/* * 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; struct keypress cmd; const monster_race *r_ptr; /* Get a "debug command" */ if (!get_com("Debug Command: ", &cmd)) return; /* Analyze the command */ switch (cmd.code) { /* Ignore */ case ESCAPE: case ' ': case KC_ENTER: { break; } #ifdef ALLOW_SPOILERS /* Hack -- Generate Spoilers */ case '"': { do_cmd_spoilers(); break; } #endif /* Hack -- Help */ case '?': { do_cmd_wiz_help(); break; } /* Cure all maladies */ case 'a': { do_cmd_wiz_cure_all(); break; } /* Make the player powerful */ case 'A': { do_cmd_wiz_advance(); 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': { if (p_ptr->command_arg > 0) { wiz_create_artifact(p_ptr->command_arg); } else { char name[80] = ""; int a_idx = -1; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Create which artifact? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if an a_idx was entered */ a_idx = get_idx_from_name(name); /* If not, find the artifact with that name */ if (a_idx < 1) a_idx = lookup_artifact_name(name); /* Did we find a valid artifact? */ if (a_idx != -1) wiz_create_artifact(a_idx); else msg("No artifact found."); } /* Reload the screen */ screen_load(); } break; } /* Detect everything */ case 'd': { detect_all(TRUE); break; } /* Test for disconnected dungeon */ case 'D': { disconnect_stats(); break; } /* Edit character */ case 'e': { do_cmd_wiz_change(); break; } case 'f': { stats_collect(); break; } /* Good Objects */ case 'g': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->depth, p_ptr->command_arg, FALSE); break; } /* GF demo */ case 'G': { wiz_gf_demo(); 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; } /* Learn about objects */ case 'l': { do_cmd_wiz_learn(); break; } case 'L': do_cmd_keylog(); break; /* Magic Mapping */ case 'm': { map_area(); break; } /* Summon Named Monster */ case 'n': { s16b r_idx = 0; if (p_ptr->command_arg > 0) { r_idx = p_ptr->command_arg; } else { char name[80] = ""; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Summon which monster? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if a r_idx was entered */ r_idx = get_idx_from_name(name); /* If not, find the monster with that name */ if (r_idx < 1) r_idx = lookup_monster(name); p_ptr->redraw |= (PR_MAP | PR_MONLIST); /* Reload the screen */ screen_load(); } } if (r_idx > 0) do_cmd_wiz_named(r_idx, TRUE); else msg("No monster found."); break; } /* Object playing routines */ case 'o': { do_cmd_wiz_play(); break; } /* Phase Door */ case 'p': { teleport_player(10); break; } /* Monster pit stats */ case 'P': { pit_stats(); break; } /* Query the dungeon */ case 'q': { do_cmd_wiz_query(); break; } /* Get full recall for a monster */ case 'r': { s16b r_idx = 0; if (p_ptr->command_arg > 0) { r_idx = p_ptr->command_arg; } else { struct keypress sym; const char *prompt = "Full recall for [a]ll monsters or [s]pecific monster? "; if (!get_com(prompt, &sym)) return; if (sym.code == 'a' || sym.code == 'A') { int i; for (i = 1; i < z_info->r_max; i++) { r_ptr = &r_info[i]; cheat_monster_lore(r_ptr, &l_list[i]); } break; } else if (sym.code == 's' || sym.code == 'S') { char name[80] = ""; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Which monster? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if a r_idx was entered */ r_idx = get_idx_from_name(name); /* If not, find the monster with that name */ if (r_idx < 1) r_idx = lookup_monster(name); } /* Reload the screen */ screen_load(); } else { /* Assume user aborts */ break; } } /* Did we find a valid monster? */ if (r_idx > 0) { r_ptr = &r_info[r_idx]; cheat_monster_lore(r_ptr, &l_list[r_idx]); } else msg("No monster found."); 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; } /* Collect stats (S) */ case 'S': { stats_collect(); break; } /* Teleport */ case 't': { teleport_player(100); break; } /* Create a trap */ case 'T': { if (cave->feat[p_ptr->py][p_ptr->px] != FEAT_FLOOR) msg("You can't place a trap there!"); else if (p_ptr->depth == 0) msg("You can't place a trap in the town!"); else cave_set_feat(cave, p_ptr->py, p_ptr->px, FEAT_INVIS); break; } /* Un-hide all monsters */ case 'u': { detect_monsters_entire_level(); break; } /* Very Good Objects */ case 'v': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->depth, p_ptr->command_arg, TRUE); break; } case 'V': { wiz_test_kind(p_ptr->command_arg); break; } /* Wizard Light the Level */ case 'w': { wiz_light(TRUE); break; } /* Wipe recall for a monster */ case 'W': { s16b r_idx = 0; if (p_ptr->command_arg > 0) { r_idx = p_ptr->command_arg; } else { struct keypress sym; const char *prompt = "Wipe recall for [a]ll monsters or [s]pecific monster? "; if (!get_com(prompt, &sym)) return; if (sym.code == 'a' || sym.code == 'A') { int i; for (i = 1; i < z_info->r_max; i++) { r_ptr = &r_info[i]; wipe_monster_lore(r_ptr, &l_list[i]); } break; } else if (sym.code == 's' || sym.code == 'S') { char name[80] = ""; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Which monster? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if a r_idx was entered */ r_idx = get_idx_from_name(name); /* If not, find the monster with that name */ if (r_idx < 1) r_idx = lookup_monster(name); } /* Reload the screen */ screen_load(); } else { /* Assume user aborts */ break; } } /* Did we find a valid monster? */ if (r_idx > 0) { r_ptr = &r_info[r_idx]; wipe_monster_lore(r_ptr, &l_list[r_idx]); } else msg("No monster found."); break; } /* Increase Experience */ case 'x': { if (p_ptr->command_arg) { player_exp_gain(p_ptr, p_ptr->command_arg); } else { player_exp_gain(p_ptr, p_ptr->exp + 1); } break; } /* Zap Monsters (Banishment) */ case 'z': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = MAX_SIGHT; do_cmd_wiz_zap(p_ptr->command_arg); break; } /* Hack */ case '_': { do_cmd_wiz_hack_ben(); break; } /* Oops */ default: { msg("That is not a valid debug command."); break; } } }
/** * Generate the "consistent" town features, and place the player * * Hack -- play with the R.N.G. to always yield the same town * layout, including the size and shape of the buildings, the * locations of the doorways, and the location of the stairs. */ static void town_gen_hack(void) { int i, y, x, k, n, py = 1, px = 1; int qy = DUNGEON_HGT / 3; int qx = DUNGEON_WID / 3; int stage = p_ptr->stage; int last_stage = p_ptr->last_stage; int rooms[MAX_STORES_BIG + 1]; int per_row = (MAP(DUNGEON) || MAP(FANILLA) ? 5 : 4); bool place = FALSE; bool major = FALSE; /* Hack -- Use the "simple" RNG */ Rand_quick = TRUE; /* Hack -- Induce consistent town layout */ for (i = 0; i < 10; i++) if (stage == towns[i]) Rand_value = seed_town[i]; if (MAP(DUNGEON) || MAP(FANILLA)) Rand_value = seed_town[0]; /* Set major town flag if necessary */ if ((stage > GLADDEN_FIELDS_TOWN) || MAP(DUNGEON) || MAP(FANILLA)) major = TRUE; /* Hack - reduce width for minor towns */ if (!major) qx /= 2; /* Prepare an Array of "remaining stores", and count them */ if (major) for (n = 0; n < MAX_STORES_BIG; n++) rooms[n] = n; else { rooms[0] = 9; rooms[1] = 3; rooms[2] = 4; rooms[3] = 7; n = 4; } if (MAP(DUNGEON) || MAP(FANILLA)) rooms[n++] = 9; /* No stores for ironmen away from home */ if ((!MODE(IRONMAN)) || (p_ptr->stage == p_ptr->home)) { /* Place two rows of stores */ for (y = 0; y < 2; y++) { /* Place two, four or five stores per row */ for (x = 0; x < per_row; x++) { /* Pick a random unplaced store */ k = ((n <= 1) ? 