case TV_FOOD:
			{
				/* Hack -- boring food */
				if ((o_ptr->tval == TV_FOOD) && (o_ptr->sval >= SV_FOOD_MIN_FOOD))
				{
					/* Disarm */
					cave_alter_feat(y,x,FS_DISARM);
				}
				else
				{
					/* Get item effect */
					get_spell(&power, "use", o_ptr, FALSE);

					/* Decrease the item */
					floor_item_increase(cave_o_idx[y][x], -1);
					floor_item_optimize(cave_o_idx[y][x]);

					/* Disarm if runs out */
					if (!cave_o_idx[y][x]) cave_alter_feat(y,x,FS_DISARM);
				}

				break;
			}

			case TV_RUNESTONE:
			{
				u32b runes = p_ptr->cur_runes;

				int num = 0;
				s16b book[26];

				/* Hack -- use current rune */
				p_ptr->cur_runes = (2 << (o_ptr->sval-1));

				/* Fill the book with spells */
				fill_book(o_ptr,book,&num);

				/* Unhack */
				p_ptr->cur_runes = runes;

				/* Get a power */
				power = book[rand_int(num)];

				/* Decrease the item */
				floor_item_increase(cave_o_idx[y][x], -1);
				floor_item_optimize(cave_o_idx[y][x]);

				/* Disarm if runs out */
				if (!cave_o_idx[y][x]) cave_alter_feat(y,x,FS_DISARM);

				break;
			}

			default:
			{
				/* Disarm */
				cave_alter_feat(y,x,FS_DISARM);

				break;
			}
		}

		/* Has a power */
		if (power > 0)
		{
			spell_type *s_ptr = &s_info[power];

			int ap_cnt;

			/* Object is used */
			if (k_info[o_ptr->k_idx].used < MAX_SHORT) k_info[o_ptr->k_idx].used++;

			/* Scan through all four blows */
			for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
			{
				int damage = 0;

				/* Extract the attack infomation */
				int effect = s_ptr->blow[ap_cnt].effect;
				int method = s_ptr->blow[ap_cnt].method;
				int d_dice = s_ptr->blow[ap_cnt].d_dice;
				int d_side = s_ptr->blow[ap_cnt].d_side;
				int d_plus = s_ptr->blow[ap_cnt].d_plus;

				/* Hack -- no more attacks */
				if (!method) break;

				/* Mega hack -- dispel evil/undead objects */
				if (!d_side)
				{
					d_plus += 25 * d_dice;
				}

				/* Roll out the damage */
				if ((d_dice) && (d_side))
				{
					damage = damroll(d_dice, d_side) + d_plus;
				}
				else
				{
					damage = d_plus;
				}

				(void)project_m(0,0,y,x,damage, effect);
				(void)project_f(0,0,y,x,damage, effect);
			}
		}
	}

	/* Regular traps */
	else
	{
		if (f_ptr->spell)
		{
	      		make_attack_spell_aux(0,y,x,f_ptr->spell);
		}
		else if (f_ptr->blow.method)
		{
			int damage = damroll(f_ptr->blow.d_side,f_ptr->blow.d_dice);
   
			/* Apply the blow */
			project_m(0, 0, y, x, damage, f_ptr->blow.effect);
		}

		/* Get feature */
		f_ptr = &f_info[cave_feat[p_ptr->py][p_ptr->px]];

		if (f_ptr->flags1 & (FF1_HIT_TRAP))
		{
			/* Modify the location hit by the trap */
			cave_alter_feat(y,x,FS_HIT_TRAP);
		}
		else if (f_ptr->flags1 & (FF1_SECRET))
		{
			/* Discover */
			cave_alter_feat(y,x,FS_SECRET);
		}
	}
}
示例#7
0
/*
 * Places "streamers" of rock through dungeon
 *
 * Note that their are actually six different terrain features used
 * to represent streamers.  Three each of magma and quartz, one for
 * basic vein, one with hidden gold, and one with known gold.  The
 * hidden gold types are currently unused.
 */
void build_streamer(int feat, int chance)
{
    int        i, tx, ty;
    int        y, x, dir;
    int dummy = 0;

    cave_type *c_ptr;
    feature_type *f_ptr;

    feature_type *streamer_ptr = &f_info[feat];
    bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT);
    bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);

