summaryrefslogtreecommitdiff
path: root/src/spells2.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/spells2.c')
-rw-r--r--src/spells2.c8450
1 files changed, 0 insertions, 8450 deletions
diff --git a/src/spells2.c b/src/spells2.c
deleted file mode 100644
index 3e3ac568..00000000
--- a/src/spells2.c
+++ /dev/null
@@ -1,8450 +0,0 @@
-/* File: spells2.c */
-
-/* Purpose: Spell code (part 2) */
-
-/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
- */
-
-#include "angband.h"
-#include "hooks.h"
-
-#define WEIRD_LUCK 12
-#define BIAS_LUCK 20
-/*
- * Bias luck needs to be higher than weird luck,
- * since it is usually tested several times...
- */
-
-void summon_dragon_riders();
-
-
-/*
- * Grow things
- */
-void grow_things(s16b type, int rad)
-{
- int a, i, j;
-
- for (a = 0; a < rad * rad + 11; a++)
- {
- i = (Rand_mod((rad * 2) + 1)-rad + Rand_mod((rad * 2) + 1)-rad) / 2;
- j = (Rand_mod((rad * 2) + 1)-rad + Rand_mod((rad * 2) + 1)-rad) / 2;
-
- if (!in_bounds(p_ptr->py + j, p_ptr->px + i)) continue;
- if (distance(p_ptr->py, p_ptr->px, p_ptr->py + j, p_ptr->px + i) > rad) continue;
-
- if (cave_clean_bold(p_ptr->py + j, p_ptr->px + i))
- {
- cave_set_feat(p_ptr->py + j, p_ptr->px + i, type);
- }
- }
-}
-
-/*
- * Grow trees
- */
-void grow_trees(int rad)
-{
- int a, i, j;
-
- for (a = 0; a < rad * rad + 11; a++)
- {
- i = (Rand_mod((rad * 2) + 1)-rad + Rand_mod((rad * 2) + 1)-rad) / 2;
- j = (Rand_mod((rad * 2) + 1)-rad + Rand_mod((rad * 2) + 1)-rad) / 2;
-
- if (!in_bounds(p_ptr->py + j, p_ptr->px + i)) continue;
- if (distance(p_ptr->py, p_ptr->px, p_ptr->py + j, p_ptr->px + i) > rad) continue;
-
- if (cave_clean_bold(p_ptr->py + j, p_ptr->px + i) && (f_info[cave[p_ptr->py][p_ptr->px].feat].flags1 & FF1_SUPPORT_GROWTH))
- {
- cave_set_feat(p_ptr->py + j, p_ptr->px + i, FEAT_TREES);
- }
- }
-}
-
-/*
- * Grow grass
- */
-void grow_grass(int rad)
-{
- int a, i, j;
-
- for (a = 0; a < rad * rad + 11; a++)
- {
- i = (Rand_mod((rad * 2) + 1)-rad + Rand_mod((rad * 2) + 1)-rad) / 2;
- j = (Rand_mod((rad * 2) + 1)-rad + Rand_mod((rad * 2) + 1)-rad) / 2;
-
- if (!in_bounds(p_ptr->py + j, p_ptr->px + i)) continue;
- if (distance(p_ptr->py, p_ptr->px, p_ptr->py + j, p_ptr->px + i) > rad) continue;
-
- if (cave_clean_bold(p_ptr->py + j, p_ptr->px + i) && (f_info[cave[p_ptr->py][p_ptr->px].feat].flags1 & FF1_SUPPORT_GROWTH))
- {
- cave_set_feat(p_ptr->py + j, p_ptr->px + i, FEAT_GRASS);
- }
- }
-}
-
-/*
- * Increase players hit points, notice effects
- */
-bool_ hp_player(int num)
-{
- bool_ dead = p_ptr->chp < 0;
-
- /* Healing needed */
- if (p_ptr->chp < p_ptr->mhp)
- {
- /* Gain hitpoints */
- p_ptr->chp += num;
-
- /* Enforce maximum */
- if ((p_ptr->chp >= p_ptr->mhp) ||
- /* prevent wrapping */
- (!dead && (p_ptr->chp < 0)))
- {
- p_ptr->chp = p_ptr->mhp;
- p_ptr->chp_frac = 0;
- }
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Heal 0-4 */
- if (num < 5)
- {
- msg_print("You feel a little better.");
- }
-
- /* Heal 5-14 */
- else if (num < 15)
- {
- msg_print("You feel better.");
- }
-
- /* Heal 15-34 */
- else if (num < 35)
- {
- msg_print("You feel much better.");
- }
-
- /* Heal 35+ */
- else
- {
- msg_print("You feel very good.");
- }
-
- /* Notice */
- return (TRUE);
- }
-
- /* Ignore */
- return (FALSE);
-}
-
-
-
-/*
- * Leave a "glyph of warding" which prevents monster movement
- */
-void warding_glyph(void)
-{
- /* XXX XXX XXX */
- if (!cave_clean_bold(p_ptr->py, p_ptr->px))
- {
- msg_print("The object resists the spell.");
- return;
- }
-
- /* Create a glyph */
- cave_set_feat(p_ptr->py, p_ptr->px, FEAT_GLYPH);
-}
-
-void explosive_rune(void)
-{
- /* XXX XXX XXX */
- if (!cave_clean_bold(p_ptr->py, p_ptr->px))
- {
- msg_print("The object resists the spell.");
- return;
- }
-
- /* Create a glyph */
- cave_set_feat(p_ptr->py, p_ptr->px, FEAT_MINOR_GLYPH);
-}
-
-
-
-/*
- * Array of stat "descriptions"
- */
-static cptr desc_stat_pos[] =
-{
- "strong",
- "smart",
- "wise",
- "dextrous",
- "healthy",
- "cute"
-};
-
-/*
- * Array of long descriptions of stat
- */
-
-static cptr long_desc_stat[] =
-{
- "strength",
- "intelligence",
- "wisdom",
- "dexterity",
- "constitution",
- "charisma"
-};
-
-/*
- * Array of stat "descriptions"
- */
-static cptr desc_stat_neg[] =
-{
- "weak",
- "stupid",
- "naive",
- "clumsy",
- "sickly",
- "ugly"
-};
-
-
-/*
- * Lose a "point"
- */
-bool_ do_dec_stat(int stat, int mode)
-{
- bool_ sust = FALSE;
-
- /* Access the "sustain" */
- switch (stat)
- {
- case A_STR:
- if (p_ptr->sustain_str) sust = TRUE;
- break;
- case A_INT:
- if (p_ptr->sustain_int) sust = TRUE;
- break;
- case A_WIS:
- if (p_ptr->sustain_wis) sust = TRUE;
- break;
- case A_DEX:
- if (p_ptr->sustain_dex) sust = TRUE;
- break;
- case A_CON:
- if (p_ptr->sustain_con) sust = TRUE;
- break;
- case A_CHR:
- if (p_ptr->sustain_chr) sust = TRUE;
- break;
- }
-
- /* Sustain */
- if (sust)
- {
- /* Message */
- msg_format("You feel %s for a moment, but the feeling passes.",
- desc_stat_neg[stat]);
-
- /* Notice effect */
- return (TRUE);
- }
-
- /* Attempt to reduce the stat */
- if (dec_stat(stat, 10, mode))
- {
- /* Message */
- msg_format("You feel very %s.", desc_stat_neg[stat]);
-
- /* Notice effect */
- return (TRUE);
- }
-
- /* Nothing obvious */
- return (FALSE);
-}
-
-
-/*
- * Restore lost "points" in a stat
- */
-bool_ do_res_stat(int stat, bool_ full)
-{
- /* Keep a copy of the current stat, so we can evaluate it if necessary */
- int cur_stat = p_ptr->stat_cur[stat];
-
- /* Attempt to increase */
- if (res_stat(stat, full))
- {
- /* Message, depending on whether we got stronger or weaker */
- if (cur_stat > p_ptr->stat_max[stat])
- {
- msg_format("You feel your %s boost drain away.", long_desc_stat[stat]);
- }
- else
- {
- msg_format("You feel less %s.", desc_stat_neg[stat]);
- }
-
- /* Notice */
- return (TRUE);
- }
-
- /* Nothing obvious */
- return (FALSE);
-}
-
-
-/*
- * Gain a "point" in a stat
- */
-bool_ do_inc_stat(int stat)
-{
- bool_ res;
-
- /* Restore strength */
- res = res_stat(stat, TRUE);
-
- /* Attempt to increase */
- if (inc_stat(stat))
- {
- /* Message */
- msg_format("Wow! You feel very %s!", desc_stat_pos[stat]);
-
- /* Notice */
- return (TRUE);
- }
-
- /* Restoration worked */
- if (res)
- {
- /* Message */
- msg_format("You feel less %s.", desc_stat_neg[stat]);
-
- /* Notice */
- return (TRUE);
- }
-
- /* Nothing obvious */
- return (FALSE);
-}
-
-
-/*
- * Process all identify hooks
- */
-void identify_hooks(int i, object_type *o_ptr, identify_mode mode)
-{
- cptr mode_s = NULL;
-
- switch (mode)
- {
- case IDENT_NORMAL:
- mode_s = "normal";
- break;
- case IDENT_FULL:
- mode_s = "full";
- break;
- default:
- assert(FALSE);
- }
-
- /* Process the appropriate hooks */
- process_hooks(HOOK_IDENTIFY, "(d,s)", i, mode_s);
-
- {
- hook_identify_in in = { o_ptr, mode };
- process_hooks_new(HOOK_IDENTIFY, &in, NULL);
- }
-}
-
-
-/*
- * Identify everything being carried.
- * Done by a potion of "self knowledge".
- */
-bool_ identify_pack(void)
-{
- int i;
-
- /* Simply identify and know every item */
- for (i = 0; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Aware and Known */
- object_aware(o_ptr);
- object_known(o_ptr);
-
- /* Process the appropriate hooks */
- identify_hooks(i, o_ptr, IDENT_NORMAL);
- }
-
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
- return TRUE;
-}
-
-/*
- * common portions of identify_fully and identify_pack_fully
- */
-static void make_item_fully_identified(object_type *o_ptr)
-{
- /* Identify it fully */
- object_aware(o_ptr);
- object_known(o_ptr);
-
- /* Mark the item as fully known */
- o_ptr->ident |= (IDENT_MENTAL);
-
- /* For those with alchemist skills, learn how to create it */
- alchemist_learn_object(o_ptr);
-}
-
-/*
- * Identify everything being carried.
- * Done by a potion of "self knowledge".
- */
-void identify_pack_fully(void)
-{
- int i;
-
- /* Simply identify and know every item */
- for (i = 0; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- make_item_fully_identified(o_ptr);
-
- /* Process the appropriate hooks */
- identify_hooks(i, o_ptr, IDENT_FULL);
- }
-
- p_ptr->update |= (PU_BONUS);
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-}
-
-/*
- * Used by the "enchant" function (chance of failure)
- * (modified for Zangband, we need better stuff there...) -- TY
- */
-static int enchant_table[16] =
-{
- 0, 10, 50, 100, 200,
- 300, 400, 500, 650, 800,
- 950, 987, 993, 995, 998,
- 1000
-};
-
-bool_ remove_curse_object(object_type *o_ptr, bool_ all)
-{
- u32b f1, f2, f3, f4, f5, esp;
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) return FALSE;
-
- /* Uncursed already */
- if (!cursed_p(o_ptr)) return FALSE;
-
- /* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- /* Heavily Cursed Items need a special spell */
- if (!all && (f3 & (TR3_HEAVY_CURSE))) return FALSE;
-
- /* Perma-Cursed Items can NEVER be uncursed */
- if (f3 & (TR3_PERMA_CURSE)) return FALSE;
-
- /* Uncurse it */
- o_ptr->ident &= ~(IDENT_CURSED);
-
- /* Hack -- Assume felt */
- o_ptr->ident |= (IDENT_SENSE);
-
- if (o_ptr->art_flags3 & (TR3_CURSED))
- o_ptr->art_flags3 &= ~(TR3_CURSED);
-
- if (o_ptr->art_flags3 & (TR3_HEAVY_CURSE))
- o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
-
- /* Take note */
- o_ptr->sense = SENSE_UNCURSED;
-
- /* Reverse the curse effect */
- /* jk - scrolls of *remove curse* have a 1 in (55-level chance to */
- /* reverse the curse effects - a ring of damage(-15) {cursed} then */
- /* becomes a ring of damage (+15) */
- /* this does not go for artifacts - a Sword of Mormegil +40,+60 would */
- /* be somewhat unbalancing */
- /* due to the nature of this procedure, it only works on cursed items */
- /* ie you get only one chance! */
- if ((randint(55-p_ptr->lev) == 1) && !artifact_p(o_ptr))
- {
- if (o_ptr->to_a < 0) o_ptr->to_a = -o_ptr->to_a;
- if (o_ptr->to_h < 0) o_ptr->to_h = -o_ptr->to_h;
- if (o_ptr->to_d < 0) o_ptr->to_d = -o_ptr->to_d;
- if (o_ptr->pval < 0) o_ptr->pval = -o_ptr->pval;
- }
-
- /* Recalculate the bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
- p_ptr->window |= (PW_EQUIP);
-
- return TRUE;
-}
-
-/*
- * Removes curses from items in inventory
- *
- * Note that Items which are "Perma-Cursed" (The One Ring,
- * The Crown of Morgoth) can NEVER be uncursed.
- *
- * Note that if "all" is FALSE, then Items which are
- * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
- * will not be uncursed.
- */
-static int remove_curse_aux(int all)
-{
- int i, cnt = 0;
-
- /* Attempt to uncurse items being worn */
- for (i = 0; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
-
- if (!remove_curse_object(o_ptr, all)) continue;
-
- /* Count the uncursings */
- cnt++;
- }
-
- /* Return "something uncursed" */
- return (cnt);
-}
-
-
-/*
- * Remove most curses
- */
-bool_ remove_curse(void)
-{
- return (remove_curse_aux(FALSE) ? TRUE : FALSE);
-}
-
-/*
- * Remove all curses
- */
-bool_ remove_all_curse(void)
-{
- return (remove_curse_aux(TRUE) ? TRUE : FALSE);
-}
-
-
-
-/*
- * Restores any drained experience
- */
-bool_ restore_level(void)
-{
- /* Restore experience */
- if (p_ptr->exp < p_ptr->max_exp)
- {
- /* Message */
- msg_print("You feel your life energies returning.");
-
- /* Restore the experience */
- p_ptr->exp = p_ptr->max_exp;
-
- /* Check the experience */
- check_experience();
-
- /* Did something */
- return (TRUE);
- }
-
- /* No effect */
- return (FALSE);
-}
-
-
-bool_ alchemy(void) /* Turns an object into gold, gain some of its value in a shop */
-{
- int item, amt = 1;
- int old_number;
- long price;
- bool_ force = FALSE;
- object_type *o_ptr;
- char o_name[80];
- char out_val[160];
-
- cptr q, s;
-
- /* Hack -- force destruction */
- if (command_arg > 0) force = TRUE;
-
- /* Get an item */
- q = "Turn which item to gold? ";
- s = "You have nothing to turn to gold.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item */
- o_ptr = get_object(item);
-
-
- /* See how many items */
- if (o_ptr->number > 1)
- {
- /* Get a quantity */
- amt = get_quantity(NULL, o_ptr->number);
-
- /* Allow user abort */
- if (amt <= 0) return FALSE;
- }
-
-
- /* Describe the object */
- old_number = o_ptr->number;
- o_ptr->number = amt;
- object_desc(o_name, o_ptr, TRUE, 3);
- o_ptr->number = old_number;
-
- /* Verify unless quantity given */
- if (!force)
- {
- if (!((auto_destroy) && (object_value(o_ptr) < 1)))
- {
- /* Make a verification */
- sprintf(out_val, "Really turn %s to gold? ", o_name);
- if (!get_check(out_val)) return FALSE;
- }
- }
-
- /* Artifacts cannot be destroyed */
- if (artifact_p(o_ptr) || o_ptr->art_name)
- {
- byte feel = SENSE_SPECIAL;
-
- /* Message */
- msg_format("You fail to turn %s to gold!", o_name);
-
- /* Hack -- Handle icky artifacts */
- if (cursed_p(o_ptr)) feel = SENSE_TERRIBLE;
-
- /* Hack -- inscribe the artifact */
- o_ptr->sense = feel;
-
- /* We have "felt" it (again) */
- o_ptr->ident |= (IDENT_SENSE);
-
- /* Combine the pack */
- p_ptr->notice |= (PN_COMBINE);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return FALSE;
- }
-
- price = object_value_real(o_ptr);
-
- if (price <= 0)
- /* Message */
- msg_format("You turn %s to fool's gold.", o_name);
- else
- {
- price /= 3;
-
- if (amt > 1) price *= amt;
-
- msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
- p_ptr->au += price;
-
- /* Redraw gold */
- p_ptr->redraw |= (PR_GOLD);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- }
-
- /* Eliminate the item */
- inc_stack_size(item, -amt);
-
- return TRUE;
-}
-
-
-
-
-/*
- * self-knowledge... idea from nethack. Useful for determining powers and
- * resistances of items. It saves the screen, clears it, then starts listing
- * attributes, a screenful at a time. (There are a LOT of attributes to
- * list. It will probably take 2 or 3 screens for a powerful character whose
- * using several artifacts...) -CFT
- *
- * It is now a lot more efficient. -BEN-
- *
- * See also "identify_fully()".
- *
- * XXX XXX XXX Use the "show_file()" method, perhaps.
