void _psychometry_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Psychometry");
        break;
    case SPELL_DESC:
        var_set_string(res, "Gives feeling of an item. Or identify an item at level 25.");
        break;
    case SPELL_SPOIL_DESC:
        var_set_string(res, "Pseudo-identifies and object. At L25, identifies an object instead.");
        break;
    case SPELL_CAST:
    {
        if (p_ptr->lev < 25)
            var_set_bool(res, psychometry());
        else
            var_set_bool(res, ident_spell(NULL));
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
示例#2
0
static void _identify_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Identify");
        break;
    case SPELL_DESC:
        if (p_ptr->lev < 25)
            var_set_string(res, "New Treasure!  You examine your new discovery.");
        else
            var_set_string(res, "New Treasure!  You examine your new discovery and learn its deepest truths.");
        break;
    case SPELL_SPOIL_DESC:
        var_set_string(res, "Identifies an object. At L25, fully identifies an object.");
        break;
    case SPELL_CAST:
        {
            bool b = TRUE;
            if (p_ptr->lev < 25)
                b = ident_spell(NULL);
            else
                b = identify_fully(NULL);
            var_set_bool(res, b);
        }
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
示例#3
0
void identify_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Identify");
        break;
    case SPELL_DESC:
        var_set_string(res, "Identify a single object.");
        break;
    case SPELL_CAST:
        var_set_bool(res, ident_spell(NULL));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
示例#4
0
static void _judge_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Identify Weapon");
        break;
    case SPELL_DESC:
        var_set_string(res, "Identifies a weapon.");
        break;
    case SPELL_CAST:
        if (p_ptr->lev >= 35)
            var_set_bool(res, identify_fully(object_is_melee_weapon));
        else
            var_set_bool(res, ident_spell(object_is_melee_weapon));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
示例#5
0
void _judgment_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Judgment");
        break;
    case SPELL_DESC:
        var_set_string(res, "");
        break;
    case SPELL_CAST:
        if (p_ptr->lev > 29)
            var_set_bool(res, identify_fully(object_is_weapon_armour_ammo));
        else
            var_set_bool(res, ident_spell(object_is_weapon_armour_ammo));
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
/*
 * 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);
}
示例#7
0
文件: x-spell.c 项目: apwhite/angband
static bool cast_mage_spell(int spell, int dir)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int plev = p_ptr->lev;

	/* Hack -- chance of "beam" instead of "bolt" */
	int beam = beam_chance();

	/* Spells. */
	switch (spell)
	{
		case SPELL_MAGIC_MISSILE:
		{
			fire_bolt_or_beam(beam-10, GF_MISSILE, dir,
			                  damroll(3 + ((plev - 1) / 5), 4));
			break;
		}

		case SPELL_DETECT_MONSTERS:
		{
			(void)detect_monsters_normal(TRUE);
			break;
		}

		case SPELL_PHASE_DOOR:
		{
			teleport_player(10);
			break;
		}

		case SPELL_LIGHT_AREA:
		{
			(void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1);
			break;
		}

		case SPELL_TREASURE_DETECTION:
		{
			(void)detect_treasure(TRUE);
			break;
		}

		case SPELL_CURE_LIGHT_WOUNDS:
		{

			(void)heal_player(15, 15);
			(void)dec_timed(TMD_CUT, 20, TRUE);
			(void)dec_timed(TMD_CONFUSED, 20, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			break;
		}

		case SPELL_FIND_TRAPS_DOORS:
		{
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			break;
		}

		case SPELL_STINKING_CLOUD:
		{
			fire_ball(GF_POIS, dir, 10 + (plev / 2), 2);
			break;
		}

		case SPELL_CONFUSE_MONSTER:
		{
			(void)confuse_monster(dir, plev, TRUE);
			break;
		}

		case SPELL_LIGHTNING_BOLT:
		{
			fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6));
			break;
		}

		case SPELL_TRAP_DOOR_DESTRUCTION:
		{
			(void)destroy_doors_touch();
			break;
		}

		case SPELL_SLEEP_MONSTER:
		{
			(void)sleep_monster(dir, TRUE);
			break;
		}

		case SPELL_CURE_POISON:
		{
			(void)clear_timed(TMD_POISONED, TRUE);
			break;
		}

		case SPELL_TELEPORT_SELF:
		{
			teleport_player(plev * 5);
			break;
		}

		case SPELL_SPEAR_OF_LIGHT:
		{
			msg("A line of blue shimmering light appears.");
			light_line(dir);
			break;
		}

		case SPELL_FROST_BOLT:
		{
			fire_bolt_or_beam(beam-10, GF_COLD, dir,
			                  damroll(5+((plev-5)/4), 8));
			break;
		}

		case SPELL_TURN_STONE_TO_MUD:
		{
			(void)wall_to_mud(dir);
			break;
		}

		case SPELL_SATISFY_HUNGER:
		{
			(void)set_food(PY_FOOD_MAX - 1);
			break;
		}

		case SPELL_RECHARGE_ITEM_I:
		{
			return recharge(2 + plev / 5);
		}

		case SPELL_WONDER:
		{
			(void)spell_wonder(dir);
			break;
		}

		case SPELL_POLYMORPH_OTHER:
		{
			(void)poly_monster(dir);
			break;
		}

		case SPELL_IDENTIFY:
		{
			return ident_spell();
		}

		case SPELL_MASS_SLEEP:
		{
			(void)sleep_monsters(TRUE);
			break;
		}

		case SPELL_FIRE_BOLT:
		{
			fire_bolt_or_beam(beam, GF_FIRE, dir,
			                  damroll(6+((plev-5)/4), 8));
			break;
		}

		case SPELL_SLOW_MONSTER:
		{
			(void)slow_monster(dir);
			break;
		}

		case SPELL_FROST_BALL:
		{
			fire_ball(GF_COLD, dir, 30 + (plev), 2);
			break;
		}

		case SPELL_RECHARGE_ITEM_II: /* greater recharging */
		{
			return recharge(50 + plev);
		}

		case SPELL_TELEPORT_OTHER:
		{
			(void)teleport_monster(dir);
			break;
		}

		case SPELL_BEDLAM:
		{
			fire_ball(GF_OLD_CONF, dir, plev, 4);
			break;
		}

		case SPELL_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 55 + (plev), 2);
			break;
		}

		case SPELL_WORD_OF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			break;
		}

		case SPELL_BANISHMENT:
		{
			return banishment();
			break;
		}

		case SPELL_DOOR_CREATION:
		{
			(void)door_creation();
			break;
		}

		case SPELL_STAIR_CREATION:
		{
			(void)stair_creation();
			break;
		}

		case SPELL_TELEPORT_LEVEL:
		{
			(void)teleport_player_level();
			break;
		}

		case SPELL_EARTHQUAKE:
		{
			earthquake(py, px, 10);
			break;
		}

		case SPELL_WORD_OF_RECALL:
		{
			set_recall();
			break;
		}

		case SPELL_ACID_BOLT:
		{
			fire_bolt_or_beam(beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8));
			break;
		}

		case SPELL_CLOUD_KILL:
		{
			fire_ball(GF_POIS, dir, 40 + (plev / 2), 3);
			break;
		}

		case SPELL_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 40 + (plev), 2);
			break;
		}

		case SPELL_ICE_STORM:
		{
			fire_ball(GF_ICE, dir, 50 + (plev * 2), 3);
			break;
		}

		case SPELL_METEOR_SWARM:
		{
			fire_swarm(2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1);
			break;
		}

		case SPELL_MANA_STORM:
		{
			fire_ball(GF_MANA, dir, 300 + (plev * 2), 3);
			break;
		}
		case SPELL_DETECT_INVISIBLE:
		{
			(void)detect_monsters_normal(TRUE);
			(void)detect_monsters_invis(TRUE);
			break;
		}

		case SPELL_DETECT_ENCHANTMENT:
		{
			(void)detect_objects_magic(TRUE);
			break;
		}

		case SPELL_SHOCK_WAVE:
		{
			fire_ball(GF_SOUND, dir, 10 + plev, 2);
			break;
		}

		case SPELL_EXPLOSION:
		{
			fire_ball(GF_SHARD, dir, 20 + (plev * 2), 2);
			break;
		}

		case SPELL_MASS_BANISHMENT:
		{
			(void)mass_banishment();
			break;
		}

		case SPELL_RESIST_FIRE:
		{
			(void)inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE);
			break;
		}

		case SPELL_RESIST_COLD:
		{
			(void)inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE);
			break;
		}

		case SPELL_ELEMENTAL_BRAND: /* elemental brand */
		{
			return brand_ammo();
		}

		case SPELL_RESIST_POISON:
		{
			(void)inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE);
			break;
		}

		case SPELL_RESISTANCE:
		{
			int time = randint1(20) + 20;
			(void)inc_timed(TMD_OPP_ACID, time, TRUE);
			(void)inc_timed(TMD_OPP_ELEC, time, TRUE);
			(void)inc_timed(TMD_OPP_FIRE, time, TRUE);
			(void)inc_timed(TMD_OPP_COLD, time, TRUE);
			(void)inc_timed(TMD_OPP_POIS, time, TRUE);
			break;
		}

		case SPELL_HEROISM:
		{
			(void)hp_player(10);
			(void)inc_timed(TMD_HERO, randint1(25) + 25, TRUE);
			(void)clear_timed(TMD_AFRAID, TRUE);
			break;
		}

		case SPELL_SHIELD:
		{
			(void)inc_timed(TMD_SHIELD, randint1(20) + 30, TRUE);
			break;
		}

		case SPELL_BERSERKER:
		{
			(void)hp_player(30);
			(void)inc_timed(TMD_SHERO, randint1(25) + 25, TRUE);
			(void)clear_timed(TMD_AFRAID, TRUE);
			break;
		}

		case SPELL_HASTE_SELF:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				(void)set_timed(TMD_FAST, randint1(20) + plev, TRUE);
			}
			else
			{
				(void)inc_timed(TMD_FAST, randint1(5), TRUE);
			}
			break;
		}

		case SPELL_RIFT:
		{
			fire_beam(GF_GRAVITY, dir,	40 + damroll(plev, 7));
			break;
		}

		case SPELL_REND_SOUL: /* rend soul */
		{
			fire_bolt_or_beam(beam / 4, GF_NETHER, dir, damroll(11, plev));
			break;
		}

		case SPELL_CHAOS_STRIKE: /* chaos strike */
		{
			fire_bolt_or_beam(beam, GF_CHAOS, dir, damroll(13, plev));
			break;
		}

		case SPELL_RUNE_OF_PROTECTION: /* rune of protection */
		{
			(void)warding_glyph();
			break;
		}

		case SPELL_ENCHANT_ARMOR: /* enchant armor */
		{
			return enchant_spell(0, 0, randint0(3) + plev / 20);
		}

		case SPELL_ENCHANT_WEAPON: /* enchant weapon */
		{
			return enchant_spell(randint0(4) + plev / 20,
			                     randint0(4) + plev / 20, 0);
		}
	}

	/* Success */
	return (TRUE);
}
示例#8
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;
	}
}
示例#9
0
static bool cast_mage_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;

	/* Hack -- chance of "beam" instead of "bolt" */
	int beam = beam_chance(Ind);

	/* MAngband-specific: Projected */
	if (spell >= SPELL_PROJECTED)
	{
		if (!get_aim_dir(Ind, &dir)) return (FALSE);
		(void)project_spell_ball(Ind, dir, spell - SPELL_PROJECTED);
		return (TRUE);
	}

	/* Spells. */
	switch (spell)
	{
		case SPELL_MAGIC_MISSILE:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s fires a magic missile.");
			fire_bolt_or_beam(Ind, beam-10, GF_MISSILE, dir,
			                  damroll(3 + ((plev - 1) / 5), 4));
			break;
		}

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

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

		case SPELL_LIGHT_AREA:
		{
			(void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1);
			break;
		}

		case SPELL_TREASURE_DETECTION:
		{
			(void)detect_treasure(Ind);
			//(void)detect_objects_gold(Ind);
			break;
		}

		case SPELL_CURE_LIGHT_WOUNDS:
		{

			(void)hp_player(Ind, damroll(2, 8));
			(void)set_cut(Ind, p_ptr->cut - 15);
			break;
		}

		case SPELL_OBJECT_DETECTION:
		{
			(void)detect_objects_normal(Ind);
			break;
		}

		case SPELL_FIND_TRAPS_DOORS:
		{
			(void)detect_trap(Ind);//detect_traps(Ind);
			(void)detect_sdoor(Ind);//detect_doors(Ind);
			//(void)detect_stairs(Ind);
			break;
		}

		case SPELL_STINKING_CLOUD:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a stinking cloud.");
			fire_ball(Ind, GF_POIS, dir, 10 + (plev / 2), 2);
			break;
		}

		case SPELL_CONFUSE_MONSTER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s makes a complicated gesture.");
			(void)confuse_monster(Ind, dir, plev);
			break;
		}

		case SPELL_LIGHTNING_BOLT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a lightning bolt.");
			fire_beam(Ind, GF_ELEC, dir,
			          damroll(3+((plev-5)/6), 6));
			break;
		}

		case SPELL_TRAP_DOOR_DESTRUCTION:
		{
			(void)destroy_doors_touch(Ind);
			break;
		}

		case SPELL_SLEEP_MONSTER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s gestures and mumbles calmly.");
			(void)sleep_monster(Ind, dir);
			break;
		}

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

		case SPELL_TELEPORT_SELF:
		{
			msg_spell("%s teleports away!");
			teleport_player(Ind, plev * 5);
			break;
		}

		case SPELL_SPEAR_OF_LIGHT: /* spear of light */
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_print(Ind, "A line of blue shimmering light appears.");
			msg_spell("A line of blue shimmering light appears out of %s's hands.");
			lite_line(Ind, dir);
			break;
		}

		case SPELL_FROST_BOLT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a frost bolt.");
			fire_bolt_or_beam(Ind, beam-10, GF_COLD, dir,
			                  damroll(5+((plev-5)/4), 8));
			break;
		}

		case SPELL_TURN_STONE_TO_MUD:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s makes a moving gesture.");
			(void)wall_to_mud(Ind, dir);
			break;
		}