0 : randint0(n)); /* Build that store at the proper location */ build_store(rooms[k], y, x, stage); /* Shift the stores down, remove one store */ rooms[k] = rooms[--n]; /* Cut short if a minor town */ if ((x > 0) && !major) break; } } /* Hack -- Build the 9th store. Taken from Zangband */ if (major && (MAP(COMPRESSED) || MAP(EXTENDED))) build_store(rooms[0], randint0(2), 4, stage); } if (MAP(DUNGEON) || MAP(FANILLA)) { /* Place the stairs */ while (TRUE) { feature_type *f_ptr; /* Pick a location at least "three" from the outer walls */ y = 1 + rand_range(3, DUNGEON_HGT / 3 - 4); x = 1 + rand_range(3, DUNGEON_WID / 3 - 4); /* Require a floor grid */ f_ptr = &f_info[cave_feat[y][x]]; if (tf_has(f_ptr->flags, TF_FLOOR)) break; } /* Clear previous contents, add down stairs */ cave_set_feat(y, x, FEAT_MORE); /* Place the player */ player_place(y, x); } else { /* Place the paths */ for (n = 2; n < 6; n++) { /* Pick a path direction for the player if not obvious */ if (((!last_stage) || (last_stage == 255)) && (stage_map[stage][n])) last_stage = stage_map[stage][n]; /* Where did we come from? */ if ((last_stage) && (last_stage == stage_map[stage][n])) place = TRUE; /* Pick a location at least "three" from the corners */ y = 1 + rand_range(3, qy - 4); x = 1 + rand_range(3, qx - 4); /* Shove it to the wall, place the path */ switch (n) { case NORTH: { y = 1; if (stage_map[stage][n]) cave_set_feat(y, x, FEAT_MORE_NORTH); break; } case EAST: { x = qx - 2; if (stage_map[stage][n]) cave_set_feat(y, x, FEAT_MORE_EAST); break; } case SOUTH: { y = qy - 2; if (stage_map[stage][n]) cave_set_feat(y, x, FEAT_MORE_SOUTH); break; } case WEST: { x = 1; if (stage_map[stage][n]) cave_set_feat(y, x, FEAT_MORE_WEST); } } if (place) { py = y; px = x; place = FALSE; } } /* Place the player */ player_place(py, px); } /* Hack -- use the "complex" RNG */ Rand_quick = FALSE; }
/** * Builds a store at a given pseudo-location * * As of 2.8.1 (?) the town is actually centered in the middle of a * complete level, and thus the top left corner of the town itself * is no longer at (0,0), but rather, at (qy,qx), so the constants * in the comments below should be mentally modified accordingly. * * As of 2.7.4 (?) the stores are placed in a more "user friendly" * configuration, such that the four "center" buildings always * have at least four grids between them, to allow easy running, * and the store doors tend to face the middle of town. * * The stores now lie inside boxes from 3-9 and 12-18 vertically, * and from 7-17, 21-31, 35-45, 49-59. Note that there are thus * always at least 2 open grids between any disconnected walls. * * The home only appears if it is the player's home town. * * Note the use of town_illuminate() to handle all "illumination" * and "memorization" issues. */ static void build_store(int n, int yy, int xx, int stage) { int y, x, y0, x0, y1, x1, y2, x2, tmp; int qy = 1; int qx = 1; /* Find the "center" of the store */ y0 = qy + yy * 9 + 6; x0 = qx + xx * 11 + 11; /* Determine the store boundaries */ y1 = y0 - (1 + randint1((yy == 0) ? 2 : 1)); y2 = y0 + (1 + randint1((yy == 1) ? 2 : 1)); x1 = x0 - (1 + randint1(3)); x2 = x0 + (1 + randint1(3)); /* Build an invulnerable rectangular building */ for (y = y1; y <= y2; y++) { for (x = x1; x <= x2; x++) { /* Create the building (or not ... NRM) */ if ((n != 7) || (p_ptr->home == stage)) cave_set_feat(y, x, FEAT_PERM_EXTRA); else cave_set_feat(y, x, FEAT_FLOOR); } } /* Pick a door direction (S,N,E,W) */ tmp = randint0(4); /* Re-roll "annoying" doors */ if (((tmp == 0) && (yy == 1)) || ((tmp == 1) && (yy == 0)) || ((tmp == 2) && (xx == 3)) || ((tmp == 3) && (xx == 0))) { /* Pick a new direction */ tmp = randint0(4); } /* Extract a "door location" */ switch (tmp) { /* Bottom side */ case 0: { y = y2; x = rand_range(x1, x2); break; } /* Top side */ case 1: { y = y1; x = rand_range(x1, x2); break; } /* Right side */ case 2: { y = rand_range(y1, y2); x = x2; break; } /* Left side */ default: { y = rand_range(y1, y2); x = x1; break; } } /* Clear previous contents, add a store door */ if ((n != 7) || (p_ptr->home == stage)) cave_set_feat(y, x, FEAT_SHOP_HEAD + n); else cave_set_feat(y, x, FEAT_FLOOR); }
/* * Do an effect, given an object. * Boost is the extent to which skill surpasses difficulty, used as % boost. It * ranges from 0 to 138. */ bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam, int boost) { int py = p_ptr->py; int px = p_ptr->px; int dam, chance, dur; if (effect < 1 || effect > EF_MAX) { msg("Bad effect passed to do_effect(). Please report this bug."); return FALSE; } switch (effect) { case EF_POISON: { player_inc_timed(p_ptr, TMD_POISONED, damroll(2, 7) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_BLIND: { player_inc_timed(p_ptr, TMD_BLIND, damroll(4, 25) + 75, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SCARE: { player_inc_timed(p_ptr, TMD_AFRAID, randint0(10) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_CONFUSE: { player_inc_timed(p_ptr, TMD_CONFUSED, damroll(4, 5) + 10, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_HALLUC: { player_inc_timed(p_ptr, TMD_IMAGE, randint0(250) + 250, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_PARALYZE: { player_inc_timed(p_ptr, TMD_PARALYZED, randint0(5) + 5, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_SLOW: { if (player_inc_timed(p_ptr, TMD_SLOW, randint1(25) + 15, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_POISON: { if (player_clear_timed(p_ptr, TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BLINDNESS: { if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_PARANOIA: { if (player_clear_timed(p_ptr, TMD_AFRAID, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CONFUSION: { if (player_clear_timed(p_ptr, TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_MIND: { if (player_clear_timed(p_ptr, TMD_CONFUSED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_AFRAID, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_IMAGE, TRUE)) *ident = TRUE; if (!of_has(p_ptr->state.flags, OF_RES_CONFU) && player_inc_timed(p_ptr, TMD_OPP_CONF, damroll(4, 10), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_BODY: { if (player_clear_timed(p_ptr, TMD_STUN, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_POISONED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_LIGHT: { if (hp_player(20)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; if (player_dec_timed(p_ptr, TMD_CUT, 20, TRUE)) *ident = TRUE; if (player_dec_timed(p_ptr, TMD_CONFUSED, 20, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_SERIOUS: { if (hp_player(40)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CONFUSED, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_CRITICAL: { if (hp_player(60)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CONFUSED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_POISONED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_STUN, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL: { int amt = (p_ptr->mhp * 35) / 100; if (amt < 300) amt = 300; if (hp_player(amt)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CONFUSED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_POISONED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_STUN, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_FULL2: { if (hp_player(1200)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CONFUSED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_POISONED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_STUN, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_AMNESIA, TRUE)) *ident = TRUE; return TRUE; } case EF_CURE_TEMP: { if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_POISONED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CONFUSED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_STUN, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL1: { if (hp_player(500)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL2: { if (hp_player(1000)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_HEAL3: { if (hp_player(500)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_STUN, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_GAIN_EXP: { if (p_ptr->exp < PY_MAX_EXP) { msg("You feel more experienced."); player_exp_gain(p_ptr, 100000L); *ident = TRUE; } return TRUE; } case EF_LOSE_EXP: { if (!check_state(p_ptr, OF_HOLD_LIFE, p_ptr->state.flags) && (p_ptr->exp > 0)) { msg("You feel your memories fade."); player_exp_lose(p_ptr, p_ptr->exp / 4, FALSE); *ident = TRUE; } *ident = TRUE; wieldeds_notice_flag(p_ptr, OF_HOLD_LIFE); return TRUE; } case EF_RESTORE_EXP: { if (restore_level()) *ident = TRUE; return TRUE; } case EF_RESTORE_MANA: { if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } return TRUE; } case EF_GAIN_STR: case EF_GAIN_INT: case EF_GAIN_WIS: case EF_GAIN_DEX: case EF_GAIN_CON: case EF_GAIN_CHR: { int stat = effect - EF_GAIN_STR; if (do_inc_stat(stat)) *ident = TRUE; return TRUE; } case EF_GAIN_ALL: { if (do_inc_stat(A_STR)) *ident = TRUE; if (do_inc_stat(A_INT)) *ident = TRUE; if (do_inc_stat(A_WIS)) *ident = TRUE; if (do_inc_stat(A_DEX)) *ident = TRUE; if (do_inc_stat(A_CON)) *ident = TRUE; if (do_inc_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_BRAWN: { /* Pick a random stat to decrease other than strength */ int stat = randint0(A_MAX-1) + 1; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_STR); *ident = TRUE; } return TRUE; } case EF_INTELLECT: { /* Pick a random stat to decrease other than intelligence */ int stat = randint0(A_MAX-1); if (stat >= A_INT) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_INT); *ident = TRUE; } return TRUE; } case EF_CONTEMPLATION: { /* Pick a random stat to decrease other than wisdom */ int stat = randint0(A_MAX-1); if (stat >= A_WIS) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_WIS); *ident = TRUE; } return TRUE; } case EF_TOUGHNESS: { /* Pick a random stat to decrease other than constitution */ int stat = randint0(A_MAX-1); if (stat >= A_CON) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CON); *ident = TRUE; } return TRUE; } case EF_NIMBLENESS: { /* Pick a random stat to decrease other than dexterity */ int stat = randint0(A_MAX-1); if (stat >= A_DEX) stat++; if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_DEX); *ident = TRUE; } return TRUE; } case EF_PLEASING: { /* Pick a random stat to decrease other than charisma */ int stat = randint0(A_MAX-1); if (do_dec_stat(stat, TRUE)) { do_inc_stat(A_CHR); *ident = TRUE; } return TRUE; } case EF_LOSE_STR: case EF_LOSE_INT: case EF_LOSE_WIS: case EF_LOSE_DEX: case EF_LOSE_CON: case EF_LOSE_CHR: { int stat = effect - EF_LOSE_STR; take_hit(p_ptr, damroll(5, 5), "stat drain"); (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_LOSE_CON2: { take_hit(p_ptr, damroll(10, 10), "poisonous food"); (void)do_dec_stat(A_CON, FALSE); *ident = TRUE; return TRUE; } case EF_RESTORE_STR: case EF_RESTORE_INT: case EF_RESTORE_WIS: case EF_RESTORE_DEX: case EF_RESTORE_CON: case EF_RESTORE_CHR: { int stat = effect - EF_RESTORE_STR; if (do_res_stat(stat)) *ident = TRUE; return TRUE; } case EF_CURE_NONORLYBIG: { msg("You feel life flow through your body!"); restore_level(); (void)player_clear_timed(p_ptr, TMD_POISONED, TRUE); (void)player_clear_timed(p_ptr, TMD_BLIND, TRUE); (void)player_clear_timed(p_ptr, TMD_CONFUSED, TRUE); (void)player_clear_timed(p_ptr, TMD_IMAGE, TRUE); (void)player_clear_timed(p_ptr, TMD_STUN, TRUE); (void)player_clear_timed(p_ptr, TMD_CUT, TRUE); (void)player_clear_timed(p_ptr, TMD_AMNESIA, TRUE); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; /* Recalculate max. hitpoints */ update_stuff(p_ptr); hp_player(5000); *ident = TRUE; return TRUE; } case EF_RESTORE_ALL: { /* Life, above, also gives these effects */ if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_RESTORE_ST_LEV: { if (restore_level()) *ident = TRUE; if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_INT)) *ident = TRUE; if (do_res_stat(A_WIS)) *ident = TRUE; if (do_res_stat(A_DEX)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (do_res_stat(A_CHR)) *ident = TRUE; return TRUE; } case EF_TMD_INFRA: { if (player_inc_timed(p_ptr, TMD_SINFRA, 100 + damroll(4, 25), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_SINVIS: { if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_SINVIS, 12 + damroll(2, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_TMD_ESP: { if (player_clear_timed(p_ptr, TMD_BLIND, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_TELEPATHY, 12 + damroll(6, 6), TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT: { msg("An image of your surroundings forms in your mind..."); wiz_light(TRUE); *ident = TRUE; return TRUE; } case EF_ENLIGHTENMENT2: { msg("You begin to feel more enlightened..."); message_flush(); wiz_light(TRUE); (void)do_inc_stat(A_INT); (void)do_inc_stat(A_WIS); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); (void)detect_treasure(TRUE, TRUE); (void)detect_monsters_entire_level(); identify_pack(); *ident = TRUE; return TRUE; } case EF_HERO: { dur = randint1(25) + 25; if (hp_player(10)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_AFRAID, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_HERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHERO: { dur = randint1(25) + 25; if (hp_player(30)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_AFRAID, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ACID: { if (player_inc_timed(p_ptr, TMD_OPP_ACID, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ELEC: { if (player_inc_timed(p_ptr, TMD_OPP_ELEC, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_FIRE: { if (player_inc_timed(p_ptr, TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_COLD: { if (player_inc_timed(p_ptr, TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_POIS: { if (player_inc_timed(p_ptr, TMD_OPP_POIS, randint1(10) + 10, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RESIST_ALL: { if (player_inc_timed(p_ptr, TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_DETECT_TREASURE: { if (detect_treasure(aware, FALSE)) *ident = TRUE; return TRUE; } case EF_DETECT_TRAP: { if (detect_traps(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_DOORSTAIR: { if (detect_doorstairs(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_INVIS: { if (detect_monsters_invis(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_EVIL: { if (detect_monsters_evil(aware)) *ident = TRUE; return TRUE; } case EF_DETECT_ALL: { if (detect_all(aware)) *ident = TRUE; return TRUE; } case EF_ENCHANT_TOHIT: { *ident = TRUE; return enchant_spell(1, 0, 0); } case EF_ENCHANT_TODAM: { *ident = TRUE; return enchant_spell(0, 1, 0); } case EF_ENCHANT_WEAPON: { *ident = TRUE; return enchant_spell(randint1(3), randint1(3), 0); } case EF_ENCHANT_ARMOR: { *ident = TRUE; return enchant_spell(0, 0, 1); } case EF_ENCHANT_ARMOR2: { *ident = TRUE; return enchant_spell(0, 0, randint1(3) + 2); } case EF_RESTORE_ITEM: { *ident = TRUE; return restore_item(); } case EF_IDENTIFY: { *ident = TRUE; if (!ident_spell()) return FALSE; return TRUE; } case EF_REMOVE_CURSE: { if (remove_curse()) { if (!p_ptr->timed[TMD_BLIND]) msg("The air around your body glows blue for a moment..."); else msg("You feel as if someone is watching over you."); *ident = TRUE; } return TRUE; } case EF_REMOVE_CURSE2: { remove_all_curse(); *ident = TRUE; return TRUE; } case EF_LIGHT: { if (light_area(damroll(2, 8), 2)) *ident = TRUE; return TRUE; } case EF_SUMMON_MON: { int i; sound(MSG_SUM_MONSTER); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, 0, 1)) *ident = TRUE; } return TRUE; } case EF_SUMMON_UNDEAD: { int i; sound(MSG_SUM_UNDEAD); for (i = 0; i < randint1(3); i++) { if (summon_specific(py, px, p_ptr->depth, S_UNDEAD, 1)) *ident = TRUE; } return TRUE; } case EF_TELE_PHASE: { teleport_player(10); *ident = TRUE; return TRUE; } case EF_TELE_LONG: { teleport_player(100); *ident = TRUE; return TRUE; } case EF_TELE_LEVEL: { (void)teleport_player_level(); *ident = TRUE; return TRUE; } case EF_CONFUSING: { if (p_ptr->confusing == 0) { msg("Your hands begin to glow."); p_ptr->confusing = TRUE; *ident = TRUE; } return TRUE; } case EF_MAPPING: { map_area(); *ident = TRUE; return TRUE; } case EF_RUNE: { warding_glyph(); *ident = TRUE; return TRUE; } case EF_ACQUIRE: { acquirement(py, px, p_ptr->depth, 1, TRUE); *ident = TRUE; return TRUE; } case EF_ACQUIRE2: { acquirement(py, px, p_ptr->depth, randint1(2) + 1, TRUE); *ident = TRUE; return TRUE; } case EF_ANNOY_MON: { msg("There is a high pitched humming noise."); aggravate_monsters(0); *ident = TRUE; return TRUE; } case EF_CREATE_TRAP: { /* Hack -- no traps in the town */ if (p_ptr->depth == 0) return TRUE; trap_creation(); msg("You hear a low-pitched whistling sound."); *ident = TRUE; return TRUE; } case EF_DESTROY_TDOORS: { if (destroy_doors_touch()) *ident = TRUE; return TRUE; } case EF_RECHARGE: { *ident = TRUE; if (!recharge(60)) return FALSE; return TRUE; } case EF_BANISHMENT: { *ident = TRUE; if (!banishment()) return FALSE; return TRUE; } case EF_DARKNESS: { if (!check_state(p_ptr, OF_RES_DARK, p_ptr->state.flags)) (void)player_inc_timed(p_ptr, TMD_BLIND, 3 + randint1(5), TRUE, TRUE); unlight_area(10, 3); wieldeds_notice_flag(p_ptr, OF_RES_DARK); *ident = TRUE; return TRUE; } case EF_PROTEVIL: { if (player_inc_timed(p_ptr, TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SATISFY: { if (player_set_food(p_ptr, PY_FOOD_MAX - 1)) *ident = TRUE; return TRUE; } case EF_CURSE_WEAPON: { if (curse_weapon()) *ident = TRUE; return TRUE; } case EF_CURSE_ARMOR: { if (curse_armor()) *ident = TRUE; return TRUE; } case EF_BLESSING: { if (player_inc_timed(p_ptr, TMD_BLESSED, randint1(12) + 6, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING2: { if (player_inc_timed(p_ptr, TMD_BLESSED, randint1(24) + 12, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_BLESSING3: { if (player_inc_timed(p_ptr, TMD_BLESSED, randint1(48) + 24, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_RECALL: { set_recall(); *ident = TRUE; return TRUE; } case EF_DEEP_DESCENT: { int i, target_depth = p_ptr->max_depth; /* Calculate target depth */ for (i = 5; i > 0; i--) { if (is_quest(target_depth)) break; if (target_depth >= MAX_DEPTH - 1) break; target_depth++; } if (target_depth > p_ptr->depth) { msgt(MSG_TPLEVEL, "The air around you starts to swirl..."); p_ptr->deep_descent = 3 + randint1(4); *ident = TRUE; return TRUE; } else { msgt(MSG_TPLEVEL, "You sense a malevolent presence blocking passage to the levels below."); *ident = TRUE; return FALSE; } } case EF_LOSHASTE: { if (speed_monsters()) *ident = TRUE; return TRUE; } case EF_LOSSLEEP: { if (sleep_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSSLOW: { if (slow_monsters()) *ident = TRUE; return TRUE; } case EF_LOSCONF: { if (confuse_monsters(aware)) *ident = TRUE; return TRUE; } case EF_LOSKILL: { (void)mass_banishment(); *ident = TRUE; return TRUE; } case EF_EARTHQUAKES: { earthquake(py, px, 10); *ident = TRUE; return TRUE; } case EF_DESTRUCTION2: { destroy_area(py, px, 15, TRUE); *ident = TRUE; return TRUE; } case EF_ILLUMINATION: { if (light_area(damroll(2, 15), 3)) *ident = TRUE; return TRUE; } case EF_CLAIRVOYANCE: { *ident = TRUE; wiz_light(FALSE); (void)detect_traps(TRUE); (void)detect_doorstairs(TRUE); return TRUE; } case EF_PROBING: { *ident = probing(); return TRUE; } case EF_STONE_TO_MUD: { if (wall_to_mud(dir)) *ident = TRUE; return TRUE; } case EF_CONFUSE2: { *ident = TRUE; confuse_monster(dir, 20, aware); return TRUE; } case EF_BIZARRE: { *ident = TRUE; ring_of_power(dir); return TRUE; } case EF_STAR_BALL: { int i; *ident = TRUE; for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], (150 * (100 + boost) / 100), 3); return TRUE; } case EF_RAGE_BLESS_RESIST: { dur = randint1(50) + 50; *ident = TRUE; (void)hp_player(30); (void)player_clear_timed(p_ptr, TMD_AFRAID, TRUE); (void)player_inc_timed(p_ptr, TMD_BOLD, dur, TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_SHERO, dur, TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_BLESSED, randint1(50) + 50, TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_OPP_ACID, randint1(50) + 50, TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_OPP_ELEC, randint1(50) + 50, TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_OPP_FIRE, randint1(50) + 50, TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_OPP_COLD, randint1(50) + 50, TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_OPP_POIS, randint1(50) + 50, TRUE, TRUE); return TRUE; } case EF_SLEEPII: { *ident = TRUE; sleep_monsters_touch(aware); return TRUE; } case EF_RESTORE_LIFE: { *ident = TRUE; restore_level(); return TRUE; } case EF_MISSILE: { *ident = TRUE; dam = damroll(3, 4) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_MISSILE, dir, dam); return TRUE; } case EF_DISPEL_EVIL: { *ident = TRUE; dam = p_ptr->lev * 5 * (100 + boost) / 100; dispel_evil(dam); return TRUE; } case EF_DISPEL_EVIL60: { dam = 60 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_UNDEAD: { dam = 60 * (100 + boost) / 100; if (dispel_undead(dam)) *ident = TRUE; return TRUE; } case EF_DISPEL_ALL: { dam = 120 * (100 + boost) / 100; if (dispel_monsters(dam)) *ident = TRUE; return TRUE; } case EF_HASTE: { if (!p_ptr->timed[TMD_FAST]) { if (player_set_timed(p_ptr, TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE; } else { (void)player_inc_timed(p_ptr, TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE1: { if (!p_ptr->timed[TMD_FAST]) { if (player_set_timed(p_ptr, TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE; } else { (void)player_inc_timed(p_ptr, TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_HASTE2: { if (!p_ptr->timed[TMD_FAST]) { if (player_set_timed(p_ptr, TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE; } else { (void)player_inc_timed(p_ptr, TMD_FAST, 5, TRUE, TRUE); } return TRUE; } case EF_FIRE_BOLT: { *ident = TRUE; dam = damroll(9, 8) * (100 + boost) / 100; fire_bolt(GF_FIRE, dir, dam); return TRUE; } case EF_FIRE_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT3: { dam = damroll(16, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_FIRE, dir, dam); *ident = TRUE; return TRUE; } case EF_FIRE_BOLT72: { dam = 72 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_FIRE_BALL: { dam = 144 * (100 + boost) / 100; fire_ball(GF_FIRE, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_FIRE_BALL2: { dam = 120 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_FIRE_BALL200: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 3); return TRUE; } case EF_COLD_BOLT: { dam = damroll(6, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt_or_beam(beam, GF_COLD, dir, dam); return TRUE; } case EF_COLD_BOLT2: { dam = damroll(12, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_COLD, dir, dam); return TRUE; } case EF_COLD_BALL2: { dam = 200 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_COLD_BALL50: { dam = 50 