- */
-void self_knowledge(FILE *fff)
-{
- int i = 0, j, k;
-
- u32b f1 = 0L, f2 = 0L, f3 = 0L, f4 = 0L, f5 = 0L, esp = 0L;
-
- int iter; /* Iterator for a loop */
-
- object_type *o_ptr;
-
- char Dummy[80];
-
- cptr info[200];
-
- strcpy (Dummy, "");
-
- /* Acquire item flags from equipment */
- for (k = INVEN_WIELD; k < INVEN_TOTAL; k++)
- {
- u32b t1, t2, t3, t4, t5, esp;
-
- o_ptr = &p_ptr->inventory[k];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Extract the flags */
- object_flags(o_ptr, &t1, &t2, &t3, &t4, &t5, &esp);
-
- /* Extract flags */
- f1 |= t1;
- f2 |= t2;
- f3 |= t3;
- }
-
- if (death)
- {
- static char buf[250];
-
- sprintf(buf, "You are dead, killed by %s %s.",
- died_from, describe_player_location());
- info[i++] = buf;
- }
-
- /* Racial powers... */
- if (p_ptr->body_monster != 0)
- {
- monster_race *r_ptr = &r_info[p_ptr->body_monster];
-
- if (r_ptr->flags1 & RF1_CHAR_CLEAR ||
- r_ptr->flags1 & RF1_ATTR_CLEAR)
- info[i++] = "You are transparent.";
- if ((r_ptr->flags1 & RF1_CHAR_MULTI) ||
- (r_ptr->flags2 & RF2_SHAPECHANGER))
- info[i++] = "Your form constantly changes.";
- if (r_ptr->flags1 & RF1_ATTR_MULTI)
- info[i++] = "Your color constantly changes.";
- if (r_ptr->flags1 & RF1_NEVER_BLOW)
- info[i++] = "You do not have a physical weapon.";
- if (r_ptr->flags1 & RF1_NEVER_MOVE)
- info[i++] = "You cannot move.";
- if ((r_ptr->flags1 & RF1_RAND_25) &&
- (r_ptr->flags1 & RF1_RAND_50))
- info[i++] = "You move extremely erratically.";
- else if (r_ptr->flags1 & RF1_RAND_50)
- info[i++] = "You move somewhat erratically.";
- else if (r_ptr->flags1 & RF1_RAND_25)
- info[i++] = "You move a bit erratically.";
- if (r_ptr->flags2 & RF2_STUPID)
- info[i++] = "You are very stupid (INT -4).";
- if (r_ptr->flags2 & RF2_SMART)
- info[i++] = "You are very smart (INT +4).";
- /* Not implemented */
- if (r_ptr->flags2 & RF2_CAN_SPEAK)
- info[i++] = "You can speak.";
- else
- info[i++] = "You cannot speak.";
- /* Not implemented */
- if (r_ptr->flags2 & RF2_COLD_BLOOD)
- info[i++] = "You are cold blooded.";
- /* Not implemented */
- if (r_ptr->flags2 & RF2_EMPTY_MIND)
- info[i++] = "You have an empty mind.";
- if (r_ptr->flags2 & RF2_WEIRD_MIND)
- info[i++] = "You have a weird mind.";
- if (r_ptr->flags4 & RF4_MULTIPLY)
- info[i++] = "You can multiply.";
- if (r_ptr->flags2 & RF2_POWERFUL)
- info[i++] = "You have strong breath.";
- /* Not implemented */
- if (r_ptr->flags2 & RF2_ELDRITCH_HORROR)
- info[i++] = "You are an eldritch horror.";
- if (r_ptr->flags2 & RF2_OPEN_DOOR)
- info[i++] = "You can open doors.";
- else
- info[i++] = "You cannot open doors.";
- if (r_ptr->flags2 & RF2_BASH_DOOR)
- info[i++] = "You can bash doors.";
- else
- info[i++] = "You cannot bash doors.";
- if (r_ptr->flags2 & RF2_PASS_WALL)
- info[i++] = "You can pass walls.";
- if (r_ptr->flags2 & RF2_KILL_WALL)
- info[i++] = "You destroy walls.";
- /* Not implemented */
- if (r_ptr->flags2 & RF2_MOVE_BODY)
- info[i++] = "You can move monsters.";
- /* Not implemented */
- if (r_ptr->flags3 & RF3_ORC)
- info[i++] = "You have orc blood in your veins.";
- /* Not implemented */
- else if (r_ptr->flags3 & RF3_TROLL)
- info[i++] = "You have troll blood in your veins.";
- /* Not implemented */
- else if (r_ptr->flags3 & RF3_GIANT)
- info[i++] = "You have giant blood in your veins.";
- /* Not implemented */
- else if (r_ptr->flags3 & RF3_DRAGON)
- info[i++] = "You have dragon blood in your veins.";
- /* Not implemented */
- else if (r_ptr->flags3 & RF3_DEMON)
- info[i++] = "You have demon blood in your veins.";
- /* Not implemented */
- else if (r_ptr->flags3 & RF3_UNDEAD)
- info[i++] = "You are an undead.";
- /* Not implemented */
- else if (r_ptr->flags3 & RF3_ANIMAL)
- info[i++] = "You are an animal.";
- /* Not implemented */
- else if (r_ptr->flags3 & RF3_THUNDERLORD)
- info[i++] = "You have thunderlord blood in your veins.";
- if (r_ptr->flags3 & RF3_EVIL)
- info[i++] = "You are inherently evil.";
- else if (r_ptr->flags3 & RF3_GOOD)
- info[i++] = "You are inherently good.";
- if (r_ptr->flags3 & RF3_AURA_COLD)
- info[i++] = "You are surrounded by a chilly aura.";
- /* Not implemented */
- if (r_ptr->flags3 & RF3_NONLIVING)
- info[i++] = "You are not living.";
- /* Not implemented */
- if (r_ptr->flags3 & RF3_HURT_LITE)
- info[i++] = "Your eyes are vulnerable to bright light.";
- /* Not implemented */
- if (r_ptr->flags3 & RF3_HURT_ROCK)
- info[i++] = "You can be hurt by rock remover.";
- if (r_ptr->flags3 & RF3_SUSCEP_FIRE)
- info[i++] = "You are vulnerable to fire.";
- if (r_ptr->flags3 & RF3_SUSCEP_COLD)
- info[i++] = "You are vulnerable to cold.";
- if (r_ptr->flags3 & RF3_RES_TELE)
- info[i++] = "You are resistant to teleportation.";
- if (r_ptr->flags3 & RF3_RES_NETH)
- info[i++] = "You are resistant to nether.";
- if (r_ptr->flags3 & RF3_RES_WATE)
- info[i++] = "You are resistant to water.";
- if (r_ptr->flags3 & RF3_RES_PLAS)
- info[i++] = "You are resistant to plasma.";
- if (r_ptr->flags3 & RF3_RES_WATE)
- info[i++] = "You are resistant to nexus.";
- if (r_ptr->flags3 & RF3_RES_DISE)
- info[i++] = "You are resistant to disease.";
- /* Not implemented */
- if (r_ptr->flags3 & RF3_NO_SLEEP)
- info[i++] = "You cannot be slept.";
- /* Not implemented */
- if (r_ptr->flags3 & RF3_UNIQUE_4)
- info[i++] = "You are a Nazgul.";
- if (r_ptr->flags3 & RF3_NO_FEAR)
- info[i++] = "You are immune to fear.";
- if (r_ptr->flags3 & RF3_NO_STUN)
- info[i++] = "You are immune to stun.";
- if (r_ptr->flags3 & RF3_NO_CONF)
- info[i++] = "You are immune to confusion.";
- if (r_ptr->flags3 & RF3_NO_SLEEP)
- info[i++] = "You are immune to sleep.";
-
- if (r_ptr->flags4 & RF4_SHRIEK)
- info[i++] = "You can aggravate monsters.";
- if (r_ptr->flags4 & RF4_ROCKET)
- info[i++] = "You can fire a rocket.";
- if (r_ptr->flags4 & RF4_ARROW_1)
- info[i++] = "You can fire a light arrow.";
- if (r_ptr->flags4 & RF4_ARROW_2)
- info[i++] = "You can fire a heavy arrow.";
- if (r_ptr->flags4 & RF4_ARROW_3)
- info[i++] = "You can fire a light missile.";
- if (r_ptr->flags4 & RF4_ARROW_4)
- info[i++] = "You can fire a heavy missile.";
- if (r_ptr->flags4 & RF4_BR_ACID)
- info[i++] = "You can breathe acid.";
- if (r_ptr->flags4 & RF4_BR_ELEC)
- info[i++] = "You can breathe electricity.";
- if (r_ptr->flags4 & RF4_BR_FIRE)
- info[i++] = "You can breathe fire.";
- if (r_ptr->flags4 & RF4_BR_COLD)
- info[i++] = "You can breathe cold.";
- if (r_ptr->flags4 & RF4_BR_POIS)
- info[i++] = "You can breathe poison.";
- if (r_ptr->flags4 & RF4_BR_NETH)
- info[i++] = "You can breathe nether.";
- if (r_ptr->flags4 & RF4_BR_LITE)
- info[i++] = "You can breathe light.";
- if (r_ptr->flags4 & RF4_BR_DARK)
- info[i++] = "You can breathe darkness.";
- if (r_ptr->flags4 & RF4_BR_CONF)
- info[i++] = "You can breathe confusion.";
- if (r_ptr->flags4 & RF4_BR_SOUN)
- info[i++] = "You can breathe sound.";
- if (r_ptr->flags4 & RF4_BR_CHAO)
- info[i++] = "You can breathe chaos.";
- if (r_ptr->flags4 & RF4_BR_DISE)
- info[i++] = "You can breathe disenchantment.";
- if (r_ptr->flags4 & RF4_BR_NEXU)
- info[i++] = "You can breathe nexus.";
- if (r_ptr->flags4 & RF4_BR_TIME)
- info[i++] = "You can breathe time.";
- if (r_ptr->flags4 & RF4_BR_INER)
- info[i++] = "You can breathe inertia.";
- if (r_ptr->flags4 & RF4_BR_GRAV)
- info[i++] = "You can breathe gravity.";
- if (r_ptr->flags4 & RF4_BR_SHAR)
- info[i++] = "You can breathe shards.";
- if (r_ptr->flags4 & RF4_BR_PLAS)
- info[i++] = "You can breathe plasma.";
- if (r_ptr->flags4 & RF4_BR_WALL)
- info[i++] = "You can breathe force.";
- if (r_ptr->flags4 & RF4_BR_MANA)
- info[i++] = "You can breathe mana.";
- if (r_ptr->flags4 & RF4_BR_NUKE)
- info[i++] = "You can breathe nuke.";
- if (r_ptr->flags4 & RF4_BR_DISI)
- info[i++] = "You can breathe disintegration.";
- if (r_ptr->flags5 & RF5_BA_ACID)
- info[i++] = "You can cast a ball of acid.";
- if (r_ptr->flags5 & RF5_BA_ELEC)
- info[i++] = "You can cast a ball of electricity.";
- if (r_ptr->flags5 & RF5_BA_FIRE)
- info[i++] = "You can cast a ball of fire.";
- if (r_ptr->flags5 & RF5_BA_COLD)
- info[i++] = "You can cast a ball of cold.";
- if (r_ptr->flags5 & RF5_BA_POIS)
- info[i++] = "You can cast a ball of poison.";
- if (r_ptr->flags5 & RF5_BA_NETH)
- info[i++] = "You can cast a ball of nether.";
- if (r_ptr->flags5 & RF5_BA_WATE)
- info[i++] = "You can cast a ball of water.";
- /* Not implemented */
- if (r_ptr->flags5 & RF5_DRAIN_MANA)
- info[i++] = "You can drain mana.";
- if (r_ptr->flags5 & RF5_MIND_BLAST)
- info[i++] = "You can cause mind blasting.";
- if (r_ptr->flags5 & RF5_BRAIN_SMASH)
- info[i++] = "You can cause brain smashing.";
- if (r_ptr->flags5 & RF5_CAUSE_1)
- info[i++] = "You can cause light wounds.";
- if (r_ptr->flags5 & RF5_CAUSE_2)
- info[i++] = "You can cause serious wounds.";
- if (r_ptr->flags5 & RF5_CAUSE_3)
- info[i++] = "You can cause critical wounds.";
- if (r_ptr->flags5 & RF5_CAUSE_4)
- info[i++] = "You can cause mortal wounds.";
- if (r_ptr->flags5 & RF5_BO_ACID)
- info[i++] = "You can cast a bolt of acid.";
- if (r_ptr->flags5 & RF5_BO_ELEC)
- info[i++] = "You can cast a bolt of electricity.";
- if (r_ptr->flags5 & RF5_BO_FIRE)
- info[i++] = "You can cast a bolt of fire.";
- if (r_ptr->flags5 & RF5_BO_COLD)
- info[i++] = "You can cast a bolt of cold.";
- if (r_ptr->flags5 & RF5_BO_POIS)
- info[i++] = "You can cast a bolt of poison.";
- if (r_ptr->flags5 & RF5_BO_NETH)
- info[i++] = "You can cast a bolt of nether.";
- if (r_ptr->flags5 & RF5_BO_WATE)
- info[i++] = "You can cast a bolt of water.";
- if (r_ptr->flags5 & RF5_BO_MANA)
- info[i++] = "You can cast a bolt of mana.";
- if (r_ptr->flags5 & RF5_BO_PLAS)
- info[i++] = "You can cast a bolt of plasma.";
- if (r_ptr->flags5 & RF5_BO_ICEE)
- info[i++] = "You can cast a bolt of ice.";
- if (r_ptr->flags5 & RF5_MISSILE)
- info[i++] = "You can cast magic missile.";
- if (r_ptr->flags5 & RF5_SCARE)
- info[i++] = "You can terrify.";
- if (r_ptr->flags5 & RF5_BLIND)
- info[i++] = "You can blind.";
- if (r_ptr->flags5 & RF5_CONF)
- info[i++] = "You can use confusion.";
- if (r_ptr->flags5 & RF5_SLOW)
- info[i++] = "You can cast slow.";
- if (r_ptr->flags5 & RF5_HOLD)
- info[i++] = "You can touch to paralyze.";
- if (r_ptr->flags6 & RF6_HASTE)
- info[i++] = "You can haste yourself.";
- if (r_ptr->flags6 & RF6_HAND_DOOM)
- info[i++] = "You can invoke Hand of Doom.";
- if (r_ptr->flags6 & RF6_HEAL)
- info[i++] = "You can heal yourself.";
- if (r_ptr->flags6 & RF6_BLINK)
- info[i++] = "You can blink.";
- if (r_ptr->flags6 & RF6_TPORT)
- info[i++] = "You can teleport.";
- if (r_ptr->flags6 & RF6_TELE_TO)
- info[i++] = "You can go between places.";
- if (r_ptr->flags6 & RF6_TELE_AWAY)
- info[i++] = "You can teleport away.";
- if (r_ptr->flags6 & RF6_TELE_LEVEL)
- info[i++] = "You can teleport level.";
- if (r_ptr->flags6 & RF6_DARKNESS)
- info[i++] = "You can create darkness.";
- if (r_ptr->flags6 & RF6_TRAPS)
- info[i++] = "You can create traps.";
- /* Not implemented */
- if (r_ptr->flags6 & RF6_FORGET)
- info[i++] = "You can fade memories.";
- if (r_ptr->flags6 & RF6_RAISE_DEAD)
- info[i++] = "You can Raise the Dead.";
- if (r_ptr->flags6 & RF6_S_BUG)
- info[i++] = "You can magically summon a Software Bugs.";
- if (r_ptr->flags6 & RF6_S_RNG)
- info[i++] = "You can magically summon the RNG.";
- if (r_ptr->flags6 & RF6_S_THUNDERLORD)
- info[i++] = "You can magically summon some Thunderlords.";
- if (r_ptr->flags6 & RF6_S_KIN)
- info[i++] = "You can magically summon some Kins.";
- if (r_ptr->flags6 & RF6_S_HI_DEMON)
- info[i++] = "You can magically summon greater demons.";
- if (r_ptr->flags6 & RF6_S_MONSTER)
- info[i++] = "You can magically summon a monster.";
- if (r_ptr->flags6 & RF6_S_MONSTERS)
- info[i++] = "You can magically summon monsters.";
- if (r_ptr->flags6 & RF6_S_ANT)
- info[i++] = "You can magically summon ants.";
- if (r_ptr->flags6 & RF6_S_SPIDER)
- info[i++] = "You can magically summon spiders.";
- if (r_ptr->flags6 & RF6_S_HOUND)
- info[i++] = "You can magically summon hounds.";
- if (r_ptr->flags6 & RF6_S_HYDRA)
- info[i++] = "You can magically summon hydras.";
- if (r_ptr->flags6 & RF6_S_ANGEL)
- info[i++] = "You can magically summon an angel.";
- if (r_ptr->flags6 & RF6_S_DEMON)
- info[i++] = "You can magically summon a demon.";
- if (r_ptr->flags6 & RF6_S_UNDEAD)
- info[i++] = "You can magically summon an undead.";
- if (r_ptr->flags6 & RF6_S_DRAGON)
- info[i++] = "You can magically summon a dragon.";
- if (r_ptr->flags6 & RF6_S_HI_UNDEAD)
- info[i++] = "You can magically summon greater undead.";
- if (r_ptr->flags6 & RF6_S_HI_DRAGON)
- info[i++] = "You can magically summon greater dragons.";
- if (r_ptr->flags6 & RF6_S_WRAITH)
- info[i++] = "You can magically summon a wraith.";
- /* Not implemented */
- if (r_ptr->flags6 & RF6_S_UNIQUE)
- info[i++] = "You can magically summon an unique monster.";
- /* Not implemented */
- if (r_ptr->flags7 & RF7_AQUATIC)
- info[i++] = "You are aquatic.";
- /* Not implemented */
- if (r_ptr->flags7 & RF7_CAN_SWIM)
- info[i++] = "You can swim.";
- /* Not implemented */
- if (r_ptr->flags7 & RF7_CAN_FLY)
- info[i++] = "You can fly.";
- if ((r_ptr->flags7 & RF7_MORTAL) == 0)
- info[i++] = "You are immortal.";
- /* Not implemented */
- if (r_ptr->flags7 & RF7_NAZGUL)
- info[i++] = "You are a Nazgul.";
-
- if (r_ptr->flags7 & RF7_SPIDER)
- info[i++] = "You are a spider.";
-
- if (r_ptr->flags8 & RF8_WILD_TOWN)
- info[i++] = "You appear in towns.";
- if (r_ptr->flags8 & RF8_WILD_SHORE)
- info[i++] = "You appear on the shore.";
- if (r_ptr->flags8 & RF8_WILD_OCEAN)
- info[i++] = "You appear in the ocean.";
- if (r_ptr->flags8 & RF8_WILD_WASTE)
- info[i++] = "You appear in the waste.";
- if (r_ptr->flags8 & RF8_WILD_WOOD)
- info[i++] = "You appear in woods.";
- if (r_ptr->flags8 & RF8_WILD_VOLCANO)
- info[i++] = "You appear in volcanos.";
- if (r_ptr->flags8 & RF8_WILD_MOUNTAIN)
- info[i++] = "You appear in the mountains.";
- if (r_ptr->flags8 & RF8_WILD_GRASS)
- info[i++] = "You appear in grassy areas.";
-
- if (r_ptr->flags9 & RF9_SUSCEP_ACID)
- info[i++] = "You are vulnerable to acid.";
- if (r_ptr->flags9 & RF9_SUSCEP_ELEC)
- info[i++] = "You are vulnerable to electricity.";
- if (r_ptr->flags9 & RF9_SUSCEP_POIS)
- info[i++] = "You are vulnerable to poison.";
- if (r_ptr->flags9 & RF9_KILL_TREES)
- info[i++] = "You can eat trees.";
- if (r_ptr->flags9 & RF9_WYRM_PROTECT)
- info[i++] = "You are protected by great wyrms of power.";
- }
-
- /* List powers */
- for (iter = 0; iter < POWER_MAX; iter++)
- {
- if (p_ptr->powers[iter])
- {
- info[i++] = powers_type[iter].desc_text;
- }
- }
-
- if (p_ptr->allow_one_death)
- {
- info[i++] = "The Blood of Life flows through your veins.";
- }
- if (p_ptr->blind)
- {
- info[i++] = "You cannot see.";
- }
- if (p_ptr->confused)
- {
- info[i++] = "You are confused.";
- }
- if (p_ptr->afraid)
- {
- info[i++] = "You are terrified.";
- }
- if (p_ptr->cut)
- {
- info[i++] = "You are bleeding.";
- }
- if (p_ptr->stun)
- {
- info[i++] = "You are stunned.";
- }
- if (p_ptr->poisoned)
- {
- info[i++] = "You are poisoned.";
- }
- if (p_ptr->image)
- {
- info[i++] = "You are hallucinating.";
- }
- if (p_ptr->aggravate)
- {
- info[i++] = "You aggravate monsters.";
- }
- if (p_ptr->teleport)
- {
- info[i++] = "Your position is very uncertain.";
- }
- if (p_ptr->blessed)
- {
- info[i++] = "You feel righteous.";
- }
- if (p_ptr->hero)
- {
- info[i++] = "You feel heroic.";
- }
- if (p_ptr->shero)
- {
- info[i++] = "You are in a battle rage.";
- }
- if (p_ptr->protevil)
- {
- info[i++] = "You are protected from evil.";
- }
- if (p_ptr->protgood)
- {
- info[i++] = "You are protected from good.";
- }
- if (p_ptr->shield)
- {
- info[i++] = "You are protected by a mystic shield.";
- }
- if (p_ptr->invuln)
- {
- info[i++] = "You are temporarily invulnerable.";
- }
- if (p_ptr->confusing)
- {
- info[i++] = "Your hands are glowing dull red.";
- }
- if (p_ptr->searching)
- {
- info[i++] = "You are looking around very carefully.";
- }
- if (p_ptr->new_spells)
- {
- info[i++] = "You can learn some spells/prayers.";
- }
- if (p_ptr->word_recall)
- {
- info[i++] = "You will soon be recalled.";
- }
- if (p_ptr->see_infra)
- {
- info[i++] = "Your eyes are sensitive to infrared light.";
- }
- if (p_ptr->see_inv)
- {
- info[i++] = "You can see invisible creatures.";
- }
- if (p_ptr->magical_breath)
- {
- info[i++] = "You can breathe without air.";
- }
- else if (p_ptr->water_breath)
- {
- info[i++] = "You can breathe underwater.";
- }
- if (p_ptr->ffall)
- {
- info[i++] = "You levitate just over the ground.";
- }