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

		case SPELL_RECHARGE_ITEM_I:
		{
			return recharge(Ind, 2 + plev / 5);
		}

		case SPELL_WONDER: /* wonder */
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			(void)spell_wonder(Ind, dir);
			break;
		}

		case SPELL_POLYMORPH_OTHER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s discharges an everchanging blast of energy.");
			(void)poly_monster(Ind, dir);
			break;
		}

		case SPELL_IDENTIFY:
		{
			return ident_spell(Ind);
		}

		case SPELL_MASS_SLEEP:
		{
			(void)sleep_monsters(Ind);
			break;
		}

		case SPELL_FIRE_BOLT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a fire bolt.");
			fire_bolt_or_beam(Ind, beam, GF_FIRE, dir,
			                  damroll(6+((plev-5)/4), 8));
			break;
		}

		case SPELL_SLOW_MONSTER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s makes a lengthy gesture.");
			(void)slow_monster(Ind, dir);
			break;
		}

		case SPELL_FROST_BALL:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a frost ball.");
			fire_ball(Ind, GF_COLD, dir, 30 + (plev), 2);
			break;
		}

		case SPELL_RECHARGE_ITEM_II: /* greater recharging */
		{
			return recharge(Ind, 50 + plev);
		}

		case SPELL_TELEPORT_OTHER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s makes a rush gesture.");
			(void)teleport_monster(Ind, dir);
			break;
		}

		case SPELL_BEDLAM:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s creates confusion.");
			fire_ball(Ind, GF_OLD_CONF, dir, plev, 4);
			break;
		}

		case SPELL_FIRE_BALL:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a fire ball.");
			fire_ball(Ind, GF_FIRE, dir, 55 + (plev), 2);
			break;
		}

		case SPELL_WORD_OF_DESTRUCTION:
		{
			msg_spell("%s unleashes great power!"); 
			destroy_area(Depth, py, px, 15, TRUE);
			break;
		}

		case SPELL_BANISHMENT:
		{
			return banishment(Ind);
			break;
		}

		case SPELL_DOOR_CREATION:
		{
			(void)door_creation(Ind);
			break;
		}

		case SPELL_STAIR_CREATION:
		{
			(void)stair_creation(Ind);
			break;
		}

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

		case SPELL_EARTHQUAKE:
		{
		  	msg_spell("%s casts a spell, and the ground shakes!"); 
			earthquake(Depth, py, px, 10);
			break;
		}

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

		case SPELL_ACID_BOLT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts an acid bolt.");
			fire_bolt_or_beam(Ind, beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8));
			break;
		}

		case SPELL_CLOUD_KILL:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a cloud of death.");
			fire_ball(Ind, GF_POIS, dir, 40 + (plev / 2), 3);
			break;
		}

		case SPELL_ACID_BALL:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts an acid ball.");
			fire_ball(Ind, GF_ACID, dir, 40 + (plev), 2);
			break;
		}

		case SPELL_ICE_STORM:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s invokes an ice storm.");
			fire_ball(Ind, GF_ICE, dir, 50 + (plev * 2), 3);
			break;
		}

		case SPELL_METEOR_SWARM:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a meteor shower.");
			fire_swarm(Ind, 2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1);
			break;
		}

		case SPELL_MANA_STORM:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a mana ball.");
			fire_ball(Ind, GF_MANA, dir, 300 + (plev * 2), 3);
			break;
		}
		case SPELL_DETECT_INVISIBLE:
		{
			(void)detect_invisible(Ind, TRUE);
			break;
		}

		case SPELL_DETECT_ENCHANTMENT:
		{
			(void)detect_objects_magic(Ind);
			break;
		}

		case SPELL_SHOCK_WAVE:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a shock wave.");
			fire_ball(Ind, GF_SOUND, dir, 10 + plev, 2);
			break;
		}

		case SPELL_EXPLOSION:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts an explosion.");
			fire_ball(Ind, GF_SHARDS, dir, 20 + (plev * 2), 2);
			break;
		}

		case SPELL_MASS_BANISHMENT:
		{
			(void)mass_banishment(Ind);
			break;
		}

		case SPELL_RESIST_FIRE:
		{
			(void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(20) + 20);
			break;
		}

		case SPELL_RESIST_COLD:
		{
			(void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(20) + 20);
			break;
		}

		case SPELL_ELEMENTAL_BRAND: /* elemental brand */
		{
			if (!get_item(Ind, &dir, item_test(AMMO))) return (FALSE);
			(void)brand_ammo(Ind, dir);
			break;
		}

		case SPELL_RESIST_POISON:
		{
			(void)set_oppose_pois(Ind, p_ptr->oppose_pois + randint(20) + 20);
			break;
		}

		case SPELL_RESISTANCE:
		{
			int time = randint(20) + 20;
			(void)set_oppose_acid(Ind, p_ptr->oppose_acid + time);
			(void)set_oppose_elec(Ind, p_ptr->oppose_elec + time);
			(void)set_oppose_fire(Ind, p_ptr->oppose_fire + time);
			(void)set_oppose_cold(Ind, p_ptr->oppose_cold + time);
			(void)set_oppose_pois(Ind, p_ptr->oppose_pois + time);
			break;
		}

		case SPELL_HEROISM:
		{
			(void)hp_player(Ind, 10);
			(void)set_hero(Ind, p_ptr->hero + randint(25) + 25);
			(void)set_afraid(Ind, 0);
			break;
		}

		case SPELL_SHIELD:
		{
			msg_spell("%s forms a mystic shield."); 
			(void)set_shield(Ind, p_ptr->shield + randint(20) + 30);
			break;
		}

		case SPELL_BERSERKER:
		{
			msg_spell("%s enters a battle rage!");
			(void)hp_player(Ind, 30);
			(void)set_shero(Ind, p_ptr->shero + randint(25) + 25);
			(void)set_afraid(Ind, 0);
			break;
		}

		case SPELL_HASTE_SELF:
		{
			msg_spell("%s starts moving faster."); 
			if (!p_ptr->fast)
			{
				(void)set_fast(Ind, randint(20) + plev);
			}
			else
			{
				(void)set_fast(Ind, p_ptr->fast + randint(5));
			}
			break;
		}

		case SPELL_RIFT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("Space warps in a beam from %s.");
			fire_beam(Ind, GF_GRAVITY, dir,	40 + damroll(plev, 7));
			break;
		}

		case SPELL_REND_SOUL: /* rend soul */
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a nether ball.");
			fire_bolt_or_beam(Ind, beam / 4, GF_NETHER, dir, damroll(11, plev));
			break;
		}

		case SPELL_CHAOS_STRIKE: /* chaos strike */
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a ball of chaos.");
			fire_bolt_or_beam(Ind, beam, GF_CHAOS, dir, damroll(13, plev));
			break;
		}

		case SPELL_RUNE_OF_PROTECTION: /* rune of protection */
		{
			if (warding_glyph(Ind))
			{
				msg_spell("%s lays down a rune of protection."); 
			}
			break;
		}

		case SPELL_ENCHANT_ARMOR: /* enchant armor */
		{
			return enchant_spell(Ind, 0, 0, rand_int(3) + plev / 20);
		}

		case SPELL_ENCHANT_WEAPON: /* enchant weapon */
		{
			return enchant_spell(Ind, rand_int(4) + plev / 20,
			                          rand_int(4) + plev / 20, 0);
		}
	}
	
	/* Success */
	return (TRUE);
}
示例#10
0
static bool read_scroll(object_type *o_ptr, bool *ident)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int k;

	bool used_up = TRUE;


	/* Analyze the scroll */
	switch (o_ptr->sval)
	{
		case SV_SCROLL_DARKNESS:
		{
			if (!p_ptr->resist_blind)
			{
				(void)set_blind(p_ptr->blind + 3 + randint(5));
			}
			if (unlite_area(10, 3)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_AGGRAVATE_MONSTER:
		{
			msg_print("There is a high pitched humming noise.");
			aggravate_monsters(0);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_CURSE_ARMOR:
		{
			if (curse_armor()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_CURSE_WEAPON:
		{
			if (curse_weapon()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_SUMMON_MONSTER:
		{
			for (k = 0; k < randint(3); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_SCROLL_SUMMON_UNDEAD:
		{
			for (k = 0; k < randint(3); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, SUMMON_UNDEAD))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_SCROLL_TRAP_CREATION:
		{
			if (trap_creation()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_PHASE_DOOR:
		{
			teleport_player(10);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TELEPORT:
		{
			teleport_player(100);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TELEPORT_LEVEL:
		{
			(void)teleport_player_level();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_WORD_OF_RECALL:
		{
			set_recall();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_IDENTIFY:
		{
			*ident = TRUE;
			if (!ident_spell()) used_up = FALSE;
			break;
		}

		case SV_SCROLL_STAR_IDENTIFY:
		{
			*ident = TRUE;
			if (!identify_fully()) used_up = FALSE;
			break;
		}

		case SV_SCROLL_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				msg_print("You feel as if someone is watching over you.");
				*ident = TRUE;
			}
			break;
		}

		case SV_SCROLL_STAR_REMOVE_CURSE:
		{
			remove_all_curse();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ENCHANT_ARMOR:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 0, 1)) used_up = FALSE;
			break;
		}

		case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
		{
			if (!enchant_spell(1, 0, 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
		{
			if (!enchant_spell(0, 1, 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ENCHANT_ARMOR:
		{
			if (!enchant_spell(0, 0, randint(3) + 2)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ENCHANT_WEAPON:
		{
			if (!enchant_spell(randint(3), randint(3), 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_RECHARGING:
		{
			if (!recharge(60)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_LIGHT:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_GOLD:
		{
			if (detect_treasure()) *ident = TRUE;
			if (detect_objects_gold()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_ITEM:
		{
			if (detect_objects_normal()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_INVIS:
		{
			if (detect_monsters_invis()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_SATISFY_HUNGER:
		{
			if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_BLESSING:
		{
			if (set_blessed(p_ptr->blessed + randint(12) + 6)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_HOLY_CHANT:
		{
			if (set_blessed(p_ptr->blessed + randint(24) + 12)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_HOLY_PRAYER:
		{
			if (set_blessed(p_ptr->blessed + randint(48) + 24)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_MONSTER_CONFUSION:
		{
			if (p_ptr->confusing == 0)
			{
				msg_print("Your hands begin to glow.");
				p_ptr->confusing = TRUE;
				*ident = TRUE;
			}
			break;
		}

		case SV_SCROLL_PROTECTION_FROM_EVIL:
		{
			k = 3 * p_ptr->lev;
			if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_RUNE_OF_PROTECTION:
		{
			warding_glyph();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
		{
			if (destroy_doors_touch()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_DISPEL_UNDEAD:
		{
			if (dispel_undead(60)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_BANISHMENT:
		{
			(void)banishment();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_MASS_BANISHMENT:
		{
			(void)mass_banishment();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ACQUIREMENT:
		{
			acquirement(py, px, 1, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ACQUIREMENT:
		{
			acquirement(py, px, randint(2) + 1, TRUE);
			*ident = TRUE;
			break;
		}
	}

	return (used_up);
}
示例#11
0
static bool zap_rod(object_type *o_ptr, bool *ident)
{
	int chance, dir, lev;

	/* Get a direction (unless KNOWN not to need it) */
	if ((o_ptr->sval >= SV_ROD_MIN_DIRECTION) || !object_aware_p(o_ptr))
	{
		/* Get a direction, allow cancel */
		if (!get_aim_dir(&dir)) return FALSE;
	}


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Not identified yet */
	*ident = FALSE;

	/* Extract the item level */
	lev = k_info[o_ptr->k_idx].level;

	/* Base chance of success */
	chance = p_ptr->skill_dev;

	/* Confusion hurts skill */
	if (p_ptr->confused) chance = chance / 2;

	/* High level objects are harder */
	chance = chance - ((lev > 50) ? 50 : lev);

	/* Give everyone a (slight) chance */
	if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
	{
		chance = USE_DEVICE;
	}

	/* Roll for usage */
	if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE))
	{
		if (flush_failure) flush();
		msg_print("You failed to use the rod properly.");
		return FALSE;
	}

	/* Still charging */
	if (o_ptr->pval)
	{
		if (flush_failure) flush();
		msg_print("The rod is still charging.");
		return FALSE;
	}


	/* Sound */
	sound(MSG_ZAP);


	/* Analyze the rod */
	switch (o_ptr->sval)
	{
		case SV_ROD_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			o_ptr->pval = 50;
			break;
		}

		case SV_ROD_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			o_ptr->pval = 70;
			break;
		}

		case SV_ROD_IDENTIFY:
		{
			*ident = TRUE;
			if (ident_spell()) o_ptr->pval = 10;
			break;
		}

		case SV_ROD_RECALL:
		{
			set_recall();
			*ident = TRUE;
			o_ptr->pval = 60;
			break;
		}

		case SV_ROD_ILLUMINATION:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			o_ptr->pval = 30;
			break;
		}

		case SV_ROD_MAPPING:
		{
			map_area();
			*ident = TRUE;
			o_ptr->pval = 99;
			break;
		}

		case SV_ROD_DETECTION:
		{
			detect_all();
			*ident = TRUE;
			o_ptr->pval = 99;
			break;
		}

		case SV_ROD_PROBING:
		{
			probing();
			*ident = TRUE;
			o_ptr->pval = 50;
			break;
		}

		case SV_ROD_CURING:
		{
			if (set_blind(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			o_ptr->pval = 999;
			break;
		}

		case SV_ROD_HEALING:
		{
			if (hp_player(500)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			o_ptr->pval = 999;
			break;
		}

		case SV_ROD_RESTORATION:
		{
			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;
			o_ptr->pval = 999;
			break;
		}

		case SV_ROD_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(30) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			o_ptr->pval = 99;
			break;
		}

		case SV_ROD_TELEPORT_AWAY:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			o_ptr->pval = 25;
			break;
		}

		case SV_ROD_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			o_ptr->pval = 30;
			break;
		}

		case SV_ROD_LITE:
		{
			msg_print("A line of blue shimmering light appears.");
			lite_line(dir);
			*ident = TRUE;
			o_ptr->pval = 9;
			break;
		}

		case SV_ROD_SLEEP_MONSTER:
		{
			if (sleep_monster(dir)) *ident = TRUE;
			o_ptr->pval = 18;
			break;
		}

		case SV_ROD_SLOW_MONSTER:
		{
			if (slow_monster(dir)) *ident = TRUE;
			o_ptr->pval = 20;
			break;
		}

