示例#1
0
/* function: summon_specific */
static int toluaI_monst_summon_specific00(lua_State* tolua_S)
{
 if (!tolua_istype(tolua_S,1,LUA_TNUMBER,0) ||
     !tolua_istype(tolua_S,2,LUA_TNUMBER,0) ||
     !tolua_istype(tolua_S,3,LUA_TNUMBER,0) ||
     !tolua_istype(tolua_S,4,LUA_TNUMBER,0) ||
     !tolua_istype(tolua_S,5,LUA_TNUMBER,0) ||
     !tolua_istype(tolua_S,6,tolua_tag(tolua_S,"bool"),0) ||
     !tolua_istype(tolua_S,7,tolua_tag(tolua_S,"bool"),0) ||
     !tolua_istype(tolua_S,8,tolua_tag(tolua_S,"bool"),0) ||
     !tolua_isnoobj(tolua_S,9))
 {
  TOLUA_ERR_FN(summon_specific);
 } else {
  int who = ((int)  tolua_getnumber(tolua_S,1,0));
  int x1 = ((int)  tolua_getnumber(tolua_S,2,0));
  int y1 = ((int)  tolua_getnumber(tolua_S,3,0));
  int lev = ((int)  tolua_getnumber(tolua_S,4,0));
  int type = ((int)  tolua_getnumber(tolua_S,5,0));
  bool group = ((bool)  tolua_getbool(tolua_S,6,0));
  bool friendly = ((bool)  tolua_getbool(tolua_S,7,0));
  bool pet = ((bool)  tolua_getbool(tolua_S,8,0));
  summon_specific(who,x1,y1,lev,type,group,friendly,pet);
 }
 return 0;
}
示例#2
0
/**
 *	This function is used when a group of monsters is summoned.
 */
static int summon_monster_aux(int flag, int m_idx, int rlev, int summon_max)
{
	monster_type *m_ptr = cave_monster(cave, m_idx);
	int count = 0, val = 0, attempts = 0;
	int temp;

	/* Continue adding summoned monsters until we reach the current dungeon level */
	while ((val < p_ptr->depth * rlev) && (attempts < summon_max))
	{
		/* Get a monster */
		temp = summon_specific(m_ptr->fy, m_ptr->fx,
			rlev, flag, 0);

		val += temp * temp;

		/* Increase the attempt, needed in case no monsters were available. */
		attempts++;

		/* Increase count of summoned monsters */
		if (val > 0)
			count++;
	}

	return(count);
}
示例#3
0
static void _summon_spiders_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Summon Spiders");
        break;
    case SPELL_DESC:
        var_set_string(res, "Summon spiders for assistance.");
        break;
    case SPELL_CAST:
    {
        int num = 1; /* randint0(p_ptr->lev/10); */
        int ct = 0, i;
        int l = p_ptr->lev + randint1(p_ptr->lev);

        for (i = 0; i < num; i++)
        {
            ct += summon_specific(-1, py, px, l, SUMMON_SPIDER, PM_FORCE_PET | PM_ALLOW_GROUP);
        }
        if (!ct)
            msg_print("No spiders arrive.");
        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
示例#4
0
// Summon one monster
void WizardModeDialog::wiz_summon(void)
{
    int py = p_ptr->py;
    int px = p_ptr->px;

    (void)summon_specific(py, px, p_ptr->depth, 0, 0L);
    this->accept();
}
示例#5
0
文件: wizard2.c 项目: naota/hengband
/*!
 * @brief 現在のフロアに合ったモンスターをランダムに召喚する /
 * Summon some creatures
 * @param num 生成処理回数
 * @return なし
 */
static void do_cmd_wiz_summon(int num)
{
	int i;

	for (i = 0; i < num; i++)
	{
		(void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
	}
}
示例#6
0
/**
 * Summon some creatures
 */
static void do_cmd_wiz_summon(int num)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int i;

	for (i = 0; i < num; i++) {
		(void) summon_specific(py, px, FALSE, p_ptr->danger, 0);
	}
}
示例#7
0
/*
 * Summon some creatures
 */
static void do_cmd_wiz_summon(int num)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int i;

	for (i = 0; i < num; i++)
	{
		(void)summon_specific(0, py, px, p_ptr->depth, 0, TRUE, FALSE, FALSE);
	}
}
示例#8
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#9
0
/*
 * Chests have traps too.
 *
 * Exploding chest destroys contents (and traps).
 * Note that the chest itself is never destroyed.
 */
static void chest_trap(int y, int x, s16b o_idx)
{
	int i, trap;

	object_type *o_ptr = &o_list[o_idx];


	/* Ignore disarmed chests */
	if (o_ptr->pval <= 0) return;

	/* Obtain the traps */
	trap = chest_traps[o_ptr->pval];

	/* Lose strength */
	if (trap & (CHEST_LOSE_STR))
	{
		msg_print("A small needle has pricked you!");
		take_hit(damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_STR, FALSE);
	}

	/* Lose constitution */
	if (trap & (CHEST_LOSE_CON))
	{
		msg_print("A small needle has pricked you!");
		take_hit(damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_CON, FALSE);
	}

	/* Poison */
	if (trap & (CHEST_POISON))
	{
		msg_print("A puff of green gas surrounds you!");
		if (!(p_ptr->state.resist_pois ||  p_ptr->timed[TMD_OPP_POIS] || p_ptr->state.immune_pois ))
			(void)inc_timed(TMD_POISONED, 10 + randint1(20), TRUE);
		else if (p_ptr->state.resist_pois || p_ptr->state.immune_pois)
			wieldeds_notice_flag(OF_RES_POIS);
	}

	/* Paralyze */
	if (trap & (CHEST_PARALYZE))
	{
		msg_print("A puff of yellow gas surrounds you!");
		if (!p_ptr->state.free_act)
			(void)inc_timed(TMD_PARALYZED, 10 + randint1(20), TRUE);
		else
			wieldeds_notice_flag(OF_FREE_ACT);
	}

	/* Summon monsters */
	if (trap & (CHEST_SUMMON))
	{
		int num = 2 + randint1(3);
		msg_print("You are enveloped in a cloud of smoke!");
		sound(MSG_SUM_MONSTER);
		for (i = 0; i < num; i++)
		{
			(void)summon_specific(y, x, p_ptr->depth, 0, 1);
		}
	}

	/* Explode */
	if (trap & (CHEST_EXPLODE))
	{
		msg_print("There is a sudden explosion!");
		msg_print("Everything inside the chest is destroyed!");
		o_ptr->pval = 0;
		take_hit(damroll(5, 8), "an exploding chest");
	}
}
示例#10
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#11
0
/*
 * do_cmd_cast calls this function if the player's class
 * is 'imitator'.
 */
static bool cast_learned_spell(int spell, bool success)
{
    int             dir;
    int             plev = pseudo_plev();
    int     summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
    int             hp = p_ptr->chp;
    int             damage = 0;
    bool   pet = success;
    bool   no_trump = FALSE;
    u32b p_mode, u_mode = 0L, g_mode;

    if (pet)
    {
        p_mode = PM_FORCE_PET;
        g_mode = 0;
    }
    else
    {
        p_mode = PM_NO_PET;
        g_mode = PM_ALLOW_GROUP;
    }

    if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE;

    /* spell code */
    switch (spell)
    {
    case MS_SHRIEK:
        msg_print("You make a high pitched shriek.");

        aggravate_monsters(0);
        break;
    case MS_XXX1:
        break;
    case MS_DISPEL:
    {
        int m_idx;

        if (!target_set(TARGET_KILL)) return FALSE;
        m_idx = cave[target_row][target_col].m_idx;
        if (!m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        dispel_monster_status(m_idx);
        break;
    }
    case MS_ROCKET:
        if (!get_aim_dir(&dir)) return FALSE;
        else
            msg_print("You fire a rocket.");
        damage = hp / 4;
        fire_rocket(GF_ROCKET, dir, spell_power(damage), 2);
        break;
    case MS_SHOOT:
    {
        int slot;
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print("You fire an arrow.");
        damage = 1;
        slot = equip_find_first(object_is_melee_weapon);
        if (slot)
        {
            object_type *o_ptr = equip_obj(slot);
            damage = damroll(o_ptr->dd, o_ptr->ds)+ o_ptr->to_d;
            if (damage < 1) damage = 1;
        }
        fire_bolt(GF_ARROW, dir, spell_power(damage));
        break;
    }
    case MS_XXX2:
        break;
    case MS_XXX3:
        break;
    case MS_BR_STORM:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe storm.");
        damage = MIN(hp / 3, 300);
        fire_ball(GF_STORM, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe acid.");
        damage = hp / 3;
        fire_ball(GF_ACID, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe lightning.");
        damage = hp / 3;
        fire_ball(GF_ELEC, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe fire.");
        damage = hp / 3;
        fire_ball(GF_FIRE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe frost.");
        damage = hp / 3;
        fire_ball(GF_COLD, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_POIS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe gas.");
        damage = hp / 3;
        fire_ball(GF_POIS, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe nether.");
        damage = hp / 6;
        fire_ball(GF_NETHER, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_LITE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe light.");
        damage = hp / 6;
        fire_ball(GF_LITE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_DARK:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe darkness.");
        damage = hp / 6;
        fire_ball(GF_DARK, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_CONF:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe confusion.");
        damage = hp / 6;
        fire_ball(GF_CONFUSION, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_SOUND:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe sound.");
        damage = hp / 6;
        fire_ball(GF_SOUND, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_CHAOS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe chaos.");
        damage = hp / 6;
        fire_ball(GF_CHAOS, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_DISEN:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe disenchantment.");
        damage = hp / 6;
        fire_ball(GF_DISENCHANT, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_NEXUS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe nexus.");
        damage = MIN(hp / 3, 250);
        fire_ball(GF_NEXUS, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_TIME:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe time.");
        damage = MIN(hp / 3, 150);
        fire_ball(GF_TIME, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_INERTIA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe inertia.");
        damage = MIN(hp / 6, 200);
        fire_ball(GF_INERT, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_GRAVITY:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe gravity.");
        damage = MIN(hp / 3, 200);
        fire_ball(GF_GRAVITY, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_SHARDS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe shards.");
        damage = hp / 6;
        fire_ball(GF_SHARDS, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe plasma.");
        damage = MIN(hp / 6, 150);
        fire_ball(GF_PLASMA, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_FORCE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe force.");
        damage = MIN(hp / 6, 200);
        fire_ball(GF_FORCE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BR_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe mana.");
        