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL100: { dam = 100 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); return TRUE; } case EF_COLD_BALL160: { dam = 160 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 3); return TRUE; } case EF_ACID_BOLT: { dam = damroll(5, 8) * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ACID, dir, dam); return TRUE; } case EF_ACID_BOLT2: { dam = damroll(10, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BOLT3: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt_or_beam(beam, GF_ACID, dir, dam); *ident = TRUE; return TRUE; } case EF_ACID_BALL: { dam = 120 * (100 + boost) / 100; fire_ball(GF_ACID, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BOLT: { dam = damroll(6, 6) * (100 + boost) / 100; *ident = TRUE; fire_beam(GF_ELEC, dir, dam); return TRUE; } case EF_ELEC_BALL: { dam = 64 * (100 + boost) / 100; fire_ball(GF_ELEC, dir, dam, 2); *ident = TRUE; return TRUE; } case EF_ELEC_BALL2: { dam = 250 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 3); return TRUE; } case EF_ARROW: { dam = 150 * (100 + boost) / 100; *ident = TRUE; fire_bolt(GF_ARROW, dir, dam); return TRUE; } case EF_REM_FEAR_POIS: { *ident = TRUE; (void)player_clear_timed(p_ptr, TMD_AFRAID, TRUE); (void)player_clear_timed(p_ptr, TMD_POISONED, TRUE); return TRUE; } case EF_STINKING_CLOUD: { dam = 12 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_POIS, dir, dam, 3); return TRUE; } case EF_DRAIN_LIFE1: { dam = 90 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE2: { dam = 120 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE3: { dam = 150 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_DRAIN_LIFE4: { dam = 250 * (100 + boost) / 100; if (drain_life(dir, dam)) *ident = TRUE; return TRUE; } case EF_FIREBRAND: { *ident = TRUE; if (!brand_bolts()) return FALSE; return TRUE; } case EF_MANA_BOLT: { dam = damroll(12, 8) * (100 + boost) / 100; fire_bolt(GF_MANA, dir, dam); *ident = TRUE; return TRUE; } case EF_MON_HEAL: { if (heal_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_HASTE: { if (speed_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SLOW: { if (slow_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_CONFUSE: { if (confuse_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_MON_SLEEP: { if (sleep_monster(dir, aware)) *ident = TRUE; return TRUE; } case EF_MON_CLONE: { if (clone_monster(dir)) *ident = TRUE; return TRUE; } case EF_MON_SCARE: { if (fear_monster(dir, 10, aware)) *ident = TRUE; return TRUE; } case EF_LIGHT_LINE: { msg("A line of shimmering blue light appears."); light_line(dir); *ident = TRUE; return TRUE; } case EF_TELE_OTHER: { if (teleport_monster(dir)) *ident = TRUE; return TRUE; } case EF_DISARMING: { if (disarm_trap(dir)) *ident = TRUE; return TRUE; } case EF_TDOOR_DEST: { if (destroy_door(dir)) *ident = TRUE; return TRUE; } case EF_POLYMORPH: { if (poly_monster(dir)) *ident = TRUE; return TRUE; } case EF_STARLIGHT: { int i; if (!p_ptr->timed[TMD_BLIND]) msg("Light shoots in all directions!"); for (i = 0; i < 8; i++) light_line(ddd[i]); *ident = TRUE; return TRUE; } case EF_STARLIGHT2: { int k; for (k = 0; k < 8; k++) strong_light_line(ddd[k]); *ident = TRUE; return TRUE; } case EF_BERSERKER: { dur = randint1(50) + 50; if (player_inc_timed(p_ptr, TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_WONDER: { if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5, beam)) *ident = TRUE; return TRUE; } case EF_WAND_BREATH: { /* table of random ball effects and their damages */ const int breath_types[] = { GF_ACID, 200, GF_ELEC, 160, GF_FIRE, 200, GF_COLD, 160, GF_POIS, 120 }; /* pick a random (type, damage) tuple in the table */ int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int))); fire_ball(breath_types[which], dir, breath_types[which + 1], 3); *ident = TRUE; return TRUE; } case EF_STAFF_MAGI: { if (do_res_stat(A_INT)) *ident = TRUE; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; *ident = TRUE; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); } return TRUE; } case EF_STAFF_HOLY: { dam = 120 * (100 + boost) / 100; if (dispel_evil(dam)) *ident = TRUE; if (player_inc_timed(p_ptr, TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_POISONED, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_AFRAID, TRUE)) *ident = TRUE; if (hp_player(50)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_STUN, TRUE)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_CUT, TRUE)) *ident = TRUE; return TRUE; } case EF_DRINK_BREATH: { const int breath_types[] = { GF_FIRE, 80, GF_COLD, 80, }; int which = 2 * randint0(N_ELEMENTS(breath_types) / 2); fire_ball(breath_types[which], dir, breath_types[which + 1], 2); *ident = TRUE; return TRUE; } case EF_DRINK_GOOD: { msg("You feel less thirsty."); *ident = TRUE; return TRUE; } case EF_DRINK_DEATH: { msg("A feeling of Death flows through your body."); take_hit(p_ptr, 5000, "a potion of Death"); *ident = TRUE; return TRUE; } case EF_DRINK_RUIN: { msg("Your nerves and muscles feel weak and lifeless!"); take_hit(p_ptr, damroll(10, 10), "a potion of Ruination"); player_stat_dec(p_ptr, A_DEX, TRUE); player_stat_dec(p_ptr, A_WIS, TRUE); player_stat_dec(p_ptr, A_CON, TRUE); player_stat_dec(p_ptr, A_STR, TRUE); player_stat_dec(p_ptr, A_CHR, TRUE); player_stat_dec(p_ptr, A_INT, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_DETONATE: { msg("Massive explosions rupture your body!"); take_hit(p_ptr, damroll(50, 20), "a potion of Detonation"); (void)player_inc_timed(p_ptr, TMD_STUN, 75, TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_CUT, 5000, TRUE, TRUE); *ident = TRUE; return TRUE; } case EF_DRINK_SALT: { msg("The potion makes you vomit!"); player_set_food(p_ptr, PY_FOOD_STARVE - 1); (void)player_clear_timed(p_ptr, TMD_POISONED, TRUE); (void)player_inc_timed(p_ptr, TMD_PARALYZED, 4, TRUE, FALSE); *ident = TRUE; return TRUE; } case EF_FOOD_GOOD: { msg("That tastes good."); *ident = TRUE; return TRUE; } case EF_FOOD_WAYBREAD: { msg("That tastes good."); (void)player_clear_timed(p_ptr, TMD_POISONED, TRUE); (void)hp_player(damroll(4, 8)); *ident = TRUE; return TRUE; } case EF_SHROOM_EMERGENCY: { (void)player_set_timed(p_ptr, TMD_IMAGE, rand_spread(250, 50), TRUE); (void)player_set_timed(p_ptr, TMD_OPP_FIRE, rand_spread(30, 10), TRUE); (void)player_set_timed(p_ptr, TMD_OPP_COLD, rand_spread(30, 10), TRUE); (void)hp_player(200); *ident = TRUE; return TRUE; } case EF_SHROOM_TERROR: { if (player_set_timed(p_ptr, TMD_TERROR, rand_spread(100, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_STONE: { if (player_set_timed(p_ptr, TMD_STONESKIN, rand_spread(80, 20), TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_DEBILITY: { int stat = one_in_(2) ? A_STR : A_CON; if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; msg("Your feel your head clear."); p_ptr->redraw |= (PR_MANA); *ident = TRUE; } (void)do_dec_stat(stat, FALSE); *ident = TRUE; return TRUE; } case EF_SHROOM_SPRINTING: { if (player_inc_timed(p_ptr, TMD_SPRINT, 100, TRUE, TRUE)) *ident = TRUE; return TRUE; } case EF_SHROOM_PURGING: { player_set_food(p_ptr, PY_FOOD_FAINT - 1); if (do_res_stat(A_STR)) *ident = TRUE; if (do_res_stat(A_CON)) *ident = TRUE; if (player_clear_timed(p_ptr, TMD_POISONED, TRUE)) *ident = TRUE; return TRUE; } case EF_RING_ACID: { dam = 70 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ACID, dir, dam, 2); player_inc_timed(p_ptr, TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_FLAMES: { dam = 80 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_FIRE, dir, dam, 2); player_inc_timed(p_ptr, TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_ICE: { dam = 75 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_COLD, dir, dam, 2); player_inc_timed(p_ptr, TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_RING_LIGHTNING: { dam = 85 * (100 + boost) / 100; *ident = TRUE; fire_ball(GF_ELEC, dir, dam, 2); player_inc_timed(p_ptr, TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE); return TRUE; } case EF_DRAGON_BLUE: { dam = 100 * (100 + boost) / 100; msgt(MSG_BR_ELEC, "You breathe lightning."); fire_ball(GF_ELEC, dir, dam, 2); return TRUE; } case EF_DRAGON_GREEN: { dam = 150 * (100 + boost) / 100; msgt(MSG_BR_GAS, "You breathe poison gas."); fire_ball(GF_POIS, dir, dam, 2); return TRUE; } case EF_DRAGON_RED: { dam = 200 * (100 + boost) / 100; msgt(MSG_BR_FIRE, "You breathe fire."); fire_ball(GF_FIRE, dir, dam, 2); return TRUE; } case EF_DRAGON_MULTIHUED: { static const struct { int msg_sound; const char *msg; int typ; } mh[] = { { MSG_BR_ELEC, "lightning", GF_ELEC }, { MSG_BR_FROST, "frost", GF_COLD }, { MSG_BR_ACID, "acid", GF_ACID }, { MSG_BR_GAS, "poison gas", GF_POIS }, { MSG_BR_FIRE, "fire", GF_FIRE } }; int chance = randint0(5); dam = 250 * (100 + boost) / 100; msgt(mh[chance].msg_sound, "You breathe %s.", mh[chance].msg); fire_ball(mh[chance].typ, dir, dam, 2); return TRUE; } case EF_DRAGON_BRONZE: { dam = 120 * (100 + boost) / 100; msgt(MSG_BR_CONF, "You breathe confusion."); fire_ball(GF_CONFU, dir, dam, 2); return TRUE; } case EF_DRAGON_GOLD: { dam = 130 * (100 + boost) / 100; msgt(MSG_BR_SOUND, "You breathe sound."); fire_ball(GF_SOUND, dir, dam, 2); return TRUE; } case EF_DRAGON_CHAOS: { dam = 220 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISEN), "You breathe %s.", ((chance == 1 ? "chaos" : "disenchantment"))); fire_ball((chance == 1 ? GF_CHAOS : GF_DISEN), dir, dam, 2); return TRUE; } case EF_DRAGON_LAW: { dam = 230 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), "You breathe %s.", ((chance == 1 ? "sound" : "shards"))); fire_ball((chance == 1 ? GF_SOUND : GF_SHARD), dir, dam, 2); return TRUE; } case EF_DRAGON_BALANCE: { dam = 250 * (100 + boost) / 100; chance = randint0(4); msg("You breathe %s.", ((chance == 1) ? "chaos" : ((chance == 2) ? "disenchantment" : ((chance == 3) ? "sound" : "shards")))); fire_ball(((chance == 1) ? GF_CHAOS : ((chance == 2) ? GF_DISEN : ((chance == 3) ? GF_SOUND : GF_SHARD))), dir, dam, 2); return TRUE; } case EF_DRAGON_SHINING: { dam = 200 * (100 + boost) / 100; chance = randint0(2); msgt((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), "You breathe %s.", ((chance == 0 ? "light" : "darkness"))); fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam, 2); return TRUE; } case EF_DRAGON_POWER: { dam = 300 * (100 + boost) / 100; msgt(MSG_BR_ELEMENTS, "You breathe the elements."); fire_ball(GF_MISSILE, dir, dam, 2); return TRUE; } case EF_TRAP_DOOR: { msg("You fall through a trap door!"); if (check_state(p_ptr, OF_FEATHER, p_ptr->state.flags)) { msg("You float gently down to the next level."); } else { take_hit(p_ptr, damroll(2, 8), "a trap"); } wieldeds_notice_flag(p_ptr, OF_FEATHER); dungeon_change_level(p_ptr->depth + 1); return TRUE; } case EF_TRAP_PIT: { msg("You fall into a pit!"); if (check_state(p_ptr, OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the bottom of the pit."); } else { take_hit(p_ptr, damroll(2, 6), "a trap"); } wieldeds_notice_flag(p_ptr, OF_FEATHER); return TRUE; } case EF_TRAP_PIT_SPIKES: { msg("You fall into a spiked pit!"); if (check_state(p_ptr, OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled!"); dam *= 2; (void)player_inc_timed(p_ptr, TMD_CUT, randint1(dam), TRUE, TRUE); } take_hit(p_ptr, dam, "a trap"); } wieldeds_notice_flag(p_ptr, OF_FEATHER); return TRUE; } case EF_TRAP_PIT_POISON: { msg("You fall into a spiked pit!"); if (check_state(p_ptr, OF_FEATHER, p_ptr->state.flags)) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { int dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled on poisonous spikes!"); (void)player_inc_timed(p_ptr, TMD_CUT, randint1(dam * 2), TRUE, TRUE); (void)player_inc_timed(p_ptr, TMD_POISONED, randint1(dam * 4), TRUE, TRUE); } take_hit(p_ptr, dam, "a trap"); } wieldeds_notice_flag(p_ptr, OF_FEATHER); return TRUE; } case EF_TRAP_RUNE_SUMMON: { int i; int num = 2 + randint1(3); msgt(MSG_SUM_MONSTER, "You are enveloped in a cloud of smoke!"); /* Remove trap */ cave->info[py][px] &= ~(CAVE_MARK); cave_set_feat(cave, py, px, FEAT_FLOOR); for (i = 0; i < num; i++) (void)summon_specific(py, px, p_ptr->depth, 0, 1); return TRUE; } case EF_TRAP_RUNE_TELEPORT: { msg("You hit a teleport trap!"); teleport_player(100); return TRUE; } case EF_TRAP_SPOT_FIRE: { int dam; msg("You are enveloped in flames!"); dam = damroll(4, 6); dam = adjust_dam(p_ptr, GF_FIRE, dam, RANDOMISE, check_for_resist(p_ptr, GF_FIRE, p_ptr->state.flags, TRUE)); if (dam) { take_hit(p_ptr, dam, "a fire trap"); inven_damage(p_ptr, GF_FIRE, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_SPOT_ACID: { int dam; msg("You are splashed with acid!"); dam = damroll(4, 6); dam = adjust_dam(p_ptr, GF_ACID, dam, RANDOMISE, check_for_resist(p_ptr, GF_ACID, p_ptr->state.flags, TRUE)); if (dam) { take_hit(p_ptr, dam, "an acid trap"); inven_damage(p_ptr, GF_ACID, MIN(dam * 5, 300)); } return TRUE; } case EF_TRAP_DART_SLOW: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(p_ptr, damroll(1, 4), "a trap"); (void)player_inc_timed(p_ptr, TMD_SLOW, randint0(20) + 20, TRUE, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_STR: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(p_ptr, damroll(1, 4), "a trap"); (void)do_dec_stat(A_STR, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_DEX: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(p_ptr, damroll(1, 4), "a trap"); (void)do_dec_stat(A_DEX, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_DART_LOSE_CON: { if (trap_check_hit(125)) { msg("A small dart hits you!"); take_hit(p_ptr, damroll(1, 4), "a trap"); (void)do_dec_stat(A_CON, FALSE); } else { msg("A small dart barely misses you."); } return TRUE; } case EF_TRAP_GAS_BLIND: { msg("You are surrounded by a black gas!"); (void)player_inc_timed(p_ptr, TMD_BLIND, randint0(50) + 25, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_CONFUSE: { msg("You are surrounded by a gas of scintillating colors!"); (void)player_inc_timed(p_ptr, TMD_CONFUSED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_POISON: { msg("You are surrounded by a pungent green gas!"); (void)player_inc_timed(p_ptr, TMD_POISONED, randint0(20) + 10, TRUE, TRUE); return TRUE; } case EF_TRAP_GAS_SLEEP: { msg("You are surrounded by a strange white mist!"); (void)player_inc_timed(p_ptr, TMD_PARALYZED, randint0(10) + 5, TRUE, TRUE); return TRUE; } case EF_XXX: case EF_MAX: break; } /* Not used */ msg("Effect not handled."); return FALSE; }