		case SV_ROD_DRAIN_LIFE:
		{
			if (drain_life(dir, 150)) *ident = TRUE;
			o_ptr->pval = 23;
			break;
		}

		case SV_ROD_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			o_ptr->pval = 25;
			break;
		}

		case SV_ROD_ACID_BOLT:
		{
			fire_bolt_or_beam(10, GF_ACID, dir, damroll(12, 8));
			*ident = TRUE;
			o_ptr->pval = 12;
			break;
		}

		case SV_ROD_ELEC_BOLT:
		{
			fire_bolt_or_beam(10, GF_ELEC, dir, damroll(6, 6));
			*ident = TRUE;
			o_ptr->pval = 11;
			break;
		}

		case SV_ROD_FIRE_BOLT:
		{
			fire_bolt_or_beam(10, GF_FIRE, dir, damroll(16, 8));
			*ident = TRUE;
			o_ptr->pval = 15;
			break;
		}

		case SV_ROD_COLD_BOLT:
		{
			fire_bolt_or_beam(10, GF_COLD, dir, damroll(10, 8));
			*ident = TRUE;
			o_ptr->pval = 13;
			break;
		}

		case SV_ROD_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 120, 2);
			*ident = TRUE;
			o_ptr->pval = 27;
			break;
		}

		case SV_ROD_ELEC_BALL:
		{
			fire_ball(GF_ELEC, dir, 64, 2);
			*ident = TRUE;
			o_ptr->pval = 23;
			break;
		}

		case SV_ROD_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 144, 2);
			*ident = TRUE;
			o_ptr->pval = 30;
			break;
		}

		case SV_ROD_COLD_BALL:
		{
			fire_ball(GF_COLD, dir, 96, 2);
			*ident = TRUE;
			o_ptr->pval = 25;
			break;
		}
	}

	return TRUE;
}
示例#12
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_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;
		}
	}
}
/**********************************************************************
 * Spells: Note, we are still using the old "Book Spell System"
 **********************************************************************/
cptr do_necromancy_spell(int spell, int mode)
{
    bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
    bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
    bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
    bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
    bool fail = (mode == SPELL_FAIL) ? TRUE : FALSE;

    int plev = p_ptr->lev;

    switch (spell)
    {
    /* Stench of Death */
    case 0:
        if (name) return "Cold Touch";
        if (desc) return "Damage an adjacent monster with a chilling touch.";
        if (info) return _necro_info_damage(2, 6, plev + p_ptr->to_d_spell);
        if (cast && !_necro_do_touch(GF_COLD, 2, 6, plev + p_ptr->to_d_spell)) return NULL;
        break;

    case 1:
        if (name) return "Summon Rat";
        if (desc) return "Summons a rat to feast on the dead!";
        if (cast || fail) _necro_do_summon(SUMMON_RAT, 1, fail);
        break;

    case 2:
        if (name) return "Detect Life";
        if (desc) return "Detects all living monsters in your vicinity.";
        if (info) return info_radius(DETECT_RAD_DEFAULT);
        if (cast) detect_monsters_living(DETECT_RAD_DEFAULT, "You sense the presence of life around you.");
        break;

    case 3:
        if (name) return "Detect Unlife";
        if (desc) return "Detects all nonliving monsters in your vicinity.";
        if (info) return info_radius(DETECT_RAD_DEFAULT);
        if (cast) detect_monsters_nonliving(DETECT_RAD_DEFAULT);
        break;

    case 4:
        if (name) return "Poison Touch";
        if (desc) return "Damage an adjacent monster with a venomous touch.";
        if (info) return _necro_info_damage(4, 6, plev + p_ptr->to_d_spell);
        if (cast && !_necro_do_touch(GF_POIS, 4, 6, plev + p_ptr->to_d_spell)) return NULL;
        break;

    case 5:
        if (name) return "Summon Bats";
        if (desc) return "Summons bats to feast on the living!";
        if (cast || fail) _necro_do_summon(SUMMON_BAT, 1 + randint1(2), fail);
        break;

    case 6:
        if (name) return "Eldritch Howl";
        if (desc) return "Emit a terrifying howl.";
        if (cast) project_hack(GF_ELDRITCH_HOWL, spell_power(plev * 3));
        break;

    case 7:
        if (name) return "Black Touch";
        if (desc) return "Damage an adjacent monster with a dark touch.";
        if (info) return _necro_info_damage(6, 6, plev * 3 / 2 + p_ptr->to_d_spell);
        if (cast && !_necro_do_touch(GF_DARK, 6, 6, plev * 3 / 2 + p_ptr->to_d_spell)) return NULL;
        break;

    /* Sepulchral Ways */
    case 8:
        if (name) return "Summon Wolves";
        if (desc) return "Summons wolves to feast on the living!";
        if (cast || fail) _necro_do_summon(SUMMON_WOLF, 1 + randint1(2), fail);
        break;

    case 9:
        if (name) return "Black Cloak";
        if (desc) return "You become shrouded in darkness.";
        if (cast) 
        {
            set_tim_dark_stalker(spell_power(randint1(plev) + plev), FALSE);
        }
        break;

    case 10:
        if (name) return "Undead Sight";
        if (desc) return "Learn about your nearby surroundings by communing with the dead.";
        if (info) return info_radius(DETECT_RAD_MAP);
        if (cast)
        {
            map_area(DETECT_RAD_MAP);
            detect_traps(DETECT_RAD_DEFAULT, TRUE);
            detect_doors(DETECT_RAD_DEFAULT);
            detect_stairs(DETECT_RAD_DEFAULT);
        }
        break;

    case 11:
        if (name) return "Undead Lore";
        if (desc) return "Ask the dead to examine an object for you.";
        if (cast) ident_spell(NULL);
        break;

    case 12:
        if (name) return "Repelling Touch";
        if (desc) return "Conjure a foul wind to blow an adjacent monster away.";
    
        if (cast)
        {
            int y, x, dir;

            if (!_necro_check_touch()) return NULL;
            if (!get_rep_dir2(&dir)) return NULL;
            if (dir == 5) return NULL;

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

            if (!cave[y][x].m_idx)
            {
                msg_print("There is no monster.");
                return NULL;
            }
            else
            {
                int i;
                int ty = y, tx = x;
                int oy = y, ox = x;
                int m_idx = cave[y][x].m_idx;
                monster_type *m_ptr = &m_list[m_idx];
                char m_name[80];
    
                monster_desc(m_name, m_ptr, 0);
                touch_zap_player(cave[y][x].m_idx);    
    
                for (i = 0; i < 10; i++)
                {
                    y += ddy[dir];
                    x += ddx[dir];
                    if (cave_empty_bold(y, x))
                    {
                        ty = y;
                        tx = x;
                    }
                    else break;
                }
                if ((ty != oy) || (tx != ox))
                {
                    msg_format("A foul wind blows %s away!", m_name);
                    cave[oy][ox].m_idx = 0;
                    cave[ty][tx].m_idx = m_idx;
                    m_ptr->fy = ty;
                    m_ptr->fx = tx;
    
                    update_mon(m_idx, TRUE);
                    lite_spot(oy, ox);
                    lite_spot(ty, tx);
    
                    if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
                        p_ptr->update |= (PU_MON_LITE);
                }
            }
        }
        break;

    case 13:
        if (name) return "Vampiric Touch";
        if (desc) return "Steal life from an adjacent foe.";
        if (info) return _necro_info_damage(0, 0, plev * 4 + p_ptr->to_d_spell);
        if (cast && !_necro_do_touch(GF_OLD_DRAIN, 0, 0, plev * 4 + p_ptr->to_d_spell)) return NULL;
        break;

    case 14:
        if (name) return "Dread of Night";
        if (desc) return "Summons Dread to do your bidding. Beware of failure!";
        if (cast || fail) _necro_do_summon(SUMMON_DREAD, 1 + randint0(3), fail);
        break;

    case 15:
        if (name) return "Entomb";
        if (desc) return "Entombs chosen foe.";
        if (cast)
        {
            int dir; 
            if (!get_fire_dir(&dir)) return NULL;
            fire_ball_hide(GF_ENTOMB, dir, plev, 0);
            p_ptr->update |= (PU_FLOW);
            p_ptr->redraw |= (PR_MAP);
        }
        break;

    /* Return of the Dead */
    case 16:
        if (name) return "Summon Zombies";
        if (desc) return "The dead are back and hungry for brains!";
        if (cast || fail) _necro_do_summon(SUMMON_ZOMBIE, 2 + randint1(3), fail);
        break;

    case 17:
        if (name) return "Summon Skeletons";
        if (desc) return "Summon skeletal assistance.";
        if (cast || fail) _necro_do_summon(SUMMON_SKELETON, 1 + randint0(3), fail);
        break;

    case 18:
        if (name) return "Summon Ghosts";
        if (desc) return "Recall the spirits of slain warriors for unholy servitude.";
        if (cast || fail) _necro_do_summon(SUMMON_GHOST, 1 + randint0(3), fail);
        break;

    case 19:
        if (name) return "Summon Vampires";
        if (desc) return "Its time to command the commanders!";
        if (cast || fail) _necro_do_summon(SUMMON_VAMPIRE, 1 + randint0(2), fail);
        break;

    case 20:
        if (name) return "Summon Wraiths";
        if (desc) return "Summon wights and wraiths to do your bidding.";
        if (cast || fail) _necro_do_summon(SUMMON_WIGHT, 1 + randint0(2), fail);
        break;

    case 21:
        if (name) return "Summon Liches";
        if (desc) return "Call forth former necromancers.";
        if (cast || fail) _necro_do_summon(SUMMON_LICH, 1 + randint0(2), fail);
        break;

    case 22:
        if (name) return "Unholy Word";
        if (desc) return "Utter an unspeakable word. The morale of your visible evil pets is temporarily boosted and they will serve you with renewed enthusiasm.";
        if (cast) project_hack(GF_UNHOLY_WORD, plev * 6);
        break;

    case 23:
        if (name) return "Lost Cause";
        if (desc) return "Make a last ditch Kamikaze effort for victory!";
        if (cast) discharge_minion();
        break;

    /* Necromatic Tome */
    case 24:
        if (name) return "Draining Touch";
        if (desc) return "Steal mana from an adjacent foe.";
        if (info) return _necro_info_damage(5, 5, plev/2 + p_ptr->to_d_spell);
        if (cast && !_necro_do_touch(GF_DRAINING_TOUCH, 5, 5, plev/2 + p_ptr->to_d_spell)) return NULL;
        break;

    case 25:
        if (name) return "Unhallow Ground";
        if (desc) return "Makes the current square unholy.";
        if (cast) warding_glyph(); /* TODO: Add new cave feature! */
        break;

    case 26:
    {
        int base = spell_power(20);
        if (name) return "Shield of the Dead";
        if (desc) return "Grants temporary protection";
        if (info) return info_duration(base, base);
        if (cast)
        {
            set_tim_res_nether(randint1(base) + base, FALSE);
            set_oppose_pois(randint1(base) + base, FALSE);
            set_oppose_cold(randint1(base) + base, FALSE);
            set_shield(randint1(base) + base, FALSE);
        }
        break;
    }
    case 27:
        if (name) return "Rending Touch";
        if (desc) return "Damage an adjacent monster with a disintegrating touch.";
        if (info) return _necro_info_damage(20, 20, plev + p_ptr->to_d_spell);
        if (cast && !_necro_do_touch(GF_DISINTEGRATE, 20, 20, plev + p_ptr->to_d_spell)) return NULL;
        break;

    case 28:
        if (name) return "Repose of the Dead";
        if (desc) return "Sleep the sleep of the dead for a few rounds, during which time nothing can awaken you, except perhaps death. When (if?) you wake up, you will be thoroughly refreshed!";
        if (cast)
        {
            if (!get_check("You will enter a deep slumber. Are you sure?")) return NULL;
            repose_of_the_dead = TRUE;
            set_paralyzed(4 + randint1(4), FALSE);
        }
        break;

    case 29:
        if (name) return "Sepulchral Wind";
        if (desc) return "You call forth the wind of the dead. All nearby monsters are blown away!";
        {
            int power = spell_power(plev * 4);
            if (info) return info_power(power);
            if (cast) banish_monsters(power);
        }
        break;

    case 30:
        if (name) return "Deadly Touch";
        if (desc) return "Attempt to kill an adjacent monster.";
        if (cast && !_necro_do_touch(GF_DEATH_TOUCH, 0, 0, plev * 200)) return NULL;
        break;

    case 31:
        if (name) return "Necromancy";
        if (desc) return "Bridge the world of the living with the world of the dead!  Vast hordes of undead will come forth to serve the one true necromancer!";
        if (cast)
        {
            int i;
            int sp_sides = 20 + plev;
            int sp_base = plev;
            int power = spell_power(plev);

            power += randint1(power);

            for (i = 0; i < 18; i++)
            {
                int attempt = 10;
                int my, mx, what;

                while (attempt--)
                {
                    scatter(&my, &mx, py, px, 4, 0);

                    /* Require empty grids */
                    if (cave_empty_bold2(my, mx)) break;
                }
                if (attempt < 0) continue;
                switch (randint1(4))
                {
                case 1: what = SUMMON_LICH; break;
                case 2: what = SUMMON_WIGHT; break;
                case 3: what = SUMMON_VAMPIRE; break;
                case 4:
                default: what = SUMMON_GHOST; break;
                }
                summon_specific(-1, my, mx, power, what, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE));
            }
            set_fast(randint1(sp_sides) + sp_base, FALSE);
        }
        break;

    }

    return "";
}
示例#14
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':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			wiz_create_item(p_ptr->command_arg);
			break;
		}

		/* Create an artefact */
		case 'C':
		{
			char prompt[80];
			char buf[80];
			sprintf(prompt, "%s", "Index: ");
			sprintf(buf, "%d", 0);
			if(term_get_string(prompt, buf, 0))
				wiz_create_artefact( atoi(buf) );
			break;
		}

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

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

		/* Forget items and map and monster memory */
		case 'f':
		{
			do_cmd_wiz_forget();
			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;
		}

		/* 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;
		}

		/* Wizard Look */
		case 'l':
		{
			do_cmd_wiz_look();
			break;
		}

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

		/* Summon Named Monster */
		case 'n':
		{
			char prompt[80];
			char buf[80];
			sprintf(prompt, "%s", "Index: ");
			sprintf(buf, "%d", 0);
			if(term_get_string(prompt, buf, 0))
				do_cmd_wiz_named(atoi(buf), TRUE);
			break;
		}