        damage = MIN(hp / 3, 250);
        fire_ball(GF_MANA, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BALL_NUKE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a ball of radiation.");
        damage = plev * 2 + damroll(10, 6);
        fire_ball(GF_NUKE, dir, spell_power(damage), 2);
        break;
    case MS_BR_NUKE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe toxic waste.");
        damage = hp / 3;
        fire_ball(GF_NUKE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BALL_CHAOS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You invoke a raw Logrus.");
        damage = plev * 4 + damroll(10, 10);
        fire_ball(GF_CHAOS, dir, spell_power(damage), 4);
        break;
    case MS_BR_DISI:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You breathe disintegration.");
        damage = MIN(hp / 6, 150);
        fire_ball(GF_DISINTEGRATE, dir, spell_power(damage), (plev > 40 ? -3 : -2));
        break;
    case MS_BALL_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast an acid ball.");
        damage = randint1(plev * 6) + 15;
        fire_ball(GF_ACID, dir, spell_power(damage), 2);
        break;
    case MS_BALL_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a lightning ball.");
        damage = randint1(plev * 3) + 8;
        fire_ball(GF_ELEC, dir, spell_power(damage), 2);
        break;
    case MS_BALL_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a fire ball.");
        damage = randint1(plev * 7) + 10;
        fire_ball(GF_FIRE, dir, spell_power(damage), 2);
        break;
    case MS_BALL_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a frost ball.");
        damage = randint1(plev * 3) + 10;
        fire_ball(GF_COLD, dir, spell_power(damage), 2);
        break;
    case MS_BALL_POIS:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a stinking cloud.");
        damage = damroll(12,2);
        fire_ball(GF_POIS, dir, spell_power(damage), 2);
        break;
    case MS_BALL_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a nether ball.");
        damage = plev * 2 + 50 + damroll(10, 10);
        fire_ball(GF_NETHER, dir, spell_power(damage), 2);
        break;
    case MS_BALL_WATER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You gesture fluidly.");
        damage = randint1(plev * 4) + 50;
        fire_ball(GF_WATER, dir, spell_power(damage), 4);
        break;
    case MS_BALL_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You invoke a mana storm.");
        damage = plev * 8 + 50 + damroll(10, 10);
        fire_ball(GF_MANA, dir, spell_power(damage), 4);
        break;
    case MS_BALL_DARK:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You invoke a darkness storm.");
        damage = plev * 8 + 50 + damroll(10, 10);
        fire_ball(GF_DARK, dir, spell_power(damage), 4);
        break;
    case MS_DRAIN_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_DRAIN_MANA, dir, spell_power(randint1(plev)+plev), 0);
        break;
    case MS_MIND_BLAST:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(7, 7);
        fire_ball_hide(GF_MIND_BLAST, dir, spell_power(damage), 0);
        break;
    case MS_BRAIN_SMASH:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(12, 12);
        fire_ball_hide(GF_BRAIN_SMASH, dir, spell_power(damage), 0);
        break;
    case MS_CAUSE_1:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(3, 8);
        fire_ball_hide(GF_CAUSE_1, dir, spell_power(damage), 0);
        break;
    case MS_CAUSE_2:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(8, 8);
        fire_ball_hide(GF_CAUSE_2, dir, spell_power(damage), 0);
        break;
    case MS_CAUSE_3:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(10, 15);
        fire_ball_hide(GF_CAUSE_3, dir, spell_power(damage), 0);
        break;
    case MS_CAUSE_4:
        if (!get_aim_dir(&dir)) return FALSE;
        damage = damroll(15, 15);
        fire_ball_hide(GF_CAUSE_4, dir, spell_power(damage), 0);
        break;
    case MS_BOLT_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast an acid bolt.");
        damage = damroll(7, 8) + plev * 2 / 3;
        fire_bolt(GF_ACID, dir, spell_power(damage));
        break;
    case MS_BOLT_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a lightning bolt.");
        damage = damroll(4, 8) + plev * 2 / 3;
        fire_bolt(GF_ELEC, dir, spell_power(damage));
        break;
    case MS_BOLT_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a fire bolt.");
        damage = damroll(9, 8) + plev * 2 / 3;
        fire_bolt(GF_FIRE, dir, spell_power(damage));
        break;
    case MS_BOLT_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a frost bolt.");
        damage = damroll(6, 8) + plev * 2 / 3;
        fire_bolt(GF_COLD, dir, spell_power(damage));
        break;
    case MS_STARBURST:
        if (!get_aim_dir(&dir)) return FALSE;
        else
            msg_print("You invoke a starburst.");
        damage = plev * 8 + 50 + damroll(10, 10);
        fire_ball(GF_LITE, dir, spell_power(damage), 4);
        break;
    case MS_BOLT_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a nether bolt.");
        damage = 30 + damroll(5, 5) + plev * 8 / 3;
        fire_bolt(GF_NETHER, dir, spell_power(damage));
        break;
    case MS_BOLT_WATER:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a water bolt.");
        damage = damroll(10, 10) + plev * 2;
        fire_bolt(GF_WATER, dir, spell_power(damage));
        break;
    case MS_BOLT_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a mana bolt.");
        damage = randint1(plev * 7) + 50;
        fire_bolt(GF_MANA, dir, spell_power(damage));
        break;
    case MS_BOLT_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a plasma bolt.");
        damage = 10 + damroll(8, 7) + plev * 2;
        fire_bolt(GF_PLASMA, dir, spell_power(damage));
        break;
    case MS_BOLT_ICE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a ice bolt.");
        damage = damroll(6, 6) + plev * 2;
        fire_bolt(GF_ICE, dir, spell_power(damage));
        break;
    case MS_MAGIC_MISSILE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a magic missile.");
        damage = damroll(2, 6) + plev * 2 / 3;
        fire_bolt(GF_MISSILE, dir, spell_power(damage));
        break;
    case MS_SCARE:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a fearful illusion.");
        fear_monster(dir, spell_power(plev+10));
        break;
    case MS_BLIND:
        if (!get_aim_dir(&dir)) return FALSE;
        confuse_monster(dir, spell_power(plev * 2));
        break;
    case MS_CONF:
        if (!get_aim_dir(&dir)) return FALSE;
            else msg_print("You cast a mesmerizing illusion.");
        confuse_monster(dir, spell_power(plev * 2));
        break;
    case MS_SLOW:
        if (!get_aim_dir(&dir)) return FALSE;
        slow_monster(dir);
        break;
    case MS_SLEEP:
        if (!get_aim_dir(&dir)) return FALSE;
        sleep_monster(dir, plev*3);
        break;
    case MS_SPEED:
        (void)set_fast(randint1(20 + plev) + plev, FALSE);
        break;
    case MS_HAND_DOOM:
    {
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke the Hand of Doom!");

        fire_ball_hide(GF_HAND_DOOM, dir, spell_power(plev * 3), 0);
        break;
    }
    case MS_HEAL:
            msg_print("You concentrate on your wounds!");
        (void)hp_player(spell_power(plev*4));
        (void)set_stun(0, TRUE);
        (void)set_cut(0, TRUE);
        break;
    case MS_INVULNER:
            msg_print("You cast a Globe of Invulnerability.");
        (void)set_invuln(spell_power(randint1(4) + 4), FALSE);
        break;
    case MS_BLINK:
        teleport_player(10, 0L);
        break;
    case MS_TELEPORT:
        teleport_player(plev * 5, 0L);
        break;
    case MS_WORLD:
        world_player = TRUE;
        msg_print("'Time!'");
        msg_print(NULL);

        /* Hack */
        p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;

        /* Redraw map */
        p_ptr->redraw |= (PR_MAP | PR_STATUS);

        /* Update monsters */
        p_ptr->update |= (PU_MONSTERS);

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

        handle_stuff();
        break;
    case MS_SPECIAL:
        break;
    case MS_TELE_TO:
    {
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        if (!cave[target_row][target_col].m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[cave[target_row][target_col].m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        if (r_ptr->flagsr & RFR_RES_TELE)
        {
            if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s is unaffected!", m_name);

                break;
            }
            else if (r_ptr->level > randint1(100))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s resists!", m_name);

                break;
            }
        }
        msg_format("You command %s to return.", m_name);

        teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
        break;
    }
    case MS_TELE_AWAY:
        if (!get_aim_dir(&dir)) return FALSE;

        (void)fire_beam(GF_AWAY_ALL, dir, spell_power(100));
        break;
    case MS_TELE_LEVEL:
    {
        int target_m_idx;
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        target_m_idx = cave[target_row][target_col].m_idx;
        if (!target_m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[target_m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        msg_format("You gesture at %^s's feet.", m_name);

        if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
            (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
        {
            msg_format("%^s is unaffected!", m_name);
        }
        else teleport_level(target_m_idx);
        break;
    }
    case MS_PSY_SPEAR:
        if (!get_aim_dir(&dir)) return FALSE;

            else msg_print("You throw a psycho-spear.");
        damage = randint1(plev * 3) + 100;
        (void)fire_beam(GF_PSY_SPEAR, dir, spell_power(damage));
        break;
    case MS_DARKNESS:
            msg_print("You gesture in shadow.");
        (void)unlite_area(10, 3);
        break;
    case MS_MAKE_TRAP:
        if (!target_set(TARGET_KILL)) return FALSE;
            msg_print("You cast a spell and cackle evilly.");
        trap_creation(target_row, target_col);
        break;
    case MS_FORGET:
            msg_print("Nothing happen.");
        break;
    case MS_RAISE_DEAD:
        msg_print("You cast a animate dead.");
        (void)animate_dead(0, py, px);
        break;
    case MS_S_KIN:
    {
        int k;
            msg_print("You summon minions.");
        for (k = 0;k < 1; k++)
        {
            if (summon_kin_player(summon_lev, py, px, (pet ? PM_FORCE_PET : 0L)))
            {
                if (!pet)
msg_print("Summoned fellows are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        }
        break;
    }
    case MS_S_CYBER:
    {
        int k;
            msg_print("You summon a Cyberdemon!");
        for (k = 0 ;k < 1 ; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, p_mode))
            {
                if (!pet)
msg_print("The summoned Cyberdemon are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_MONSTER:
    {
        int k;
            msg_print("You summon help.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, p_mode))
            {
                if (!pet)
msg_print("The summoned monster is angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_MONSTERS:
    {
        int k;
            msg_print("You summon monsters!");
        for (k = 0;k < plev / 15 + 2; k++)
            if(summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, (p_mode | u_mode)))
            {
                if (!pet)
msg_print("Summoned monsters are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_ANT:
    {
        int k;
            msg_print("You summon ants.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
            {
                if (!pet)
msg_print("Summoned ants are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_SPIDER:
    {
        int k;
            msg_print("You summon spiders.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
            {
                if (!pet)
msg_print("Summoned spiders are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_HOUND:
    {
        int k;
            msg_print("You summon hounds.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
            {
                if (!pet)
msg_print("Summoned hounds are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_HYDRA:
    {
        int k;
            msg_print("You summon a hydras.");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned hydras are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_ANGEL:
    {
        int k;
            msg_print("You summon an angel!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned angels are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_DEMON:
    {
        int k;
            msg_print("You summon a demon from the Courts of Chaos!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned demons are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_UNDEAD:
    {
        int k;
            msg_print("You summon an undead adversary!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned undeads are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_DRAGON:
    {
        int k;
            msg_print("You summon a dragon!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
            {
                if (!pet)
msg_print("Summoned dragons are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_HI_UNDEAD:
    {
        int k;
            msg_print("You summon a greater undead!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
            {
                if (!pet)
msg_print("Summoned greater undeads are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_HI_DRAGON:
    {
        int k;
            msg_print("You summon an ancient dragon!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
            {
                if (!pet)
msg_print("Summoned ancient dragons are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_AMBERITE:
    {
        int k;
            msg_print("You summon a Lord of Amber!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_AMBERITE, (g_mode | p_mode | u_mode)))
            {
                if (!pet)
msg_print("Summoned Lords of Amber are angry!");
            }
            else
            {
                no_trump = TRUE;
            }
        break;
    }
    case MS_S_UNIQUE:
    {
        int k, count = 0;
            msg_print("You summon a special opponent!");
        for (k = 0;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
            {
                count++;
                if (!pet)
msg_print("Summoned special opponents are angry!");
            }
        for (k = count;k < 1; k++)
            if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
            {
                count++;
                if (!pet)
msg_print("Summoned greater undeads are angry!");
            }
        if (!count)
        {
            no_trump = TRUE;
        }
        break;
    }
    default:
        msg_print("hoge?");
    }
    if (no_trump)
    {
msg_print("No one have appeared.");
    }

    return TRUE;
}
示例#12
0
/*
 * do_cmd_cast calls this function if the player's class
 * is 'imitator'.
 */
static bool use_mane(int spell)
{
    int             dir;
    int             plev = p_ptr->lev;
    u32b mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
    u32b u_mode = 0L;

    if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;