- if (p_ptr->climb)
- {
- info[i++] = "You can climb high mountains.";
- }
- if (p_ptr->free_act)
- {
- info[i++] = "You have free action.";
- }
- if (p_ptr->regenerate)
- {
- info[i++] = "You regenerate quickly.";
- }
- if (p_ptr->slow_digest)
- {
- info[i++] = "Your appetite is small.";
- }
- if (p_ptr->telepathy)
- {
- if (p_ptr->telepathy & ESP_ALL) info[i++] = "You have ESP.";
- else
- {
- if (p_ptr->telepathy & ESP_ORC) info[i++] = "You can sense the presence of orcs.";
- if (p_ptr->telepathy & ESP_TROLL) info[i++] = "You can sense the presence of trolls.";
- if (p_ptr->telepathy & ESP_DRAGON) info[i++] = "You can sense the presence of dragons.";
- if (p_ptr->telepathy & ESP_SPIDER) info[i++] = "You can sense the presence of spiders.";
- if (p_ptr->telepathy & ESP_GIANT) info[i++] = "You can sense the presence of giants.";
- if (p_ptr->telepathy & ESP_DEMON) info[i++] = "You can sense the presence of demons.";
- if (p_ptr->telepathy & ESP_UNDEAD) info[i++] = "You can sense presence of undead.";
- if (p_ptr->telepathy & ESP_EVIL) info[i++] = "You can sense the presence of evil beings.";
- if (p_ptr->telepathy & ESP_ANIMAL) info[i++] = "You can sense the presence of animals.";
- if (p_ptr->telepathy & ESP_THUNDERLORD) info[i++] = "You can sense the presence of thunderlords.";
- if (p_ptr->telepathy & ESP_GOOD) info[i++] = "You can sense the presence of good beings.";
- if (p_ptr->telepathy & ESP_NONLIVING) info[i++] = "You can sense the presence of non-living things.";
- if (p_ptr->telepathy & ESP_UNIQUE) info[i++] = "You can sense the presence of unique beings.";
- }
- }
- if (!luck( -100, 100))
- {
- info[i++] = "You have normal luck.";
- }
- else if (luck( -100, 100) < 0)
- {
- if (luck( -100, 100) < -90)
- {
- info[i++] = "You are incredibly unlucky.";
- }
- else if (luck( -100, 100) < -60)
- {
- info[i++] = "You are extremely unlucky.";
- }
- else if (luck( -100, 100) < -30)
- {
- info[i++] = "You are very unlucky.";
- }
- else
- {
- info[i++] = "You are unlucky.";
- }
- }
- else if (luck( -100, 100) > 0)
- {
- if (luck( -100, 100) > 90)
- {
- info[i++] = "You are incredibly lucky.";
- }
- else if (luck( -100, 100) > 60)
- {
- info[i++] = "You are extremely lucky.";
- }
- else if (luck( -100, 100) > 30)
- {
- info[i++] = "You are very lucky.";
- }
- else
- {
- info[i++] = "You are lucky.";
- }
- }
- if (p_ptr->auto_id)
- {
- info[i++] = "You know everything.";
- }
- if (p_ptr->hold_life)
- {
- info[i++] = "You have a firm hold on your life force.";
- }
- if (p_ptr->reflect)
- {
- info[i++] = "You reflect arrows and bolts.";
- }
- if (p_ptr->sh_fire)
- {
- info[i++] = "You are surrounded with a fiery aura.";
- }
- if (p_ptr->sh_elec)
- {
- info[i++] = "You are surrounded with electricity.";
- }
- if (p_ptr->antimagic)
- {
- info[i++] = "You are surrounded by an anti-magic field.";
- }
- if (p_ptr->anti_magic)
- {
- info[i++] = "You are surrounded by an anti-magic shell.";
- }
- if (p_ptr->wraith_form)
- {
- info[i++] = "You are incorporeal.";
- }
- if (p_ptr->anti_tele)
- {
- info[i++] = "You cannot teleport.";
- }
- if (p_ptr->lite)
- {
- info[i++] = "You are carrying a permanent light.";
- }
-
- if (p_ptr->immune_acid)
- {
- info[i++] = "You are completely immune to acid.";
- }
- else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
- {
- info[i++] = "You resist acid exceptionally well.";
- }
- else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
- {
- info[i++] = "You are resistant to acid.";
- }
-
- if (p_ptr->immune_elec)
- {
- info[i++] = "You are completely immune to lightning.";
- }
- else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
- {
- info[i++] = "You resist lightning exceptionally well.";
- }
- else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
- {
- info[i++] = "You are resistant to lightning.";
- }
-
- if (p_ptr->immune_fire)
- {
- info[i++] = "You are completely immune to fire.";
- }
- else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
- {
- info[i++] = "You resist fire exceptionally well.";
- }
- else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
- {
- info[i++] = "You are resistant to fire.";
- }
- else if (p_ptr->sensible_fire)
- {
- info[i++] = "You are very vulnerable to fire.";
- }
-
- if (p_ptr->immune_cold)
- {
- info[i++] = "You are completely immune to cold.";
- }
- else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
- {
- info[i++] = "You resist cold exceptionally well.";
- }
- else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
- {
- info[i++] = "You are resistant to cold.";
- }
-
- if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
- {
- info[i++] = "You resist poison exceptionally well.";
- }
- else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
- {
- info[i++] = "You are resistant to poison.";
- }
-
- if (p_ptr->resist_lite)
- {
- info[i++] = "You are resistant to bright light.";
- }
- if (p_ptr->resist_dark)
- {
- info[i++] = "You are resistant to darkness.";
- }
- if (p_ptr->resist_conf)
- {
- info[i++] = "You are resistant to confusion.";
- }
- if (p_ptr->resist_sound)
- {
- info[i++] = "You are resistant to sonic attacks.";
- }
- if (p_ptr->resist_disen)
- {
- info[i++] = "You are resistant to disenchantment.";
- }
- if (p_ptr->resist_chaos)
- {
- info[i++] = "You are resistant to chaos.";
- }
- if (p_ptr->resist_shard)
- {
- info[i++] = "You are resistant to blasts of shards.";
- }
- if (p_ptr->resist_nexus)
- {
- info[i++] = "You are resistant to nexus attacks.";
- }
- if (p_ptr->immune_neth)
- {
- info[i++] = "You are immune to nether forces.";
- }
- else if (p_ptr->resist_neth)
- {
- info[i++] = "You are resistant to nether forces.";
- }
- if (p_ptr->resist_fear)
- {
- info[i++] = "You are completely fearless.";
- }
- if (p_ptr->resist_blind)
- {
- info[i++] = "Your eyes are resistant to blindness.";
- }
- if (p_ptr->resist_continuum)
- {
- info[i++] = "The space-time continuum cannot be disrupted near you.";
- }
-
- if (p_ptr->sustain_str)
- {
- info[i++] = "Your strength is sustained.";
- }
- if (p_ptr->sustain_int)
- {
- info[i++] = "Your intelligence is sustained.";
- }
- if (p_ptr->sustain_wis)
- {
- info[i++] = "Your wisdom is sustained.";
- }
- if (p_ptr->sustain_con)
- {
- info[i++] = "Your constitution is sustained.";
- }
- if (p_ptr->sustain_dex)
- {
- info[i++] = "Your dexterity is sustained.";
- }
- if (p_ptr->sustain_chr)
- {
- info[i++] = "Your charisma is sustained.";
- }
- if (p_ptr->black_breath)
- {
- info[i++] = "You suffer from Black Breath.";
- }
-
- if (f1 & (TR1_STR))
- {
- info[i++] = "Your strength is affected by your equipment.";
- }
- if (f1 & (TR1_INT))
- {
- info[i++] = "Your intelligence is affected by your equipment.";
- }
- if (f1 & (TR1_WIS))
- {
- info[i++] = "Your wisdom is affected by your equipment.";
- }
- if (f1 & (TR1_DEX))
- {
- info[i++] = "Your dexterity is affected by your equipment.";
- }
- if (f1 & (TR1_CON))
- {
- info[i++] = "Your constitution is affected by your equipment.";
- }
- if (f1 & (TR1_CHR))
- {
- info[i++] = "Your charisma is affected by your equipment.";
- }
-
- if (f1 & (TR1_STEALTH))
- {
- info[i++] = "Your stealth is affected by your equipment.";
- }
- if (f1 & (TR1_SEARCH))
- {
- info[i++] = "Your searching ability is affected by your equipment.";
- }
- if (f1 & (TR1_INFRA))
- {
- info[i++] = "Your infravision is affected by your equipment.";
- }
- if (f1 & (TR1_TUNNEL))
- {
- info[i++] = "Your digging ability is affected by your equipment.";
- }
- if (f1 & (TR1_SPEED))
- {
- info[i++] = "Your speed is affected by your equipment.";
- }
- if (f1 & (TR1_BLOWS))
- {
- info[i++] = "Your attack speed is affected by your equipment.";
- }
- if (f5 & (TR5_CRIT))
- {
- info[i++] = "Your ability to score critical hits is affected by your equipment.";
- }
-
-
- /* Access the current weapon */
- o_ptr = &p_ptr->inventory[INVEN_WIELD];
-
- /* Analyze the weapon */
- if (o_ptr->k_idx)
- {
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- /* Indicate Blessing */
- if (f3 & (TR3_BLESSED))
- {
- info[i++] = "Your weapon has been blessed by the gods.";
- }
-
- if (f1 & (TR1_CHAOTIC))
- {
- info[i++] = "Your weapon is branded with the Sign of Chaos.";
- }
-
- /* Hack */
- if (f1 & (TR1_IMPACT))
- {
- info[i++] = "The impact of your weapon can cause earthquakes.";
- }
-
- if (f1 & (TR1_VORPAL))
- {
- info[i++] = "Your weapon is very sharp.";
- }
-
- if (f1 & (TR1_VAMPIRIC))
- {
- info[i++] = "Your weapon drains life from your foes.";
- }
-
- /* Special "Attack Bonuses" */
- if (f1 & (TR1_BRAND_ACID))
- {
- info[i++] = "Your weapon melts your foes.";
- }
- if (f1 & (TR1_BRAND_ELEC))
- {
- info[i++] = "Your weapon shocks your foes.";
- }
- if (f1 & (TR1_BRAND_FIRE))
- {
- info[i++] = "Your weapon burns your foes.";
- }
- if (f1 & (TR1_BRAND_COLD))
- {
- info[i++] = "Your weapon freezes your foes.";
- }
- if (f1 & (TR1_BRAND_POIS))
- {
- info[i++] = "Your weapon poisons your foes.";
- }
-
- /* Special "slay" flags */
- if (f1 & (TR1_SLAY_ANIMAL))
- {
- info[i++] = "Your weapon strikes at animals with extra force.";
- }
- if (f1 & (TR1_SLAY_EVIL))
- {
- info[i++] = "Your weapon strikes at evil with extra force.";
- }
- if (f1 & (TR1_SLAY_UNDEAD))
- {
- info[i++] = "Your weapon strikes at undead with holy wrath.";
- }
- if (f1 & (TR1_SLAY_DEMON))
- {
- info[i++] = "Your weapon strikes at demons with holy wrath.";
- }
- if (f1 & (TR1_SLAY_ORC))
- {
- info[i++] = "Your weapon is especially deadly against orcs.";
- }
- if (f1 & (TR1_SLAY_TROLL))
- {
- info[i++] = "Your weapon is especially deadly against trolls.";
- }
- if (f1 & (TR1_SLAY_GIANT))
- {
- info[i++] = "Your weapon is especially deadly against giants.";
- }
- if (f1 & (TR1_SLAY_DRAGON))
- {
- info[i++] = "Your weapon is especially deadly against dragons.";
- }
-
- /* Special "kill" flags */
- if (f1 & (TR1_KILL_DRAGON))
- {
- info[i++] = "Your weapon is a great bane of dragons.";
- }
- /* Special "kill" flags */
- if (f5 & (TR5_KILL_DEMON))
- {
- info[i++] = "Your weapon is a great bane of demons.";
- }
- /* Special "kill" flags */
- if (f5 & (TR5_KILL_UNDEAD))
- {
- info[i++] = "Your weapon is a great bane of undeads.";
- }
- }
-
- /* Print on screen or in a file ? */
- if (fff == NULL)
- {
- /* Save the screen */
- character_icky = TRUE;
- Term_save();
-
- /* Erase the screen */
- for (k = 1; k < 24; k++) prt("", k, 13);
-
- /* Label the information */
- prt(" Your Attributes:", 1, 15);
-
- /* We will print on top of the map (column 13) */
- for (k = 2, j = 0; j < i; j++)
- {
- /* Show the info */
- prt(info[j], k++, 15);
-
- /* Every 20 entries (lines 2 to 21), start over */
- if ((k == 22) && (j + 1 < i))
- {
- prt("-- more --", k, 15);
- inkey();
- for (; k > 2; k--) prt("", k, 15);
- }
- }
-
- /* Pause */
- prt("[Press any key to continue]", k, 13);
- inkey();
-
- /* Restore the screen */
- Term_load();
- character_icky = FALSE;
- }
- else
- {
- /* Label the information */
- fprintf(fff, " Your Attributes:\n");
-
- /* We will print on top of the map (column 13) */
- for (j = 0; j < i; j ++)
- {
- /* Show the info */
- fprintf(fff, "%s\n", info[j]);
- }
- }
-}
-
-
-static int report_magics_aux(int dur)
-{
- if (dur <= 5)
- {
- return 0;
- }
- else if (dur <= 10)
- {
- return 1;
- }
- else if (dur <= 20)
- {
- return 2;
- }
- else if (dur <= 50)
- {
- return 3;
- }
- else if (dur <= 100)
- {
- return 4;
- }
- else if (dur <= 200)
- {
- return 5;
- }
- else
- {
- return 6;
- }
-}
-
-static cptr report_magic_durations[] =
-{
- "for a short time",
- "for a little while",
- "for a while",
- "for a long while",
- "for a long time",
- "for a very long time",
- "for an incredibly long time",
- "until you hit a monster"
-};
-
-
-void report_magics(void)
-{
- int i = 0, j, k;
-
- char Dummy[80];
-
- cptr info[128];
- int info2[128];
-
- if (p_ptr->blind)
- {
- info2[i] = report_magics_aux(p_ptr->blind);
- info[i++] = "You cannot see";
- }
- if (p_ptr->confused)
- {
- info2[i] = report_magics_aux(p_ptr->confused);
- info[i++] = "You are confused";
- }
- if (p_ptr->afraid)
- {
- info2[i] = report_magics_aux(p_ptr->afraid);
- info[i++] = "You are terrified";
- }
- if (p_ptr->poisoned)
- {
- info2[i] = report_magics_aux(p_ptr->poisoned);
- info[i++] = "You are poisoned";
- }
- if (p_ptr->image)
- {
- info2[i] = report_magics_aux(p_ptr->image);
- info[i++] = "You are hallucinating";
- }
-
- if (p_ptr->blessed)
- {
- info2[i] = report_magics_aux(p_ptr->blessed);
- info[i++] = "You feel righteous";
- }
- if (p_ptr->hero)
- {
- info2[i] = report_magics_aux(p_ptr->hero);
- info[i++] = "You feel heroic";
- }
- if (p_ptr->shero)
- {
- info2[i] = report_magics_aux(p_ptr->shero);
- info[i++] = "You are in a battle rage";
- }
- if (p_ptr->protevil)
- {
- info2[i] = report_magics_aux(p_ptr->protevil);
- info[i++] = "You are protected from evil";
- }
- if (p_ptr->protgood)
- {
- info2[i] = report_magics_aux(p_ptr->protgood);
- info[i++] = "You are protected from good";
- }
- if (p_ptr->shield)
- {
- info2[i] = report_magics_aux(p_ptr->shield);
- info[i++] = "You are protected by a mystic shield";
- }
- if (p_ptr->invuln)
- {
- info2[i] = report_magics_aux(p_ptr->invuln);
- info[i++] = "You are invulnerable";
- }
- if (p_ptr->tim_wraith)
- {
- info2[i] = report_magics_aux(p_ptr->tim_wraith);
- info[i++] = "You are incorporeal";
- }
- if (p_ptr->confusing)
- {
- info2[i] = 7;
- info[i++] = "Your hands are glowing dull red.";
- }
- if (p_ptr->word_recall)
- {
- info2[i] = report_magics_aux(p_ptr->word_recall);
- info[i++] = "You waiting to be recalled";
- }
- if (p_ptr->oppose_acid)
- {
- info2[i] = report_magics_aux(p_ptr->oppose_acid);
- info[i++] = "You are resistant to acid";
- }
- if (p_ptr->oppose_elec)
- {
- info2[i] = report_magics_aux(p_ptr->oppose_elec);
- info[i++] = "You are resistant to lightning";
- }
- if (p_ptr->oppose_fire)
- {
- info2[i] = report_magics_aux(p_ptr->oppose_fire);
- info[i++] = "You are resistant to fire";
- }
- if (p_ptr->oppose_cold)
- {
- info2[i] = report_magics_aux(p_ptr->oppose_cold);
- info[i++] = "You are resistant to cold";
- }
- if (p_ptr->oppose_pois)
- {
- info2[i] = report_magics_aux(p_ptr->oppose_pois);
- info[i++] = "You are resistant to poison";
- }
-
- /* Save the screen */
- character_icky = TRUE;
- Term_save();
-
- /* Erase the screen */
- for (k = 1; k < 24; k++) prt("", k, 13);
-
- /* Label the information */
- prt(" Your Current Magic:", 1, 15);
-
- /* We will print on top of the map (column 13) */
- for (k = 2, j = 0; j < i; j++)
- {
- /* Show the info */
- sprintf( Dummy, "%s %s.", info[j],
- report_magic_durations[info2[j]] );
- prt(Dummy, k++, 15);
-
- /* Every 20 entries (lines 2 to 21), start over */
- if ((k == 22) && (j + 1 < i))
- {
- prt("-- more --", k, 15);
- inkey();
- for (; k > 2; k--) prt("", k, 15);
- }
- }
-
- /* Pause */
- prt("[Press any key to continue]", k, 13);
- inkey();
-
- /* Restore the screen */
- Term_load();
- character_icky = FALSE;
-}
-
-
-
-/*
- * Forget everything
- */
-bool_ lose_all_info(void)
-{
- int i;
-
- /* Forget info about objects */
- for (i = 0; i < INVEN_TOTAL; i++)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Allow "protection" by the MENTAL flag */
- if (o_ptr->ident & (IDENT_MENTAL)) continue;
-
- /* Remove sensing */
- o_ptr->sense = SENSE_NONE;
-
- /* Hack -- Clear the "empty" flag */
- o_ptr->ident &= ~(IDENT_EMPTY);
-
- /* Hack -- Clear the "known" flag */
- o_ptr->ident &= ~(IDENT_KNOWN);
-
- /* Hack -- Clear the "felt" flag */
- o_ptr->ident &= ~(IDENT_SENSE);
- }
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Mega-Hack -- Forget the map */
- wiz_dark();
-
- /* It worked */
- return (TRUE);
-}
-
-
-
-
-/*
- * Detect all traps on current panel
- */
-bool_ detect_traps(int rad)
-{
- int x, y;
- bool_ detect = FALSE;
- cave_type *c_ptr;
-
-
- /* Scan the current panel */
- for (y = p_ptr->py - rad; y <= p_ptr->py + rad; y++)
- {
- for (x = p_ptr->px - rad; x <= p_ptr->px + rad; x++)
- {
- /* Reject locations outside of dungeon */
- if (!in_bounds(y, x)) continue;
-
- /* Reject those out of radius */
- if (distance(p_ptr->py, p_ptr->px, y, x) > rad) continue;
-
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* mark as detected */
- c_ptr->info |= CAVE_DETECT;
-
- /* Detect invisible traps */
- if (c_ptr->t_idx != 0)
- {
- /* Hack -- Remember detected traps */
- c_ptr->info |= (CAVE_MARK);
-
- /* Pick a trap */
- pick_trap(y, x);
-
- /* Obvious */
- detect = TRUE;
- }
- }
- }
-
- /* Describe */
- if (detect)
- {
- msg_print("You sense the presence of traps!");
- }
-
- /*
- * This reveals un-identified trap detection items,
- * but so does leaving/entering trap-detected areas...