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

		/* Debug Options */
		case 'O':
		{
			screen_save();
			do_cmd_options_aux(6, "Debug Options");
			screen_load();
			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_light();
			break;
		}

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

		/* Oops */
		default:
		{
			msg_print("That is not a valid debug command.");
			break;
		}
	}
}
示例#15
0
文件: scrolls.c 项目: elly/angband-fk
/* Scrolls for the reading				-RAK-	*/
void read_scroll()
{
  int32u i;
  int j, k, item_val, y, x;
  int tmp[6], flag, used_up;
  bigvtype out_val, tmp_str;
  register int ident, l;
  register inven_type *i_ptr;
  register struct misc *m_ptr;

  free_turn_flag = TRUE;
  if (py.flags.blind > 0)
    msg_print("You can't see to read the scroll.");
  else if (no_light())
    msg_print("You have no light to read by.");
  else if (py.flags.confused > 0)
    msg_print("You are too confused to read a scroll.");
  else if (inven_ctr == 0)
    msg_print("You are not carrying anything!");
  else if (!find_range(TV_SCROLL1, TV_SCROLL2, &j, &k))
    msg_print ("You are not carrying any scrolls!");
  else if (get_item(&item_val, "Read which scroll?", j, k, 0))
    {
      i_ptr = &inventory[item_val];
      free_turn_flag = FALSE;
      used_up = TRUE;
      i = i_ptr->flags;
      ident = FALSE;

      while (i != 0)
	{
	  j = bit_pos(&i) + 1;
	  if (i_ptr->tval == TV_SCROLL2)
	    j += 32;

	  /* Scrolls.			*/
	  switch(j)
	    {
	    case 1:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->tohit))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 2:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->todam))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 3:
	      k = 0;
	      l = 0;
	      if (inventory[INVEN_BODY].tval != TV_NOTHING)
		tmp[k++] = INVEN_BODY;
	      if (inventory[INVEN_ARM].tval != TV_NOTHING)
		tmp[k++] = INVEN_ARM;
	      if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		tmp[k++] = INVEN_OUTER;
	      if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		tmp[k++] = INVEN_HANDS;
	      if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		tmp[k++] = INVEN_HEAD;
	      /* also enchant boots */
	      if (inventory[INVEN_FEET].tval != TV_NOTHING)
		tmp[k++] = INVEN_FEET;

	      if (k > 0)  l = tmp[randint(k)-1];
	      if (TR_CURSED & inventory[INVEN_BODY].flags)
		l = INVEN_BODY;
	      else if (TR_CURSED & inventory[INVEN_ARM].flags)
		l = INVEN_ARM;
	      else if (TR_CURSED & inventory[INVEN_OUTER].flags)
		l = INVEN_OUTER;
	      else if (TR_CURSED & inventory[INVEN_HEAD].flags)
		l = INVEN_HEAD;
	      else if (TR_CURSED & inventory[INVEN_HANDS].flags)
		l = INVEN_HANDS;
	      else if (TR_CURSED & inventory[INVEN_FEET].flags)
		l = INVEN_FEET;

	      if (l > 0)
		{
		  i_ptr = &inventory[l];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->toac))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 4:
	      msg_print("This is an identify scroll.");
	      ident = TRUE;
	      used_up = ident_spell();

	      /* the identify may merge objects, causing the identify scroll
		 to move to a different place.	Check for that here. */
	      if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008)
		{
		  item_val--;
		  i_ptr = &inventory[item_val];
		  if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008)
		    {
		      msg_print("internal error with identify spell.");
		      msg_print("Please tell the wizard!");
		      return;
		    }
		}
	      break;
	    case 5:
	      if (remove_curse())
		{
		  msg_print("You feel as if someone is watching over you.");
		  ident = TRUE;
		}
	      break;
	    case 6:
	      ident = light_area(char_row, char_col);
	      break;
	    case 7:
	      for (k = 0; k < randint(3); k++)
		{
		  y = char_row;
		  x = char_col;
		  ident |= summon_monster(&y, &x, FALSE);
		}
	      break;
	    case 8:
	      teleport(10);
	      ident = TRUE;
	      break;
	    case 9:
	      teleport(100);
	      ident = TRUE;
	      break;
	    case 10:
	      (void) tele_level();
	      ident = TRUE;
	      break;
	    case 11:
	      if (py.flags.confuse_monster == 0)
		{
		  msg_print("Your hands begin to glow.");
		  py.flags.confuse_monster = TRUE;
		  ident = TRUE;
		}
	      break;
	    case 12:
	      ident = TRUE;
	      map_area();
	      break;
	    case 13:
	      ident = sleep_monsters1(char_row, char_col);
	      break;
	    case 14:
	      ident = TRUE;
	      warding_glyph();
	      break;
	    case 15:
	      ident = detect_treasure();
	      break;
	    case 16:
	      ident = detect_object();
	      break;
	    case 17:
	      ident = detect_trap();
	      break;
	    case 18:
	      ident = detect_sdoor();
	      break;
	    case 19:
	      msg_print("This is a mass genocide scroll.");
	      ident = mass_genocide(TRUE);
	      break;
	    case 20:
	      ident = detect_invisible();
	      break;
	    case 21:
	      ident = aggravate_monster(20);
	      if (ident)
		msg_print("There is a high pitched humming noise.");
	      break;
	    case 22:
	      ident = trap_creation();
	      break;
	    case 23:
	      ident = td_destroy();
	      break;
	    case 24:  /* Not Used , used to be door creation */
	      break;
	    case 25:
	      msg_print("This is a Recharge-Item scroll.");
	      ident = TRUE;
	      used_up = recharge(60);
	      break;
	    case 26:
	      msg_print("This is a genocide scroll.");
	      ident = genocide(TRUE);
	      break;
	    case 27:
	      ident = unlight_area(char_row, char_col);
	      break;
	    case 28:
	      ident = protect_evil();
	      break;
	    case 29:
	      ident = TRUE;
	      create_food();
	      break;
	    case 30:
	      ident = dispel_creature(UNDEAD, 60);
	      break;
	    case 31:
	      remove_all_curse();
	      ident = TRUE;
	      break;
	    case 33:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows brightly!", tmp_str);
		  msg_print(out_val);
		  flag = FALSE;
		  for (k = 0; k < randint(2); k++)
		    if (enchant(&i_ptr->tohit))
		      flag = TRUE;
		  for (k = 0; k < randint(2); k++)
		    if (enchant(&i_ptr->todam))
		      flag = TRUE;
		  if (flag)
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 34:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str);
		  msg_print(out_val);
		  unmagic_name(i_ptr);
		  i_ptr->tohit = -randint(5) - randint(5);
		  i_ptr->todam = -randint(5) - randint(5);
		  i_ptr->flags = TR_CURSED;
		  py_bonuses(i_ptr, -1);
		  calc_bonuses ();
		  ident = TRUE;
		}
	      break;
	    case 35:
	      k = 0;
	      l = 0;
	      if (inventory[INVEN_BODY].tval != TV_NOTHING)
		tmp[k++] = INVEN_BODY;
	      if (inventory[INVEN_ARM].tval != TV_NOTHING)
		tmp[k++] = INVEN_ARM;
	      if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		tmp[k++] = INVEN_OUTER;
	      if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		tmp[k++] = INVEN_HANDS;
	      if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		tmp[k++] = INVEN_HEAD;
	      /* also enchant boots */
	      if (inventory[INVEN_FEET].tval != TV_NOTHING)
		tmp[k++] = INVEN_FEET;

	      if (k > 0)  l = tmp[randint(k)-1];
	      if (TR_CURSED & inventory[INVEN_BODY].flags)
		l = INVEN_BODY;
	      else if (TR_CURSED & inventory[INVEN_ARM].flags)
		l = INVEN_ARM;
	      else if (TR_CURSED & inventory[INVEN_OUTER].flags)
		l = INVEN_OUTER;
	      else if (TR_CURSED & inventory[INVEN_HEAD].flags)
		l = INVEN_HEAD;
	      else if (TR_CURSED & inventory[INVEN_HANDS].flags)
		l = INVEN_HANDS;
	      else if (TR_CURSED & inventory[INVEN_FEET].flags)
		l = INVEN_FEET;

	      if (l > 0)
		{
		  i_ptr = &inventory[l];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val,"Your %s glows brightly!", tmp_str);
		  msg_print(out_val);
		  flag = FALSE;
		  for (k = 0; k < randint(2) + 1; k++)
		    if (enchant(&i_ptr->toac))
		      flag = TRUE;
		  if (flag)
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 36:
	      if ((inventory[INVEN_BODY].tval != TV_NOTHING)
		  && (randint(4) == 1))
		k = INVEN_BODY;
	      else if ((inventory[INVEN_ARM].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_ARM;
	      else if ((inventory[INVEN_OUTER].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_OUTER;
	      else if ((inventory[INVEN_HEAD].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_HEAD;
	      else if ((inventory[INVEN_HANDS].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_HANDS;
	      else if ((inventory[INVEN_FEET].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_FEET;
	      else if (inventory[INVEN_BODY].tval != TV_NOTHING)
		k = INVEN_BODY;
	      else if (inventory[INVEN_ARM].tval != TV_NOTHING)
		k = INVEN_ARM;
	      else if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		k = INVEN_OUTER;
	      else if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		k = INVEN_HEAD;
	      else if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		k = INVEN_HANDS;
	      else if (inventory[INVEN_FEET].tval != TV_NOTHING)
		k = INVEN_FEET;
	      else
		k = 0;

	      if (k > 0)
		{
		  i_ptr = &inventory[k];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str);
		  msg_print(out_val);
		  unmagic_name(i_ptr);
		  i_ptr->flags = TR_CURSED;
		  i_ptr->toac = -randint(5) - randint(5);
		  calc_bonuses ();
		  ident = TRUE;
		}
	      break;
	    case 37:
	      ident = FALSE;
	      for (k = 0; k < randint(3); k++)
		{
		  y = char_row;
		  x = char_col;
		  ident |= summon_undead(&y, &x);
		}
	      break;
	    case 38:
	      ident = TRUE;
	      bless(randint(12)+6);
	      break;
	    case 39:
	      ident = TRUE;
	      bless(randint(24)+12);
	      break;
	    case 40:
	      ident = TRUE;
	      bless(randint(48)+24);
	      break;
	    case 41:
	      ident = TRUE;
	      if (py.flags.word_recall == 0)
		py.flags.word_recall = 25 + randint(30);
	      msg_print("The air about you becomes charged.");
	      break;
	    case 42:
	      destroy_area(char_row, char_col);
	      ident = TRUE;
	      break;
	    case 43:
	      place_special(char_row, char_col, SPECIAL);
	      prt_map();
	      break;
	    case 44:
	      special_random_object(char_row, char_col, 1);
	      prt_map();
	      break;
	    default:
	      msg_print("Internal error in scroll()");
	      break;
	    }
	  /* End of Scrolls.			       */
	}
      i_ptr = &inventory[item_val];
      if (ident)
	{
	  if (!known1_p(i_ptr))
	    {
	      m_ptr = &py.misc;
	      /* round half-way case up */
	      m_ptr->exp += (i_ptr->level +(m_ptr->lev >> 1)) / m_ptr->lev;
	      prt_experience();

	      identify(&item_val);
	      i_ptr = &inventory[item_val];
	    }
	}
示例#16
0
static bool use_staff(object_type *o_ptr, bool *ident)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int k;

	bool use_charge = TRUE;

	/* Analyze the staff */
	switch (o_ptr->sval)
	{
		case SV_STAFF_DARKNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + 3 + randint(5))) *ident = TRUE;
			}
			if (unlite_area(10, 3)) *ident = TRUE;
			break;
		}

		case SV_STAFF_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(30) + 15)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HASTE_MONSTERS:
		{
			if (speed_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SUMMONING:
		{
			for (k = 0; k < randint(4); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_STAFF_TELEPORTATION:
		{
			teleport_player(100);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_IDENTIFY:
		{
			if (!ident_spell()) use_charge = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_STAFF_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				if (!p_ptr->blind)
				{
					msg_print("The staff glows blue for a moment...");
				}
				*ident = TRUE;
			}
			break;
		}

		case SV_STAFF_STARLITE:
		{
			if (!p_ptr->blind)
			{
				msg_print("The end of the staff glows brightly...");
			}
			for (k = 0; k < 8; k++) lite_line(ddd[k]);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_LITE:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_STAFF_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_GOLD:
		{
			if (detect_treasure()) *ident = TRUE;
			if (detect_objects_gold()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_ITEM:
		{
			if (detect_objects_normal()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_INVIS:
		{
			if (detect_monsters_invis()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_EVIL:
		{
			if (detect_monsters_evil()) *ident = TRUE;
			break;
		}

		case SV_STAFF_CURE_LIGHT:
		{
			if (hp_player(randint(8))) *ident = TRUE;
			break;
		}