    /* spell code */
    switch (spell)
    {
    case MS_SHRIEK:
        msg_print("You make a high pitched shriek.");
        aggravate_monsters(0);
        break;
    case MS_XXX1:
        break;
    case MS_DISPEL:
    {
        int m_idx;

        if (!target_set(TARGET_KILL)) return FALSE;
        m_idx = cave[target_row][target_col].m_idx;
        if (!m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        dispel_monster_status(m_idx);
        break;
    }
    case MS_ROCKET:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You fire a rocket.");
        fire_rocket(GF_ROCKET, dir, damage, 2);
        break;
    case MS_SHOOT:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You fire an arrow.");
        fire_bolt(GF_ARROW, dir, damage);
        break;
    case MS_XXX2:
        break;
    case MS_XXX3:
        break;
    case MS_BR_STORM:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe storm.");
        fire_ball(GF_STORM, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe acid.");
        fire_ball(GF_ACID, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe lightning.");
        fire_ball(GF_ELEC, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe fire.");
        fire_ball(GF_FIRE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe frost.");
        fire_ball(GF_COLD, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_POIS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe gas.");
        fire_ball(GF_POIS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe nether.");
        fire_ball(GF_NETHER, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_LITE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe light.");
        fire_ball(GF_LITE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_DARK:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe darkness.");
        fire_ball(GF_DARK, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_CONF:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe confusion.");
        fire_ball(GF_CONFUSION, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_SOUND:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe sound.");
        fire_ball(GF_SOUND, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_CHAOS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe chaos.");
        fire_ball(GF_CHAOS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_DISEN:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe disenchantment.");
        fire_ball(GF_DISENCHANT, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_NEXUS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe nexus.");
        fire_ball(GF_NEXUS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_TIME:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe time.");
        fire_ball(GF_TIME, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_INERTIA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe inertia.");
        fire_ball(GF_INERT, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_GRAVITY:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe gravity.");
        fire_ball(GF_GRAVITY, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_SHARDS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe shards.");
        fire_ball(GF_SHARDS, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe plasma.");
        fire_ball(GF_PLASMA, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_FORCE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe force.");
        fire_ball(GF_FORCE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BR_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe mana.");
        fire_ball(GF_MANA, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_NUKE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a ball of radiation.");
        fire_ball(GF_NUKE, dir, damage, 2);
        break;
    case MS_BR_NUKE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe toxic waste.");
        fire_ball(GF_NUKE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_CHAOS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke a raw Logrus.");
        fire_ball(GF_CHAOS, dir, damage, 4);
        break;
    case MS_BR_DISI:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You breathe disintegration.");
        fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 35 ? -3 : -2));
        break;
    case MS_BALL_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast an acid ball.");
        fire_ball(GF_ACID, dir, damage, 2);
        break;
    case MS_BALL_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a lightning ball.");
        fire_ball(GF_ELEC, dir, damage, 2);
        break;
    case MS_BALL_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a fire ball.");
        fire_ball(GF_FIRE, dir, damage, 2);
        break;
    case MS_BALL_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a frost ball.");
        fire_ball(GF_COLD, dir, damage, 2);
        break;
    case MS_BALL_POIS:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a stinking cloud.");
        fire_ball(GF_POIS, dir, damage, 2);
        break;
    case MS_BALL_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a nether ball.");
        fire_ball(GF_NETHER, dir, damage, 2);
        break;
    case MS_BALL_WATER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You gesture fluidly.");
        fire_ball(GF_WATER, dir, damage, 4);
        break;
    case MS_BALL_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke a mana storm.");
        fire_ball(GF_MANA, dir, damage, 4);
        break;
    case MS_BALL_DARK:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke a darkness storm.");
        fire_ball(GF_DARK, dir, damage, 4);
        break;
    case MS_DRAIN_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0);
        break;
    case MS_MIND_BLAST:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
        break;
    case MS_BRAIN_SMASH:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
        break;
    case MS_CAUSE_1:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
        break;
    case MS_CAUSE_2:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
        break;
    case MS_CAUSE_3:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
        break;
    case MS_CAUSE_4:
        if (!get_aim_dir(&dir)) return FALSE;
        fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
        break;
    case MS_BOLT_ACID:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast an acid bolt.");
        fire_bolt(GF_ACID, dir, damage);
        break;
    case MS_BOLT_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a lightning bolt.");
        fire_bolt(GF_ELEC, dir, damage);
        break;
    case MS_BOLT_FIRE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a fire bolt.");
        fire_bolt(GF_FIRE, dir, damage);
        break;
    case MS_BOLT_COLD:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a frost bolt.");
        fire_bolt(GF_COLD, dir, damage);
        break;
    case MS_STARBURST:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke a starburst.");
        fire_ball(GF_LITE, dir, damage, 4);
        break;
    case MS_BOLT_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a nether bolt.");
        fire_bolt(GF_NETHER, dir, damage);
        break;
    case MS_BOLT_WATER:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a water bolt.");
        fire_bolt(GF_WATER, dir, damage);
        break;
    case MS_BOLT_MANA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a mana bolt.");
        fire_bolt(GF_MANA, dir, damage);
        break;
    case MS_BOLT_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a plasma bolt.");
        fire_bolt(GF_PLASMA, dir, damage);
        break;
    case MS_BOLT_ICE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a ice bolt.");
        fire_bolt(GF_ICE, dir, damage);
        break;
    case MS_MAGIC_MISSILE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a magic missile.");
        fire_bolt(GF_MISSILE, dir, damage);
        break;
    case MS_SCARE:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a fearful illusion.");
        fear_monster(dir, plev+10);
        break;
    case MS_BLIND:
        if (!get_aim_dir(&dir)) return FALSE;
        confuse_monster(dir, plev * 2);
        break;
    case MS_CONF:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You cast a mesmerizing illusion.");
        confuse_monster(dir, plev * 2);
        break;
    case MS_SLOW:
        if (!get_aim_dir(&dir)) return FALSE;
        slow_monster(dir);
        break;
    case MS_SLEEP:
        if (!get_aim_dir(&dir)) return FALSE;
        sleep_monster(dir, plev*3);
        break;
    case MS_SPEED:
        (void)set_fast(randint1(20 + plev) + plev, FALSE);
        break;
    case MS_HAND_DOOM:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You invoke the Hand of Doom!");
        fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
        break;
    case MS_HEAL:
        msg_print("You concentrate on your wounds!");
        (void)hp_player(plev*6);
        (void)set_stun(0, TRUE);
        (void)set_cut(0, TRUE);
        break;
    case MS_INVULNER:
        msg_print("You cast a Globe of Invulnerability.");
        (void)set_invuln(randint1(7) + 7, FALSE);
        break;
    case MS_BLINK:
        if (mut_present(MUT_ASTRAL_GUIDE))
            energy_use = 30;
        teleport_player(10, 0L);
        break;
    case MS_TELEPORT:
        if (mut_present(MUT_ASTRAL_GUIDE))
            energy_use = 30;
        teleport_player(plev * 5, 0L);
        break;
    case MS_WORLD:
        world_player = TRUE;
        if (damage == 1 || damage == 2)
            msg_print("You yell 'The World! Time has stopped!'");
        else if (damage == 3 || damage == 6)
            msg_print("You yell 'Time!'");
        else
            msg_print("hek!");
        msg_print(NULL);

        p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
        p_ptr->redraw |= (PR_MAP);
        p_ptr->update |= (PU_MONSTERS);
        p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
        handle_stuff();
        break;
    case MS_SPECIAL:
        break;
    case MS_TELE_TO:
    {
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        if (!cave[target_row][target_col].m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[cave[target_row][target_col].m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        if (r_ptr->flagsr & RFR_RES_TELE)
        {
            if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s is unaffected!", m_name);
                break;
            }
            else if (r_ptr->level > randint1(100))
            {
                if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format("%s resists!", m_name);
                break;
            }
        }
        msg_format("You command %s to return.", m_name);
        teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
        break;
    }
    case MS_TELE_AWAY:
        if (!get_aim_dir(&dir)) return FALSE;
        (void)fire_beam(GF_AWAY_ALL, dir, plev);
        break;
    case MS_TELE_LEVEL:
    {
        int target_m_idx;
        monster_type *m_ptr;
        monster_race *r_ptr;
        char m_name[80];

        if (!target_set(TARGET_KILL)) return FALSE;
        target_m_idx = cave[target_row][target_col].m_idx;
        if (!target_m_idx) break;
        if (!player_has_los_bold(target_row, target_col)) break;
        if (!projectable(py, px, target_row, target_col)) break;
        m_ptr = &m_list[target_m_idx];
        r_ptr = &r_info[m_ptr->r_idx];
        monster_desc(m_name, m_ptr, 0);
        msg_format("You gesture at %^s's feet.", m_name);
        if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
            (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
        {
            msg_format("%^s is unaffected!", m_name);
        }
        else teleport_level(target_m_idx);
        break;
    }
    case MS_PSY_SPEAR:
        if (!get_aim_dir(&dir)) return FALSE;
        else msg_print("You throw a psycho-spear.");
        fire_beam(GF_PSY_SPEAR, dir, damage);
        break;
    case MS_DARKNESS:
        msg_print("You gesture in shadow.");
        unlite_area(10, 3);
        break;
    case MS_MAKE_TRAP:
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You cast a spell and cackle evilly.");
        trap_creation(target_row, target_col);
        break;
    case MS_FORGET:
        msg_print("Nothing happens.");
        /* TODO: forget_spell(m_idx) ... */
        break;
    case MS_RAISE_DEAD:
        msg_print("You cast a animate dead.");
        animate_dead(0, py, px);
        break;
    case MS_S_KIN:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon minions.");
        for (k = 0;k < 4; k++)
        {
            (void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
        }
        break;
    }
    case MS_S_CYBER:
    {
        int k;
        int max_cyber = (dun_level / 50) + randint1(3);
        if (!target_set(TARGET_KILL)) return FALSE;
            msg_print("You summon Cyberdemons!");
        if (max_cyber > 4) max_cyber = 4;
        for (k = 0;k < max_cyber; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode);
        break;
    }
    case MS_S_MONSTER:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon help.");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
        break;
    }
    case MS_S_MONSTERS:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
            msg_print("You summon monsters!");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
        break;
    }
    case MS_S_ANT:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon ants.");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode);
        break;
    }
    case MS_S_SPIDER:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon spiders.");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode);
        break;
    }
    case MS_S_HOUND:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon hounds.");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode);
        break;
    }
    case MS_S_HYDRA:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon hydras.");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode);
        break;
    }
    case MS_S_ANGEL:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon angel!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode);
        break;
    }
    case MS_S_DEMON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon a demon from the Courts of Chaos!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode));
        break;
    }
    case MS_S_UNDEAD:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon an undead adversary!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode));
        break;
    }
    case MS_S_DRAGON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon dragon!");
        for (k = 0;k < 1; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode));
        break;
    }
    case MS_S_HI_UNDEAD:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon greater undead!");
        for (k = 0;k < 6; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
        break;
    }
    case MS_S_HI_DRAGON:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon ancient dragons!");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode));
        break;
    }
    case MS_S_AMBERITE:
    {
        int k;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon Lords of Amber!");
        for (k = 0;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITE, (mode | PM_ALLOW_UNIQUE));
        break;
    }
    case MS_S_UNIQUE:
    {
        int k, count = 0;
        if (!target_set(TARGET_KILL)) return FALSE;
        msg_print("You summon special opponents!");
        for (k = 0;k < 4; k++)
            if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE))) count++;
        for (k = count;k < 4; k++)
            summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
        break;
    }
    default:
        msg_print("hoge?");
    }

    return TRUE;
}
示例#13
0
/**
 * Handle player hitting a real trap.  Rewritten in Oangband to allow a
 * greater variety of traps, with effects controlled by dungeon level.
 * To allow a trap to choose one of a variety of effects consistantly,
 * the quick RNG is often used, and xy coordinates input as a seed value.
 */
extern void hit_trap(int y, int x)
{
    int i, j, k, num;
    int dam = 0;

    int nastyness, selection;

    feature_type *f_ptr = &f_info[cave_feat[y][x]];

    cptr name = f_ptr->name;

    /* Use the "simple" RNG to insure that traps are consistant. */
    Rand_quick = TRUE;

    /* Use the coordinates of the trap to seed the RNG. */
    Rand_value = y * x;

    /* Disturb the player */
    disturb(0, 0);

    /* Analyze XXX XXX XXX */
    switch (cave_feat[y][x]) {
    /* trap door. */
    case FEAT_TRAP_HEAD + 0x00:
    {
        Rand_quick = FALSE;

        /* Paranoia -NRM- */
        if (((stage_map[p_ptr->stage][STAGE_TYPE] == CAVE)
                || (stage_map[p_ptr->stage][STAGE_TYPE] == VALLEY))
                && (!stage_map[p_ptr->stage][DOWN])) {
            cave_info[y][x] &= ~(CAVE_MARK);
            cave_set_feat(y, x, FEAT_FLOOR);
            msg_print("The trap fails!");
            break;
        }


        msg_print("You fall through a trap door!");
        if (p_ptr->state.ffall) {
            notice_obj(OF_FEATHER, 0);
            msg_print("You float gently down to the next level.");
        } else {
            dam = damroll(2, 8);
            take_hit(dam, name);
        }
        /* Remember where we came from */
        p_ptr->last_stage = p_ptr->stage;

        if (!stage_map[p_ptr->stage][DOWN]) {
            /* Set the ways forward and back */
            stage_map[255][UP] = p_ptr->stage;
            stage_map[p_ptr->stage][DOWN] = 255;
            stage_map[255][DEPTH] = p_ptr->depth + 1;
        }

        /* New stage */
        p_ptr->stage = stage_map[p_ptr->stage][DOWN];

        /* New depth */
        p_ptr->depth = stage_map[p_ptr->stage][DEPTH];

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

        Rand_quick = TRUE;

        break;
    }

    /* pits. */
    case FEAT_TRAP_HEAD + 0x01:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(20) == 1)
            nastyness += 20;
        else if (randint1(5) == 1)
            nastyness += 10;

        /* Player is now in pit. */
        monster_swap(p_ptr->py, p_ptr->px, y, x);

        /* Center on player. */
        y = p_ptr->py;
        x = p_ptr->px;