- * There are a couple of possible solutions:
- * (1) Immediately self-id such items (i.e. always returns TRUE)
- * (2) add another parameter to function which tells if unaware
- * item is used for trap detection, and if it is the case,
- * do two-pass scanning, first scanning for traps if an unaware
- * item is used and return FALSE there are none,
- * followed by current implementation --pelpel
- */
- p_ptr->redraw |= (PR_DTRAP);
-
- /* Result -- see my comment above -- pelpel */
- /* return (detect); */
- return (TRUE);
-}
-
-
-
-/*
- * Detect all doors on current panel
- */
-bool_ detect_doors(int rad)
-{
- int y, x;
-
- bool_ detect = FALSE;
-
- cave_type *c_ptr;
-
-
- /* Scan the panel */
- for (y = p_ptr->py - rad; y <= p_ptr->py + rad; y++)
- {
- for (x = p_ptr->px - rad; x <= p_ptr->px + rad; x++)
- {
- if (!in_bounds(y, x)) continue;
-
- if (distance(p_ptr->py, p_ptr->px, y, x) > rad) continue;
-
- c_ptr = &cave[y][x];
-
- /* Detect secret doors */
- if (c_ptr->feat == FEAT_SECRET)
- {
- /* Remove feature mimics */
- cave[y][x].mimic = 0;
-
- /* Pick a door XXX XXX XXX */
- cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
- }
-
- /* Detect doors */
- if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
- ((c_ptr->feat == FEAT_OPEN) ||
- (c_ptr->feat == FEAT_BROKEN)))
- {
- /* Hack -- Memorize */
- c_ptr->info |= (CAVE_MARK);
-
- /* Reveal it */
- /* c_ptr->mimic = 0; */
-
- /* Redraw */
- lite_spot(y, x);
-
- /* Obvious */
- detect = TRUE;
- }
- }
- }
-
- /* Describe */
- if (detect)
- {
- msg_print("You sense the presence of doors!");
- }
-
- /* Result */
- return (detect);
-}
-
-
-/*
- * Detect all stairs on current panel
- */
-bool_ detect_stairs(int rad)
-{
- int y, x;
-
- bool_ detect = FALSE;
-
- cave_type *c_ptr;
-
-
- /* Scan the panel */
- for (y = p_ptr->py - rad; y <= p_ptr->py + rad; y++)
- {
- for (x = p_ptr->px - rad; x <= p_ptr->px + rad; x++)
- {
- if (!in_bounds(y, x)) continue;
-
- if (distance(p_ptr->py, p_ptr->px, y, x) > rad) continue;
-
- c_ptr = &cave[y][x];
-
- /* Detect stairs */
- if ((c_ptr->feat == FEAT_LESS) ||
- (c_ptr->feat == FEAT_MORE) ||
- (c_ptr->feat == FEAT_SHAFT_DOWN) ||
- (c_ptr->feat == FEAT_SHAFT_UP) ||
- (c_ptr->feat == FEAT_WAY_LESS) ||
- (c_ptr->feat == FEAT_WAY_MORE))
- {
- /* Hack -- Memorize */
- c_ptr->info |= (CAVE_MARK);
-
- /* Redraw */
- lite_spot(y, x);
-
- /* Obvious */
- detect = TRUE;
- }
- }
- }
-
- /* Describe */
- if (detect)
- {
- msg_print("You sense the presence of ways out of this area!");
- }
-
- /* Result */
- return (detect);
-}
-
-
-/*
- * Detect any treasure on the current panel
- */
-bool_ detect_treasure(int rad)
-{
- int y, x;
-
- bool_ detect = FALSE;
-
- cave_type *c_ptr;
-
-
- /* Scan the current panel */
- for (y = p_ptr->py - rad; y <= p_ptr->py + rad; y++)
- {
- for (x = p_ptr->px - rad; x <= p_ptr->px + rad; x++)
- {
- if (!in_bounds(y, x)) continue;
-
- if (distance(p_ptr->py, p_ptr->px, y, x) > rad) continue;
-
- c_ptr = &cave[y][x];
-
- /* Notice embedded gold */
- if ((c_ptr->feat == FEAT_MAGMA_H) ||
- (c_ptr->feat == FEAT_QUARTZ_H))
- {
- /* Expose the gold */
- cave_set_feat(y, x, c_ptr->feat + 0x02);
- }
- else if (c_ptr->feat == FEAT_SANDWALL_H)
- {
- /* Expose the gold */
- cave_set_feat(y, x, FEAT_SANDWALL_K);
- }
-
- /* Magma/Quartz + Known Gold */
- if ((c_ptr->feat == FEAT_MAGMA_K) ||
- (c_ptr->feat == FEAT_QUARTZ_K) ||
- (c_ptr->feat == FEAT_SANDWALL_K))
- {
- /* Hack -- Memorize */
- c_ptr->info |= (CAVE_MARK);
-
- /* Redraw */
- lite_spot(y, x);
-
- /* Detect */
- detect = TRUE;
- }
- }
- }
-
- /* Describe */
- if (detect)
- {
- msg_print("You sense the presence of buried treasure!");
- }
-
-
-
- /* Result */
- return (detect);
-}
-
-
-
-/*
- * Detect all "gold" objects on the current panel
- */
-bool_ hack_no_detect_message = FALSE;
-bool_ detect_objects_gold(int rad)
-{
- int i, y, x;
-
- bool_ detect = FALSE;
-
-
- /* Scan objects */
- for (i = 1; i < o_max; i++)
- {
- object_type *o_ptr = &o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Skip held objects */
- if (o_ptr->held_m_idx)
- {
- /* Access the monster */
- monster_type *m_ptr = &m_list[o_ptr->held_m_idx];
- monster_race *r_ptr = race_inf(m_ptr);
-
- if (!(r_ptr->flags9 & RF9_MIMIC)) continue;
- else
- {
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
- }
- }
- else
- {
- /* Location */
- y = o_ptr->iy;
- x = o_ptr->ix;
- }
-
- /* Only detect nearby objects */
- if (distance(p_ptr->py, p_ptr->px, y, x) > rad) continue;
-
- /* Detect "gold" objects */
- if (o_ptr->tval == TV_GOLD)
- {
- /* Hack -- memorize it */
- o_ptr->marked = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- detect = TRUE;
- }
- }
-
- /* Describe */
- if (detect && (!hack_no_detect_message))
- {
- msg_print("You sense the presence of treasure!");
- }
-
- if (detect_monsters_string("$", rad))
- {
- detect = TRUE;
- }
-
- /* Result */
- return (detect);
-}
-
-
-/*
- * Detect all "normal" objects on the current panel
- */
-bool_ detect_objects_normal(int rad)
-{
- int i, y, x;
-
- bool_ detect = FALSE;
-
-
- /* Scan objects */
- for (i = 1; i < o_max; i++)
- {
- object_type *o_ptr = &o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Skip held objects */
- if (o_ptr->held_m_idx)
- {
- /* Access the monster */
- monster_type *m_ptr = &m_list[o_ptr->held_m_idx];
- monster_race *r_ptr = race_inf(m_ptr);
-
- if (!(r_ptr->flags9 & RF9_MIMIC)) continue;
- else
- {
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
- }
- }
- else
- {
- /* Location */
- y = o_ptr->iy;
- x = o_ptr->ix;
- }
-
- /* Only detect nearby objects */
- if (distance(p_ptr->py, p_ptr->px, y, x) > rad) continue;
-
- /* Detect "real" objects */
- if (o_ptr->tval != TV_GOLD)
- {
- /* Hack -- memorize it */
- o_ptr->marked = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- detect = TRUE;
- }
- }
-
- /* Describe */
- if (detect && (!hack_no_detect_message))
- {
- msg_print("You sense the presence of objects!");
- }
-
- if (detect_monsters_string("!=?|", rad))
- {
- detect = TRUE;
- }
-
- /* Result */
- return (detect);
-}
-
-
-/*
- * Detect all "magic" objects on the current panel.
- *
- * This will light up all spaces with "magic" items, including artifacts,
- * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
- * and "enchanted" items of the "good" variety.
- *
- * It can probably be argued that this function is now too powerful.
- */
-bool_ detect_objects_magic(int rad)
-{
- int i, y, x, tv;
-
- bool_ detect = FALSE;
-
-
- /* Scan all objects */
- for (i = 1; i < o_max; i++)
- {
- object_type *o_ptr = &o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Skip held objects */
- if (o_ptr->held_m_idx)
- {
- /* Access the monster */
- monster_type *m_ptr = &m_list[o_ptr->held_m_idx];
- monster_race *r_ptr = race_inf(m_ptr);
-
- if (!(r_ptr->flags9 & RF9_MIMIC)) continue;
- else
- {
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
- }
- }
- else
- {
- /* Location */
- y = o_ptr->iy;
- x = o_ptr->ix;
- }
-
- /* Only detect nearby objects */
- if (distance(p_ptr->py, p_ptr->px, y, x) > rad) continue;
-
- /* Examine the tval */
- tv = o_ptr->tval;
-
- /* Artifacts, misc magic items, or enchanted wearables */
- if (artifact_p(o_ptr) || ego_item_p(o_ptr) || o_ptr->art_name ||
- (tv == TV_AMULET) || (tv == TV_RING) || (tv == TV_BATERIE) ||
- (tv == TV_STAFF) || (tv == TV_WAND) || (tv == TV_ROD) || (tv == TV_ROD_MAIN) ||
- (tv == TV_SCROLL) || (tv == TV_POTION) || (tv == TV_POTION2) ||
- (tv == TV_DAEMON_BOOK) ||
- (tv == TV_SYMBIOTIC_BOOK) || (tv == TV_MUSIC_BOOK) ||
- ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
- {
- /* Memorize the item */
- o_ptr->marked = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- detect = TRUE;
- }
- }
-
- /* Describe */
- if (detect)
- {
- msg_print("You sense the presence of magic objects!");
- }
-
- /* Return result */
- return (detect);
-}
-
-
-/*
- * Detect all "normal" monsters on the current panel
- */
-bool_ detect_monsters_normal(int rad)
-{
- int i, y, x;
-
- bool_ flag = FALSE;
-
-
- /* Scan monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Only detect nearby monsters */
- if (m_ptr->cdis > rad) continue;
-
- /* Detect all non-invisible monsters */
- if ((!(r_ptr->flags2 & (RF2_INVISIBLE))) ||
- p_ptr->see_inv || p_ptr->tim_invis)
- {
- /* Repair visibility later */
- repair_monsters = TRUE;
-
- /* Hack -- Detect monster */
- m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
-
- /* Hack -- See monster */
- m_ptr->ml = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- flag = TRUE;
- }
- }
-
- /* Describe */
- if (flag)
- {
- /* Describe result */
- msg_print("You sense the presence of monsters!");
- }
-
- /* Result */
- return (flag);
-}
-
-
-/*
- * Detect all "invisible" monsters on current panel
- */
-bool_ detect_monsters_invis(int rad)
-{
- int i, y, x;
- bool_ flag = FALSE;
-
- /* Scan monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Only detect nearby monsters */
- if (m_ptr->cdis > rad) continue;
-
- /* Detect invisible monsters */
- if (r_ptr->flags2 & (RF2_INVISIBLE))
- {
- /* Take note that they are invisible */
- r_ptr->r_flags2 |= (RF2_INVISIBLE);
-
- /* Update monster recall window */
- if (monster_race_idx == m_ptr->r_idx)
- {
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
- }
-
- /* Repair visibility later */
- repair_monsters = TRUE;
-
- /* Hack -- Detect monster */
- m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
-
- /* Hack -- See monster */
- m_ptr->ml = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- flag = TRUE;
- }
- }
-
- /* Describe */
- if (flag)
- {
- /* Describe result */
- msg_print("You sense the presence of invisible creatures!");
- }
-
- /* Result */
- return (flag);
-}
-
-
-
-/*
- * Detect all "evil" monsters on current panel
- */
-bool_ detect_monsters_evil(int rad)
-{
- int i, y, x;
- bool_ flag = FALSE;
-
-
- /* Scan monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Only detect nearby monsters */
- if (m_ptr->cdis > rad) continue;
-
- /* Detect evil monsters */
- if (r_ptr->flags3 & (RF3_EVIL))
- {
- /* Take note that they are evil */
- r_ptr->r_flags3 |= (RF3_EVIL);
-
- /* Update monster recall window */
- if (monster_race_idx == m_ptr->r_idx)
- {
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
- }
-
- /* Repair visibility later */
- repair_monsters = TRUE;
-
- /* Hack -- Detect monster */
- m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
-
- /* Hack -- See monster */
- m_ptr->ml = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- flag = TRUE;
- }
- }
-
- /* Describe */
- if (flag)
- {
- /* Describe result */
- msg_print("You sense the presence of evil creatures!");
- }
-
- /* Result */
- return (flag);
-}
-
-
-
-
-/*
- * Detect all (string) monsters on current panel
- */
-bool_ detect_monsters_string(cptr chars, int rad)
-{
- int i, y, x;
- bool_ flag = FALSE;
-
-
- /* Scan monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Only detect nearby monsters */
- if (m_ptr->cdis > rad) continue;
-
- /* Detect evil monsters */
- if (strchr(chars, r_ptr->d_char))
- {
-
- /* Update monster recall window */
- if (monster_race_idx == m_ptr->r_idx)
- {
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
- }
-
- /* Repair visibility later */
- repair_monsters = TRUE;
-
- /* Hack -- Detect monster */
- m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
-
- /* Hack -- See monster */
- m_ptr->ml = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- flag = TRUE;
- }
- }
-
- /* Describe */
- if (flag)
- {
- /* Describe result */
- msg_print("You sense the presence of monsters!");
- }
-
- /* Result */
- return (flag);
-}
-
-
-/*
- * A "generic" detect monsters routine, tagged to flags3
- */
-bool_ detect_monsters_xxx(u32b match_flag, int rad)
-{
- int i, y, x;
- bool_ flag = FALSE;
- cptr desc_monsters = "weird monsters";
-
-
- /* Scan monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Only detect nearby monsters */
- if (m_ptr->cdis > rad) continue;
-
- /* Detect evil monsters */
- if (r_ptr->flags3 & (match_flag))
- {
- /* Take note that they are something */
- r_ptr->r_flags3 |= (match_flag);
-
- /* Update monster recall window */
- if (monster_race_idx == m_ptr->r_idx)
- {
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
- }
-
- /* Repair visibility later */
- repair_monsters = TRUE;
-
- /* Hack -- Detect monster */
- m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
-
- /* Hack -- See monster */
- m_ptr->ml = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- flag = TRUE;
- }
- }
-
- /* Describe */
- if (flag)
- {
- switch (match_flag)
- {
- case RF3_DEMON:
- desc_monsters = "demons";
- break;
- case RF3_UNDEAD:
- desc_monsters = "the undead";
- break;
- case RF3_GOOD:
- desc_monsters = "good";
- break;
- }
-
- /* Describe result */
- msg_format("You sense the presence of %s!", desc_monsters);
- msg_print(NULL);
- }
-
- /* Result */
- return (flag);
-}
-
-/* Detect good monsters */
-bool_ detect_monsters_good(int rad)
-{
- return (detect_monsters_xxx(RF3_GOOD, rad));
-}
-
-
-/*
- * Detect everything
- */
-bool_ detect_all(int rad)
-{
- bool_ detect = FALSE;
-
- /* Detect everything */
- if (detect_traps(rad)) detect = TRUE;
- if (detect_doors(rad)) detect = TRUE;
- if (detect_stairs(rad)) detect = TRUE;
- if (detect_treasure(rad)) detect = TRUE;
- if (detect_objects_gold(rad)) detect = TRUE;
- if (detect_objects_normal(rad)) detect = TRUE;
- if (detect_monsters_invis(rad)) detect = TRUE;
- if (detect_monsters_normal(rad)) detect = TRUE;
-
- /* Result */
- return (detect);
-}
-
-
-
-/*
- * Create stairs at the player location
- */
-void stair_creation(void)
-{
- /* XXX XXX XXX */
- if (!cave_valid_bold(p_ptr->py, p_ptr->px))
- {
- msg_print("The object resists the spell.");
- return;
- }
-
- if (dungeon_flags1 & DF1_FLAT)
- {
- msg_print("No stair creation in non dungeons...");
- return;
- }
-
- if (dungeon_flags2 & DF2_SPECIAL)
- {
- msg_print("No stair creation on special levels...");
- return;
- }
-
- /* XXX XXX XXX */
- delete_object(p_ptr->py, p_ptr->px);
-
- /* Create a staircase */
- if (p_ptr->inside_arena || p_ptr->inside_quest)
- {
- /* arena or quest */
- msg_print("There is no effect!");
- }
- else if (!dun_level)
- {
- /* Town/wilderness */
- cave_set_feat(p_ptr->py, p_ptr->px, FEAT_MORE);
- }
- else if (is_quest(dun_level) || (dun_level >= MAX_DEPTH - 1))
- {
- /* Quest level */
- cave_set_feat(p_ptr->py, p_ptr->px, FEAT_LESS);
- }
- else if (rand_int(100) < 50)
- {
- cave_set_feat(p_ptr->py, p_ptr->px, FEAT_MORE);
- }
- else
- {
- cave_set_feat(p_ptr->py, p_ptr->px, FEAT_LESS);
- }
-}
-
-
-
-
-/*
- * Hook to specify "weapon"
- */
-static bool_ item_tester_hook_weapon(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_MSTAFF:
- case TV_BOOMERANG:
- case TV_SWORD:
- case TV_AXE:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_BOW:
- case TV_BOLT:
- case TV_ARROW:
- case TV_SHOT:
- {
- return (TRUE);
- }
- case TV_DAEMON_BOOK:
- {
- switch (o_ptr->sval)
- {
- case SV_DEMONBLADE:
- {
- return (TRUE);
- }
- }
- }
- }
-
- return (FALSE);
-}
-
-
-/*
- * Hook to specify "armour"
- */
-bool_ item_tester_hook_armour(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_DRAG_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_CROWN:
- case TV_HELM:
- case TV_BOOTS:
- case TV_GLOVES:
- {
- return (TRUE);
- }
- case TV_DAEMON_BOOK:
- {
- switch (o_ptr->sval)
- {
- case SV_DEMONHORN:
- case SV_DEMONSHIELD:
- {
- return (TRUE);
- }
- }
- }
- }
-
- return (FALSE);
-}
-
-
-/*
- * Check if an object is weapon or armour (but not arrow, bolt, or shot)
- */
-bool_ item_tester_hook_weapon_armour(object_type *o_ptr)
-{
- return (item_tester_hook_weapon(o_ptr) ||
- item_tester_hook_armour(o_ptr));
-}
-
-/*
- * Check if an object is artifactable
- */
-bool_ item_tester_hook_artifactable(object_type *o_ptr)
-{
- return ((item_tester_hook_weapon(o_ptr) ||
- item_tester_hook_armour(o_ptr) ||
- (o_ptr->tval == TV_DIGGING) ||
- (o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
- /* be nice: allow only normal items */
- && (!artifact_p(o_ptr)) && (!ego_item_p(o_ptr)));
-}
-
-
-/*
- * Enchants a plus onto an item. -RAK-
- *
- * Revamped! Now takes item pointer, number of times to try enchanting,
- * and a flag of what to try enchanting. Artifacts resist enchantment
- * some of the time, and successful enchantment to at least +0 might
- * break a curse on the item. -CFT-
- *
- * Note that an item can technically be enchanted all the way to +15 if
- * you wait a very, very, long time. Going from +9 to +10 only works
- * about 5% of the time, and from +10 to +11 only about 1% of the time.