/* * Handle player hitting a real trap */ void hit_trap(int y, int x) { int i, num, dam; const char *name = "a trap"; /* Disturb the player */ disturb(0, 0); /* Analyze XXX XXX XXX */ switch (cave->feat[y][x]) { case FEAT_TRAP_HEAD + 0x00: { msg("You fall through a trap door!"); if (p_ptr->state.flags[OF_FEATHER]) { msg("You float gently down to the next level."); } else { dam = damroll(2, 8); take_hit(dam, name); } wieldeds_notice_flag(OF_FEATHER); /* New depth */ dungeon_change_level(p_ptr->depth + 1); break; } case FEAT_TRAP_HEAD + 0x01: { msg("You fall into a pit!"); if (p_ptr->state.flags[OF_FEATHER]) { msg("You float gently to the bottom of the pit."); } else { dam = damroll(2, 6); take_hit(dam, name); } wieldeds_notice_flag(OF_FEATHER); break; } case FEAT_TRAP_HEAD + 0x02: { msg("You fall into a spiked pit!"); if (p_ptr->state.flags[OF_FEATHER]) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { /* Base damage */ dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled!"); dam = dam * 2; (void)inc_timed(TMD_CUT, randint1(dam), TRUE); } /* Take the damage */ take_hit(dam, name); } wieldeds_notice_flag(OF_FEATHER); break; } case FEAT_TRAP_HEAD + 0x03: { msg("You fall into a spiked pit!"); if (p_ptr->state.flags[OF_FEATHER]) { msg("You float gently to the floor of the pit."); msg("You carefully avoid touching the spikes."); } else { /* Base damage */ dam = damroll(2, 6); /* Extra spike damage */ if (one_in_(2)) { msg("You are impaled on poisonous spikes!"); dam = dam * 2; (void)inc_timed(TMD_CUT, randint1(dam), TRUE); if (p_ptr->state.flags[OF_RES_POIS] || p_ptr->timed[TMD_OPP_POIS]) { msg("The poison does not affect you!"); } else { dam = dam * 2; (void)inc_timed(TMD_POISONED, randint1(dam), TRUE); } wieldeds_notice_flag(OF_RES_POIS); } /* Take the damage */ take_hit(dam, name); } wieldeds_notice_flag(OF_FEATHER); break; } case FEAT_TRAP_HEAD + 0x04: { sound(MSG_SUM_MONSTER); msg("You are enveloped in a cloud of smoke!"); cave->info[y][x] &= ~(CAVE_MARK); cave_set_feat(cave, y, x, FEAT_FLOOR); num = 2 + randint1(3); for (i = 0; i < num; i++) { (void)summon_specific(y, x, p_ptr->depth, 0, 1); } break; } case FEAT_TRAP_HEAD + 0x05: { msg("You hit a teleport trap!"); teleport_player(100); break; } case FEAT_TRAP_HEAD + 0x06: { msg("You are enveloped in flames!"); dam = damroll(4, 6); fire_dam(dam, "a fire trap"); break; } case FEAT_TRAP_HEAD + 0x07: { msg("You are splashed with acid!"); dam = damroll(4, 6); acid_dam(dam, "an acid trap"); break; } case FEAT_TRAP_HEAD + 0x08: { if (trap_check_hit(125)) { msg("A small dart hits you!"); dam = damroll(1, 4); take_hit(dam, name); (void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE); } else { msg("A small dart barely misses you."); } break; } case FEAT_TRAP_HEAD + 0x09: { if (trap_check_hit(125)) { msg("A small dart hits you!"); dam = damroll(1, 4); take_hit(dam, name); (void)do_dec_stat(A_STR, FALSE); } else { msg("A small dart barely misses you."); } break; } case FEAT_TRAP_HEAD + 0x0A: { if (trap_check_hit(125)) { msg("A small dart hits you!"); dam = damroll(1, 4); take_hit(dam, name); (void)do_dec_stat(A_DEX, FALSE); } else { msg("A small dart barely misses you."); } break; } case FEAT_TRAP_HEAD + 0x0B: { if (trap_check_hit(125)) { msg("A small dart hits you!"); dam = damroll(1, 4); take_hit(dam, name); (void)do_dec_stat(A_CON, FALSE); } else { msg("A small dart barely misses you."); } break; } case FEAT_TRAP_HEAD + 0x0C: { msg("You are surrounded by a black gas!"); if (!p_ptr->state.flags[OF_RES_BLIND]) (void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE); wieldeds_notice_flag(OF_RES_BLIND); break; } case FEAT_TRAP_HEAD + 0x0D: { msg("You are surrounded by a gas of scintillating colors!"); if (!p_ptr->state.flags[OF_RES_CONFU]) (void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE); wieldeds_notice_flag(OF_RES_CONFU); break; } case FEAT_TRAP_HEAD + 0x0E: { msg("You are surrounded by a pungent green gas!"); if (!p_ptr->state.flags[OF_RES_POIS] && !p_ptr->timed[TMD_OPP_POIS]) (void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE); wieldeds_notice_flag(OF_RES_POIS); break; } case FEAT_TRAP_HEAD + 0x0F: { msg("You are surrounded by a strange white mist!"); if (!p_ptr->state.flags[OF_FREE_ACT]) (void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE); wieldeds_notice_flag(OF_FREE_ACT); break; } } }
/** * Town logic flow for generation of new town * * We start with a fully wiped cave of normal floors. * * Note that town_gen_hack() plays games with the R.N.G. * * This function does NOT do anything about the owners of the stores, * nor the contents thereof. It only handles the physical layout. * * We place the player on the stairs at the same time we make them. * * Hack -- since the player always leaves the dungeon by the stairs, * he is always placed on the stairs, even if he left the dungeon via * word of recall or teleport level. */ static void town_gen(void) { int i, y, x; int residents; int stage = p_ptr->stage; int qy = 1; int qx = 1; int width = DUNGEON_WID / 3; bool dummy; /* Hack - smaller for minor towns */ if ((stage < 151) && (!OPT(adult_dungeon))) width /= 2; /* Day time */ if (is_daylight) { /* Number of residents */ residents = MIN_M_ALLOC_TD; } /* Night time or cave */ else { /* Number of residents */ residents = MIN_M_ALLOC_TN; } /* Start with solid walls */ for (y = 0; y < DUNGEON_HGT; y++) { for (x = 0; x < DUNGEON_WID; x++) { /* Create "solid" perma-wall */ cave_set_feat(y, x, FEAT_PERM_SOLID); } } /* Boundary walls (see town_illuminate() */ for (x = qx; x < qx + width; x++) { cave_set_feat(qy, x, FEAT_PERM_INNER); cave_set_feat(qy + (DUNGEON_HGT / 3) - 1, x, FEAT_PERM_INNER); } /* Boundary walls (see town_illuminate() */ for (y = qy; y < qy + (DUNGEON_HGT / 3); y++) { cave_set_feat(y, qx, FEAT_PERM_INNER); cave_set_feat(y, qx + width - 1, FEAT_PERM_INNER); } /* Then place some floors */ for (y = qy + 1; y < qy + (DUNGEON_HGT / 3) - 1; y++) { for (x = qx + 1; x < qx + width - 1; x++) { /* Create empty floor */ cave_set_feat(y, x, FEAT_FLOOR); } } /* Build stuff */ town_gen_hack(); /* Remove restrictions */ (void) mon_restrict('\0', 0, &dummy, FALSE); /* Make some residents */ for (i = 0; i < residents; i++) { /* Make a resident */ (void) alloc_monster(3, TRUE, FALSE); } }
/* * 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_wiz_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': { if (p_ptr->command_arg > 0) { wiz_create_artifact(p_ptr->command_arg); } else { char name[80] = ""; int a_idx = -1; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Create which artifact? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if an a_idx was entered */ a_idx = get_idx_from_name(name); /* If not, find the artifact with that name */ if (a_idx < 1) a_idx = lookup_artifact_name(name); /* Did we find a valid artifact? */ if (a_idx != -1) wiz_create_artifact(a_idx); } /* Reload the screen */ screen_load(); } break; } /* Detect everything */ case 'd': { detect_all(TRUE); break; } /* Edit character */ case 'e': { do_cmd_wiz_change(); break; } case 'f': { stats_collect(); break; } /* Good Objects */ case 'g': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->depth, 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; } /* Learn about objects */ case 'l': { do_cmd_wiz_learn(); break; } /* Magic Mapping */ case 'm': { map_area(); break; } /* Summon Named Monster */ case 'n': { if (p_ptr->command_arg > 0) { do_cmd_wiz_named(p_ptr->command_arg, TRUE); } else { char name[80] = ""; s16b r_idx; /* Avoid the prompt getting in the way */ screen_save(); /* Prompt */ prt("Summon which monster? ", 0, 0); /* Get the name */ if (askfor_aux(name, sizeof(name), NULL)) { /* See if a r_idx was entered */ r_idx = get_idx_from_name(name); /* If not, find the monster with that name */ if (r_idx < 1) r_idx = lookup_monster(name); /* Did we find a valid monster? */ if (r_idx != -1) do_cmd_wiz_named(r_idx, TRUE); } p_ptr->redraw |= (PR_MAP | PR_MONLIST); /* Reload the screen */ screen_load(); } 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; } /* Create a trap */ case 'T': { cave_set_feat(p_ptr->py, p_ptr->px, FEAT_INVIS); 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->depth, p_ptr->command_arg, TRUE); break; } case 'V': { wiz_test_kind(p_ptr->command_arg); break; } /* Wizard Light the Level */ case 'w': { wiz_light(); 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 (Banishment) */ case 'z': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = MAX_SIGHT; do_cmd_wiz_zap(p_ptr->command_arg); break; } /* Hack */ case '_': { do_cmd_wiz_hack_ben(); break; } /* Oops */ default: { msg_print("That is not a valid debug command."); break; } } }