        /* pit of daggers. */
        if ((nastyness > 80) && (randint1(3) != 3)) {
            msg_print("You fall into a pit of daggers!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid setting off the daggers.");
            }

            else {
                /* a trap of morgul. */
                if (randint1(6) == 1) {
                    Rand_quick = FALSE;


                    msg_print
                    ("A single coldly gleaming dagger pierces you deeply!");
                    msg_print
                    ("You feel a deadly chill slowly withering your soul.");

                    /* activate the Black Breath. */
                    p_ptr->black_breath = TRUE;

                    /* lots of damage. */
                    dam = damroll(20, 15);

                    /* undead may be attracted. */
                    if (randint1(2) == 1) {
                        msg_print
                        ("Undead suddenly appear and call you to them!");

                        k = randint1(3) + 2;
                        for (i = 0; i < k; i++) {
                            summon_specific(y, x, FALSE, p_ptr->depth,
                                            SUMMON_UNDEAD);
                        }
                    }

                    /* morgul-traps are one-time only. */
                    cave_info[y][x] &= ~(CAVE_MARK);
                    cave_set_feat(y, x, FEAT_FLOOR);

                    Rand_quick = TRUE;
                }

                else {
                    Rand_quick = FALSE;

                    /* activate the ordinary daggers. */
                    msg_print("Daggers pierce you everywhere!");

                    k = randint1(10) + 5;
                    for (i = 0; i < k; i++) {
                        dam += damroll(3, 4);
                    }

                    Rand_quick = TRUE;
                }

                /* cut the player. */
                (void) inc_timed(TMD_CUT, randint1(dam), TRUE);

                /* Take the damage. */
                take_hit(dam, name);
            }
        }

        /* poisoned spiked pit. */
        else if ((nastyness > 55) && (randint1(3) != 3)) {
            msg_print("You fall into a spiked pit!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid touching the spikes.");
            }

            else {
                Rand_quick = FALSE;

                /* Base damage */
                dam = damroll(2, 6);

                /* Extra spike damage */
                if (randint0(100) < 85) {
                    bool was_poisoned;

                    msg_print("You are impaled on poisonous spikes!");

                    dam = dam * (randint1(6) + 3);
                    (void) inc_timed(TMD_CUT, randint1(dam), TRUE);

                    was_poisoned = pois_hit(dam);

                    if (!was_poisoned)
                        msg_print("The poison does not affect you!");
                }

                /* Take the damage */
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        /* spiked pit. */
        else if ((nastyness > 30) && (randint1(3) != 3)) {
            msg_print("You fall into a spiked pit!");

            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the floor of the pit.");
                msg_print("You carefully avoid touching the spikes.");
            }

            else {
                Rand_quick = FALSE;

                /* Base damage */
                dam = damroll(2, 6);

                /* Extra spike damage */
                if (randint0(100) < 85) {
                    msg_print("You are impaled!");

                    dam = dam * (2 + randint1(4));
                    (void) inc_timed(TMD_CUT, randint1(dam), TRUE);
                }

                /* Take the damage */
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        /* ordinary pit in all other cases. */
        else {
            msg_print("You fall into a pit!");
            if (p_ptr->state.ffall) {
                notice_obj(OF_FEATHER, 0);
                msg_print("You float gently to the bottom of the pit.");
            } else {
                Rand_quick = FALSE;

                dam = damroll(2, 6);
                take_hit(dam, name);

                Rand_quick = TRUE;
            }
        }

        break;
    }

    /* stat-reducing dart traps. */
    case FEAT_TRAP_HEAD + 0x02:
    {
        /* decide if the dart hits. */
        if (check_trap_hit(50 + p_ptr->depth)) {
            /* select a stat to drain. */
            selection = randint0(6);

            Rand_quick = FALSE;

            msg_print("A small dart hits you!");
            dam = damroll(1, 4);
            take_hit(dam, name);

            /* Determine how dangerous the trap is allowed to be. */
            nastyness = randint1(p_ptr->depth);

            /* decide how much to drain the stat by. */
            if ((nastyness > 50) && (randint1(3) == 1)) {
                num = randint1(4);
            } else
                num = 1;

            /* drain the stat. */
            for (i = 0; i < num; i++) {
                (void) do_dec_stat(selection);
            }

            Rand_quick = TRUE;
        } else {
            msg_print("A small dart barely misses you.");
        }
        break;
    }

    /* discolored spots. */
    case FEAT_TRAP_HEAD + 0x03:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(5) == 1)
            nastyness += 10;

        /* pick a elemental attack type. */
        selection = randint1(4);


        /* electicity trap. */
        if (selection == 1) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are struck by lightning!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You get zapped!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            elec_dam(dam, "an electricity trap");
            Rand_quick = TRUE;

        }

        /* frost trap. */
        if (selection == 2) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are lost within a blizzard!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are coated in frost!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            cold_dam(dam, "a frost trap");
            Rand_quick = TRUE;
        }

        /* fire trap. */
        if (selection == 3) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("You are enveloped in a column of fire!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are surrounded by flames!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            fire_dam(dam, "a fire trap");
            Rand_quick = TRUE;
        }

        /* acid trap. */
        if (selection == 4) {
            if ((nastyness >= 50) && (randint1(2) == 1)) {
                Rand_quick = FALSE;

                msg_print("A cauldron of acid is tipped over your head!");
                dam = damroll(6, 30);

                Rand_quick = TRUE;
            } else {
                Rand_quick = FALSE;

                msg_print("You are splashed with acid!");
                dam = damroll(4, 8);

                Rand_quick = TRUE;
            }
            Rand_quick = FALSE;
            acid_dam(dam, "an acid trap");
            Rand_quick = TRUE;
        }

        break;
    }

    /* gas traps. */
    case FEAT_TRAP_HEAD + 0x04:
    {
        selection = randint1(4);

        /* blinding trap. */
        if (selection == 1) {
            msg_print("You are surrounded by a black gas!");
            if (!p_ptr->state.no_blind) {
                Rand_quick = FALSE;

                (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE);

                Rand_quick = TRUE;
            }
        } else
            notice_obj(OF_SEEING, 0);

        /* confusing trap. */
        if (selection == 2) {
            msg_print
            ("You are surrounded by a gas of scintillating colors!");
            if (!p_resist_good(P_RES_CONFU)) {
                Rand_quick = FALSE;

                (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);

                Rand_quick = TRUE;
            } else
                notice_other(IF_RES_CONFU, 0);
        }

        /* poisoning trap. */
        if (selection == 3) {
            msg_print("You are surrounded by a pungent green gas!");

            Rand_quick = FALSE;

            pois_hit(25);

            Rand_quick = TRUE;
        }

        /* sleeping trap. */
        if (selection == 4) {
            msg_print("You are surrounded by a strange white mist!");
            if (!p_ptr->state.free_act) {
                (void) inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE);
            } else
                notice_obj(OF_FREE_ACT, 0);
        }

        break;
    }

    /* summoning traps. */
    case FEAT_TRAP_HEAD + 0x05:
    {
        sound(MSG_SUM_MONSTER);
        /* sometimes summon thieves. */
        if ((p_ptr->depth > 8) && (randint1(5) == 1)) {
            msg_print("You have aroused a den of thieves!");

            Rand_quick = FALSE;

            num = 2 + randint1(3);
            for (i = 0; i < num; i++) {
                (void) summon_specific(y, x, FALSE, p_ptr->depth,
                                       SUMMON_THIEF);
            }

            Rand_quick = TRUE;
        }

        /* sometimes summon a nasty unique. */
        else if (randint1(8) == 1) {
            msg_print("You are enveloped in a cloud of smoke!");

            Rand_quick = FALSE;

            (void) summon_specific(y, x, FALSE, p_ptr->depth + 5,
                                   SUMMON_UNIQUE);

            Rand_quick = TRUE;
        }

        /* otherwise, the ordinary summon monsters. */
        else {
            msg_print("You are enveloped in a cloud of smoke!");

            Rand_quick = FALSE;

            num = 2 + randint1(3);
            for (i = 0; i < num; i++) {
                (void) summon_specific(y, x, FALSE, p_ptr->depth, 0);
            }

            Rand_quick = TRUE;
        }

        /* these are all one-time traps. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        break;
    }

    /* dungeon alteration traps. */
    case FEAT_TRAP_HEAD + 0x06:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint1(p_ptr->depth);
        if (randint1(5) == 1)
            nastyness += 10;

        /* make room for alterations. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        /* Everything truely random from here on. */
        Rand_quick = FALSE;

        /* dungeon destruction trap. */
        if ((nastyness > 60) && (randint1(12) == 1)) {
            msg_print
            ("A ear-splitting howl shatters your mind as the dungeon is smashed by hammer blows!");

            (void) destroy_level(FALSE);

            /* the player is hard-hit. */
            (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
            (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE);
            (void) inc_timed(TMD_STUN, randint1(50) + 50, TRUE);
            dam = damroll(15, 15);
            take_hit(dam, name);
        }

        /* earthquake trap. */
        else if ((nastyness > 20) && (randint1(4) == 1)) {
            msg_print("A tremor shakes the earth around you");
            earthquake(y, x, 10, FALSE);
        }

        /* falling rock trap. */
        else if ((nastyness > 4) && (randint1(2) == 1)) {
            msg_print("A rock falls on your head.");
            dam = damroll(2, 10);
            take_hit(dam, name);

            (void) inc_timed(TMD_STUN, randint1(10) + 10, TRUE);
        }

        /* a few pebbles. */
        else {
            msg_print("A bunch of pebbles rain down on you.");
            dam = damroll(1, 8);
            take_hit(dam, name);
        }

        Rand_quick = TRUE;

        break;
    }

    /* various char and equipment-alteration traps, lumped together to
     * avoid any one effect being too common (some of them can be rather
     * nasty). */
    case FEAT_TRAP_HEAD + 0x07:
    {
        /* determine how dangerous the trap is allowed to be. */
        nastyness = randint0(100);

        /* these are all one-time traps. */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_FLOOR);

        /* Everything truely random from here on. */
        Rand_quick = FALSE;

        /* trap of drain wands. */
        if (nastyness < 15) {
            /* Hold the object information. */
            object_type *o_ptr;

            /* Find an item */
            for (i = 0; i < 20; i++) {
                /* Pick an item */
                i = randint0(INVEN_PACK - p_ptr->pack_size_reduce);

                /* Obtain the item */
                o_ptr = &p_ptr->inventory[i];

                /* use "num" to decide if a item can be uncharged.  By
                 * default, assume it can't. */
                num = 0;

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

                /* Drain charged wands/staffs/rods */
                if ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)
                        || (o_ptr->tval == TV_ROD)) {
                    /* case of charged wands/staffs. */
                    if (((o_ptr->tval == TV_STAFF)
                            || (o_ptr->tval == TV_WAND)) && (o_ptr->pval))
                        num = 1;

                    /* case of charged rods. */
                    if ((o_ptr->tval == TV_ROD)
                            && (o_ptr->timeout < randcalc(o_ptr->time, 0,
                                                          MINIMISE)))
                        num = 1;


                    if (num == 1) {
                        /* Message */
                        msg_print("Energy drains from your pack!");

                        /* Uncharge */
                        if ((o_ptr->tval == TV_STAFF)
                                || (o_ptr->tval == TV_WAND))
                            o_ptr->pval = 0;

                        if (o_ptr->tval == TV_ROD)
                            o_ptr->timeout = randcalc(o_ptr->time, 0, RANDOMISE) * o_ptr->number * 2;


                        /* Combine / Reorder the pack */
                        p_ptr->notice |= (PN_COMBINE | PN_REORDER);

                        /* not more than one inventory slot effected. */
                        break;
                    } else
                        continue;
                }
            }
        }

        /* trap of forgetting. */
        else if (nastyness < 35) {
            if (check_save(100)) {
                msg_print("You hang on to your memories!");
            } else if (lose_all_info()) {
                msg_print("Your memories fade away.");
            }
        }

        /* trap of alter reality. */
        else if (nastyness < 50) {
            if (OPT(adult_ironman))
                msg_print("Nothing happens.");
            else {
                msg_print("The world changes!");

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

        /* trap of remold player. */
        else if (nastyness < 75) {
            int max1, cur1, max2, cur2, ii, jj;

            msg_print("You feel yourself being twisted by wild magic!");

            if (check_save(100)) {
                msg_print("You resist the effects!");
            } else {
                msg_print("Your body starts to scramble...");