- *
- * Note that this function can now be used on "piles" of items, and
- * the larger the pile, the lower the chance of success.
- */
-bool_ enchant(object_type *o_ptr, int n, int eflag)
-{
- int i, chance, prob;
- bool_ res = FALSE;
- bool_ a = (artifact_p(o_ptr) || o_ptr->art_name);
- u32b f1, f2, f3, f4, f5, esp;
-
-
- /* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- /* Large piles resist enchantment */
- prob = o_ptr->number * 100;
-
- /* Missiles are easy to enchant */
- if ((o_ptr->tval == TV_BOLT) ||
- (o_ptr->tval == TV_ARROW) ||
- (o_ptr->tval == TV_SHOT))
- {
- prob = prob / 20;
- }
-
- /* Try "n" times */
- for (i = 0; i < n; i++)
- {
- /* Hack -- Roll for pile resistance */
- if (rand_int(prob) >= 100) continue;
-
- /* Enchant to hit */
- if (eflag & (ENCH_TOHIT))
- {
- if (o_ptr->to_h < 0) chance = 0;
- else if (o_ptr->to_h > 15) chance = 1000;
- else chance = enchant_table[o_ptr->to_h];
-
- if ((randint(1000) > chance) && (!a || (rand_int(100) < 50)))
- {
- o_ptr->to_h++;
- res = TRUE;
-
- /* only when you get it above -1 -CFT */
- if (cursed_p(o_ptr) &&
- (!(f3 & (TR3_PERMA_CURSE))) &&
- (o_ptr->to_h >= 0) && (rand_int(100) < 25))
- {
- msg_print("The curse is broken!");
- o_ptr->ident &= ~(IDENT_CURSED);
- o_ptr->ident |= (IDENT_SENSE);
-
- if (o_ptr->art_flags3 & (TR3_CURSED))
- o_ptr->art_flags3 &= ~(TR3_CURSED);
- if (o_ptr->art_flags3 & (TR3_HEAVY_CURSE))
- o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
-
- o_ptr->sense = SENSE_UNCURSED;
- }
- }
- }
-
- /* Enchant to damage */
- if (eflag & (ENCH_TODAM))
- {
- if (o_ptr->to_d < 0) chance = 0;
- else if (o_ptr->to_d > 15) chance = 1000;
- else chance = enchant_table[o_ptr->to_d];
-
- if ((randint(1000) > chance) && (!a || (rand_int(100) < 50)))
- {
- o_ptr->to_d++;
- res = TRUE;
-
- /* only when you get it above -1 -CFT */
- if (cursed_p(o_ptr) &&
- (!(f3 & (TR3_PERMA_CURSE))) &&
- (o_ptr->to_d >= 0) && (rand_int(100) < 25))
- {
- msg_print("The curse is broken!");
- o_ptr->ident &= ~(IDENT_CURSED);
- o_ptr->ident |= (IDENT_SENSE);
-
- if (o_ptr->art_flags3 & (TR3_CURSED))
- o_ptr->art_flags3 &= ~(TR3_CURSED);
- if (o_ptr->art_flags3 & (TR3_HEAVY_CURSE))
- o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
-
- o_ptr->sense = SENSE_UNCURSED;
- }
- }
- }
-
-
- /* Enchant to damage */
- if (eflag & (ENCH_PVAL))
- {
- if (o_ptr->pval < 0) chance = 0;
- else if (o_ptr->pval > 6) chance = 1000;
- else chance = enchant_table[o_ptr->pval * 2];
-
- if ((randint(1000) > chance) && (!a || (rand_int(100) < 50)))
- {
- o_ptr->pval++;
- res = TRUE;
-
- /* only when you get it above -1 -CFT */
- if (cursed_p(o_ptr) &&
- (!(f3 & (TR3_PERMA_CURSE))) &&
- (o_ptr->pval >= 0) && (rand_int(100) < 25))
- {
- msg_print("The curse is broken!");
- o_ptr->ident &= ~(IDENT_CURSED);
- o_ptr->ident |= (IDENT_SENSE);
-
- if (o_ptr->art_flags3 & (TR3_CURSED))
- o_ptr->art_flags3 &= ~(TR3_CURSED);
- if (o_ptr->art_flags3 & (TR3_HEAVY_CURSE))
- o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
-
- o_ptr->sense = SENSE_UNCURSED;
- }
- }
- }
-
- /* Enchant to armor class */
- if (eflag & (ENCH_TOAC))
- {
- if (o_ptr->to_a < 0) chance = 0;
- else if (o_ptr->to_a > 15) chance = 1000;
- else chance = enchant_table[o_ptr->to_a];
-
- if ((randint(1000) > chance) && (!a || (rand_int(100) < 50)))
- {
- o_ptr->to_a++;
- res = TRUE;
-
- /* only when you get it above -1 -CFT */
- if (cursed_p(o_ptr) &&
- (!(f3 & (TR3_PERMA_CURSE))) &&
- (o_ptr->to_a >= 0) && (rand_int(100) < 25))
- {
- msg_print("The curse is broken!");
- o_ptr->ident &= ~(IDENT_CURSED);
- o_ptr->ident |= (IDENT_SENSE);
-
- if (o_ptr->art_flags3 & (TR3_CURSED))
- o_ptr->art_flags3 &= ~(TR3_CURSED);
- if (o_ptr->art_flags3 & (TR3_HEAVY_CURSE))
- o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
-
- o_ptr->sense = SENSE_UNCURSED;
- }
- }
- }
- }
-
- /* Failure */
- if (!res) return (FALSE);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Success */
- return (TRUE);
-}
-
-
-
-/*
- * Enchant an item (in the inventory or on the floor)
- * Note that "num_ac" requires armour, else weapon
- * Returns TRUE if attempted, FALSE if cancelled
- */
-bool_ enchant_spell(int num_hit, int num_dam, int num_ac, int num_pval)
-{
- int item;
- bool_ okay = FALSE;
- object_type *o_ptr;
- char o_name[80];
- cptr q, s;
-
-
- /* Assume enchant weapon */
- item_tester_hook = item_tester_hook_weapon;
-
- /* Enchant armor if requested */
- if (num_ac) item_tester_hook = item_tester_hook_armour;
-
- /* Get an item */
- q = "Enchant which item? ";
- s = "You have nothing to enchant.";
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
-
- /* Describe */
- msg_format("%s %s glow%s brightly!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "" : "s"));
-
- /* Enchant */
- if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
- if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
- if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
- if (enchant(o_ptr, num_pval, ENCH_PVAL)) okay = TRUE;
-
- /* Failure */
- if (!okay)
- {
- /* Flush */
- if (flush_failure) flush();
-
- /* Message */
- msg_print("The enchantment failed.");
- }
-
- /* Something happened */
- return (TRUE);
-}
-
-void curse_artifact(object_type * o_ptr)
-{
- if (o_ptr->pval) o_ptr->pval = 0 - ((o_ptr->pval) + randint(4));
- if (o_ptr->to_a) o_ptr->to_a = 0 - ((o_ptr->to_a) + randint(4));
- if (o_ptr->to_h) o_ptr->to_h = 0 - ((o_ptr->to_h) + randint(4));
- if (o_ptr->to_d) o_ptr->to_d = 0 - ((o_ptr->to_d) + randint(4));
- o_ptr->art_flags3 |= ( TR3_HEAVY_CURSE | TR3_CURSED );
- if (randint(3) == 1) o_ptr-> art_flags3 |= TR3_TY_CURSE;
- if (randint(2) == 1) o_ptr-> art_flags3 |= TR3_AGGRAVATE;
- if (randint(3) == 1) o_ptr-> art_flags3 |= TR3_DRAIN_EXP;
- if (randint(3) == 1) o_ptr-> art_flags4 |= TR4_BLACK_BREATH;
- if (randint(2) == 1) o_ptr-> art_flags3 |= TR3_TELEPORT;
- else if (randint(3) == 1) o_ptr->art_flags3 |= TR3_NO_TELE;
- o_ptr->ident |= IDENT_CURSED;
-}
-
-
-/*
- * Should be merged with randart code.
- * looks like BASIC coder's work...