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

		case SV_STAFF_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_THE_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_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
			}
			break;
		}

		case SV_STAFF_SLEEP_MONSTERS:
		{
			if (sleep_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SLOW_MONSTERS:
		{
			if (slow_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(30) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_STAFF_PROBING:
		{
			probing();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DISPEL_EVIL:
		{
			if (dispel_evil(60)) *ident = TRUE;
			break;
		}

		case SV_STAFF_POWER:
		{
			if (dispel_monsters(120)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HOLINESS:
		{
			if (dispel_evil(120)) *ident = TRUE;
			k = 3 * p_ptr->lev;
			if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (hp_player(50)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_BANISHMENT:
		{
			(void)banishment();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_EARTHQUAKES:
		{
			earthquake(py, px, 10);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			break;
		}
	}

	return (use_charge);
}
示例#17
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;
}
示例#18
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);
}
示例#19
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;
}
示例#20
0
文件: staffs.c 项目: elly/angband-fk
/* Use a staff.					-RAK-	*/
void use()
{
  int32u i;
  int j, k, item_val, chance, y, x;
  register int ident;
  register struct misc *m_ptr;
  register inven_type *i_ptr;

  free_turn_flag = TRUE;
  if (inven_ctr == 0)
    msg_print("But you are not carrying anything.");
  else if (!find_range(TV_STAFF, TV_NEVER, &j, &k))
    msg_print("You are not carrying any staffs.");
  else if (get_item(&item_val, "Use which staff?", j, k, 0))
    {
      i_ptr = &inventory[item_val];
      free_turn_flag = FALSE;
      m_ptr = &py.misc;
      chance = m_ptr->save + stat_adj(A_INT) - (int)i_ptr->level - 5
	+ (class_level_adj[m_ptr->pclass][CLA_DEVICE] * m_ptr->lev / 3);
      if (py.flags.confused > 0)
	chance = chance / 2;
      if (chance <= 0)	chance = 1;
      if (randint(chance) < USE_DEVICE)
	msg_print("You failed to use the staff properly.");
      else if (i_ptr->p1 > 0)
	{
	  i = i_ptr->flags;
	  ident = FALSE;
	  (i_ptr->p1)--;
	  switch(i) {
	  case ST_HEALING:
	    ident = hp_player(300);
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      ident = TRUE;
	      msg_print("You're head stops stinging.");
	    }
	    if (py.flags.cut>0) {
	      py.flags.cut=0;
	      ident = TRUE;
	      msg_print("You feel better.");
	    }
	    break;
	  case ST_GENOCIDE:
	    genocide(FALSE);
	    ident = TRUE;
	    break;
	  case ST_PROBE:
	    probing();
	    ident = TRUE;
	    break;
          case ST_IDENTIFY:
	    ident_spell();
	    ident = TRUE;
	    break;
	  case ST_HOLYNESS:
	    dispel_creature(EVIL,120);
	    protect_evil();
	    cure_poison();
	    remove_fear();
	    hp_player(50);
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      ident = TRUE;
	      msg_print("You're head stops stinging.");
	    }
	    if (py.flags.cut>0) {
	      py.flags.cut=0;
	      ident = TRUE;
	      msg_print("You feel better.");
	    }
	    ident = TRUE;
	    break;
	  case ST_MAGI:
            if (res_stat(A_INT)) {
	       msg_print("You have a warm feeling.");
	       ident = TRUE;
	    }
	    m_ptr = &py.misc;
	    if (m_ptr->cmana < m_ptr->mana) {
	      m_ptr->cmana = m_ptr->mana;
	      ident = TRUE;
              msg_print("Your feel your head clear.");
	      prt_cmana();
	    }
	    break;
	  case ST_POWER:
	    dispel_creature(0xFFFFFFFFL,120);
            break;
	  case ST_SURROUND:
	    map_area();
	    ident = TRUE;
	    break;
          case ST_LIGHT:
	    ident = light_area(char_row, char_col);
	    break;
	  case ST_DR_LC:
	    ident = detect_sdoor();
	    break;
	  case ST_TRP_LC:
	    ident = detect_trap();
	    break;
	  case ST_TRE_LC:
	    ident = detect_treasure();
	    break;
	  case ST_OBJ_LC:
	    ident = detect_object();
	    break;
          case ST_TELE:
	    teleport(100);
	    ident = TRUE;
	    break;
	  case ST_EARTH:
	    ident = TRUE;
	    earthquake();
	    break;
          case ST_SUMMON:
	    ident = FALSE;
	    for (k = 0; k < randint(4); k++)
	    {
	      y = char_row;
	      x = char_col;
	      ident |= summon_monster(&y, &x, FALSE);
	    }
	    break;
	  case ST_DEST:
	    ident = TRUE;
	    destroy_area(char_row, char_col);
            break;
	  case ST_STAR:
	    ident = TRUE;
	    starlite(char_row, char_col);
	    break;
	  case ST_HAST_MN:
	    ident = speed_monsters(1);
	    break;
	  case ST_SLOW_MN:
	    ident = speed_monsters(-1);
	    break;
	  case ST_SLEE_MN:
	    ident = sleep_monsters2();
	    break;
	  case ST_CURE_LT:
	    ident = hp_player(randint(8));
	    break;
	  case ST_DET_INV:
	    ident = detect_invisible();
	    break;
          case ST_SPEED:
	    if (py.flags.fast == 0) ident = TRUE;
	    if (py.flags.fast <= 0)
	      py.flags.fast += randint(30) + 15;
	    else
	      py.flags.fast += randint(5);
	    break;
          case ST_SLOW:
	    if (py.flags.slow == 0) ident = TRUE;
	    py.flags.slow += randint(30) + 15;
	    break;
	  case ST_REMOVE:
	    if (remove_curse())
	    {
	      if (py.flags.blind < 1)
	        msg_print("The staff glows blue for a moment..");
	      ident = TRUE;
	    }
	    break;
	  case ST_DET_EVI:
	    ident = detect_evil();
            break;
	  case ST_CURING:
	    if ((cure_blindness()) || (cure_poison()) ||
	    (cure_confusion()) || (py.flags.stun>0) || (py.flags.cut>0))
	      ident = TRUE;
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      msg_print("You're head stops stinging.");
	    } else if (py.flags.cut>0) {
	      py.flags.cut=0;
	      msg_print("You feel better.");
	    }
	    break;
	  case ST_DSP_EVI:
	    ident = dispel_creature(EVIL, 60);
            break;
	  case ST_DARK:
	    ident = unlight_area(char_row, char_col);
            break;
	  default:
	    msg_print("Internal error in staffs()");
	    break;
	  }
	  if (ident)
	    {
	      if (!known1_p(i_ptr))
		{
		  m_ptr = &py.misc;
		  /* round half-way case up */
		  m_ptr->exp += (i_ptr->level + (m_ptr->lev >> 1)) /
		    m_ptr->lev;
		  prt_experience();

		  identify(&item_val);
		  i_ptr = &inventory[item_val];
		}
	    }
示例#21
0
/*
 * do_cmd_mind calls this function if the player's class
 * is 'Aesthete'.
 */
static bool cast_aesthete_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int plev = p_ptr->lev;
	int py = p_ptr->py;
	int px = p_ptr->px;
	int radius;
	
	/* spell code */
	switch (spell)
	{
    			case 0:  
    			/* Arrogant Laugh (almost bad) */
    			if ((plev * 2) > (randint(130) + 4))
    			{
    				/* for staying in bounds of max 16 range */
    				radius = (plev * 3);
    				/* paranoia */
    				if (radius > 16)
    				{
    					radius = 16;
    				}
	    			msg_print("Creatures Cower in fear before you!");
					project(-1, (plev * 3), py, px, 
											radius, GF_TURN_ALL, PROJECT_KILL);

				}	
    			else
    			{
    			msg_print("Your Arrogant Laugh angers the monsters around you!");
    			aggravate_monsters(-1);
       			}	
    			break;
    			/* Treasure Sense */
				case 1: if (plev > 45)
						{
						detect_traps();
						}
						if (plev > 35)
						{
						detect_objects_magic();
						}
						if (plev > 30)
						{
						detect_objects_normal();
						}
						if (plev > 20)
						{
						detect_objects_gold();
						}
						detect_treasure();
						break;
				/* Enhance weapon */
				case 2: if (plev > 45) 
						{
						brand_weapon();
						}
						else if (plev > 35)
						{
						(void)enchant_spell(rand_int(15) + 1, rand_int(15) + 1, 0);
						}
						else if (plev > 25)
						{
						(void)enchant_spell(rand_int(10) + 1, rand_int(10) + 1, 0);
						}
						else if (plev > 15)
						{
						(void)enchant_spell(rand_int(5) + 1, rand_int(5) + 1, 0);
						}
						else
						{
						(void)enchant_spell(rand_int(3) + 1, rand_int(3) + 1, 0);
						}
						break;
				/* Enhance Armor */
				case 3: 
						if (plev > 45) 
						{
						(void)enchant_spell(0, 0, rand_int(20) + 1);
						}
						else if (plev > 35)
						{
						(void)enchant_spell(0, 0, rand_int(15) + 1);
						}
						else if (plev > 25)
						{
						(void)enchant_spell(0, 0, rand_int(10) + 1);
						}
						else if (plev > 15)
						{
						(void)enchant_spell(0, 0, rand_int(5) + 1);
						}
						else
						{
						(void)enchant_spell(0, 0, rand_int(3) + 1);
						}
						break;
				/* Legendary lore */
				case 4: if (plev > 40)
						{
						identify_fully();
						} 
						else 
						{
						ident_spell();
						}
						 break;
				case 5:  teleport_player(plev * 2);  break;
				case 6:  recharge(plev * 3); break;
				case 7:  alchemy(); break;
				case 8:  set_recall(); 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;
}
示例#22
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);
}
示例#23
0
文件: wizard2.c 项目: naota/hengband
/*!
 * @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;
	}
}
示例#24
0
文件: effects.c 项目: konijn/angband
/*
 * Do an effect, given an object.
 * Boost is the extent to which skill surpasses difficulty, used as % boost. It
 * ranges from 0 to 138.
 */
bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam,
	int boost)
{
	int py = p_ptr->py;
	int px = p_ptr->px;
	int dam, chance, dur;

	if (effect < 1 || effect > EF_MAX)
	{
		msg("Bad effect passed to do_effect().  Please report this bug.");
		return FALSE;
	}

	switch (effect)
	{
		case EF_POISON:
		{
			inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_BLIND:
		{
			inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_SCARE:
		{
			inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSE:
		{
			inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_HALLUC:
		{
			inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_PARALYZE:
		{
			inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_SLOW:
		{
			if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_CURE_POISON:
		{
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_BLINDNESS:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_PARANOIA:
		{
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_CONFUSION:
		{
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_MIND:
		{
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE;
			if (!of_has(p_ptr->state.flags, OF_RES_CONFU) &&
				inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE, TRUE))
			    	*ident = TRUE;
			return TRUE;
		}

		case EF_CURE_BODY:
		{
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			return TRUE;
		}


		case EF_CURE_LIGHT:
		{
			if (hp_player(20)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE;
			if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_SERIOUS:
		{
			if (hp_player(40)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_CRITICAL:
		{
			if (hp_player(60)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_FULL:
		{
			int amt = (p_ptr->mhp * 35) / 100;
			if (amt < 300) amt = 300;

			if (hp_player(amt)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_FULL2:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_TEMP:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL1:
		{
			if (hp_player(500)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL2:
		{
			if (hp_player(1000)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL3:
		{
			if (hp_player(500)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_GAIN_EXP:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				msg("You feel more experienced.");
				player_exp_gain(p_ptr, 100000L);
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_LOSE_EXP:
		{
			if (!check_state(OF_HOLD_LIFE, p_ptr->state.flags) && (p_ptr->exp > 0))
			{
				msg("You feel your memories fade.");
				player_exp_lose(p_ptr, p_ptr->exp / 4, FALSE);
				*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_HOLD_LIFE);
			return TRUE;
		}

		case EF_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_GAIN_STR:
		case EF_GAIN_INT:
		case EF_GAIN_WIS:
		case EF_GAIN_DEX:
		case EF_GAIN_CON:
		case EF_GAIN_CHR:
		{
			int stat = effect - EF_GAIN_STR;
			if (do_inc_stat(stat)) *ident = TRUE;
			return TRUE;
		}

		case EF_GAIN_ALL:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			if (do_inc_stat(A_INT)) *ident = TRUE;
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			if (do_inc_stat(A_CON)) *ident = TRUE;
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_BRAWN:
		{
			/* Pick a random stat to decrease other than strength */
			int stat = randint0(A_MAX-1) + 1;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_STR);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_INTELLECT:
		{
			/* Pick a random stat to decrease other than intelligence */
			int stat = randint0(A_MAX-1);
			if (stat >= A_INT) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_INT);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_CONTEMPLATION:
		{
			/* Pick a random stat to decrease other than wisdom */
			int stat = randint0(A_MAX-1);
			if (stat >= A_WIS) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_WIS);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_TOUGHNESS:
		{
			/* Pick a random stat to decrease other than constitution */
			int stat = randint0(A_MAX-1);
			if (stat >= A_CON) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_CON);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_NIMBLENESS:
		{
			/* Pick a random stat to decrease other than dexterity */
			int stat = randint0(A_MAX-1);
			if (stat >= A_DEX) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_DEX);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_PLEASING:
		{
			/* Pick a random stat to decrease other than charisma */
			int stat = randint0(A_MAX-1);

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_CHR);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_LOSE_STR:
		case EF_LOSE_INT:
		case EF_LOSE_WIS:
		case EF_LOSE_DEX:
		case EF_LOSE_CON:
		case EF_LOSE_CHR:
		{
			int stat = effect - EF_LOSE_STR;

			take_hit(damroll(5, 5), "stat drain");
			(void)do_dec_stat(stat, FALSE);
			*ident = TRUE;

			return TRUE;
		}

		case EF_LOSE_CON2:
		{
			take_hit(damroll(10, 10), "poisonous food");
			(void)do_dec_stat(A_CON, FALSE);
			*ident = TRUE;

			return TRUE;
		}

		case EF_RESTORE_STR:
		case EF_RESTORE_INT:
		case EF_RESTORE_WIS:
		case EF_RESTORE_DEX:
		case EF_RESTORE_CON:
		case EF_RESTORE_CHR:
		{
			int stat = effect - EF_RESTORE_STR;
			if (do_res_stat(stat)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_NONORLYBIG:
		{
			msg("You feel life flow through your body!");
			restore_level();
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_IMAGE, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_AMNESIA, TRUE);

			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;

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

			hp_player(5000);