                /* Pick a pair of stats */
                ii = randint0(6);
                for (jj = ii; jj == ii; jj = randint0(6))	/* loop */
                    ;

                max1 = p_ptr->stat_max[ii];
                cur1 = p_ptr->stat_cur[ii];
                max2 = p_ptr->stat_max[jj];
                cur2 = p_ptr->stat_cur[jj];

                p_ptr->stat_max[ii] = max2;
                p_ptr->stat_cur[ii] = cur2;
                p_ptr->stat_max[jj] = max1;
                p_ptr->stat_cur[jj] = cur1;

                p_ptr->update |= (PU_BONUS);
            }
        }

        /* time ball trap. */
        else if (nastyness < 90) {
            msg_print("You feel time itself assault you!");

            /* Target the player with a radius 0 ball attack. */
            fire_meteor(0, GF_TIME, p_ptr->py, p_ptr->px, 75, 0, TRUE);
        }

        /* trap of bugs gone berserk. */
        else {
            /* explain what the dickens is going on. */
            msg_print("GRUESOME Gnawing Bugs leap out at you!");

            if (!p_resist_good(P_RES_CONFU)) {
                (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
            } else
                notice_other(IF_RES_CONFU, 0);

            if (!p_resist_good(P_RES_CHAOS)) {
                (void) inc_timed(TMD_IMAGE, randint1(40), TRUE);
            } else
                notice_other(IF_RES_CHAOS, 0);

            /* XXX (hard coded) summon 3-6 bugs. */
            k = randint1(4) + 2;
            for (i = 0; i < k; ++i) {
                /* Look for a location */
                for (j = 0; j < 20; ++j) {
                    /* Pick a (scattered) distance. */
                    int d = (j / 10) + randint1(3);

                    /* Pick a location */
                    scatter(&y, &x, y, x, d, 0);

                    /* Require passable terrain */
                    if (!cave_passable_bold(y, x))
                        continue;

                    /* Hack -- no summon on glyph of warding */
                    if (cave_feat[y][x] == FEAT_RUNE_PROTECT)
                        continue;

                    /* Okay */
                    break;
                }

                /* Attempt to place the awake bug */
                place_monster_aux(y, x, 453, FALSE, TRUE);
            }

            /* herald the arrival of bugs. */
            msg_print("AAAAAAAHHHH! THEY'RE EVERYWHERE!");
        }

        Rand_quick = TRUE;

        break;
    }

    /* teleport trap */
    case FEAT_TRAP_HEAD + 0x08:
    {
        if (stage_map[p_ptr->stage][STAGE_TYPE] >= CAVE)
            msg_print("You teleport across the dungeon.");
        else
            msg_print("You teleport across the wilderness.");

        Rand_quick = FALSE;

        teleport_player(250, FALSE);

        Rand_quick = TRUE;

        break;
    }

    /* murder holes. */
    case FEAT_TRAP_HEAD + 0x09:
    {
        /* hold the object info. */
        object_type *o_ptr;
        object_type object_type_body;

        /* hold the missile type and name. */
        int sval = 0;
        int tval = 0;
        cptr missile_name = "";



        /* Determine the missile type and base damage. */
        if (randint1(3) == 1) {
            if (p_ptr->depth < 40) {
                missile_name = "shot";
                dam = damroll(2, 3);
                tval = TV_SHOT;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker shot";
                dam = damroll(3, 7);
                tval = TV_SHOT;
                sval = SV_AMMO_HEAVY;
            }
        }

        else if (randint1(2) == 1) {
            if (p_ptr->depth < 55) {
                missile_name = "arrow";
                dam = damroll(2, 4);
                tval = TV_ARROW;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker arrow";
                dam = damroll(3, 9);
                tval = TV_ARROW;
                sval = SV_AMMO_HEAVY;
            }
        }

        else {
            if (p_ptr->depth < 65) {
                missile_name = "bolt";
                dam = damroll(2, 5);
                tval = TV_BOLT;
                sval = SV_AMMO_NORMAL;
            } else {
                missile_name = "seeker bolt";
                dam = damroll(3, 11);
                tval = TV_BOLT;
                sval = SV_AMMO_HEAVY;
            }
        }

        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            msg_format("A %s hits you from above.", missile_name);

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was well-aimed!");
                dam *= 1 + randint1(2);
            }
            if (randint1(2) == 1) {
                msg_print("It gouges you!");
                dam = 3 * dam / 2;

                /* cut the player. */
                (void) inc_timed(TMD_CUT, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_format("A %s wizzes by your head.", missile_name);

        /* these will eventually run out of ammo. */

        Rand_quick = FALSE;

        if (randint0(8) == 0) {
            cave_info[y][x] &= ~(CAVE_MARK);
            cave_set_feat(y, x, FEAT_FLOOR);
        }

        Rand_quick = TRUE;

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

        /* Make a missile, identify it, and drop it near the player. */
        object_prep(o_ptr, lookup_kind(tval, sval), MINIMISE);
        object_aware(o_ptr);
        object_known(o_ptr);
        drop_near(o_ptr, -1, y, x, TRUE);

        break;
    }

    /* falling tree branch */
    case FEAT_TRAP_HEAD + 0x0A:
    {
        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            /* Take damage */
            dam = damroll(3, 5);
            msg_print("A branch hits you from above.");

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was heavy!");
                dam = 3 * dam / 2;

                /* stun the player. */
                (void) inc_timed(TMD_STUN, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_print("A falling branch just misses you.");

        /* No more */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_TREE);

        break;
    }

    /* falling tree branch */
    case FEAT_TRAP_HEAD + 0x0B:
    {
        /* determine if the missile hits. */
        if (check_trap_hit(75 + p_ptr->depth)) {
            /* Take damage */
            dam = damroll(3, 5);
            msg_print("A branch hits you from above.");

            Rand_quick = FALSE;

            /* critical hits. */
            if (randint1(2) == 1) {
                msg_print("It was heavy!");
                dam = 3 * dam / 2;

                /* stun the player. */
                (void) inc_timed(TMD_STUN, randint1(dam), TRUE);
            }

            Rand_quick = TRUE;

            take_hit(dam, name);
        }

        /* Explain what just happened. */
        else
            msg_print("A falling branch just misses you.");

        /* No more */
        cave_info[y][x] &= ~(CAVE_MARK);
        cave_set_feat(y, x, FEAT_TREE2);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0C:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0D:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0E:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    /* undefined trap. */
    case FEAT_TRAP_HEAD + 0x0F:
    {
        msg_print("A dagger is thrown at you from the shadows!");
        dam = damroll(3, 4);
        take_hit(dam, name);

        break;
    }

    }

    /* Revert to usage of the complex RNG. */
    Rand_quick = FALSE;
}
示例#14
0
/*!
 * @brief 青魔法の発動 /
 * do_cmd_cast calls this function if the player's class is 'blue-mage'.
 * @param spell 発動するモンスター攻撃のID
 * @param success TRUEは成功時、FALSEは失敗時の処理を行う
 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
 */
static bool cast_learned_spell(int spell, bool success)
{
	int             dir;
	int             plev = pseudo_plev();
	int     summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
	int             damage = 0;
	bool   pet = success;
	bool   no_trump = FALSE;
	u32b p_mode, u_mode = 0L, g_mode;

	if (pet)
	{
		p_mode = PM_FORCE_PET;
		g_mode = 0;
	}
	else
	{
		p_mode = PM_NO_PET;
		g_mode = PM_ALLOW_GROUP;
	}

	if (!success || (randint1(50+plev) < plev/10)) u_mode = PM_ALLOW_UNIQUE;

	/* spell code */
	switch (spell)
	{
	case MS_SHRIEK:
        msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
		aggravate_monsters(0);
		break;
	case MS_XXX1:
		break;
	case MS_DISPEL:
	{
		int m_idx;

		if (!target_set(TARGET_KILL)) return FALSE;
		m_idx = cave[target_row][target_col].m_idx;
		if (!m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
		dispel_monster_status(m_idx);
		break;
	}
	case MS_ROCKET:
		if (!get_aim_dir(&dir)) return FALSE;
		
        msg_print(_("ロケットを発射した。", "You fire a rocket."));
        damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL);
		fire_rocket(GF_ROCKET, dir, damage, 2);
		break;
	case MS_SHOOT:
	{
		if (!get_aim_dir(&dir)) return FALSE;
		
        msg_print(_("矢を放った。", "You fire an arrow."));
        damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL);
		fire_bolt(GF_ARROW, dir, damage);
		break;
	}
	case MS_XXX2:
		break;
	case MS_XXX3:
		break;
	case MS_XXX4:
		break;
	case MS_BR_ACID:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
        damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL);
		fire_ball(GF_ACID, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_ELEC:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
        damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL);
		fire_ball(GF_ELEC, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
        damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL);
		fire_ball(GF_FIRE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_COLD:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
        damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL);
		fire_ball(GF_COLD, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_POIS:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
        damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL);
		fire_ball(GF_POIS, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
        damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL);
		fire_ball(GF_NETHER, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_LITE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
        damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL);
		fire_ball(GF_LITE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_DARK:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
        damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL);
		fire_ball(GF_DARK, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_CONF:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
        damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL);
		fire_ball(GF_CONFUSION, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_SOUND:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
        damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL);
		fire_ball(GF_SOUND, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_CHAOS:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
        damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL);
		fire_ball(GF_CHAOS, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_DISEN:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
        damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL);
		fire_ball(GF_DISENCHANT, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_NEXUS:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
        damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL);
		fire_ball(GF_NEXUS, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_TIME:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
        damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL);
		fire_ball(GF_TIME, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_INERTIA:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
        damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL);
		fire_ball(GF_INERTIAL, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_GRAVITY:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
        damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL);
		fire_ball(GF_GRAVITY, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_SHARDS:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
        damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL);
		fire_ball(GF_SHARDS, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_PLASMA:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
        damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL);
		fire_ball(GF_PLASMA, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_FORCE:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
        damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL);
		fire_ball(GF_FORCE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BR_MANA:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
        damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL);
		fire_ball(GF_MANA, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BALL_NUKE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
        damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL);
		fire_ball(GF_NUKE, dir, damage, 2);
		break;
	case MS_BR_NUKE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
        damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL);
		fire_ball(GF_NUKE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BALL_CHAOS:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
        damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL);
		fire_ball(GF_CHAOS, dir, damage, 4);
		break;
	case MS_BR_DISI:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
        damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL);
		fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 40 ? -3 : -2));
		break;
	case MS_BALL_ACID:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
        damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL);
		fire_ball(GF_ACID, dir, damage, 2);
		break;
	case MS_BALL_ELEC:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
        damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL);
		fire_ball(GF_ELEC, dir, damage, 2);
		break;
	case MS_BALL_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
        damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL);
		fire_ball(GF_FIRE, dir, damage, 2);
		break;
	case MS_BALL_COLD:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
        damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL);
		fire_ball(GF_COLD, dir, damage, 2);
		break;
	case MS_BALL_POIS:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
        damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL);
		fire_ball(GF_POIS, dir, damage, 2);
		break;
	case MS_BALL_NETHER:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
        damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL);
		fire_ball(GF_NETHER, dir, damage, 2);
		break;
	case MS_BALL_WATER:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
        damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL);
		fire_ball(GF_WATER, dir, damage, 4);
		break;
	case MS_BALL_MANA:
        if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
        damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL);
		fire_ball(GF_MANA, dir, damage, 4);
		break;
	case MS_BALL_DARK:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
        damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL);
		fire_ball(GF_DARK, dir, damage, 4);
		break;
	case MS_DRAIN_MANA:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL);
        fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0);
		break;
	case MS_MIND_BLAST:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL);
		fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
		break;
	case MS_BRAIN_SMASH:
        if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL);
		fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
		break;
	case MS_CAUSE_1:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL);
		fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
		break;
	case MS_CAUSE_2:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL);
		fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
		break;
	case MS_CAUSE_3:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL);
		fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
		break;
	case MS_CAUSE_4:
		if (!get_aim_dir(&dir)) return FALSE;

        damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL);
		fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
		break;
	case MS_BOLT_ACID:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL);
        fire_bolt(GF_ACID, dir, damage);
		break;
	case MS_BOLT_ELEC:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL);
		fire_bolt(GF_ELEC, dir, damage);
		break;
	case MS_BOLT_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL);
		fire_bolt(GF_FIRE, dir, damage);
		break;
	case MS_BOLT_COLD:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL);
		fire_bolt(GF_COLD, dir, damage);
		break;
	case MS_STARBURST:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
        damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL);
		fire_ball(GF_LITE, dir, damage, 4);
		break;
	case MS_BOLT_NETHER:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL);
		fire_bolt(GF_NETHER, dir, damage);
		break;
	case MS_BOLT_WATER:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL);
		fire_bolt(GF_WATER, dir, damage);
		break;
	case MS_BOLT_MANA:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL);
		fire_bolt(GF_MANA, dir, damage);
		break;
	case MS_BOLT_PLASMA:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL);
		fire_bolt(GF_PLASMA, dir, damage);
		break;
	case MS_BOLT_ICE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
        damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL);
		fire_bolt(GF_ICE, dir, damage);
		break;
	case MS_MAGIC_MISSILE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
        damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL);
		fire_bolt(GF_MISSILE, dir, damage);
		break;
	case MS_SCARE:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
		fear_monster(dir, plev+10);
		break;
	case MS_BLIND:
		if (!get_aim_dir(&dir)) return FALSE;
		confuse_monster(dir, plev * 2);
		break;
	case MS_CONF:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
		confuse_monster(dir, plev * 2);
		break;
	case MS_SLOW:
		if (!get_aim_dir(&dir)) return FALSE;
		slow_monster(dir, plev);
		break;
	case MS_SLEEP:
		if (!get_aim_dir(&dir)) return FALSE;
		sleep_monster(dir, plev);
		break;
	case MS_SPEED:
		(void)set_fast(randint1(20 + plev) + plev, FALSE);
		break;
	case MS_HAND_DOOM:
	{
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
		fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0);
		break;
	}
	case MS_HEAL:
        msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
		(void)hp_player(plev*4);
		(void)set_stun(0);
		(void)set_cut(0);
		break;
	case MS_INVULNER:
        msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
		(void)set_invuln(randint1(4) + 4, FALSE);
		break;
	case MS_BLINK:
		teleport_player(10, 0L);
		break;
	case MS_TELEPORT:
		teleport_player(plev * 5, 0L);
		break;
	case MS_WORLD:
        world_player = TRUE;
        msg_print(_("「時よ!」", "'Time!'"));
		msg_print(NULL);