- */
-void random_plus(object_type * o_ptr, bool_ is_scroll)
-{
- int this_type = (o_ptr->tval < TV_BOOTS ? 23 : 19);
-
- if (artifact_bias == BIAS_WARRIOR)
- {
- if (!(o_ptr->art_flags1 & TR1_STR))
- {
- o_ptr->art_flags1 |= TR1_STR;
- if (randint(2) == 1) return ; /* 50% chance of being a "free" power */
- }
-
- if (!(o_ptr->art_flags1 & TR1_CON))
- {
- o_ptr->art_flags1 |= TR1_CON;
- if (randint(2) == 1) return;
- }
-
- if (!(o_ptr->art_flags1 & TR1_DEX))
- {
- o_ptr->art_flags1 |= TR1_DEX;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_MAGE)
- {
- if (!(o_ptr->art_flags1 & TR1_INT))
- {
- o_ptr->art_flags1 |= TR1_INT;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_PRIESTLY)
- {
- if (!(o_ptr->art_flags1 & TR1_WIS))
- {
- o_ptr->art_flags1 |= TR1_WIS;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_RANGER)
- {
- if (!(o_ptr->art_flags1 & TR1_CON))
- {
- o_ptr->art_flags1 |= TR1_CON;
- if (randint(2) == 1) return ; /* 50% chance of being a "free" power */
- }
-
- if (!(o_ptr->art_flags1 & TR1_DEX))
- {
- o_ptr->art_flags1 |= TR1_DEX;
- if (randint(2) == 1) return;
- }
-
- if (!(o_ptr->art_flags1 & TR1_STR))
- {
- o_ptr->art_flags1 |= TR1_STR;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_ROGUE)
- {
- if (!(o_ptr->art_flags1 & TR1_STEALTH))
- {
- o_ptr->art_flags1 |= TR1_STEALTH;
- if (randint(2) == 1) return;
- }
- if (!(o_ptr->art_flags1 & TR1_SEARCH))
- {
- o_ptr->art_flags1 |= TR1_SEARCH;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_STR)
- {
- if (!(o_ptr->art_flags1 & TR1_STR))
- {
- o_ptr->art_flags1 |= TR1_STR;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_WIS)
- {
- if (!(o_ptr->art_flags1 & TR1_WIS))
- {
- o_ptr->art_flags1 |= TR1_WIS;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_INT)
- {
- if (!(o_ptr->art_flags1 & TR1_INT))
- {
- o_ptr->art_flags1 |= TR1_INT;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_DEX)
- {
- if (!(o_ptr->art_flags1 & TR1_DEX))
- {
- o_ptr->art_flags1 |= TR1_DEX;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_CON)
- {
- if (!(o_ptr->art_flags1 & TR1_CON))
- {
- o_ptr->art_flags1 |= TR1_CON;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_CHR)
- {
- if (!(o_ptr->art_flags1 & TR1_CHR))
- {
- o_ptr->art_flags1 |= TR1_CHR;
- if (randint(2) == 1) return;
- }
- }
-
-
- switch (randint(this_type))
- {
- case 1:
- case 2:
- o_ptr->art_flags1 |= TR1_STR;
- /* if (is_scroll) msg_print("It makes you feel strong!"); */
- if (!(artifact_bias) && randint(13) != 1)
- artifact_bias = BIAS_STR;
- else if (!(artifact_bias) && randint(7) == 1)
- artifact_bias = BIAS_WARRIOR;
- break;
- case 3:
- case 4:
- o_ptr->art_flags1 |= TR1_INT;
- /* if (is_scroll) msg_print("It makes you feel smart!"); */
- if (!(artifact_bias) && randint(13) != 1)
- artifact_bias = BIAS_INT;
- else if (!(artifact_bias) && randint(7) == 1)
- artifact_bias = BIAS_MAGE;
- break;
- case 5:
- case 6:
- o_ptr->art_flags1 |= TR1_WIS;
- /* if (is_scroll) msg_print("It makes you feel wise!"); */
- if (!(artifact_bias) && randint(13) != 1)
- artifact_bias = BIAS_WIS;
- else if (!(artifact_bias) && randint(7) == 1)
- artifact_bias = BIAS_PRIESTLY;
- break;
- case 7:
- case 8:
- o_ptr->art_flags1 |= TR1_DEX;
- /* if (is_scroll) msg_print("It makes you feel nimble!"); */
- if (!(artifact_bias) && randint(13) != 1)
- artifact_bias = BIAS_DEX;
- else if (!(artifact_bias) && randint(7) == 1)
- artifact_bias = BIAS_ROGUE;
- break;
- case 9:
- case 10:
- o_ptr->art_flags1 |= TR1_CON;
- /* if (is_scroll) msg_print("It makes you feel healthy!"); */
- if (!(artifact_bias) && randint(13) != 1)
- artifact_bias = BIAS_CON;
- else if (!(artifact_bias) && randint(9) == 1)
- artifact_bias = BIAS_RANGER;
- break;
- case 11:
- case 12:
- o_ptr->art_flags1 |= TR1_CHR;
- /* if (is_scroll) msg_print("It makes you look great!"); */
- if (!(artifact_bias) && randint(13) != 1)
- artifact_bias = BIAS_CHR;
- break;
- case 13:
- case 14:
- o_ptr->art_flags1 |= TR1_STEALTH;
- /* if (is_scroll) msg_print("It looks muffled."); */
- if (!(artifact_bias) && randint(3) == 1)
- artifact_bias = BIAS_ROGUE;
- break;
- case 15:
- case 16:
- o_ptr->art_flags1 |= TR1_SEARCH;
- /* if (is_scroll) msg_print("It makes you see better."); */
- if (!(artifact_bias) && randint(9) == 1)
- artifact_bias = BIAS_RANGER;
- break;
- case 17:
- case 18:
- o_ptr->art_flags1 |= TR1_INFRA;
- /* if (is_scroll) msg_print("It makes you see tiny red animals.");*/
- break;
- case 19:
- o_ptr->art_flags1 |= TR1_SPEED;
- /* if (is_scroll) msg_print("It makes you move faster!"); */
- if (!(artifact_bias) && randint(11) == 1)
- artifact_bias = BIAS_ROGUE;
- break;
- case 20:
- case 21:
- o_ptr->art_flags1 |= TR1_TUNNEL;
- /* if (is_scroll) msg_print("Gravel flies from it!"); */
- break;
- case 22:
- case 23:
- if (o_ptr->tval == TV_BOW) random_plus(o_ptr, is_scroll);
- else
- {
- o_ptr->art_flags1 |= TR1_BLOWS;
- /* if (is_scroll) msg_print("It seems faster!"); */
- if (!(artifact_bias) && randint(11) == 1)
- artifact_bias = BIAS_WARRIOR;
- }
- break;
- }
-}
-
-
-void random_resistance (object_type * o_ptr, bool_ is_scroll, int specific)
-{
- /* To avoid a number of possible bugs */
- if (!specific)
- {
- if (artifact_bias == BIAS_ACID)
- {
- if (!(o_ptr->art_flags2 & TR2_RES_ACID))
- {
- o_ptr->art_flags2 |= TR2_RES_ACID;
- if (rand_int(2) == 0) return;
- }
- if (rand_int(BIAS_LUCK) == 0 && !(o_ptr->art_flags2 & TR2_IM_ACID))
- {
- o_ptr->art_flags2 |= TR2_IM_ACID;
- if (rand_int(2) == 0) return;
- }
- }
- else if (artifact_bias == BIAS_ELEC)
- {
- if (!(o_ptr->art_flags2 & TR2_RES_ELEC))
- {
- o_ptr->art_flags2 |= TR2_RES_ELEC;
- if (rand_int(2) == 0) return;
- }
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR &&
- !(o_ptr->art_flags3 & TR3_SH_ELEC))
- {
- o_ptr->art_flags2 |= TR3_SH_ELEC;
- if (rand_int(2) == 0) return;
- }
- if (rand_int(BIAS_LUCK) == 0 && !(o_ptr->art_flags2 & TR2_IM_ELEC))
- {
- o_ptr->art_flags2 |= TR2_IM_ELEC;
- if (rand_int(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_FIRE)
- {
- if (!(o_ptr->art_flags2 & TR2_RES_FIRE))
- {
- o_ptr->art_flags2 |= TR2_RES_FIRE;
- if (rand_int(2) == 0) return;
- }
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR &&
- !(o_ptr->art_flags3 & TR3_SH_FIRE))
- {
- o_ptr->art_flags2 |= TR3_SH_FIRE;
- if (rand_int(2) == 0) return;
- }
- if (rand_int(BIAS_LUCK) == 0 && !(o_ptr->art_flags2 & TR2_IM_FIRE))
- {
- o_ptr->art_flags2 |= TR2_IM_FIRE;
- if (rand_int(2) == 0) return;
- }
- }
- else if (artifact_bias == BIAS_COLD)
- {
- if (!(o_ptr->art_flags2 & TR2_RES_COLD))
- {
- o_ptr->art_flags2 |= TR2_RES_COLD;
- if (rand_int(2) == 0) return;
- }
- if (rand_int(BIAS_LUCK) == 0 && !(o_ptr->art_flags2 & TR2_IM_COLD))
- {
- o_ptr->art_flags2 |= TR2_IM_COLD;
- if (rand_int(2) == 0) return;
- }
- }
- else if (artifact_bias == BIAS_POIS)
- {
- if (!(o_ptr->art_flags2 & TR2_RES_POIS))
- {
- o_ptr->art_flags2 |= TR2_RES_POIS;
- if (rand_int(2) == 0) return;
- }
- }
- else if (artifact_bias == BIAS_WARRIOR)
- {
- if (rand_int(3) && (!(o_ptr->art_flags2 & TR2_RES_FEAR)))
- {
- o_ptr->art_flags2 |= TR2_RES_FEAR;
- if (rand_int(2) == 0) return;
- }
- if ((rand_int(3) == 0) && (!(o_ptr->art_flags3 & TR3_NO_MAGIC)))
- {
- o_ptr->art_flags3 |= TR3_NO_MAGIC;
- if (rand_int(2) == 0) return;
- }
- }
- else if (artifact_bias == BIAS_NECROMANTIC)
- {
- if (!(o_ptr->art_flags2 & TR2_RES_NETHER))
- {
- o_ptr->art_flags2 |= TR2_RES_NETHER;
- if (rand_int(2) == 0) return;
- }
- if (!(o_ptr->art_flags2 & TR2_RES_POIS))
- {
- o_ptr->art_flags2 |= TR2_RES_POIS;
- if (rand_int(2) == 0) return;
- }
- if (!(o_ptr->art_flags2 & TR2_RES_DARK))
- {
- o_ptr->art_flags2 |= TR2_RES_DARK;
- if (rand_int(2) == 0) return;
- }
- }
- else if (artifact_bias == BIAS_CHAOS)
- {
- if (!(o_ptr->art_flags2 & TR2_RES_CHAOS))
- {
- o_ptr->art_flags2 |= TR2_RES_CHAOS;
- if (rand_int(2) == 0) return;
- }
- if (!(o_ptr->art_flags2 & TR2_RES_CONF))
- {
- o_ptr->art_flags2 |= TR2_RES_CONF;
- if (rand_int(2) == 0) return;
- }
- if (!(o_ptr->art_flags2 & TR2_RES_DISEN))
- {
- o_ptr->art_flags2 |= TR2_RES_DISEN;
- if (rand_int(2) == 0) return;
- }
- }
- }
-
- switch (specific ? specific : randint(41))
- {
- case 1 :
- if (randint(WEIRD_LUCK) != 1)
- random_resistance(o_ptr, is_scroll, specific);
- else
- {
- o_ptr->art_flags2 |= TR2_IM_ACID;
- /* if (is_scroll) msg_print("It looks totally incorruptible."); */
- if (!(artifact_bias))
- artifact_bias = BIAS_ACID;
- }
- break;
- case 2:
- if (randint(WEIRD_LUCK) != 1)
- random_resistance(o_ptr, is_scroll, specific);
- else
- {
- o_ptr->art_flags2 |= TR2_IM_ELEC;
- /* if (is_scroll) msg_print("It looks completely grounded."); */
- if (!(artifact_bias))
- artifact_bias = BIAS_ELEC;
- }
- break;
- case 3:
- if (randint(WEIRD_LUCK) != 1)
- random_resistance(o_ptr, is_scroll, specific);
- else
- {
- o_ptr->art_flags2 |= TR2_IM_COLD;
- /* if (is_scroll) msg_print("It feels very warm."); */
- if (!(artifact_bias))
- artifact_bias = BIAS_COLD;
- }
- break;
- case 4:
- if (randint(WEIRD_LUCK) != 1)
- random_resistance(o_ptr, is_scroll, specific);
- else
- {
- o_ptr->art_flags2 |= TR2_IM_FIRE;
- /* if (is_scroll) msg_print("It feels very cool."); */
- if (!(artifact_bias))
- artifact_bias = BIAS_FIRE;
- }
- break;
- case 5:
- case 6:
- case 13:
- o_ptr->art_flags2 |= TR2_RES_ACID;
- /* if (is_scroll) msg_print("It makes your stomach rumble."); */
- if (!(artifact_bias))
- artifact_bias = BIAS_ACID;
- break;
- case 7:
- case 8:
- case 14:
- o_ptr->art_flags2 |= TR2_RES_ELEC;
- /* if (is_scroll) msg_print("It makes you feel grounded."); */
- if (!(artifact_bias))
- artifact_bias = BIAS_ELEC;
- break;
- case 9:
- case 10:
- case 15:
- o_ptr->art_flags2 |= TR2_RES_FIRE;
- /* if (is_scroll) msg_print("It makes you feel cool!");*/
- if (!(artifact_bias))
- artifact_bias = BIAS_FIRE;
- break;
- case 11:
- case 12:
- case 16:
- o_ptr->art_flags2 |= TR2_RES_COLD;
- /* if (is_scroll) msg_print("It makes you feel full of hot air!");*/
- if (!(artifact_bias))
- artifact_bias = BIAS_COLD;
- break;
- case 17:
- case 18:
- o_ptr->art_flags2 |= TR2_RES_POIS;
- /* if (is_scroll) msg_print("It makes breathing easier for you."); */
- if (!(artifact_bias) && randint(4) != 1)
- artifact_bias = BIAS_POIS;
- else if (!(artifact_bias) && randint(2) == 1)
- artifact_bias = BIAS_NECROMANTIC;
- else if (!(artifact_bias) && randint(2) == 1)
- artifact_bias = BIAS_ROGUE;
- break;
- case 19:
- case 20:
- o_ptr->art_flags2 |= TR2_RES_FEAR;
- /* if (is_scroll) msg_print("It makes you feel brave!"); */
- if (!(artifact_bias) && randint(3) == 1)
- artifact_bias = BIAS_WARRIOR;
- break;
- case 21:
- o_ptr->art_flags2 |= TR2_RES_LITE;
- /* if (is_scroll) msg_print("It makes everything look darker.");*/
- break;
- case 22:
- o_ptr->art_flags2 |= TR2_RES_DARK;
- /* if (is_scroll) msg_print("It makes everything look brigher.");*/
- break;
- case 23:
- case 24:
- o_ptr->art_flags2 |= TR2_RES_BLIND;
- /* if (is_scroll) msg_print("It makes you feel you are wearing glasses.");*/
- break;
- case 25:
- case 26:
- o_ptr->art_flags2 |= TR2_RES_CONF;
- /* if (is_scroll) msg_print("It makes you feel very determined.");*/
- if (!(artifact_bias) && randint(6) == 1)
- artifact_bias = BIAS_CHAOS;
- break;
- case 27:
- case 28:
- o_ptr->art_flags2 |= TR2_RES_SOUND;
- /* if (is_scroll) msg_print("It makes you feel deaf!");*/
- break;
- case 29:
- case 30:
- o_ptr->art_flags2 |= TR2_RES_SHARDS;
- /* if (is_scroll) msg_print("It makes your skin feel thicker.");*/
- break;
- case 31:
- case 32:
- o_ptr->art_flags2 |= TR2_RES_NETHER;
- /* if (is_scroll) msg_print("It makes you feel like visiting a graveyard!");*/
- if (!(artifact_bias) && randint(3) == 1)
- artifact_bias = BIAS_NECROMANTIC;
- break;
- case 33:
- case 34:
- o_ptr->art_flags2 |= TR2_RES_NEXUS;
- /* if (is_scroll) msg_print("It makes you feel normal.");*/
- break;
- case 35:
- case 36:
- o_ptr->art_flags2 |= TR2_RES_CHAOS;
- /* if (is_scroll) msg_print("It makes you feel very firm.");*/
- if (!(artifact_bias) && randint(2) == 1)
- artifact_bias = BIAS_CHAOS;
- break;
- case 37:
- case 38:
- o_ptr->art_flags2 |= TR2_RES_DISEN;
- /* if (is_scroll) msg_print("It is surrounded by a static feeling.");*/
- break;
- case 39:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- o_ptr->art_flags3 |= TR3_SH_ELEC;
- else
- random_resistance(o_ptr, is_scroll, specific);
- if (!(artifact_bias))
- artifact_bias = BIAS_ELEC;
- break;
- case 40:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- o_ptr->art_flags3 |= TR3_SH_FIRE;
- else
- random_resistance(o_ptr, is_scroll, specific);
- if (!(artifact_bias))
- artifact_bias = BIAS_FIRE;
- break;
- case 41:
- if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
- o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
- o_ptr->art_flags2 |= TR2_REFLECT;
- else
- random_resistance(o_ptr, is_scroll, specific);
- break;
- }
-}
-
-void random_misc(object_type * o_ptr, bool_ is_scroll)
-{
-
- if (artifact_bias == BIAS_RANGER)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_CON))
- {
- o_ptr->art_flags2 |= TR2_SUST_CON;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_STR)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_STR))
- {
- o_ptr->art_flags2 |= TR2_SUST_STR;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_WIS)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_WIS))
- {
- o_ptr->art_flags2 |= TR2_SUST_WIS;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_INT)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_INT))
- {
- o_ptr->art_flags2 |= TR2_SUST_INT;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_DEX)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_DEX))
- {
- o_ptr->art_flags2 |= TR2_SUST_DEX;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_CON)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_CON))
- {
- o_ptr->art_flags2 |= TR2_SUST_CON;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_CHR)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_CHR))
- {
- o_ptr->art_flags2 |= TR2_SUST_CHR;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_CHAOS)
- {
- if (!(o_ptr->art_flags3 & TR3_TELEPORT))
- {
- o_ptr->art_flags3 |= TR3_TELEPORT;
- if (randint(2) == 1) return;
- }
- }
- else if (artifact_bias == BIAS_FIRE)
- {
- if (!(o_ptr->art_flags3 & TR3_LITE1))
- {
- o_ptr->art_flags3 |= TR3_LITE1; /* Freebie */
- }
- }
-
-
- switch (randint(31))
- {
- case 1:
- o_ptr->art_flags2 |= TR2_SUST_STR;
- /* if (is_scroll) msg_print("It makes you feel you cannot become weaker."); */
- if (!artifact_bias)
- artifact_bias = BIAS_STR;
- break;
-
- case 2:
- o_ptr->art_flags2 |= TR2_SUST_INT;
- /* if (is_scroll) msg_print("It makes you feel you cannot become more stupid.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_INT;
- break;
-
- case 3:
- o_ptr->art_flags2 |= TR2_SUST_WIS;
- /* if (is_scroll) msg_print("It makes you feel you cannot become simpler.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_WIS;
- break;
-
- case 4:
- o_ptr->art_flags2 |= TR2_SUST_DEX;
- /* if (is_scroll) msg_print("It makes you feel you cannot become clumsier.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_DEX;
- break;
-
- case 5:
- o_ptr->art_flags2 |= TR2_SUST_CON;
- /* if (is_scroll) msg_print("It makes you feel you cannot become less healthy.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_CON;
- break;
-
- case 6:
- o_ptr->art_flags2 |= TR2_SUST_CHR;
- /* if (is_scroll) msg_print("It makes you feel you cannot become uglier.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_CHR;
- break;
-
- case 7:
- case 8:
- case 14:
- o_ptr->art_flags2 |= TR2_FREE_ACT;
- /* if (is_scroll) msg_print("It makes you feel like a young rebel!");*/
- break;
-
- case 9:
- o_ptr->art_flags2 |= TR2_HOLD_LIFE;
- /* if (is_scroll) msg_print("It makes you feel immortal.");*/
- if (!artifact_bias && (randint(5) == 1))
- artifact_bias = BIAS_PRIESTLY;
- else if (!artifact_bias && (randint(6) == 1))
- artifact_bias = BIAS_NECROMANTIC;
- break;
-
- case 10:
- case 11:
- o_ptr->art_flags3 |= TR3_LITE1;
- /* if (is_scroll) msg_print("It starts shining.");*/
- break;
-
- case 12:
- case 13:
- o_ptr->art_flags3 |= TR3_FEATHER;
- /* if (is_scroll) msg_print("It feels lighter.");*/
- break;
-
- case 15:
- case 16:
- case 17:
- o_ptr->art_flags3 |= TR3_SEE_INVIS;
- /* if (is_scroll) msg_print("It makes you see the air!");*/
- break;
-
- case 18:
- o_ptr->art_esp |= 1 << (rand_int(32));
- /* if (is_scroll) msg_print("It makes you hear voices inside your head!");*/
- if (!artifact_bias && (randint(9) == 1))
- artifact_bias = BIAS_MAGE;
- break;
-
- case 19:
- case 20:
- o_ptr->art_flags3 |= TR3_SLOW_DIGEST;
- /* if (is_scroll) msg_print("It makes you feel less hungry.");*/
- break;
-
- case 21:
- case 22:
- o_ptr->art_flags3 |= TR3_REGEN;
- /* if (is_scroll) msg_print("It looks as good as new.");*/
- break;
-
- case 23:
- o_ptr->art_flags3 |= TR3_TELEPORT;
- /* if (is_scroll) msg_print("Its position feels uncertain!");*/
- break;
-
- case 24:
- case 25:
- case 26:
- if (o_ptr->tval >= TV_BOOTS) random_misc(o_ptr, is_scroll);
- else
- {
- o_ptr->art_flags3 |= TR3_SHOW_MODS;
- o_ptr->to_a = 4 + (randint(11));
- }
- break;
-
- case 27:
- case 28:
- case 29:
- o_ptr->art_flags3 |= TR3_SHOW_MODS;
- o_ptr->to_h += 4 + (randint(11));
- o_ptr->to_d += 4 + (randint(11));
- break;
-
- case 30:
- o_ptr->art_flags3 |= TR3_NO_MAGIC;
- break;
-
- case 31:
- o_ptr->art_flags3 |= TR3_NO_TELE;
- break;
- }
-
-
-}
-
-
-void random_slay (object_type * o_ptr, bool_ is_scroll)
-{
- if (artifact_bias == BIAS_CHAOS && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_CHAOTIC))
- {
- o_ptr->art_flags1 |= TR1_CHAOTIC;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_PRIESTLY &&
- (o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM || o_ptr->tval == TV_AXE) &&
- !(o_ptr->art_flags3 & TR3_BLESSED))
- {
- /* A free power for "priestly" random artifacts */
- o_ptr->art_flags3 |= TR3_BLESSED;
- }
-
- else if (artifact_bias == BIAS_NECROMANTIC && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_VAMPIRIC))
- {
- o_ptr->art_flags1 |= TR1_VAMPIRIC;
- if (randint(2) == 1) return;
- }
- if (!(o_ptr->art_flags1 & TR1_BRAND_POIS) && (randint(2) == 1))
- {
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_RANGER && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_SLAY_ANIMAL))
- {
- o_ptr->art_flags1 |= TR1_SLAY_ANIMAL;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_ROGUE && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_POIS))
- {
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_POIS && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_POIS))
- {
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_FIRE && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_FIRE))
- {
- o_ptr->art_flags1 |= TR1_BRAND_FIRE;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_COLD && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_COLD))
- {
- o_ptr->art_flags1 |= TR1_BRAND_COLD;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_ELEC && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_ELEC))
- {
- o_ptr->art_flags1 |= TR1_BRAND_ELEC;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_ACID && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_ACID))
- {
- o_ptr->art_flags1 |= TR1_BRAND_ACID;
- if (randint(2) == 1) return;
- }
- }
-
- else if (artifact_bias == BIAS_LAW && !(o_ptr->tval == TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_SLAY_EVIL))
- {
- o_ptr->art_flags1 |= TR1_SLAY_EVIL;
- if (randint(2) == 1) return;
- }
- if (!(o_ptr->art_flags1 & TR1_SLAY_UNDEAD))
- {
- o_ptr->art_flags1 |= TR1_SLAY_UNDEAD;
- if (randint(2) == 1) return;
- }
- if (!(o_ptr->art_flags1 & TR1_SLAY_DEMON))
- {
- o_ptr->art_flags1 |= TR1_SLAY_DEMON;
- if (randint(2) == 1) return;
- }
- }
-
- if (!(o_ptr->tval == TV_BOW))
- {
- switch (randint(34))
- {
- case 1:
- case 2:
- o_ptr->art_flags1 |= TR1_SLAY_ANIMAL;
- /* if (is_scroll) msg_print("You start hating animals.");*/
- break;
-
- case 3:
- case 4:
- o_ptr->art_flags1 |= TR1_SLAY_EVIL;
- /* if (is_scroll) msg_print("You hate evil creatures.");*/
- if (!artifact_bias && (randint(2) == 1))
- artifact_bias = BIAS_LAW;
- else if (!artifact_bias && (randint(9) == 1))
- artifact_bias = BIAS_PRIESTLY;
- break;
-
- case 5:
- case 6:
- o_ptr->art_flags1 |= TR1_SLAY_UNDEAD;
- /* if (is_scroll) msg_print("You hate undead creatures.");*/
- if (!artifact_bias && (randint(9) == 1))
- artifact_bias = BIAS_PRIESTLY;
- break;
-
- case 7:
- case 8:
- o_ptr->art_flags1 |= TR1_SLAY_DEMON;
- /* if (is_scroll) msg_print("You hate demons.");*/
- if (!artifact_bias && (randint(9) == 1))
- artifact_bias = BIAS_PRIESTLY;
- break;
-
- case 9:
- case 10:
- o_ptr->art_flags1 |= TR1_SLAY_ORC;
- /* if (is_scroll) msg_print("You hate orcs.");*/
- break;
-
- case 11:
- case 12:
- o_ptr->art_flags1 |= TR1_SLAY_TROLL;
- /* if (is_scroll) msg_print("You hate trolls.");*/
- break;
-
- case 13:
- case 14:
- o_ptr->art_flags1 |= TR1_SLAY_GIANT;
- /* if (is_scroll) msg_print("You hate giants.");*/
- break;
-
- case 15:
- case 16:
- o_ptr->art_flags1 |= TR1_SLAY_DRAGON;
- /* if (is_scroll) msg_print("You hate dragons.");*/
- break;
-
- case 17:
- o_ptr->art_flags1 |= TR1_KILL_DRAGON;
- /* if (is_scroll) msg_print("You feel an intense hatred of dragons.");*/
- break;
-
- case 18:
- case 19:
- if (o_ptr->tval == TV_SWORD)
- {
- o_ptr->art_flags1 |= TR1_VORPAL;
- /* if (is_scroll) msg_print("It looks extremely sharp!");*/
- if (!artifact_bias && (randint(9) == 1))
- artifact_bias = BIAS_WARRIOR;
- }
- else random_slay(o_ptr, is_scroll);
- break;
-
- case 20:
- o_ptr->art_flags1 |= TR1_IMPACT;
- /* if (is_scroll) msg_print("The ground trembles beneath you.");*/
- break;
-
- case 21:
- case 22:
- o_ptr->art_flags1 |= TR1_BRAND_FIRE;
- /* if (is_scroll) msg_print("It feels hot!");*/
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
- break;
-
- case 23:
- case 24:
- o_ptr->art_flags1 |= TR1_BRAND_COLD;
- /* if (is_scroll) msg_print("It feels cold!");*/
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
- break;
-
- case 25:
- case 26:
- o_ptr->art_flags1 |= TR1_BRAND_ELEC;
- /* if (is_scroll) msg_print("Ouch! You get zapped!");*/
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
- break;
-
- case 27:
- case 28:
- o_ptr->art_flags1 |= TR1_BRAND_ACID;
- /* if (is_scroll) msg_print("Its smell makes you feel dizzy.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
- break;
-
- case 29:
- case 30:
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
- /* if (is_scroll) msg_print("It smells rotten.");*/
- if (!artifact_bias && (randint(3) != 1))
- artifact_bias = BIAS_POIS;
- else if (!artifact_bias && randint(6) == 1)
- artifact_bias = BIAS_NECROMANTIC;
- else if (!artifact_bias)
- artifact_bias = BIAS_ROGUE;
- break;
-
- case 31:
- case 32:
- o_ptr->art_flags1 |= TR1_VAMPIRIC;
- /* if (is_scroll) msg_print("You think it bit you!");*/
- if (!artifact_bias)
- artifact_bias = BIAS_NECROMANTIC;
- break;
-
- default:
- o_ptr->art_flags1 |= TR1_CHAOTIC;
- /* if (is_scroll) msg_print("It looks very confusing.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_CHAOS;
- break;
- }
- }
- else
- {
- switch (randint(6))
- {
- case 1:
- case 2:
- case 3:
- o_ptr->art_flags3 |= TR3_XTRA_MIGHT;
- /* if (is_scroll) msg_print("It looks mightier than before."); */
- if (!artifact_bias && randint(9) == 1)
- artifact_bias = BIAS_RANGER;
- break;
-
- default:
- o_ptr->art_flags3 |= TR3_XTRA_SHOTS;
- /* if (is_scroll) msg_print("It seems faster!"); */
- if (!artifact_bias && randint(9) == 1)
- artifact_bias = BIAS_RANGER;
- break;
- }
- }
-}
-
-
-
-
-/*
- * Determines if an item is not identified
- */
-static bool_ item_tester_hook_unknown(object_type *o_ptr)
-{
- return (object_known_p(o_ptr) ? FALSE : TRUE);
-}
-
-
-
-
-/*
- * Make note of found artifacts.
- */
-static void note_found_object(object_type *o_ptr)
-{
- char note[150];
- char item_name[80];
-
- if (artifact_p(o_ptr) || o_ptr->name1)
- {
- object_desc(item_name, o_ptr, FALSE, 0);
-
- /* Build note and write */
- sprintf(note, "Found The %s", item_name);
- add_note(note, 'A');
- }
-}
-
-
-
-
-/*
- * Identify an object in the inventory (or on the floor)
- * This routine does *not* automatically combine objects.
- * Returns TRUE if something was identified, else FALSE.
- */
-bool_ ident_spell(void)
-{
- int item;
-
- object_type *o_ptr;
-
- char o_name[80];
-
- cptr q, s;
-
- /* Get an item */
- item_tester_hook = item_tester_hook_unknown;
- q = "Identify which item? ";
- s = "You have nothing to identify.";
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Identify it fully */
- object_aware(o_ptr);
- object_known(o_ptr);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Description */
- object_desc(o_name, o_ptr, TRUE, 3);
-
- /* Describe */
- if (item >= INVEN_WIELD)
- {
- msg_format("%^s: %s (%c).",
- describe_use(item), o_name, index_to_label(item));
- }
- else if (item >= 0)
- {
- msg_format("In your pack: %s (%c).",
- o_name, index_to_label(item));
- }
- else
- {
- msg_format("On the ground: %s.",
- o_name);
- }
-
- /* Make note of found artifacts */
- note_found_object(o_ptr);
-
- /* Process the appropriate hooks */
- identify_hooks(item, o_ptr, IDENT_NORMAL);
-
- /* Something happened */
- return (TRUE);
-}
-
-/*
- * Identify all objects in the level
- */
-bool_ ident_all(void)
-{
- int i;
-
- object_type *o_ptr;
-
- for (i = 1; i < o_max; i++)
- {
- /* Acquire object */
- o_ptr = &o_list[i];
-
- /* Identify it fully */
- object_aware(o_ptr);
- object_known(o_ptr);
-
- /* Make note of found artifacts */
- note_found_object(o_ptr);
-
- /* Process the appropriate hooks */
- identify_hooks(-i, o_ptr, IDENT_NORMAL);
- }
-
- /* Something happened */
- return (TRUE);
-}
-
-
-
-/*
- * Determine if an object is not fully identified
- */
-static bool_ item_tester_hook_no_mental(object_type *o_ptr)
-{
- return ((o_ptr->ident & (IDENT_MENTAL)) ? FALSE : TRUE);
-}
-
-/*
- * Fully "identify" an object in the inventory -BEN-
- * This routine returns TRUE if an item was identified.
- */
-bool_ identify_fully(void)
-{
- int item;
- object_type *o_ptr;
- char o_name[80];
-
- cptr q, s;
-
- /* Get an item */
- item_tester_hook = item_tester_hook_no_mental;
- q = "Identify which item? ";
- s = "You have nothing to identify.";
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Do the identification */
- make_item_fully_identified(o_ptr);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Description */
- object_desc(o_name, o_ptr, TRUE, 3);
-
- /* Describe */
- if (item >= INVEN_WIELD)
- {
- msg_format("%^s: %s (%c).",
- describe_use(item), o_name, index_to_label(item));
- }
- else if (item >= 0)
- {
- msg_format("In your pack: %s (%c).",
- o_name, index_to_label(item));
- }
- else
- {
- msg_format("On the ground: %s.",
- o_name);
- }
-
- /* Make note of found artifacts */
- note_found_object(o_ptr);
-
- /* Describe it fully */
- object_out_desc(o_ptr, NULL, FALSE, TRUE);
-
- /* Process the appropriate hooks */
- identify_hooks(item, o_ptr, IDENT_FULL);
-
- /* Success */
- return (TRUE);
-}
-
-
-
-
-/*
- * Hook for "get_item()". Determine if something is rechargable.
- */
-bool_ item_tester_hook_recharge(object_type *o_ptr)
-{
- u32b f1, f2, f3, f4, f5, esp;
-
- /* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- /* Some objects cannot be recharged */
- if (f4 & TR4_NO_RECHARGE) return (FALSE);
-
- /* Recharge staffs */
- if (o_ptr->tval == TV_STAFF) return (TRUE);
-
- /* Recharge wands */
- if (o_ptr->tval == TV_WAND) return (TRUE);
-
- /* Hack -- Recharge rods */
- if (o_ptr->tval == TV_ROD_MAIN) return (TRUE);
-
- /* Nope */
- return (FALSE);
-}
-
-
-/*
- * Recharge a wand/staff/rod from the pack or on the floor.
- * This function has been rewritten in Oangband. -LM-
- *
- * Mage -- Recharge I --> recharge(90)
- * Mage -- Recharge II --> recharge(150)
- * Mage -- Recharge III --> recharge(220)
- *
- * Priest or Necromancer -- Recharge --> recharge(140)
- *
- * Scroll of recharging --> recharge(130)
- * Scroll of *recharging* --> recharge(200)
- *
- * It is harder to recharge high level, and highly charged wands,
- * staffs, and rods. The more wands in a stack, the more easily and
- * strongly they recharge. Staffs, however, each get fewer charges if
- * stacked.
- *
- * XXX XXX XXX Beware of "sliding index errors".
- */
-bool_ recharge(int power)
-{
- int recharge_strength, recharge_amount;
- int item, lev;
-
- bool_ fail = FALSE;
- byte fail_type = 1;
-
-
- cptr q, s;
-
- u32b f1, f2, f3, f4, f5, esp;
- char o_name[80];
-
- object_type *o_ptr;
-
- /* Only accept legal items */
- item_tester_hook = item_tester_hook_recharge;
-
- /* Get an item */
- q = "Recharge which item? ";
- s = "You have nothing to recharge.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- /* Extract the object "level" */
- lev = k_info[o_ptr->k_idx].level;
-
- /* Recharge a rod */
- if (o_ptr->tval == TV_ROD_MAIN)
- {
- /* Extract a recharge strength by comparing object level to power. */
- recharge_strength = ((power > lev) ? (power - lev) : 0) / 5;
-
- /* Paranoia */
- if (recharge_strength < 0) recharge_strength = 0;
-
- /* Back-fire */
- if ((rand_int(recharge_strength) == 0) && (!(f4 & TR4_RECHARGE)))
- {
- /* Activate the failure code. */
- fail = TRUE;
- }
-
- /* Recharge */
- else
- {
- /* Recharge amount */
- recharge_amount = (power * damroll(3, 2));
-
- /* Recharge by that amount */
- if (o_ptr->timeout + recharge_amount < o_ptr->pval2)
- o_ptr->timeout += recharge_amount;
- else
- o_ptr->timeout = o_ptr->pval2;
- }
- }
-
-
- /* Recharge wand/staff */
- else
- {
- /* Extract a recharge strength by comparing object level to power.
- * Divide up a stack of wands' charges to calculate charge penalty.
- */
- if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
- recharge_strength = (100 + power - lev -
- (8 * o_ptr->pval / o_ptr->number)) / 15;
-
- /* All staffs, unstacked wands. */
- else recharge_strength = (100 + power - lev -
- (8 * o_ptr->pval)) / 15;
-
-
- /* Back-fire XXX XXX XXX */
- if (((rand_int(recharge_strength) == 0) && (!(f4 & TR4_RECHARGE))) ||
- (f4 & TR4_NO_RECHARGE))
- {
- /* Activate the failure code. */
- fail = TRUE;
- }
-
- /* If the spell didn't backfire, recharge the wand or staff. */
- else
- {
- /* Recharge based on the standard number of charges. */
- recharge_amount = randint((power / (lev + 2)) + 1);
-
- /* Multiple wands in a stack increase recharging somewhat. */
- if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
- {
- recharge_amount +=
- (randint(recharge_amount * (o_ptr->number - 1))) / 2;
- if (recharge_amount < 1) recharge_amount = 1;
- if (recharge_amount > 12) recharge_amount = 12;
- }
-
- /* But each staff in a stack gets fewer additional charges,
- * although always at least one.
- */
- if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
- {
- recharge_amount /= o_ptr->number;
- if (recharge_amount < 1) recharge_amount = 1;
- }
-
- /* Recharge the wand or staff. */
- o_ptr->pval += recharge_amount;
-
- if (!(f4 & TR4_RECHARGE))
- {
- /* Hack -- we no longer "know" the item */
- o_ptr->ident &= ~(IDENT_KNOWN);
- }
-
- /* Hack -- we no longer think the item is empty */
- o_ptr->ident &= ~(IDENT_EMPTY);
- }
- }
-
- /* Mark as recharged -- For alchemists */
- o_ptr->art_flags4 |= TR4_RECHARGED;
-
- /* Inflict the penalties for failing a recharge. */
- if (fail)
- {
- /* Artifacts are never destroyed. */
- if (artifact_p(o_ptr))
- {
- object_desc(o_name, o_ptr, TRUE, 0);
- msg_format("The recharging backfires - %s is completely drained!", o_name);
-
- /* Artifact rods. */
- if (o_ptr->tval == TV_ROD_MAIN)
- o_ptr->timeout = 0;
-
- /* Artifact wands and staffs. */
- else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
- o_ptr->pval = 0;
- }
- else
- {
- /* Get the object description */
- object_desc(o_name, o_ptr, FALSE, 0);
-
- /*** Determine Seriousness of Failure ***/
-
- /* Mages recharge objects more safely. */
- if (has_ability(AB_PERFECT_CASTING))
- {
- /* 10% chance to blow up one rod, otherwise draining. */
- if (o_ptr->tval == TV_ROD_MAIN)
- {
- if (randint(10) == 1) fail_type = 2;
- else fail_type = 1;
- }
- /* 75% chance to blow up one wand, otherwise draining. */
- else if (o_ptr->tval == TV_WAND)
- {
- if (randint(3) != 1) fail_type = 2;
- else fail_type = 1;
- }
- /* 50% chance to blow up one staff, otherwise no effect. */
- else if (o_ptr->tval == TV_STAFF)
- {
- if (randint(2) == 1) fail_type = 2;
- else fail_type = 0;
- }
- }
-
- /* All other classes get no special favors. */
- else
- {
- /* 33% chance to blow up one rod, otherwise draining. */
- if (o_ptr->tval == TV_ROD_MAIN)
- {
- if (randint(3) == 1) fail_type = 2;
- else fail_type = 1;
- }
- /* 20% chance of the entire stack, else destroy one wand. */
- else if (o_ptr->tval == TV_WAND)
- {
- if (randint(5) == 1) fail_type = 3;
- else fail_type = 2;
- }
- /* Blow up one staff. */
- else if (o_ptr->tval == TV_STAFF)
- {
- fail_type = 2;
- }
- }
-
- /*** Apply draining and destruction. ***/
-
- /* Drain object or stack of objects. */
- if (fail_type == 1)
- {
- if (o_ptr->tval == TV_ROD_MAIN)
- {
- msg_print("The recharge backfires, draining the rod further!");
- if (o_ptr->timeout < 10000)
- o_ptr->timeout = 0;
- }
- else if (o_ptr->tval == TV_WAND)
- {
- msg_format("You save your %s from destruction, but all charges are lost.", o_name);
- o_ptr->pval = 0;
- }
- /* Staffs aren't drained. */
- }
-
- /* Destroy an object or one in a stack of objects. */
- if (fail_type == 2)
- {
- if (o_ptr->number > 1)
- msg_format("Wild magic consumes one of your %s!", o_name);
- else
- msg_format("Wild magic consumes your %s!", o_name);
-
- /* Reduce rod stack maximum timeout, drain wands. */
- if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
-
- /* Reduce and describe */
- inc_stack_size(item, -1);
- }
-
- /* Destroy all memebers of a stack of objects. */
- if (fail_type == 3)
- {
- if (o_ptr->number > 1)
- msg_format("Wild magic consumes all your %s!", o_name);
- else
- msg_format("Wild magic consumes your %s!", o_name);
-
-
- /* Reduce and describe inventory */
- inc_stack_size(item, -999);
- }
- }
- }
-
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
-
- /* Something was done */
- return (TRUE);
-}
-
-
-
-/*
- * Apply a "project()" directly to all viewable monsters
- *
- * Note that affected monsters are NOT auto-tracked by this usage.