    /* Hack -- Choose starting point */
    y = rand_spread(cur_hgt / 2, cur_hgt / 6);
    x = rand_spread(cur_wid / 2, cur_wid / 6);

    /* Choose a random compass direction */
    dir = ddd[randint0(8)];

    /* Place streamer into dungeon */
    while (dummy < SAFE_MAX_ATTEMPTS)
    {
        dummy++;

        /* One grid per density */
        for (i = 0; i < DUN_STR_DEN; i++)
        {
            int d = DUN_STR_RNG;

            /* Pick a nearby grid */
            while (1)
            {
                ty = rand_spread(y, d);
                tx = rand_spread(x, d);
                if (!in_bounds2(ty, tx)) continue;
                break;
            }

            /* Access the grid */
            c_ptr = &cave[ty][tx];
            f_ptr = &f_info[c_ptr->feat];

            if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
                continue;

            /* Do not convert permanent features */
            if (have_flag(f_ptr->flags, FF_PERMANENT)) continue;

            /* Only convert "granite" walls */
            if (streamer_is_wall)
            {
                if (!is_extra_grid(c_ptr) && !is_inner_grid(c_ptr) && !is_outer_grid(c_ptr) && !is_solid_grid(c_ptr)) continue;
                if (is_closed_door(c_ptr->feat)) continue;
            }

            if (c_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[m_list[c_ptr->m_idx].r_idx], 0)))
            {
                /* Delete the monster (if any) */
                delete_monster(ty, tx);
            }

            if (c_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
            {
                s16b this_o_idx, next_o_idx = 0;

                /* Scan all objects in the grid */
                for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                {
                    /* Acquire object */
                    object_type *o_ptr = &o_list[this_o_idx];

                    /* Acquire next object */
                    next_o_idx = o_ptr->next_o_idx;

                    /* Hack -- Preserve unknown artifacts */
                    if (object_is_fixed_artifact(o_ptr))
                    {
                        /* Mega-Hack -- Preserve the artifact */
                        a_info[o_ptr->name1].cur_num = 0;

                        if (cheat_peek)
                        {
                            char o_name[MAX_NLEN];
                            object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
                            msg_format("Artifact (%s) was deleted by streamer.", o_name);
                        }
                    }
                    else if (o_ptr->name3)
                    {
                        /* Mega-Hack -- Preserve the artifact */
                        a_info[o_ptr->name3].cur_num = 0;

                        if (cheat_peek)
                        {
                            char o_name[MAX_NLEN];
                            object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
                            msg_format("Artifact (%s) was deleted by streamer.", o_name);
                        }
                    }
                    else if (cheat_peek && o_ptr->art_name)
                    {
                        msg_print("One of the random artifacts was deleted by streamer.");
                    }
                }

                /* Delete objects */
                delete_object(ty, tx);
            }

            /* Clear previous contents, add proper vein type */
            c_ptr->feat = feat;

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

            if (streamer_may_have_gold)
            {
                /* Hack -- Add some known treasure */
                if (one_in_(chance))
                {
                    cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
                }

                /* Hack -- Add some hidden treasure */
                else if (one_in_(chance / 4))
                {
                    cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
                    cave_alter_feat(ty, tx, FF_ENSECRET);
                }
            }
        }

        if (dummy >= SAFE_MAX_ATTEMPTS)
        {
            if (cheat_room)
            {
                msg_print("Warning! Could not place streamer!");

            }
            return;
        }


        /* Advance the streamer */
        y += ddy[dir];
        x += ddx[dir];

        /* Quit before leaving the dungeon */
        if (!in_bounds(y, x)) break;
    }
}