			*ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_ALL:
		{
			/* Life, above, also gives these effects */
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_ST_LEV:
		{
			if (restore_level()) *ident = TRUE;
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_TMD_INFRA:
		{
			if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_TMD_SINVIS:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_TMD_ESP:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}


		case EF_ENLIGHTENMENT:
		{
			msg("An image of your surroundings forms in your mind...");
			wiz_light();
			*ident = TRUE;
			return TRUE;
		}


		case EF_ENLIGHTENMENT2:
		{
			msg("You begin to feel more enlightened...");
			message_flush();
			wiz_light();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			(void)detect_treasure(TRUE);
			identify_pack();
			*ident = TRUE;
			return TRUE;
		}

		case EF_HERO:
		{
			dur = randint1(25) + 25;
			if (hp_player(10)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_HERO, dur, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SHERO:
		{
			dur = randint1(25) + 25;
			if (hp_player(30)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}


		case EF_RESIST_ACID:
		{
			if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ELEC:
		{
			if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_FIRE:
		{
			if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_COLD:
		{
			if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_POIS:
		{
			if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ALL:
		{
			if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_TREASURE:
		{
			if (detect_treasure(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_TRAP:
		{
			if (detect_traps(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_DOORSTAIR:
		{
			if (detect_doorstairs(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_INVIS:
		{
			if (detect_monsters_invis(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_EVIL:
		{
			if (detect_monsters_evil(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_ALL:
		{
			if (detect_all(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_ENCHANT_TOHIT:
		{
			*ident = TRUE;
			return enchant_spell(1, 0, 0);
		}

		case EF_ENCHANT_TODAM:
		{
			*ident = TRUE;
			return enchant_spell(0, 1, 0);
		}

		case EF_ENCHANT_WEAPON:
		{
			*ident = TRUE;
			return enchant_spell(randint1(3), randint1(3), 0);
		}

		case EF_ENCHANT_ARMOR:
		{
			*ident = TRUE;
			return enchant_spell(0, 0, 1);
		}

		case EF_ENCHANT_ARMOR2:
		{
			*ident = TRUE;
			return enchant_spell(0, 0, randint1(3) + 2);
		}

		case EF_RESTORE_ITEM:
		{
			*ident = TRUE;
			return restore_item();
		}

		case EF_IDENTIFY:
		{
			*ident = TRUE;
			if (!ident_spell()) return FALSE;
			return TRUE;
		}

		case EF_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				if (!p_ptr->timed[TMD_BLIND])
					msg("The air around your body glows blue for a moment...");
				else
					msg("You feel as if someone is watching over you.");

				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_REMOVE_CURSE2:
		{
			remove_all_curse();
			*ident = TRUE;
			return TRUE;
		}

		case EF_LIGHT:
		{
			if (light_area(damroll(2, 8), 2)) *ident = TRUE;
			return TRUE;
		}

		case EF_SUMMON_MON:
		{
			int i;
			sound(MSG_SUM_MONSTER);

			for (i = 0; i < randint1(3); i++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0, 1))
					*ident = TRUE;
			}
			return TRUE;
		}

		case EF_SUMMON_UNDEAD:
		{
			int i;
			sound(MSG_SUM_UNDEAD);

			for (i = 0; i < randint1(3); i++)
			{
				if (summon_specific(py, px, p_ptr->depth,
					S_UNDEAD, 1))
					*ident = TRUE;
			}
			return TRUE;
		}

		case EF_TELE_PHASE:
		{
			teleport_player(10);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_LONG:
		{
			teleport_player(100);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_LEVEL:
		{
			(void)teleport_player_level();
			*ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSING:
		{
			if (p_ptr->confusing == 0)
			{
				msg("Your hands begin to glow.");
				p_ptr->confusing = TRUE;
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_MAPPING:
		{
			map_area();
			*ident = TRUE;
			return TRUE;
		}

		case EF_RUNE:
		{
			warding_glyph();
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACQUIRE:
		{
			acquirement(py, px, p_ptr->depth, 1, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACQUIRE2:
		{
			acquirement(py, px, p_ptr->depth, randint1(2) + 1,
				TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ANNOY_MON:
		{
			msg("There is a high pitched humming noise.");
			aggravate_monsters(0);
			*ident = TRUE;
			return TRUE;
		}

		case EF_CREATE_TRAP:
		{
			/* Hack -- no traps in the town */
			if (p_ptr->depth == 0)
				return TRUE;

			trap_creation();
			msg("You hear a low-pitched whistling sound.");
			*ident = TRUE;
			return TRUE;
		}

		case EF_DESTROY_TDOORS:
		{
			if (destroy_doors_touch()) *ident = TRUE;
			return TRUE;
		}

		case EF_RECHARGE:
		{
			*ident = TRUE;
			if (!recharge(60)) return FALSE;
			return TRUE;
		}

		case EF_BANISHMENT:
		{
			*ident = TRUE;
			if (!banishment()) return FALSE;
			return TRUE;
		}

		case EF_DARKNESS:
		{
			if (!check_state(OF_RES_DARK, p_ptr->state.flags))
				(void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE, TRUE);
			unlight_area(10, 3);
			wieldeds_notice_flag(OF_RES_DARK);
			*ident = TRUE;
			return TRUE;
		}

		case EF_PROTEVIL:
		{
			if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 *
				p_ptr->lev, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SATISFY:
		{
			if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURSE_WEAPON:
		{
			if (curse_weapon()) *ident = TRUE;
			return TRUE;
		}

		case EF_CURSE_ARMOR:
		{
			if (curse_armor()) *ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING:
		{
			if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING2:
		{
			if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING3:
		{
			if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RECALL:
		{
			set_recall();
			*ident = TRUE;
			return TRUE;
		}

		case EF_DEEP_DESCENT:
		{
			int i, target_depth = p_ptr->depth;
			
			/* Calculate target depth */
			for (i = 2; i > 0; i--) {
				if (is_quest(target_depth)) break;
				if (target_depth >= MAX_DEPTH - 1) break;
				
				target_depth++;
			}

			if (target_depth > p_ptr->depth) {
				msgt(MSG_TPLEVEL, "You sink through the floor...");
				dungeon_change_level(target_depth);
				*ident = TRUE;
				return TRUE;
			} else {
				msgt(MSG_TPLEVEL, "You sense a malevolent presence blocking passage to the levels below.");
				*ident = TRUE;
				return FALSE;
			}
		}

		case EF_LOSHASTE:
		{
			if (speed_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSSLEEP:
		{
			if (sleep_monsters(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSSLOW:
		{
			if (slow_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSCONF:
		{
			if (confuse_monsters(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSKILL:
		{
			(void)mass_banishment();
			*ident = TRUE;
			return TRUE;
		}

		case EF_EARTHQUAKES:
		{
			earthquake(py, px, 10);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DESTRUCTION2:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ILLUMINATION:
		{
			if (light_area(damroll(2, 15), 3)) *ident = TRUE;
			return TRUE;
		}

		case EF_CLAIRVOYANCE:
		{
			*ident = TRUE;
			wiz_light();
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			return TRUE;
		}

		case EF_PROBING:
		{
			*ident = probing();
			return TRUE;
		}

		case EF_STONE_TO_MUD:
		{
			if (wall_to_mud(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSE2:
		{
			*ident = TRUE;
			confuse_monster(dir, 20, aware);
			return TRUE;
		}

		case EF_BIZARRE:
		{
			*ident = TRUE;
			ring_of_power(dir);
			return TRUE;
		}

		case EF_STAR_BALL:
		{
			int i;
			*ident = TRUE;
			for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i],
				(150 * (100 + boost) / 100), 3);
			return TRUE;
		}

		case EF_RAGE_BLESS_RESIST:
		{
			dur = randint1(50) + 50;
			*ident = TRUE;
			(void)hp_player(30);
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)inc_timed(TMD_BOLD, dur, TRUE, TRUE);
			(void)inc_timed(TMD_SHERO, dur, TRUE, TRUE);
			(void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE, TRUE);
			return TRUE;
		}

		case EF_SLEEPII:
		{
			*ident = TRUE;
			sleep_monsters_touch(aware);
			return TRUE;
		}

		case EF_RESTORE_LIFE:
		{
			*ident = TRUE;
			restore_level();
			return TRUE;
		}

		case EF_MISSILE:
		{
			*ident = TRUE;
			dam = damroll(3, 4) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_MISSILE, dir, dam);
			return TRUE;
		}

		case EF_DISPEL_EVIL:
		{
			*ident = TRUE;
			dam = p_ptr->lev * 5 * (100 + boost) / 100;
			dispel_evil(dam);
			return TRUE;
		}

		case EF_DISPEL_EVIL60:
		{
			dam = 60 * (100 + boost) / 100;
			if (dispel_evil(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISPEL_UNDEAD:
		{
			dam = 60 * (100 + boost) / 100;
			if (dispel_undead(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISPEL_ALL:
		{
			dam = 120 * (100 + boost) / 100;
			if (dispel_monsters(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_HASTE:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE, TRUE);
			}

			return TRUE;
		}

		case EF_HASTE1:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE, TRUE);
			}

			return TRUE;
		}

		case EF_HASTE2:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE, TRUE);
			}

			return TRUE;
		}


		case EF_FIRE_BOLT:
		{
			*ident = TRUE;
			dam = damroll(9, 8) * (100 + boost) / 100;
			fire_bolt(GF_FIRE, dir, dam);
			return TRUE;
		}

		case EF_FIRE_BOLT2:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_FIRE, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BOLT3:
		{
			dam = damroll(16, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_FIRE, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BOLT72:
		{
			dam = 72 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 2);
			return TRUE;
		}

		case EF_FIRE_BALL:
		{
			dam = 144 * (100 + boost) / 100;
			fire_ball(GF_FIRE, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BALL2:
		{
			dam = 120 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 3);
			return TRUE;
		}

		case EF_FIRE_BALL200:
		{
			dam = 200 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 3);
			return TRUE;
		}

		case EF_COLD_BOLT:
		{
			dam = damroll(6, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt_or_beam(beam, GF_COLD, dir, dam);
			return TRUE;
		}

		case EF_COLD_BOLT2:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_COLD, dir, dam);
			return TRUE;
		}

		case EF_COLD_BALL2:
		{
			dam = 200 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 3);
			return TRUE;
		}

		case EF_COLD_BALL50:
		{
			dam = 50 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			return TRUE;
		}

		case EF_COLD_BALL100:
		{
			dam = 100 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			return TRUE;
		}

		case EF_COLD_BALL160:
		{
			dam = 160 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 3);
			return TRUE;
		}

		case EF_ACID_BOLT:
		{
			dam = damroll(5, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_ACID, dir, dam);
			return TRUE;
		}

		case EF_ACID_BOLT2:
		{
			dam = damroll(10, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_ACID, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACID_BOLT3:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_ACID, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACID_BALL:
		{
			dam = 120 * (100 + boost) / 100;
			fire_ball(GF_ACID, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ELEC_BOLT:
		{
			dam = damroll(6, 6) * (100 + boost) / 100;
			*ident = TRUE;
			fire_beam(GF_ELEC, dir, dam);
			return TRUE;
		}

		case EF_ELEC_BALL:
		{
			dam = 64 * (100 + boost) / 100;
			fire_ball(GF_ELEC, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ELEC_BALL2:
		{
			dam = 250 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ELEC, dir, dam, 3);
			return TRUE;
		}


		case EF_ARROW:
		{
			dam = 150 * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_ARROW, dir, dam);
			return TRUE;
		}

		case EF_REM_FEAR_POIS:
		{
			*ident = TRUE;
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			return TRUE;
		}

		case EF_STINKING_CLOUD:
		{
			dam = 12 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_POIS, dir, dam, 3);
			return TRUE;
		}


		case EF_DRAIN_LIFE1:
		{
			dam = 90 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE2:
		{
			dam = 120 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE3:
		{
			dam = 150 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE4:
		{
			dam = 250 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_FIREBRAND:
		{
			*ident = TRUE;
			if (!brand_bolts()) return FALSE;
			return TRUE;
		}

		case EF_MANA_BOLT:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt(GF_MANA, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_MON_HEAL:
		{
			if (heal_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_HASTE:
		{
			if (speed_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SLOW:
		{
			if (slow_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_CONFUSE:
		{
			if (confuse_monster(dir, 10, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SLEEP:
		{
			if (sleep_monster(dir, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_CLONE:
		{
			if (clone_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SCARE:
		{
			if (fear_monster(dir, 10, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LIGHT_LINE:
		{
			msg("A line of shimmering blue light appears.");
			light_line(dir);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_OTHER:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_TDOOR_DEST:
		{
			if (destroy_door(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_STARLIGHT:
		{
			int i;
			if (!p_ptr->timed[TMD_BLIND])
				msg("Light shoots in all directions!");
			for (i = 0; i < 8; i++) light_line(ddd[i]);
			*ident = TRUE;
			return TRUE;
		}

		case EF_STARLIGHT2:
		{
			int k;
			for (k = 0; k < 8; k++) strong_light_line(ddd[k]);
			*ident = TRUE;
			return TRUE;
		}

		case EF_BERSERKER:
		{
			dur = randint1(50) + 50;
			if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_WONDER:
		{
			if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5,
				beam)) *ident = TRUE;
			return TRUE;
		}

		case EF_WAND_BREATH:
		{
			/* table of random ball effects and their damages */
			const int breath_types[] = {
				GF_ACID, 200,
				GF_ELEC, 160,
				GF_FIRE, 200,
				GF_COLD, 160,
				GF_POIS, 120
			};
			/* pick a random (type, damage) tuple in the table */
			int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int)));
			fire_ball(breath_types[which], dir, breath_types[which + 1], 3);
			*ident = TRUE;
			return TRUE;
		}

		case EF_STAFF_MAGI:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				*ident = TRUE;
				msg("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
			}
			return TRUE;
		}

		case EF_STAFF_HOLY:
		{
			dam = 120 * (100 + boost) / 100;
			if (dispel_evil(dam)) *ident = TRUE;
			if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 *
				p_ptr->lev, TRUE, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (hp_player(50)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_BREATH:
		{
			const int breath_types[] =
			{
				GF_FIRE, 80,
				GF_COLD, 80,
			};

			int which = 2 * randint0(N_ELEMENTS(breath_types) / 2);
			fire_ball(breath_types[which], dir, breath_types[which + 1], 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_GOOD:
		{
			msg("You feel less thirsty.");
			*ident = TRUE;
			return TRUE;
		}

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

		case EF_DRINK_RUIN:
		{
			msg("Your nerves and muscles feel weak and lifeless!");
			take_hit(damroll(10, 10), "a potion of Ruination");
			player_stat_dec(p_ptr, A_DEX, TRUE);
			player_stat_dec(p_ptr, A_WIS, TRUE);
			player_stat_dec(p_ptr, A_CON, TRUE);
			player_stat_dec(p_ptr, A_STR, TRUE);
			player_stat_dec(p_ptr, A_CHR, TRUE);
			player_stat_dec(p_ptr, A_INT, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_DETONATE:
		{
			msg("Massive explosions rupture your body!");
			take_hit(damroll(50, 20), "a potion of Detonation");
			(void)inc_timed(TMD_STUN, 75, TRUE, TRUE);
			(void)inc_timed(TMD_CUT, 5000, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_SALT:
		{
			msg("The potion makes you vomit!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)inc_timed(TMD_PARALYZED, 4, TRUE, FALSE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FOOD_GOOD:
		{
			msg("That tastes good.");
			*ident = TRUE;
			return TRUE;
		}

		case EF_FOOD_WAYBREAD:
		{
			msg("That tastes good.");
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)hp_player(damroll(4, 8));
			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_EMERGENCY:
		{
			(void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE);
			(void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE);
			(void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE);
			(void)hp_player(200);
			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_TERROR:
		{
			if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_STONE:
		{
			if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_DEBILITY:
		{
			int stat = one_in_(2) ? A_STR : A_CON;