		/* Hack */
		p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;

		/* Redraw map */
		p_ptr->redraw |= (PR_MAP);

		/* Update monsters */
		p_ptr->update |= (PU_MONSTERS);

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

		handle_stuff();
		break;
	case MS_SPECIAL:
		break;
	case MS_TELE_TO:
	{
		monster_type *m_ptr;
		monster_race *r_ptr;
		char m_name[80];

		if (!target_set(TARGET_KILL)) return FALSE;
		if (!cave[target_row][target_col].m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
		m_ptr = &m_list[cave[target_row][target_col].m_idx];
		r_ptr = &r_info[m_ptr->r_idx];
		monster_desc(m_name, m_ptr, 0);
		if (r_ptr->flagsr & RFR_RES_TELE)
		{
			if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
			{
				if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
				break;
			}
			else if (r_ptr->level > randint1(100))
			{
				if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
                msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
				break;
			}
		}
        msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
		teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
		break;
	}
	case MS_TELE_AWAY:
		if (!get_aim_dir(&dir)) return FALSE;

		(void)fire_beam(GF_AWAY_ALL, dir, 100);
		break;
	case MS_TELE_LEVEL:
	{
		int target_m_idx;
		monster_type *m_ptr;
		monster_race *r_ptr;
		char m_name[80];

		if (!target_set(TARGET_KILL)) return FALSE;
		target_m_idx = cave[target_row][target_col].m_idx;
		if (!target_m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
		m_ptr = &m_list[target_m_idx];
		r_ptr = &r_info[m_ptr->r_idx];
		monster_desc(m_name, m_ptr, 0);
        msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);

		if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
			(r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
		{
            msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
		}
		else teleport_level(target_m_idx);
		break;
	}
	case MS_PSY_SPEAR:
		if (!get_aim_dir(&dir)) return FALSE;

        msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
        damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL);
		(void)fire_beam(GF_PSY_SPEAR, dir, damage);
		break;
	case MS_DARKNESS:

        msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
		(void)unlite_area(10, 3);
		break;
	case MS_MAKE_TRAP:
		if (!target_set(TARGET_KILL)) return FALSE;

        msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
		trap_creation(target_row, target_col);
		break;
	case MS_FORGET:
        msg_print(_("しかし何も起きなかった。", "Nothing happen."));
		break;
    case MS_RAISE_DEAD:
        msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
		(void)animate_dead(0, p_ptr->y, p_ptr->x);
		break;
	case MS_S_KIN:
	{
		int k;

        msg_print(_("援軍を召喚した。", "You summon minions."));
		for (k = 0;k < 1; k++)
		{
			if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L)))
			{
				if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		}
		break;
	}
	case MS_S_CYBER:
	{
		int k;

        msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!"));
		for (k = 0 ;k < 1 ; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode))
			{
                if (!pet)
                    msg_print(_("召喚されたサイバーデーモンは怒っている!", "The summoned Cyberdemon are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_MONSTER:
	{
		int k;
        msg_print(_("仲間を召喚した。", "You summon help."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode))
			{
                if (!pet)
                    msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_MONSTERS:
	{
		int k;
        msg_print(_("モンスターを召喚した!", "You summon monsters!"));
		for (k = 0;k < plev / 15 + 2; k++)
			if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_ANT:
	{
		int k;
        msg_print(_("アリを召喚した。", "You summon ants."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_SPIDER:
	{
		int k;
        msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_HOUND:
	{
		int k;
        msg_print(_("ハウンドを召喚した。", "You summon hounds."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_HYDRA:
	{
		int k;
        msg_print(_("ヒドラを召喚した。", "You summon a hydras."));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_ANGEL:
	{
		int k;
        msg_print(_("天使を召喚した!", "You summon an angel!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_DEMON:
	{
		int k;
        msg_print(_("混沌の宮廷から悪魔を召喚した!", "You summon a demon from the Courts of Chaos!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_UNDEAD:
	{
		int k;
        msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_DRAGON:
	{
		int k;
        msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_HI_UNDEAD:
	{
		int k;
        msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
			{
                if (!pet)
                    msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_HI_DRAGON:
	{
		int k;
        msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
			{
                if (!pet)
                    msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_AMBERITE:
	{
		int k;
        msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
			{
                if (!pet)
                    msg_print(_("召喚されたアンバーの王族は怒っている!", "Summoned Lords of Amber are angry!"));
			}
			else
			{
				no_trump = TRUE;
			}
		break;
	}
	case MS_S_UNIQUE:
	{
		int k, count = 0;
		msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!"));
		for (k = 0;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
			{
				count++;
				if (!pet)
					msg_print(_("召喚されたユニーク・モンスターは怒っている!", "Summoned special opponents are angry!"));
			}
		for (k = count;k < 1; k++)
			if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
			{
				count++;
				if (!pet)
					msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
			}
		if (!count)
		{
			no_trump = TRUE;
		}
		break;
	}
	default:
		msg_print("hoge?");
	}
	if (no_trump)
    {
        msg_print(_("何も現れなかった。", "No one have appeared."));
	}

	return TRUE;
}
示例#15
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#16
0
文件: trap.c 项目: cattwister/angband
/*
 * Handle player hitting a real trap
 */
void hit_trap(int y, int x)
{
	int i, num, dam;

	const char *name = "a trap";


	/* Disturb the player */
	disturb(0, 0);

	/* Analyze XXX XXX XXX */
	switch (cave->feat[y][x])
	{
		case FEAT_TRAP_HEAD + 0x00:
		{
			msg("You fall through a trap door!");
			if (p_ptr->state.flags[OF_FEATHER])
			{
				msg("You float gently down to the next level.");
			}
			else
			{
				dam = damroll(2, 8);
				take_hit(dam, name);
			}
			wieldeds_notice_flag(OF_FEATHER);

			/* New depth */
			dungeon_change_level(p_ptr->depth + 1);
			
			break;
		}

		case FEAT_TRAP_HEAD + 0x01:
		{
			msg("You fall into a pit!");
			if (p_ptr->state.flags[OF_FEATHER])
			{
				msg("You float gently to the bottom of the pit.");
			}
			else
			{
				dam = damroll(2, 6);
				take_hit(dam, name);
			}
			wieldeds_notice_flag(OF_FEATHER);
			break;
		}

		case FEAT_TRAP_HEAD + 0x02:
		{
			msg("You fall into a spiked pit!");

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

				/* Extra spike damage */
				if (one_in_(2))
				{
					msg("You are impaled!");

					dam = dam * 2;
					(void)inc_timed(TMD_CUT, randint1(dam), TRUE);
				}

				/* Take the damage */
				take_hit(dam, name);
			}
			wieldeds_notice_flag(OF_FEATHER);
			break;
		}

		case FEAT_TRAP_HEAD + 0x03:
		{
			msg("You fall into a spiked pit!");

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

				/* Extra spike damage */
				if (one_in_(2))
				{
					msg("You are impaled on poisonous spikes!");

					dam = dam * 2;
					(void)inc_timed(TMD_CUT, randint1(dam), TRUE);

					if (p_ptr->state.flags[OF_RES_POIS] || p_ptr->timed[TMD_OPP_POIS])
					{
						msg("The poison does not affect you!");
					}
					else
					{
						dam = dam * 2;
						(void)inc_timed(TMD_POISONED, randint1(dam), TRUE);
					}

					wieldeds_notice_flag(OF_RES_POIS);
				}

				/* Take the damage */
				take_hit(dam, name);
			}
			wieldeds_notice_flag(OF_FEATHER);

			break;
		}

		case FEAT_TRAP_HEAD + 0x04:
		{
			sound(MSG_SUM_MONSTER);
			msg("You are enveloped in a cloud of smoke!");
			cave->info[y][x] &= ~(CAVE_MARK);
			cave_set_feat(cave, y, x, FEAT_FLOOR);
			num = 2 + randint1(3);
			for (i = 0; i < num; i++)
			{
				(void)summon_specific(y, x, p_ptr->depth, 0, 1);
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x05:
		{
			msg("You hit a teleport trap!");
			teleport_player(100);
			break;
		}

		case FEAT_TRAP_HEAD + 0x06:
		{
			msg("You are enveloped in flames!");
			dam = damroll(4, 6);
			fire_dam(dam, "a fire trap");
			break;
		}

		case FEAT_TRAP_HEAD + 0x07:
		{
			msg("You are splashed with acid!");
			dam = damroll(4, 6);
			acid_dam(dam, "an acid trap");
			break;
		}

		case FEAT_TRAP_HEAD + 0x08:
		{
			if (trap_check_hit(125))
			{
				msg("A small dart hits you!");
				dam = damroll(1, 4);
				take_hit(dam, name);
				(void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE);
			}
			else
			{
				msg("A small dart barely misses you.");
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x09:
		{
			if (trap_check_hit(125))
			{
				msg("A small dart hits you!");
				dam = damroll(1, 4);
				take_hit(dam, name);
				(void)do_dec_stat(A_STR, FALSE);
			}
			else
			{
				msg("A small dart barely misses you.");
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0A:
		{
			if (trap_check_hit(125))
			{
				msg("A small dart hits you!");
				dam = damroll(1, 4);
				take_hit(dam, name);
				(void)do_dec_stat(A_DEX, FALSE);
			}
			else
			{
				msg("A small dart barely misses you.");
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0B:
		{
			if (trap_check_hit(125))
			{
				msg("A small dart hits you!");
				dam = damroll(1, 4);
				take_hit(dam, name);
				(void)do_dec_stat(A_CON, FALSE);
			}
			else
			{
				msg("A small dart barely misses you.");
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0C:
		{
			msg("You are surrounded by a black gas!");
			if (!p_ptr->state.flags[OF_RES_BLIND])
				(void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE);
			wieldeds_notice_flag(OF_RES_BLIND);

			break;
		}

		case FEAT_TRAP_HEAD + 0x0D:
		{
			msg("You are surrounded by a gas of scintillating colors!");
			if (!p_ptr->state.flags[OF_RES_CONFU])
				(void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE);
			wieldeds_notice_flag(OF_RES_CONFU);

			break;
		}

		case FEAT_TRAP_HEAD + 0x0E:
		{
			msg("You are surrounded by a pungent green gas!");
			if (!p_ptr->state.flags[OF_RES_POIS] && !p_ptr->timed[TMD_OPP_POIS])
				(void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE);
			wieldeds_notice_flag(OF_RES_POIS);

			break;
		}

		case FEAT_TRAP_HEAD + 0x0F:
		{
			msg("You are surrounded by a strange white mist!");
			if (!p_ptr->state.flags[OF_FREE_ACT])
				(void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE);
			wieldeds_notice_flag(OF_FREE_ACT);

			break;
		}
	}
}
示例#17
0
/**
 * Apply side effects from a spell attack to the player
 *
 * \param spell is the attack type
 * \param dam is the amount of damage caused by the attack
 * \param m_idx is the attacking monster
 * \param rlev is its level
 * \param seen is whether @ can see it
 */
static void do_side_effects(int spell, int dam, int m_idx, bool seen)
{
	monster_type *m_ptr = cave_monster(cave, m_idx);
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	const struct spell_effect *re_ptr;
	const struct mon_spell *rs_ptr = &mon_spell_table[spell];

	int i, choice[99], dur = 0, j = 0, count = 0;
	s32b d = 0;

	bool sustain = FALSE, perma = FALSE, chosen[RSE_MAX] = { 0 };