/* * Perform the basic "open" command on doors * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_open_aux(int y, int x) { int i, j; bool more = FALSE; /* Verify legality */ if (!do_cmd_open_test(y, x)) return (FALSE); /* Jammed door */ if (cave_isjammeddoor(cave, y, x)) { msg("The door appears to be stuck."); } /* Locked door */ else if (cave_islockeddoor(cave, y, x)) { /* Disarm factor */ i = p_ptr->state.skills[SKILL_DISARM]; /* Penalize some conditions */ if (p_ptr->timed[TMD_BLIND] || no_light()) i = i / 10; if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE]) i = i / 10; /* Extract the lock power */ j = cave->feat[y][x] - FEAT_DOOR_HEAD; /* Extract the difficulty XXX XXX XXX */ j = i - (j * 4); /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if (randint0(100) < j) { /* Message */ msgt(MSG_LOCKPICK, "You have picked the lock."); /* Open the door */ cave_set_feat(cave, y, x, FEAT_OPEN); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Experience */ /* Removed to avoid exploit by repeatedly locking and unlocking door */ /* player_exp_gain(p_ptr, 1); */ } /* Failure */ else { flush(); /* Message */ msgt(MSG_LOCKPICK_FAIL, "You failed to pick the lock."); /* We may keep trying */ more = TRUE; } } /* Closed door */ else { /* Open the door */ cave_set_feat(cave, y, x, FEAT_OPEN); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Sound */ sound(MSG_OPENDOOR); } /* Result */ return (more); }
/* * Perform the basic "bash" command * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_bash_aux(int y, int x) { int bash, temp; bool more = FALSE; /* Verify legality */ if (!do_cmd_bash_test(y, x)) return (FALSE); /* Message */ msg("You smash into the door!"); /* Hack -- Bash power based on strength */ /* (Ranges from 3 to 20 to 100 to 200) */ bash = adj_str_blow[p_ptr->state.stat_ind[A_STR]]; /* Extract door power */ temp = ((cave->feat[y][x] - FEAT_DOOR_HEAD) & 0x07); /* Compare bash power to door power */ temp = (bash - (temp * 10)); /* Hack -- always have a chance */ if (temp < 1) temp = 1; /* Hack -- attempt to bash down the door */ if (randint0(100) < temp) { /* Break down the door */ if (randint0(100) < 50) { cave_set_feat(cave, y, x, FEAT_BROKEN); } /* Open the door */ else { cave_set_feat(cave, y, x, FEAT_OPEN); } msgt(MSG_OPENDOOR, "The door crashes open!"); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); } /* Saving throw against stun */ else if (randint0(100) < adj_dex_safe[p_ptr->state.stat_ind[A_DEX]] + p_ptr->lev) { msg("The door holds firm."); /* Allow repeated bashing */ more = TRUE; } /* Low dexterity has bad consequences */ else { msg("You are off-balance."); /* Lose balance ala stun */ (void)player_inc_timed(p_ptr, TMD_STUN, 2 + randint0(2), TRUE, FALSE); } /* Result */ return more; }
/* * Perform the basic "disarm" command * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_disarm_aux(int y, int x) { int i, j, power; const char *name; bool more = FALSE; /* Verify legality */ if (!do_cmd_disarm_test(y, x)) return (FALSE); /* Get the trap name */ name = f_info[cave->feat[y][x]].name; /* Get the "disarm" factor */ i = p_ptr->state.skills[SKILL_DISARM]; /* Penalize some conditions */ if (p_ptr->timed[TMD_BLIND] || no_light()) i = i / 10; if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE]) i = i / 10; /* XXX XXX XXX Variable power? */ /* Extract trap "power" */ power = 5; /* Extract the difficulty */ j = i - power; /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if (randint0(100) < j) { /* Message */ msgt(MSG_DISARM, "You have disarmed the %s.", name); /* Reward */ player_exp_gain(p_ptr, power); /* Forget the trap */ cave->info[y][x] &= ~(CAVE_MARK); /* Remove the trap */ cave_set_feat(cave, y, x, FEAT_FLOOR); } /* Failure -- Keep trying */ else if ((i > 5) && (randint1(i) > 5)) { flush(); /* Message */ msg("You failed to disarm the %s.", name); /* We may keep trying */ more = TRUE; } /* Failure -- Set off the trap */ else { /* Message */ msg("You set off the %s!", name); /* Hit the trap */ hit_trap(y, x); } /* Result */ return (more); }
// Select a monster from a list and place it in the dungeon. MakeFeatureDialog::MakeFeatureDialog(void) { int i; QPointer<QVBoxLayout> vlay = new QVBoxLayout; feat_choice = new QComboBox; QPointer<QLabel> feat_label = new QLabel(QString("<b><big>Please select a feature:</big></b>")); feat_label->setAlignment(Qt::AlignCenter); vlay->addWidget(feat_label); vlay->addStretch(); connect(feat_choice, SIGNAL(currentIndexChanged(int)), this, SLOT(update_feat_choice(int))); QPointer<QPushButton> close_button = new QPushButton(tr("&Close")); connect(close_button, SIGNAL(clicked()), this, SLOT(close())); int count = 0; feat_num = 0; for (i = 1; i < z_info->f_max; i++) { /* Get the feature */ feature_type *f_ptr = &f_info[i]; if (f_ptr->f_name.isEmpty()) continue; feat_choice->addItem(QString("%1") .arg(i)); feat_choice->setItemText(count++, get_feat_display_name(i)); } vlay->addWidget(feat_choice); vlay->addStretch(); vlay->addWidget(close_button); setLayout(vlay); setWindowTitle(tr("Make Feature")); this->exec(); // find the feature count = 0; for (i = 1; i < z_info->f_max; i++) { /* Get the feature */ feature_type *f_ptr = &f_info[i]; if (f_ptr->f_name.isEmpty()) continue; // Found the match if (count == feat_num) break; count++; } /* Pick a location */ if (!target_set_interactive(TARGET_GRID, -1, -1)) return; /* Paranoia */ if (!p_ptr->target_set) return; int y = p_ptr->target_row; int x = p_ptr->target_col; /* Paranoia */ if (dungeon_info[y][x].has_object()) { pop_up_message_box("Must be an empty grid"); return; } if (feat_ff2_match(i, FF2_EFFECT)) { feature_type *f_ptr = &f_info[i]; int gf_type = f_ptr->x_gf_type; if (feat_ff2_match(i, FF2_TRAP_SMART)) { QString dummy_string; u16b flags = fire_trap_smart(i, y, x, MODE_FLAGS, &dummy_string); set_effect_trap_smart(i, y, x, flags); } else if (feat_ff2_match(i, FF2_TRAP_PASSIVE)) set_effect_trap_passive(i, y, x); else if (feat_ff2_match(i, FF2_TRAP_MON)) set_effect_trap_player(i, y, x); else if (i == FEAT_GLYPH_WARDING) set_effect_glyph(y, x); else if (i == FEAT_WALL_GLACIER) set_effect_glacier(i, y, x, SOURCE_EFFECT, 0); else if (i == FEAT_WALL_INSCRIPTION) set_effect_inscription(i, y, x, SOURCE_EFFECT, 0); else if ((i == FEAT_RUBBLE) || (i == FEAT_RUBBLE_HIDDEN_OBJECT) || (i == FEAT_LOOSE_ROCK)) set_effect_rocks(i, y, x); else if (i == FEAT_EFFECT_SMOKE) set_effect_lingering_cloud(FEAT_EFFECT_SMOKE, y, x, 100, SOURCE_OTHER, 0); else if (i == FEAT_EFFECT_FOG) set_effect_permanent_cloud(i, y, x, 0, 0); // This list should be kept current with the function project_x else switch (gf_type) { case GF_COLD: case GF_ACID: case GF_ELEC: case GF_POIS: case GF_BWATER: case GF_BMUD: case GF_FIRE: case GF_LAVA: case GF_SPORE: case GF_NETHER: case GF_CHAOS: case GF_DISENCHANT: case GF_NEXUS: case GF_TIME: case GF_CONFUSION: case GF_SHARD: { set_effect_lingering_cloud(i, y, x, 50, SOURCE_OTHER, 0); break; } case GF_GRAVITY: case GF_INERTIA_NPP: case GF_LIFE_DRAIN: case GF_LIGHT: case GF_DARK: case GF_ELEC_BURST: case GF_METEOR: { set_effect_shimmering_cloud(i, y, x, 50, 50, SOURCE_OTHER, 0); break; } default :break; } } /* Create the feature */ else cave_set_feat(y, x, i); }