			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				*ident = TRUE;
			}

			(void)do_dec_stat(stat, FALSE);

			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_SPRINTING:
		{
			if (inc_timed(TMD_SPRINT, 100, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_PURGING:
		{
			(void)set_food(PY_FOOD_FAINT - 1);
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_RING_ACID:
		{
			dam = 70 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ACID, dir, dam, 2);
			inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE);
			return TRUE;
		}

		case EF_RING_FLAMES:
		{
			dam = 80 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 2);
			inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE);
			return TRUE;
		}

		case EF_RING_ICE:
		{
			dam = 75 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE);
			return TRUE;
		}

		case EF_RING_LIGHTNING:
		{
			dam = 85 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ELEC, dir, dam, 2);
			inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE);
			return TRUE;
		}

		case EF_DRAGON_BLUE:
		{
			dam = 100 * (100 + boost) / 100;
			msgt(MSG_BR_ELEC, "You breathe lightning.");
			fire_ball(GF_ELEC, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_GREEN:
		{
			dam = 150 * (100 + boost) / 100;
			msgt(MSG_BR_GAS, "You breathe poison gas.");
			fire_ball(GF_POIS, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_RED:
		{
			dam = 200 * (100 + boost) / 100;
			msgt(MSG_BR_FIRE, "You breathe fire.");
			fire_ball(GF_FIRE, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_MULTIHUED:
		{
			static const struct
			{
				int msg_sound;
				const char *msg;
				int typ;
			} mh[] =
			{
				{ MSG_BR_ELEC,  "lightning",  GF_ELEC },
				{ MSG_BR_FROST, "frost",      GF_COLD },
				{ MSG_BR_ACID,  "acid",       GF_ACID },
				{ MSG_BR_GAS,   "poison gas", GF_POIS },
				{ MSG_BR_FIRE,  "fire",       GF_FIRE }
			};

			int chance = randint0(5);
			dam = 250 * (100 + boost) / 100;
			msgt(mh[chance].msg_sound, "You breathe %s.", mh[chance].msg);
			fire_ball(mh[chance].typ, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_BRONZE:
		{
			dam = 120 * (100 + boost) / 100;
			msgt(MSG_BR_CONF, "You breathe confusion.");
			fire_ball(GF_CONFU, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_GOLD:
		{
			dam = 130 * (100 + boost) / 100;
			msgt(MSG_BR_SOUND, "You breathe sound.");
			fire_ball(GF_SOUND, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_CHAOS:
		{
			dam = 220 * (100 + boost) / 100;
			chance = randint0(2);
			msgt((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISEN),
					"You breathe %s.",
					((chance == 1 ? "chaos" : "disenchantment")));
			fire_ball((chance == 1 ? GF_CHAOS : GF_DISEN),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_LAW:
		{
			dam = 230 * (100 + boost) / 100;
			chance = randint0(2);
			msgt((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), "You breathe %s.",
			           ((chance == 1 ? "sound" : "shards")));
			fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_BALANCE:
		{
			dam = 250 * (100 + boost) / 100;
			chance = randint0(4);
			msg("You breathe %s.",
			           ((chance == 1) ? "chaos" :
			            ((chance == 2) ? "disenchantment" :
			             ((chance == 3) ? "sound" : "shards"))));
			fire_ball(((chance == 1) ? GF_CHAOS :
			           ((chance == 2) ? GF_DISEN :
			            ((chance == 3) ? GF_SOUND : GF_SHARD))),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_SHINING:
		{
			dam = 200 * (100 + boost) / 100;
			chance = randint0(2);
			msgt((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), "You breathe %s.",
			        ((chance == 0 ? "light" : "darkness")));
			fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam,
				2);
			return TRUE;
		}

		case EF_DRAGON_POWER:
		{
			dam = 300 * (100 + boost) / 100;
			msgt(MSG_BR_ELEMENTS, "You breathe the elements.");
			fire_ball(GF_MISSILE, dir, dam, 2);
			return TRUE;
		}

		case EF_TRAP_DOOR:
		{
			msg("You fall through a trap door!");
			if (check_state(OF_FEATHER, p_ptr->state.flags)) {
				msg("You float gently down to the next level.");
			} else {
				take_hit(damroll(2, 8), "a trap");
			}
			wieldeds_notice_flag(OF_FEATHER);

			dungeon_change_level(p_ptr->depth + 1);
			return TRUE;
		}

		case EF_TRAP_PIT:
		{
			msg("You fall into a pit!");
			if (check_state(OF_FEATHER, p_ptr->state.flags)) {
				msg("You float gently to the bottom of the pit.");
			} else {
				take_hit(damroll(2, 6), "a trap");
			}
			wieldeds_notice_flag(OF_FEATHER);
			return TRUE;
		}

		case EF_TRAP_PIT_SPIKES:
		{
			msg("You fall into a spiked pit!");

			if (check_state(OF_FEATHER, p_ptr->state.flags)) {
				msg("You float gently to the floor of the pit.");
				msg("You carefully avoid touching the spikes.");
			} else {
				int dam = damroll(2, 6);

				/* Extra spike damage */
				if (one_in_(2)) {
					msg("You are impaled!");
					dam *= 2;
					(void)inc_timed(TMD_CUT, randint1(dam), TRUE, TRUE);
				}

				take_hit(dam, "a trap");
			}
			wieldeds_notice_flag(OF_FEATHER);
			return TRUE;
		}

		case EF_TRAP_PIT_POISON:
		{
			msg("You fall into a spiked pit!");

			if (check_state(OF_FEATHER, p_ptr->state.flags)) {
				msg("You float gently to the floor of the pit.");
				msg("You carefully avoid touching the spikes.");
			} else {
				int dam = damroll(2, 6);

				/* Extra spike damage */
				if (one_in_(2)) {
					msg("You are impaled on poisonous spikes!");
					(void)inc_timed(TMD_CUT, randint1(dam * 2), TRUE, TRUE);
					(void)inc_timed(TMD_POISONED, randint1(dam * 4), TRUE, TRUE);
				}

				take_hit(dam, "a trap");
			}
			wieldeds_notice_flag(OF_FEATHER);
			return TRUE;
		}

		case EF_TRAP_RUNE_SUMMON:
		{
			int i;
			int num = 2 + randint1(3);

			msgt(MSG_SUM_MONSTER, "You are enveloped in a cloud of smoke!");

			/* Remove trap */
			cave->info[py][px] &= ~(CAVE_MARK);
			cave_set_feat(cave, py, px, FEAT_FLOOR);

			for (i = 0; i < num; i++)
				(void)summon_specific(py, px, p_ptr->depth, 0, 1);

			break;
		}

		case EF_TRAP_RUNE_TELEPORT:
		{
			msg("You hit a teleport trap!");
			teleport_player(100);
			return TRUE;		
		}

		case EF_TRAP_SPOT_FIRE:
		{
			int dam;

			msg("You are enveloped in flames!");
			dam = damroll(4, 6);
			dam = adjust_dam(GF_FIRE, dam, RANDOMISE,
					check_for_resist(GF_FIRE, p_ptr->state.flags, TRUE));
			if (dam) {
				take_hit(dam, "a fire trap");
				inven_damage(GF_FIRE, MIN(dam * 5, 300));
			}
			return TRUE;
		}

		case EF_TRAP_SPOT_ACID:
		{
			int dam;

			msg("You are splashed with acid!");
			dam = damroll(4, 6);
			dam = adjust_dam(GF_ACID, dam, RANDOMISE,
					check_for_resist(GF_ACID, p_ptr->state.flags, TRUE));
			if (dam) {
				take_hit(dam, "an acid trap");
				inven_damage(GF_ACID, MIN(dam * 5, 300));
			}
			return TRUE;
		}

		case EF_TRAP_DART_SLOW:
		{
			if (trap_check_hit(125)) {
				msg("A small dart hits you!");
				take_hit(damroll(1, 4), "a trap");
				(void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE, FALSE);
			} else {
				msg("A small dart barely misses you.");
			}
			return TRUE;
		}

		case EF_TRAP_DART_LOSE_STR:
		{
			if (trap_check_hit(125)) {
				msg("A small dart hits you!");
				take_hit(damroll(1, 4), "a trap");
				(void)do_dec_stat(A_STR, FALSE);
			} else {
				msg("A small dart barely misses you.");
			}
			return TRUE;
		}

		case EF_TRAP_DART_LOSE_DEX:
		{
			if (trap_check_hit(125)) {
				msg("A small dart hits you!");
				take_hit(damroll(1, 4), "a trap");
				(void)do_dec_stat(A_DEX, FALSE);
			} else {
				msg("A small dart barely misses you.");
			}
			return TRUE;
		}

		case EF_TRAP_DART_LOSE_CON:
		{
			if (trap_check_hit(125)) {
				msg("A small dart hits you!");
				take_hit(damroll(1, 4), "a trap");
				(void)do_dec_stat(A_CON, FALSE);
			} else {
				msg("A small dart barely misses you.");
			}
			return TRUE;
		}

		case EF_TRAP_GAS_BLIND:
		{
			msg("You are surrounded by a black gas!");
			(void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE, TRUE);
			return TRUE;
		}

		case EF_TRAP_GAS_CONFUSE:
		{
			msg("You are surrounded by a gas of scintillating colors!");
			(void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE, TRUE);
			return TRUE;
		}

		case EF_TRAP_GAS_POISON:
		{
			msg("You are surrounded by a pungent green gas!");
			(void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE, TRUE);
			return TRUE;
		}

		case EF_TRAP_GAS_SLEEP:
		{
			msg("You are surrounded by a strange white mist!");
			(void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE, TRUE);
			return TRUE;
		}


		case EF_XXX:
		case EF_MAX:
			break;
	}

	/* Not used */
	msg("Effect not handled.");
	return FALSE;
}
示例#25
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;
		}
	}
}
示例#26
0
文件: blow.c 项目: lollek/imoria
void b__misc_effects(integer effect, boolean *idented, treas_ptr item_ptr)
{
  integer          i3, i4, loss, dur;
  integer          dumy,y_dumy,x_dumy;
  integer	   y,x;
  stat_set         tstat;
  boolean          ident;
  char             dir;

  ident = *idented;

  switch (effect) {
  case 1 : /*{Silver Cross}*/
    msg_print("You feel secure...");
    protect_evil();
    ident = true;
    break;
    
  case 2 : /*{Gold Cross}*/
    ident = zap_area(0x0400,100,c_hp);
    break;
    
  case 3 : /*{Mithril Cross}*/
    x = char_row;
    y = char_col;
    ident = summon_undead(&x,&y);
    break;
    
  case 4 : /*{Cross}*/
    x = char_row;
    y = char_col;
    ident = summon_demon(&x,&y);
    break;
    
  case 5 : /*{Cross}*/
    strcat(item_ptr->data.name, "(Empty)");
    msg_print("You free a Djinni from the bottle!");
    msg_print("He grants you a wish...");
    msg_print("'I will raise one of your stats by two...'");
    msg_print("'Which stat would you like to raise?'");
    ident = (get_com("1=str 2=int 3=wis 4=dex 5=con 6=cha",&dir));
    if ((dir > '0') && (dir < '7')) {
      tstat = (integer)dir-49;
      ident = gain_stat(tstat,"X");
      ident = gain_stat(tstat," and x2, too!");
    } else {
      msg_print("Oh well, maybe next time.");
    }
    break;
    
  case 6 : /*{ Corked Bottle of Demons }*/
    msg_print("You release several demons!");
    x = char_row;
    y = char_col;
    for (i3 = 1; i3 <= 4; i3++) {
      summon_demon(&x,&y);
    }
    py.flags.paralysis += 2;
    strcat(item_ptr->data.name, "(Empty)");
    ident = true;
    break;
    
  case 7 : 
    ident = create_water(char_row,char_col);
    break;
    
  case 8 : 
    ident = destroy_water(char_row,char_col);
    break;
    
  case 9 : 
    msg_print("Many Undead appear!");
    x = char_row;
    y = char_col;
    for (i3 = 1; i3 <= 8; i3++) {
      ident = summon_undead(&x,&y);
    }
    py.flags.paralysis += 2;
    break;
    
  case 10 : 
    msg_print("Many Demons appear!");
    x = char_row;
    y = char_col;
    for (i3 = 1; i3 <= 8; i3++) {
      ident = summon_demon(&x,&y);
    }
    py.flags.paralysis += 2;
    ident = true;
    break;
    
  case 11: 
    //with py.stat do;
    for (tstat = STR; tstat <= CHR; tstat++) {
      if (restore_stat(tstat,"X")) {
	ident = true;
      }
    }
    if (hp_player(damroll("6d7"),"a statue.")) {
      ident = true;
    }
    //with py.flags do;
    if (PF.slow > 0) {
      ident = true;
      PF.slow  = 1;
    }
    /* bitwise or, otherwise it shortcuts and not everything happens */
    if (cure_me(&PF.blind) | cure_me(&PF.poisoned) |
	cure_me(&PF.confused) | cure_me(&PF.afraid) | restore_level()) {
      ident = true;
    }
    if (ident) {
      msg_print("The statue fills you with life and all maladies are cured.");
    }
    break;
    
  case 12: 
    ident = true;
    break;
    
  case 13 :  
    redraw = true;
    wizard_light();
    for (i3 = (char_col + 1); i3 <= (char_col - 1); i3++) {
      for (i4 = (char_row + 1); i4 <= (char_row - 1); i4++) {
	if (test_light(i4,i3)) {
	  redraw = false;
	}
      }
    }
    if (redraw) {
      wizard_light();
    }
    break;
    
  case 14: 
    ident = zap_area(0,2,c_speed);
    break;
    