	/* Extract the monster level */
	int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);

	/* First we note all the effects we'll be doing. */
	for (re_ptr = spell_effect_table; re_ptr->index < RSE_MAX; re_ptr++) {
		if ((re_ptr->method && (re_ptr->method == rs_ptr->index)) ||
				(re_ptr->gf && (re_ptr->gf == rs_ptr->gf))) {

			/* If we have a choice of effects, we create a cum freq table */
			if (re_ptr->chance) {
				for (i = j; i < (j + re_ptr->chance); i++)
					choice[i] = re_ptr->index;
				j = i;
			}
			else
				chosen[re_ptr->index] = TRUE;
		}
	}

	/* If we have built a cum freq table, choose an effect from it */
	if (j)
		chosen[choice[randint0(j)]] = TRUE;

	/* Now we cycle through again to activate the chosen effects */
	for (re_ptr = spell_effect_table; re_ptr->index < RSE_MAX; re_ptr++) {
		if (chosen[re_ptr->index]) {

			/*
			 * Check for resistance - there are three possibilities:
			 * 1. Immunity to the attack type if side_immune is TRUE
			 * 2. Resistance to the attack type if it affords no immunity
			 * 3. Resistance to the specific side-effect
			 *
			 * TODO - add interesting messages to the RSE_ and GF_ tables
			 * to replace the generic ones below. (See #1376)
			 */
			if (re_ptr->res_flag)
				update_smart_learn(m_idx, re_ptr->res_flag);

			if ((rs_ptr->gf && check_side_immune(rs_ptr->gf)) ||
					check_state(re_ptr->res_flag, p_ptr->state.flags)) {
				msg("You resist the effect!");
				continue;
			}

			/* Allow saving throw if available */
			if (re_ptr->save &&
					randint0(100) < p_ptr->state.skills[SKILL_SAVE]) {
				msg("You avoid the effect!");
				continue;
			}

			/* Implement the effect */
			if (re_ptr->timed) {

				/* Calculate base duration (m_bonus is not used) */
				dur = randcalc(re_ptr->base, 0, RANDOMISE);

				/* Calculate the damage-dependent duration (m_bonus is
				 * used as a cap) */
				dur += damcalc(re_ptr->dam.dice, re_ptr->dam.sides *
						dam / 100, RANDOMISE);

				if (re_ptr->dam.m_bonus && (dur > re_ptr->dam.m_bonus))
					dur = re_ptr->dam.m_bonus;

				/* Apply the effect - we have already checked for resistance */
				(void)inc_timed(re_ptr->flag, dur, TRUE, FALSE);

			} else {
				switch (re_ptr->flag) {
					case S_INV_DAM:
						if (dam > 0)
							inven_damage(re_ptr->gf, MIN(dam *
								randcalc(re_ptr->dam, 0, RANDOMISE), 300));
						break;

					case S_TELEPORT: /* m_bonus is used as a clev filter */
						if (!re_ptr->dam.m_bonus || 
								randint1(re_ptr->dam.m_bonus) > p_ptr->lev)
							teleport_player(randcalc(re_ptr->base, 0,
								RANDOMISE));
						break;

					case S_TELE_TO:
						teleport_player_to(m_ptr->fy, m_ptr->fx);
						break;

					case S_TELE_LEV:
						teleport_player_level();
						break;

					case S_TELE_SELF:
						teleport_away(m_idx, randcalc(re_ptr->base, 0,
							RANDOMISE));
						break;

					case S_DRAIN_LIFE:
						d = re_ptr->base.base + (p_ptr->exp *
							re_ptr->base.sides / 100) * MON_DRAIN_LIFE;

						msg("You feel your life force draining away!");
						player_exp_lose(p_ptr, d, FALSE);
						break;

					case S_DRAIN_STAT: /* m_bonus is used as a flag */
						if (re_ptr->dam.m_bonus > 0)
							sustain = TRUE;

						if (abs(re_ptr->dam.m_bonus) > 1)
							perma = TRUE;

						drain_stats(randcalc(re_ptr->base, 0, RANDOMISE),
							sustain, perma);
						break;

					case S_SWAP_STAT:
						swap_stats();
						break;

					case S_DRAIN_ALL:
						msg("You're not as powerful as you used to be...");

						for (i = 0; i < A_MAX; i++)
							player_stat_dec(p_ptr, i, FALSE);
						break;

					case S_DISEN:
						(void)apply_disenchant(0);
						break;

					case S_DRAIN_MANA:
						drain_mana(m_idx, rlev, seen);
						break;

					case S_HEAL:
						heal_self(m_idx, rlev, seen);
						break;

					case S_DARKEN:
						(void)unlight_area(0, 3);
						break;

					case S_TRAPS:
						(void)trap_creation();
						break;

					case S_AGGRAVATE:
						aggravate_monsters(m_idx);
						break;

					case S_KIN:
						summon_kin_type = r_ptr->d_char;
					case S_MONSTER:	case S_MONSTERS:
					case S_SPIDER: case S_HOUND: case S_HYDRA: case S_ANGEL:
					case S_ANIMAL:
					case S_DEMON: case S_HI_DEMON:
					case S_UNDEAD: case S_HI_UNDEAD: case S_WRAITH:
					case S_DRAGON: case S_HI_DRAGON:
					case S_UNIQUE:
						for (i = 0; i < re_ptr->base.base; i++)
							count += summon_specific(m_ptr->fy, m_ptr->fx,
								rlev, re_ptr->flag, 0);

						for (i = 0; i < re_ptr->dam.base; i++)
							count += summon_specific(m_ptr->fy, m_ptr->fx,
								rlev, S_HI_UNDEAD, 0);

						if (count && p_ptr->timed[TMD_BLIND])
							msgt(rs_ptr->msgt, "You hear %s appear nearby.",
								(count > 1 ? "many things" : "something"));

					default:
						break;
				}		
			}
		}
	}
	return;
}
示例#18
0
文件: chest.c 项目: JEAus/angband
/*
 * Chests have traps too.
 *
 * Exploding chest destroys contents (and traps).
 * Note that the chest itself is never destroyed.
 */
static void chest_trap(int y, int x, s16b o_idx)
{
	int i, trap;

	object_type *o_ptr = object_byid(o_idx);


	/* Ignore disarmed chests */
	if (o_ptr->pval[DEFAULT_PVAL] <= 0) return;

	/* Obtain the traps */
	trap = chest_traps[o_ptr->pval[DEFAULT_PVAL]];

	/* Lose strength */
	if (trap & (CHEST_LOSE_STR))
	{
		msg("A small needle has pricked you!");
		take_hit(p_ptr, damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_STR, FALSE);
	}

	/* Lose constitution */
	if (trap & (CHEST_LOSE_CON))
	{
		msg("A small needle has pricked you!");
		take_hit(p_ptr, damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_CON, FALSE);
	}

	/* Poison */
	if (trap & (CHEST_POISON))
	{
		msg("A puff of green gas surrounds you!");
		(void)player_inc_timed(p_ptr, TMD_POISONED, 10 + randint1(20), TRUE, TRUE);
	}

	/* Paralyze */
	if (trap & (CHEST_PARALYZE))
	{
		msg("A puff of yellow gas surrounds you!");
		(void)player_inc_timed(p_ptr, TMD_PARALYZED, 10 + randint1(20), TRUE, TRUE);
	}

	/* Summon monsters */
	if (trap & (CHEST_SUMMON))
	{
		int num = 2 + randint1(3);
		msg("You are enveloped in a cloud of smoke!");
		sound(MSG_SUM_MONSTER);
		for (i = 0; i < num; i++)
		{
			(void)summon_specific(y, x, p_ptr->depth, 0, 1);
		}
	}

	/* Explode */
	if (trap & (CHEST_EXPLODE))
	{
		msg("There is a sudden explosion!");
		msg("Everything inside the chest is destroyed!");
		o_ptr->pval[DEFAULT_PVAL] = 0;
		take_hit(p_ptr, damroll(5, 8), "an exploding chest");
	}
}
/**********************************************************************
 * 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#20
0
文件: cmd2.c 项目: CJNyfalt/Oangband
/*
 * Chests have traps too.  High-level chests can be very dangerous, no
 * matter what level they are opened at.  Various traps added in Oangband. -LM-
 *
 * Exploding chest destroys contents (and traps).
 * Note that the chest itself is never destroyed.
 */
static void chest_trap(int y, int x, s16b o_idx)
{
	int i, trap, nasty_tricks_count;
	int j;

	object_type *o_ptr = &o_list[o_idx];

	/* Compensate for the averaging routine in the summon monster function. */
	int summon_level = o_ptr->pval + o_ptr->pval - p_ptr->depth;

	/* Ignore disarmed chests */
	if (o_ptr->pval <= 0) return;

	/* Obtain the traps */
	trap = chest_traps[o_ptr->pval];

	/* Lose strength */
	if (trap & (CHEST_LOSE_STR))
	{
		msg_print("A small needle has pricked you!");
		take_hit(damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_STR);
	}

	/* Lose constitution */
	if (trap & (CHEST_LOSE_CON))
	{
		msg_print("A small needle has pricked you!");
		take_hit(damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_CON);
	}

	/* Poison */
	if (trap & (CHEST_POISON))
	{
		msg_print("A puff of green gas surrounds you!");
		pois_hit(25);
	}

	/* Paralyze */
	if (trap & (CHEST_PARALYZE))
	{
		msg_print("A puff of yellow gas surrounds you!");
		if (!p_ptr->free_act)
		{
			(void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
		}
	}

	/* Summon monsters */
	if (trap & (CHEST_SUMMON))
	{
		int num = 2 + randint1(3);
		msg_print("You are enveloped in a cloud of smoke!");
		(void)summon_specific(y, x, FALSE, summon_level, 0, num);
	}

	/* Explode */
	if (trap & (CHEST_EXPLODE))
	{
		msg_print("There is a sudden explosion!");
		msg_print("Everything inside the chest is destroyed!");
		o_ptr->pval = 0;
		take_hit(damroll(5, 8), "an exploding chest");
	}

	/* Scatter contents. */
	if (trap & (CHEST_SCATTER))
	{
		msg_print("The contents of the chest scatter all over the dungeon!");
		chest_death(TRUE, y, x, o_idx);
		o_ptr->pval = 0;
	}

	/* Elemental summon. */
	if (trap & (CHEST_E_SUMMON))
	{
		j = randint1(3) + 5;
		msg_print("Elemental beings appear to protect their treasures!");
		(void) summon_specific(y, x, FALSE, summon_level, SUMMON_ELEMENTAL, j);
	}

	/* Force clouds, then summon birds. */
	if (trap & (CHEST_BIRD_STORM))
	{
		msg_print("A storm of birds swirls around you!");

		j = randint1(3) + 3;
		for (i = 0; i < j; i++)
			(void)fire_meteor(0, GF_FORCE, y, x, o_ptr->pval / 5, 7, TRUE);

		j = randint1(5) + o_ptr->pval /5;
		(void)summon_specific(y, x, TRUE, summon_level, SUMMON_BIRD, j);
	}

	/* Various colorful summonings. */
	if (trap & (CHEST_H_SUMMON))
	{
		/* Summon demons. */
		if (randint0(4) == 0)
		{
			msg_print("Demons materialize in clouds of fire and brimstone!");

			j = randint1(3) + 2;
			for (i = 0; i < j; i++)
			{
				(void)fire_meteor(0, GF_FIRE, y, x, 10, 5, TRUE);
				(void)summon_specific(y, x, FALSE, summon_level, SUMMON_DEMON, 1);
			}
		}

		/* Summon dragons. */
		else if (randint0(3) == 0)
		{
			msg_print("Draconic forms loom out of the darkness!");

			j = randint1(3) + 2;
			(void)summon_specific(y, x, FALSE, summon_level, SUMMON_DRAGON, j);
		}

		/* Summon hybrids. */
		else if (randint0(2) == 0)
		{
			msg_print("Creatures strange and twisted assault you!");

			j = randint1(5) + 3;
			(void)summon_specific(y, x, FALSE, summon_level, SUMMON_HYBRID, j);
		}