  case 15: 
    //with py.misc do;
    loss = 0;
    for (i3 = 1; i3 <= 6; i3++) {
      loss += (PM.money[i3]-PM.money[i3] / 2) * COIN_WEIGHT;
      PM.money[i3] /= 2;
    }
    inven_weight -= loss;
    reset_total_cash();
    msg_print("most of your money turns to dust!");
    prt_gold();
    prt_weight();
    ident = true;
    break;
    
  case 16 :  
    //with py.misc do;
    if (PM.cmana < PM.mana) {
      PM.cmana = PM.mana;
      ident = true;
      msg_print("Your feel your head clear...");
    }
    break;
    
  case 17 : 
    ident = item_petrify();
    break;
    
  case 18 : 
    strcpy(item_ptr->data.damage,"50d5");
    item_ptr->data.cost = -1;
    msg_print("Click!");
    ident = true;
    break;
    
  case 19 : 
    ident = detect_creatures(c_monster);
    break;
    
  case 20 : 
    ident = zap_area(0x0004,60,c_hp);
    break;
    
  case 21 : 
    ident = unlight_area(char_row,char_col);
    break;
    
  case 22 : 
    if (d__get_dir("Which direction?",&dur,&dumy,&y_dumy,&x_dumy)) {
      i3 = char_row;
      i4 = char_col;
      ident = fire_ball(3,dur,i3,i4,40,"Acid Ball");
    } else {
      item_ptr->data.p1++;
    }
    break;
    
  case 23 : 
    ident = detect_creatures(c_invisible);
    break;
    
  case 24 : 
    ident = ident_spell();
    break;
    
  case 25 :
    ident = light_area(char_row,char_col);
    break;
    
  case 26 : 
    for (i3 = 1; i3 <= randint(4); i3++) {
      /*{who"s the idiot who wrote these things anyhow? }*/
      y = char_row;
      x = char_col;
      if (is_in(cave[y][x].fval, water_set)) {
	summon_water_monster(&y,&x,false);
      } else {
	summon_land_monster(&y,&x,false);
      }
    }
    ident = true;
    break;
    
  case 27 : 
    if (remove_curse()) {
      msg_print("Your junk glows black for a moment...");
      ident = true;
    }
    break;
    
  case 28 : 
    ident = destroy_area(char_row,char_col);
    break;
    
  case 29 : 
    py.flags.word_recall = 10 + randint(10);
    msg_print("You feel dizzy for a moment...");
    ident = true;
    break;
    
  case 30 : 
    msg_print("The teeth flare into flames.");
    py.flags.ring_fire += 3+randint(3);
    ident = true;
    break;
    
  case 31 : 
    msg_print("The Demon teeth try to possess you...");
    lose_exp(100);
    change_rep(-10);
    ident = true;
    break;
    
  default:
    msg_print("Todd Gardiner is fat!");
    ident = true;
    break;
  }

  *idented = ident;
};
示例#27
0
文件: wizard.c 项目: mtadd/angband
/*
 * 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;
		}
	}
}
示例#28
0
文件: x-spell.c 项目: apwhite/angband
static bool cast_priest_spell(int spell, int dir)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int plev = p_ptr->lev;

	int amt;

	switch (spell)
	{
		case PRAYER_DETECT_EVIL:
		{
			(void)detect_monsters_evil(TRUE);
			break;
		}

		case PRAYER_CURE_LIGHT_WOUNDS:
		{
			(void)heal_player(15, 15);
			(void)dec_timed(TMD_CUT, 20, TRUE);
			(void)dec_timed(TMD_CONFUSED, 20, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			break;
		}

		case PRAYER_BLESS:
		{
			(void)inc_timed(TMD_BLESSED, randint1(12) + 12, TRUE);
			break;
		}

		case PRAYER_REMOVE_FEAR:
		{
			(void)clear_timed(TMD_AFRAID, TRUE);
			break;
		}

		case PRAYER_CALL_LIGHT:
		{
			(void)light_area(damroll(2, (plev / 2)), (plev / 10) + 1);
			break;
		}

		case PRAYER_FIND_TRAPS_DOORS:
		{
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			break;
		}

		case PRAYER_SLOW_POISON:
		{
			(void)set_timed(TMD_POISONED, p_ptr->timed[TMD_POISONED] / 2, TRUE);
			break;
		}

		case PRAYER_SCARE_MONSTER:
		{
			(void)fear_monster(dir, plev, TRUE);
			break;
		}

		case PRAYER_PORTAL:
		{
			teleport_player(plev * 3);
			break;
		}

		case PRAYER_CURE_SERIOUS_WOUNDS:
		{
			(void)heal_player(20, 25);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			break;
		}

		case PRAYER_CHANT:
		{
			(void)inc_timed(TMD_BLESSED, randint1(24) + 24, TRUE);
			break;
		}

		case PRAYER_SANCTUARY:
		{
			(void)sleep_monsters_touch(TRUE);
			break;
		}

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

		case PRAYER_REMOVE_CURSE:
		{
			remove_curse();
			break;
		}

		case PRAYER_RESIST_HEAT_COLD:
		{
			(void)inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE);
			(void)inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE);
			break;
		}

		case PRAYER_NEUTRALIZE_POISON:
		{
			(void)clear_timed(TMD_POISONED, TRUE);
			break;
		}

		case PRAYER_ORB_OF_DRAINING:
		{
			fire_ball(GF_HOLY_ORB, dir,
			          (damroll(3, 6) + plev +
			           (plev / (player_has(PF_BLESS_WEAPON) ? 2 : 4))),
			          ((plev < 30) ? 2 : 3));
			break;
		}

		case PRAYER_CURE_CRITICAL_WOUNDS:
		{
			(void)heal_player(25, 30);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_AMNESIA, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			break;
		}

		case PRAYER_SENSE_INVISIBLE:
		{
			(void)inc_timed(TMD_SINVIS, randint1(24) + 24, TRUE);
			break;
		}

		case PRAYER_PROTECTION_FROM_EVIL:
		{
			(void)inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE);
			break;
		}

		case PRAYER_EARTHQUAKE:
		{
			earthquake(py, px, 10);
			break;
		}

		case PRAYER_SENSE_SURROUNDINGS:
		{
			map_area();
			break;
		}

		case PRAYER_CURE_MORTAL_WOUNDS:
		{
			(void)heal_player(30, 50);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_AMNESIA, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			break;
		}

		case PRAYER_TURN_UNDEAD:
		{
			(void)turn_undead(TRUE);
			break;
		}

		case PRAYER_PRAYER:
		{
			(void)inc_timed(TMD_BLESSED, randint1(48) + 48, TRUE);
			break;
		}

		case PRAYER_DISPEL_UNDEAD:
		{
			(void)dispel_undead(randint1(plev * 3));
			break;
		}

		case PRAYER_HEAL:
		{
			amt = (p_ptr->mhp * 35) / 100;
                        if (amt < 300) amt = 300;
			
			(void)hp_player(amt);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_AMNESIA, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			break;
		}

		case PRAYER_DISPEL_EVIL:
		{
			(void)dispel_evil(randint1(plev * 3));
			break;
		}

		case PRAYER_GLYPH_OF_WARDING:
		{
			warding_glyph();
			break;
		}

		case PRAYER_HOLY_WORD:
		{
			(void)dispel_evil(randint1(plev * 4));
			(void)hp_player(1000);
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			(void)clear_timed(TMD_CUT, TRUE);
			break;
		}

		case PRAYER_DETECT_MONSTERS:
		{
			(void)detect_monsters_normal(TRUE);
			break;
		}

		case PRAYER_DETECTION:
		{
			(void)detect_all(TRUE);
			break;
		}

		case PRAYER_PERCEPTION:
		{
			return ident_spell();
		}

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

		case PRAYER_CLAIRVOYANCE:
		{
			wiz_light();
			break;
		}

		case PRAYER_CURE_SERIOUS_WOUNDS2:
		{
			(void)heal_player(20, 25);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			break;
		}

		case PRAYER_CURE_MORTAL_WOUNDS2:
		{
			(void)heal_player(30, 50);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_AMNESIA, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			break;
		}

		case PRAYER_HEALING:
		{
			(void)hp_player(2000);
			(void)clear_timed(TMD_STUN, TRUE);
			(void)clear_timed(TMD_CUT, TRUE);
			break;
		}

		case PRAYER_RESTORATION:
		{
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_CHR);
			break;
		}

		case PRAYER_REMEMBRANCE:
		{
			(void)restore_level();
			break;
		}

		case PRAYER_DISPEL_UNDEAD2:
		{
			(void)dispel_undead(randint1(plev * 4));
			break;
		}

		case PRAYER_DISPEL_EVIL2:
		{
			(void)dispel_evil(randint1(plev * 4));
			break;
		}

		case PRAYER_BANISH_EVIL:
		{
			if (banish_evil(100))
			{
				msg("The power of your god banishes evil!");
			}
			break;
		}

		case PRAYER_WORD_OF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			break;
		}

		case PRAYER_ANNIHILATION:
		{
			drain_life(dir, 200);
			break;
		}

		case PRAYER_UNBARRING_WAYS:
		{
			(void)destroy_doors_touch();
			break;
		}

		case PRAYER_RECHARGING:
		{
			return recharge(15);
		}

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

		case PRAYER_ENCHANT_WEAPON:
		{
			return enchant_spell(randint0(4) + 1, randint0(4) + 1, 0);
		}

		case PRAYER_ENCHANT_ARMOUR:
		{
			return enchant_spell(0, 0, randint0(3) + 2);
		}

		case PRAYER_ELEMENTAL_BRAND:
		{
			brand_weapon();
			break;
		}

		case PRAYER_BLINK:
		{
			teleport_player(10);
			break;
		}

		case PRAYER_TELEPORT_SELF:
		{
			teleport_player(plev * 8);
			break;
		}

		case PRAYER_TELEPORT_OTHER:
		{
			(void)teleport_monster(dir);
			break;
		}

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

		case PRAYER_WORD_OF_RECALL:
		{
			set_recall();
			break;
		}

		case PRAYER_ALTER_REALITY:
		{
			msg("The world changes!");

			/* Leaving */
			p_ptr->leaving = TRUE;

			break;
		}
	}

	/* Success */
	return (TRUE);
}
示例#29
0
static bool zap_rod(object_type *o_ptr, bool *ident)
{
	int chance, dir, lev;
	bool used_charge = TRUE;
	object_kind *k_ptr = &k_info[o_ptr->k_idx];


	/* Get a direction (unless KNOWN not to need it) */
	if ((o_ptr->sval >= SV_ROD_MIN_DIRECTION) || !object_aware_p(o_ptr))
	{
		/* Get a direction, allow cancel */
		if (!get_aim_dir(&dir)) return FALSE;
	}


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Not identified yet */
	*ident = FALSE;

	/* Extract the item level */
	lev = k_info[o_ptr->k_idx].level;

	/* Base chance of success */
	chance = p_ptr->skill_dev;

	/* Confusion hurts skill */
	if (p_ptr->confused) chance = chance / 2;

	/* High level objects are harder */
	chance = chance - ((lev > 50) ? 50 : lev);

	/* Give everyone a (slight) chance */
	if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
	{
		chance = USE_DEVICE;
	}

	/* Roll for usage */
	if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE))
	{
		if (flush_failure) flush();
		msg_print("Вы не смогли использовать жезл.");
		return FALSE;
	}

	/* Still charging? */
	if (o_ptr->timeout > (o_ptr->pval - k_ptr->pval))
	{
		if (flush_failure) flush();
		
		if (o_ptr->number == 1)
			msg_print("Жезл все еще заряжается.");
		else
			msg_print("Все жезлы все еще заряжаются.");

		return FALSE;
	}


	/* Sound */
	sound(MSG_ZAP);


	/* Analyze the rod */
	switch (o_ptr->sval)
	{
		case SV_ROD_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_ROD_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_ROD_IDENTIFY:
		{
			*ident = TRUE;
			if (ident_spell()) used_charge = FALSE;
			break;
		}

		case SV_ROD_RECALL:
		{
			set_recall();
			*ident = TRUE;
			break;
		}

		case SV_ROD_ILLUMINATION:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_ROD_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_ROD_DETECTION:
		{
			detect_all();
			*ident = TRUE;
			break;
		}

		case SV_ROD_PROBING:
		{
			probing();
			*ident = TRUE;
			break;
		}

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

		case SV_ROD_HEALING:
		{
			if (hp_player(500)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_ROD_RESTORATION:
		{
			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;
			break;
		}

		case SV_ROD_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(30) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_ROD_TELEPORT_AWAY:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_LITE:
		{
			msg_print("Появляется коридор синего мерцающего света.");
			lite_line(dir);
			*ident = TRUE;
			break;
		}

		case SV_ROD_SLEEP_MONSTER:
		{
			if (sleep_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_SLOW_MONSTER:
		{
			if (slow_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_DRAIN_LIFE:
		{
			if (drain_life(dir, 150)) *ident = TRUE;
			break;
		}

		case SV_ROD_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			break;
		}

		case SV_ROD_ACID_BOLT:
		{
			fire_bolt_or_beam(10, GF_ACID, dir, damroll(12, 8));
			*ident = TRUE;
			break;
		}

		case SV_ROD_ELEC_BOLT:
		{
			fire_bolt_or_beam(10, GF_ELEC, dir, damroll(6, 6));
			*ident = TRUE;
			break;
		}

		case SV_ROD_FIRE_BOLT:
		{
			fire_bolt_or_beam(10, GF_FIRE, dir, damroll(16, 8));
			*ident = TRUE;
			break;
		}

		case SV_ROD_COLD_BOLT:
		{
			fire_bolt_or_beam(10, GF_COLD, dir, damroll(10, 8));
			*ident = TRUE;
			break;
		}

		case SV_ROD_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 120, 2);
			*ident = TRUE;
			break;
		}

		case SV_ROD_ELEC_BALL:
		{
			fire_ball(GF_ELEC, dir, 64, 2);
			*ident = TRUE;
			break;
		}

		case SV_ROD_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 144, 2);
			*ident = TRUE;
			break;
		}

		case SV_ROD_COLD_BALL:
		{
			fire_ball(GF_COLD, dir, 96, 2);
			*ident = TRUE;
			break;
		}
	}

	/* Drain the charge */
	if (used_charge) o_ptr->timeout += k_ptr->pval;

	return TRUE;
}