		/* Summon vortices (scattered) */
		else
		{
			msg_print("Vortices coalesce and wreak destruction!");

			j = randint1(3) + 2;
			(void)summon_specific(y, x, TRUE, summon_level, SUMMON_VORTEX, j);
		}
	}

	/* Dispel player. */
	if (trap & (CHEST_RUNES_OF_EVIL))
	{
		/* Message. */
		msg_print("Hideous voices bid: 'Let the darkness have thee!'");

		/* Determine how many nasty tricks can be played. */
		nasty_tricks_count = 4 + randint0(3);

		/* This is gonna hurt... */
		for (; nasty_tricks_count > 0; nasty_tricks_count--)
		{
			/* ...but a high saving throw does help a little. */
			if (!check_save(2 * o_ptr->pval))
			{
				if (randint0(6) == 0) take_hit(damroll(5, 20), "a chest dispel-player trap");
				else if (randint0(5) == 0) (void)set_cut(p_ptr->cut + 200);
				else if (randint0(4) == 0)
				{
					if (!p_ptr->free_act)
						(void)set_paralyzed(p_ptr->paralyzed + 2 +
						randint0(6));
					else
						(void)set_stun(p_ptr->stun + 10 +
						randint0(100));
				}
				else if (randint0(3) == 0) apply_disenchant(0);
				else if (randint0(2) == 0)
				{
					(void)do_dec_stat(A_STR);
					(void)do_dec_stat(A_DEX);
					(void)do_dec_stat(A_CON);
					(void)do_dec_stat(A_INT);
					(void)do_dec_stat(A_WIS);
					(void)do_dec_stat(A_CHR);
				}
				else (void)fire_meteor(0, GF_NETHER, y, x, 150, 1, TRUE);
			}
		}
	}
}
示例#21
0
void chaos_warrior_reward(void)
{
    if (one_in_(6))
    {
        msg_format("%^s rewards you with a mutation!",
            chaos_patrons[p_ptr->chaos_patron]);

        mut_gain_random(NULL);
    }
    else
    {
        char        wrath_reason[32] = "";
        int         nasty_chance = 6;
        int         dummy = 0, dummy2 = 0;
        int         type, effect;
        int         count = 0;

        if (p_ptr->lev == 13) nasty_chance = 2;
        else if (!(p_ptr->lev % 13)) nasty_chance = 3;
        else if (!(p_ptr->lev % 14)) nasty_chance = 12;

        if (one_in_(nasty_chance))
            type = randint1(20); /* Allow the 'nasty' effects */
        else
            type = randint1(15) + 5; /* Or disallow them */

        if (type < 1) type = 1;
        if (type > 20) type = 20;
        type--;

        sprintf(wrath_reason, "the Wrath of %s",
            chaos_patrons[p_ptr->chaos_patron]);

        effect = chaos_rewards[p_ptr->chaos_patron][type];
        switch (effect)
        {
        case REW_POLY_SLF:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou needst a new form, mortal!'");

            do_poly_self();
            break;
        case REW_GAIN_EXP:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Well done, mortal! Lead on!'");
            if (p_ptr->prace == RACE_ANDROID)
                msg_print("But, nothing happen.");
            else if (p_ptr->exp < PY_MAX_EXP)
            {
                s32b ee = (p_ptr->exp / 2) + 10;
                if (ee > 100000L) ee = 100000L;
                msg_print("You feel more experienced.");
                gain_exp(ee);
            }
            break;
        case REW_LOSE_EXP:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou didst not deserve that, slave.'");

            if (p_ptr->prace == RACE_ANDROID)
                msg_print("But, nothing happen.");
            else
            {
                lose_exp(p_ptr->exp / 6);
            }
            break;
        case REW_GOOD_OBJ:
            msg_format("The voice of %s whispers:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Use my gift wisely.'");
            acquirement(py, px, 1, FALSE, FALSE);
            break;
        case REW_GREA_OBJ:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Use my gift wisely.'");

            acquirement(py, px, 1, TRUE, FALSE);
            break;
        case REW_CHAOS_WP:
        {
            object_type forge;

            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thy deed hath earned thee a worthy blade.'");

            dummy = TV_SWORD;
            switch (randint1(p_ptr->lev))
            {
                case 0: case 1:
                    dummy2 = SV_DAGGER;
                    break;
                case 2: case 3:
                    dummy2 = SV_MAIN_GAUCHE;
                    break;
                case 4:
                    dummy2 = SV_TANTO;
                    break;
                case 5: case 6:
                    dummy2 = SV_RAPIER;
                    break;
                case 7: case 8:
                    dummy2 = SV_SMALL_SWORD;
                    break;
                case 9: case 10:
                    dummy2 = SV_BASILLARD;
                    break;
                case 11: case 12: case 13:
                    dummy2 = SV_SHORT_SWORD;
                    break;
                case 14: case 15:
                    dummy2 = SV_SABRE;
                    break;
                case 16: case 17:
                    dummy2 = SV_CUTLASS;
                    break;
                case 18:
                    dummy2 = SV_WAKIZASHI;
                    break;
                case 19:
                    dummy2 = SV_KHOPESH;
                    break;
                case 20:
                    dummy2 = SV_TULWAR;
                    break;
                case 21:
                    dummy2 = SV_BROAD_SWORD;
                    break;
                case 22: case 23:
                    dummy2 = SV_LONG_SWORD;
                    break;
                case 24: case 25:
                    dummy2 = SV_SCIMITAR;
                    break;
                case 26:
                    dummy2 = SV_NINJATO;
                    break;
                case 27:
                    dummy2 = SV_KATANA;
                    break;
                case 28: case 29:
                    dummy2 = SV_BASTARD_SWORD;
                    break;
                case 30:
                    dummy2 = SV_GREAT_SCIMITAR;
                    break;
                case 31:
                    dummy2 = SV_CLAYMORE;
                    break;
                case 32:
                    dummy2 = SV_ESPADON;
                    break;
                case 33:
                    dummy2 = SV_TWO_HANDED_SWORD;
                    break;
                case 34:
                    dummy2 = SV_FLAMBERGE;
                    break;
                case 35:
                    dummy2 = SV_NO_DACHI;
                    break;
                case 36:
                    dummy2 = SV_EXECUTIONERS_SWORD;
                    break;
                case 37:
                    dummy2 = SV_ZWEIHANDER;
                    break;
                case 38:
                    dummy2 = SV_HAYABUSA;
                    break;
                default:
                    dummy2 = SV_BLADE_OF_CHAOS;
            }

            object_prep(&forge, lookup_kind(dummy, dummy2));
            forge.to_h = 3 + randint1(dun_level) % 10;
            forge.to_d = 3 + randint1(dun_level) % 10;
            one_resistance(&forge);
            forge.name2 = EGO_WEAPON_CHAOS;

            drop_near(&forge, -1, py, px);
            break;
        }
        case REW_GOOD_OBS:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thy deed hath earned thee a worthy reward.'");

            acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
            break;
        case REW_GREA_OBS:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Behold, mortal, how generously I reward thy loyalty.'");

            acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
            break;
        case REW_TY_CURSE:
            msg_format("The voice of %s thunders:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou art growing arrogant, mortal.'");

            activate_ty_curse(FALSE, &count);
            break;
        case REW_SUMMON_M:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'My pets, destroy the arrogant mortal!'");
            for (dummy = 0; dummy < randint1(5) + 1; dummy++)
                summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
            break;
        case REW_H_SUMMON:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou needst worthier opponents!'");
            activate_hi_summon(py, px, FALSE);
            break;
        case REW_DO_HAVOC:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Death and destruction! This pleaseth me!'");
            call_chaos(100);
            break;
        case REW_GAIN_ABL:
            msg_format("The voice of %s rings out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Stay, mortal, and let me mold thee.'");
            if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
                do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
            else
                do_inc_stat(randint0(6));
            break;
        case REW_LOSE_ABL:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'I grow tired of thee, mortal.'");

            if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
                do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
            else
                do_dec_stat(randint0(6));
            break;
        case REW_RUIN_ABL:
            msg_format("The voice of %s thunders:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Thou needst a lesson in humility, mortal!'");
            msg_print("You feel less powerful!");

            for (dummy = 0; dummy < 6; dummy++)
                dec_stat(dummy, 10 + randint1(15), TRUE);
            break;
        case REW_POLY_WND:
            msg_format("You feel the power of %s touch you.", chaos_patrons[p_ptr->chaos_patron]);
            do_poly_wounds();
            break;
        case REW_AUGM_ABL:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Receive this modest gift from me!'");
            for (dummy = 0; dummy < 6; dummy++)
                do_inc_stat(dummy);
            break;
        case REW_HURT_LOT:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Suffer, pathetic fool!'");
            fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
            take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
            break;
       case REW_HEAL_FUL:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Rise, my servant!'");
            restore_level();
            set_poisoned(0, TRUE);
            set_blind(0, TRUE);
            set_confused(0, TRUE);
            set_image(0, TRUE);
            set_stun(0, TRUE);
            set_cut(0, TRUE);
            hp_player(5000);
            for (dummy = 0; dummy < 6; dummy++)
                do_res_stat(dummy);
            break;
        case REW_CURSE_WP:
        {
            int slot = equip_random_slot(object_is_melee_weapon);
            if (slot)
            {
                msg_format("The voice of %s booms out:",
                    chaos_patrons[p_ptr->chaos_patron]);
                msg_print("'Thou reliest too much on thy weapon.'");
                curse_weapon(FALSE, slot);
            }
            break;
        }
        case REW_CURSE_AR:
        {
            int slot = equip_random_slot(object_is_armour);
            if (slot)
            {
                msg_format("The voice of %s booms out:",
                    chaos_patrons[p_ptr->chaos_patron]);
                msg_print("'Thou reliest too much on thine equipment.'");
                curse_armor(slot);
            }
            break;
        }
        case REW_PISS_OFF:
            msg_format("The voice of %s whispers:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Now thou shalt pay for annoying me.'");
            switch (randint1(4))
            {
                case 1:
                    activate_ty_curse(FALSE, &count);
                    break;
                case 2:
                    activate_hi_summon(py, px, FALSE);
                    break;
                case 3:
                    if (one_in_(2))
                    {
                        int slot = equip_random_slot(object_is_melee_weapon);
                        if (slot)
                            curse_weapon(FALSE, slot);
                    }
                    else
                    {
                        int slot = equip_random_slot(object_is_armour);
                        if (slot)
                            curse_armor(slot);
                    }
                    break;
                default:
                    for (dummy = 0; dummy < 6; dummy++)
                        dec_stat(dummy, 10 + randint1(15), TRUE);
                    break;
            }
            break;
        case REW_WRATH:
            msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Die, mortal!'");

            take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
            for (dummy = 0; dummy < 6; dummy++)
                dec_stat(dummy, 10 + randint1(15), FALSE);
            activate_hi_summon(py, px, FALSE);
            activate_ty_curse(FALSE, &count);
            if (one_in_(2))
            {
                int slot = equip_random_slot(object_is_melee_weapon);
                if (slot)
                    curse_weapon(FALSE, slot);
            }
            if (one_in_(2))
            {
                int slot = equip_random_slot(object_is_armour);
                if (slot)
                    curse_armor(slot);
            }
            break;
        case REW_DESTRUCT:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Death and destruction! This pleaseth me!'");
            destroy_area(py, px, 25, 3 * p_ptr->lev);
            break;
        case REW_GENOCIDE:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Let me relieve thee of thine oppressors!'");
            symbol_genocide(0, FALSE);
            break;
        case REW_MASS_GEN:
            msg_format("The voice of %s booms out:",
                chaos_patrons[p_ptr->chaos_patron]);
            msg_print("'Let me relieve thee of thine oppressors!'");
            mass_genocide(0, FALSE);
            break;
        case REW_DISPEL_C:
            msg_format("You can feel the power of %s assault your enemies!",
                chaos_patrons[p_ptr->chaos_patron]);
            dispel_monsters(p_ptr->lev * 4);
            break;
        case REW_IGNORE:
            msg_format("%s ignores you.",
                chaos_patrons[p_ptr->chaos_patron]);
            break;
        case REW_SER_DEMO:
            msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
            if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
                msg_print("Nobody ever turns up...");
            break;
        case REW_SER_MONS:
            msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
            if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
                msg_print("Nobody ever turns up...");
            break;
        case REW_SER_UNDE:
            msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
            if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
                msg_print("Nobody ever turns up...");
            break;
        default:
            msg_format("The voice of %s stammers:", chaos_patrons[p_ptr->chaos_patron]);
            msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
        }
    }
}