- */
-bool_ project_hack(int typ, int dam)
-{
- int i, x, y;
- int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
- bool_ obvious = FALSE;
-
-
- /* Affect all (nearby) monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
-
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Require line of sight */
- if (!player_has_los_bold(y, x)) continue;
-
- /* Jump directly to the target monster */
- if (project(0, 0, y, x, dam, typ, flg)) obvious = TRUE;
- }
-
- /* Result */
- return (obvious);
-}
-
-/*
- * Apply a "project()" a la meteor shower
- */
-void project_meteor(int radius, int typ, int dam, u32b flg)
-{
- cave_type *c_ptr;
- int x, y, dx, dy, d, count = 0, i;
- int b = radius + randint(radius);
- for (i = 0; i < b; i++)
- {
- for (count = 0; count < 1000; count++)
- {
- x = p_ptr->px - 5 + randint(10);
- y = p_ptr->py - 5 + randint(10);
- if ((x < 0) || (x >= cur_wid) ||
- (y < 0) || (y >= cur_hgt)) continue;
- dx = (p_ptr->px > x) ? (p_ptr->px - x) : (x - p_ptr->px);
- dy = (p_ptr->py > y) ? (p_ptr->py - y) : (y - p_ptr->py);
- /* Approximate distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
- c_ptr = &cave[y][x];
- /* Check distance */
- if ((d <= 5) &&
- /* Check line of sight */
- (player_has_los_bold(y, x)) &&
- /* But don't explode IN a wall, letting the player attack through walls */
- !(c_ptr->info & CAVE_WALL))
- break;
- }
- if (count >= 1000) break;
- project(0, 2, y, x, dam, typ, PROJECT_JUMP | flg);
- }
-}
-
-
-/*
- * Speed monsters
- */
-bool_ speed_monsters(void)
-{
- return (project_hack(GF_OLD_SPEED, p_ptr->lev));
-}
-
-/*
- * Slow monsters
- */
-bool_ slow_monsters(void)
-{
- return (project_hack(GF_OLD_SLOW, p_ptr->lev));
-}
-
-/*
- * Paralyzation monsters
- */
-bool_ conf_monsters(void)
-{
- return (project_hack(GF_OLD_CONF, p_ptr->lev));
-}
-
-/*
- * Sleep monsters
- */
-bool_ sleep_monsters(void)
-{
- return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
-}
-
-/*
- * Scare monsters
- */
-bool_ scare_monsters(void)
-{
- return (project_hack(GF_FEAR, p_ptr->lev));
-}
-
-
-/*
- * Banish evil monsters
- */
-bool_ banish_evil(int dist)
-{
- return (project_hack(GF_AWAY_EVIL, dist));
-}
-
-
-/*
- * Turn undead
- */
-bool_ turn_undead(void)
-{
- return (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
-}
-
-
-/*
- * Dispel undead monsters
- */
-bool_ dispel_undead(int dam)
-{
- return (project_hack(GF_DISP_UNDEAD, dam));
-}
-
-/*
- * Dispel evil monsters
- */
-bool_ dispel_evil(int dam)
-{
- return (project_hack(GF_DISP_EVIL, dam));
-}
-
-/*
- * Dispel good monsters
- */
-bool_ dispel_good(int dam)
-{
- return (project_hack(GF_DISP_GOOD, dam));
-}
-
-/*
- * Dispel all monsters
- */
-bool_ dispel_monsters(int dam)
-{
- return (project_hack(GF_DISP_ALL, dam));
-}
-
-/*
- * Dispel 'living' monsters
- */
-bool_ dispel_living(int dam)
-{
- return (project_hack(GF_DISP_LIVING, dam));
-}
-
-/*
- * Dispel demons
- */
-bool_ dispel_demons(int dam)
-{
- return (project_hack(GF_DISP_DEMON, dam));
-}
-
-
-/*
- * Wake up all monsters, and speed up "los" monsters.
- */
-void aggravate_monsters(int who)
-{
- int i;
- bool_ sleep = FALSE;
- bool_ speed = FALSE;
-
-
- /* Aggravate everyone nearby */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Skip aggravating monster (or player) */
- if (i == who) continue;
-
- /* Wake up nearby sleeping monsters */
- if (m_ptr->cdis < MAX_SIGHT * 2)
- {
- /* Wake up */
- if (m_ptr->csleep)
- {
- /* Wake up */
- m_ptr->csleep = 0;
- sleep = TRUE;
- }
- }
-
- /* Speed up monsters in line of sight */
- if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
- {
- /* Speed up (instantly) to racial base + 10 */
- if (m_ptr->mspeed < r_ptr->speed + 10)
- {
- /* Speed up */
- m_ptr->mspeed = r_ptr->speed + 10;
- speed = TRUE;
- }
-
- /* Pets may get angry (50% chance) */
- if (is_friend(m_ptr))
- {
- if (randint(2) == 1)
- {
- change_side(m_ptr);
- }
- }
- }
- }
-
- /* Messages */
- if (speed) msg_print("You feel a sudden stirring nearby!");
- else if (sleep) msg_print("You hear a sudden stirring in the distance!");
-}
-
-/*
- * Generic genocide race selection
- */
-bool_ get_genocide_race(cptr msg, char *typ)
-{
- int i, j;
- cave_type *c_ptr;
-
- msg_print(msg);
- if (!tgt_pt(&i, &j)) return FALSE;
-
- c_ptr = &cave[j][i];
-
- if (c_ptr->m_idx)
- {
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
- monster_race *r_ptr = race_inf(m_ptr);
-
- *typ = r_ptr->d_char;
- return TRUE;
- }
-
- msg_print("You must select a monster.");
- return FALSE;
-}
-
-/*
- * Inflict dam damage of type typee to all monster of the given race
- */
-bool_ invoke(int dam, int typee)
-{
- int i;
- char typ;
- bool_ result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
-
- if (dungeon_flags2 & DF2_NO_GENO) return (FALSE);
-
- /* Hack -- when you are fated to die, you cant cheat :) */
- if (dungeon_type == DUNGEON_DEATH)
- {
- msg_print("A mysterious force stops the genocide.");
- return FALSE;
- }
-
- /* Get a monster symbol */
- if (!get_genocide_race("Target a monster to select the race to invoke on.", &typ)) return FALSE;
-
- /* Delete the monsters of that "type" */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Hack -- Skip Unique Monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) continue;
-
- /* Hack -- Skip Quest Monsters */
- if (m_ptr->mflag & MFLAG_QUEST) continue;
-
- /* Skip "wrong" monsters */
- if (r_ptr->d_char != typ) continue;
-
- project_m(0, 0, m_ptr->fy, m_ptr->fx, dam, typee);
-
- /* Visual feedback */
- move_cursor_relative(p_ptr->py, p_ptr->px);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
-
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- /* Take note */
- result = TRUE;
- }
-
- return (result);
-}
-
-
-/*
- * Delete all non-unique/non-quest monsters of a given "type" from the level
- */
-bool_ genocide_aux(bool_ player_cast, char typ)
-{
- int i;
- bool_ result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
- int dam = 0;
-
- /* Delete the monsters of that "type" */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Hack -- Skip Unique Monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) continue;
-
- /* Hack -- Skip Quest Monsters */
- if (m_ptr->mflag & MFLAG_QUEST) continue;
-
- /* Skip "wrong" monsters */
- if (r_ptr->d_char != typ) continue;
-
- /* Oups */
- if (r_ptr->flags2 & RF2_DEATH_ORB)
- {
- int wx, wy;
- int attempts = 500;
-
- monster_race_desc(r_name, m_ptr->r_idx, 0);
-
- do
- {
- scatter(&wy, &wx, m_ptr->fy, m_ptr->fx, 10);
- }
- while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
-
- if (place_monster_aux(wy, wx, m_ptr->r_idx, FALSE, TRUE, MSTATUS_ENEMY))
- {
- cmsg_format(TERM_L_BLUE, "The spell seems to produce an ... interesting effect on the %s.", r_name);
- }
-
- return TRUE;
- }
-
- /* Delete the monster */
- delete_monster_idx(i);
-
- if (player_cast)
- {
- /* Keep track of damage */
- dam += randint(4);
- }
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
-
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- /* Take note */
- result = TRUE;
- }
-
- if (player_cast)
- {
- /* Take damage */
- take_hit(dam, "the strain of casting Genocide");
-
- /* Visual feedback */
- move_cursor_relative(p_ptr->py, p_ptr->px);
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
- }
-
- return (result);
-}
-
-bool_ genocide(bool_ player_cast)
-{
- char typ;
-
- if (dungeon_flags2 & DF2_NO_GENO) return (FALSE);
-
- /* Hack -- when you are fated to die, you cant cheat :) */
- if (dungeon_type == DUNGEON_DEATH)
- {
- msg_print("A mysterious force stops the genocide.");
- return FALSE;
- }
-
- /* Mega-Hack -- Get a monster symbol */
- if (!get_genocide_race("Target a monster to select the race to genocide.", &typ)) return FALSE;
-
- return (genocide_aux(player_cast, typ));
-}
-
-
-/*
- * Delete all nearby (non-unique) monsters
- */
-bool_ mass_genocide(bool_ player_cast)
-{
- int i;
- bool_ result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
- int dam = 0;
-
- if (dungeon_flags2 & DF2_NO_GENO) return (FALSE);
-
- /* Hack -- when you are fated to die, you cant cheat :) */
- if (dungeon_type == DUNGEON_DEATH)
- {
- msg_print("A mysterious force stops the genocide.");
- return FALSE;
- }
-
- /* Delete the (nearby) monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Hack -- Skip unique monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) continue;
-
- /* Hack -- Skip Quest Monsters */
- if (m_ptr->mflag & MFLAG_QUEST) continue;
-
- /* Skip distant monsters */
- if (m_ptr->cdis > MAX_SIGHT) continue;
-
- /* Oups */
- if (r_ptr->flags2 & RF2_DEATH_ORB)
- {
- int wx, wy;
- int attempts = 500;
-
- monster_race_desc(r_name, m_ptr->r_idx, 0);
-
- do
- {
- scatter(&wy, &wx, m_ptr->fy, m_ptr->fx, 10);
- }
- while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
-
- if (place_monster_aux(wy, wx, m_ptr->r_idx, FALSE, TRUE, MSTATUS_ENEMY))
- {
- cmsg_format(TERM_L_BLUE, "The spell seems to produce an ... interesting effect on the %s.", r_name);
- }
-
- return TRUE;
- }
-
- /* Delete the monster */
- delete_monster_idx(i);
-
- if (player_cast)
- {
- /* Keep track of damage. */
- dam += randint(3);
- }
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
-
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- /* Note effect */
- result = TRUE;
- }
-
- if (player_cast)
- {
- /* Take damage */
- take_hit(dam, "the strain of casting Mass Genocide");
-
- /* Visual feedback */
- move_cursor_relative(p_ptr->py, p_ptr->px);
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
- }
-
- return (result);
-}
-
-/* Probe a monster */
-void do_probe(int m_idx)
-{
- char m_name[80];
- monster_type *m_ptr = &m_list[m_idx];
-
- /* Get "the monster" or "something" */
- monster_desc(m_name, m_ptr, 0x04);
-
- /* Describe the monster */
- if (!wizard && (m_ptr->status != MSTATUS_COMPANION)) msg_format("%^s has %d hit points.", m_name, m_ptr->hp);
- else
- {
- int i;
- char t_name[80];
- msg_format("%^s has %d(%d) hit points, %d ac, %d speed.", m_name, m_ptr->hp, m_ptr->maxhp, m_ptr->ac, m_ptr->mspeed - 110);
- msg_format("%^s attacks with:", m_name);
-
- for (i = 0; i < 4; i++)
- {
- msg_format(" Blow %d: %dd%d", i, m_ptr->blow[i].d_dice, m_ptr->blow[i].d_side);
- }
-
- if (m_ptr->target > 0)
- monster_desc(t_name, &m_list[m_ptr->target], 0x04);
- else if (!m_ptr->target)
- sprintf(t_name, "you");
- else
- sprintf(t_name, "nothing");
- msg_format("%^s target is %s.", m_name, t_name);
-
- msg_format("%^s has %ld exp and needs %ld.", m_name, m_ptr->exp, MONSTER_EXP(m_ptr->level + 1));
- }
-
- /* Learn all of the non-spell, non-treasure flags */
- lore_do_probe(m_idx);
-}
-
-/*
- * Probe nearby monsters
- */
-bool_ probing(void)
-{
- int i;
-
- bool_ probe = FALSE;
-
-
- /* Probe all (nearby) monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
-
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Require line of sight */
- if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
-
- /* Probe visible monsters */
- if (m_ptr->ml)
- {
- /* Start the message */
- if (!probe) msg_print("Probing...");
-
- /* Actualy probe */
- do_probe(i);
-
- /* Probe worked */
- probe = TRUE;
- }
- }
-
- /* Done */
- if (probe)
- {
- msg_print("That's all.");
- }
-
- /* Result */
- return (probe);
-}
-
-
-/*
- * Wipe -- Empties a part of the dungeon
- */
-void wipe(int y1, int x1, int r)
-{
- int y, x, k;
-
- cave_type *c_ptr;
-
- bool_ flag = FALSE;
-
- if (dungeon_flags2 & DF2_NO_GENO)
- {
- msg_print("Not on special levels!");
- return;
- }
- if (p_ptr->inside_quest)
- {
- return;
- }
-
- /* Big area of affect */
- for (y = (y1 - r); y <= (y1 + r); y++)
- {
- for (x = (x1 - r); x <= (x1 + r); x++)
- {
- /* Skip illegal grids */
- if (!in_bounds(y, x)) continue;
-
- /* Extract the distance */
- k = distance(y1, x1, y, x);
-
- /* Stay in the circle of death */
- if (k > r) continue;
-
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- /* Lose light and knowledge */
- c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
-
- if (m_list[c_ptr->m_idx].status != MSTATUS_COMPANION) delete_monster(y, x);
- delete_object(y, x);
- place_floor_convert_glass(y, x);
- }
- }
-
-
- /* Hack -- Affect player */
- if (flag)
- {
- /* Message */
- msg_print("There is a searing blast of light!");
-
- /* Blind the player */
- if (!p_ptr->resist_blind && !p_ptr->resist_lite)
- {
- /* Become blind */
- (void)set_blind(p_ptr->blind + 10 + randint(10));
- }
- }
-
-
- /* Mega-Hack -- Forget the view */
- p_ptr->update |= (PU_UN_VIEW);
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-}
-
-
-/*
- * The spell of destruction
- *
- * This spell "deletes" monsters (instead of "killing" them).
- *
- * Later we may use one function for both "destruction" and
- * "earthquake" by using the "full" to select "destruction".
- */
-void destroy_area(int y1, int x1, int r, bool_ full, bool_ bypass)
-{
- int y, x, k, t;
-
- cave_type *c_ptr;
-
- bool_ flag = FALSE;
-
-
- /* XXX XXX */
- full = full ? full : 0;
-
- if (dungeon_flags2 & DF2_NO_GENO)
- {
- msg_print("Not on special levels!");
- return;
- }
- if (p_ptr->inside_quest && (!bypass))
- {
- return;
- }
-
- /* Big area of affect */
- for (y = (y1 - r); y <= (y1 + r); y++)
- {
- for (x = (x1 - r); x <= (x1 + r); x++)
- {
- /* Skip illegal grids */
- if (!in_bounds(y, x)) continue;
-
- /* Extract the distance */
- k = distance(y1, x1, y, x);
-
- /* Stay in the circle of death */
- if (k > r) continue;
-
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- /* Lose light and knowledge */
- c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
-
- /* Hack -- Notice player affect */
- if ((x == p_ptr->px) && (y == p_ptr->py))
- {
- /* Hurt the player later */
- flag = TRUE;
-
- /* Do not hurt this grid */
- continue;
- }
-
- /* Hack -- Skip the epicenter */
- if ((y == y1) && (x == x1)) continue;
-
- /* Delete the monster (if any) */
- if ((m_list[c_ptr->m_idx].status != MSTATUS_COMPANION) ||
- (!(m_list[c_ptr->m_idx].mflag & MFLAG_QUEST)) ||
- (!(m_list[c_ptr->m_idx].mflag & MFLAG_QUEST2)))
- delete_monster(y, x);
-
- /* Destroy "valid" grids */
- if (cave_valid_bold(y, x))
- {
- /* Delete objects */
- delete_object(y, x);
-
- /* Wall (or floor) type */
- t = rand_int(200);
-
- /* Granite */
- if (t < 20)
- {
- /* Create granite wall */
- cave_set_feat(y, x, FEAT_WALL_EXTRA);
- }
-
- /* Quartz */
- else if (t < 70)
- {
- /* Create quartz vein */
- cave_set_feat(y, x, FEAT_QUARTZ);
- }
-
- /* Magma */
- else if (t < 100)
- {
- /* Create magma vein */
- cave_set_feat(y, x, FEAT_MAGMA);
- }
-
- /* Floor */
- else
- {
- /* Create floor */
- cave_set_feat(y, x, FEAT_FLOOR);
- }
- }
- }
- }
-
-
- /* Hack -- Affect player */
- if (flag)
- {
- /* Message */
- msg_print("There is a searing blast of light!");
-
- /* Blind the player */
- if (!p_ptr->resist_blind && !p_ptr->resist_lite)
- {
- /* Become blind */
- (void)set_blind(p_ptr->blind + 10 + randint(10));
- }
- }
-
-
- /* Mega-Hack -- Forget the view */
- p_ptr->update |= (PU_UN_VIEW);
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-}
-
-
-/*
- * Induce an "earthquake" of the given radius at the given location.
- *
- * This will turn some walls into floors and some floors into walls.
- *
- * The player will take damage and "jump" into a safe grid if possible,
- * otherwise, he will "tunnel" through the rubble instantaneously.
- *
- * Monsters will take damage, and "jump" into a safe grid if possible,
- * otherwise they will be "buried" in the rubble, disappearing from
- * the level in the same way that they do when genocided.
- *
- * Note that thus the player and monsters (except eaters of walls and
- * passers through walls) will never occupy the same grid as a wall.
- * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
- * for a single turn, unless that monster can pass_walls or kill_walls.
- * This has allowed massive simplification of the "monster" code.
- */
-void earthquake(int cy, int cx, int r)
-{
- int i, t, y, x, yy, xx, dy, dx, oy, ox;
- int damage = 0;
- int sn = 0, sy = 0, sx = 0;
- bool_ hurt = FALSE;
- cave_type *c_ptr;
- bool_ map[32][32];
-
- if (p_ptr->inside_quest)
- {
- return;
- }
-
- /* Paranoia -- Enforce maximum range */
- if (r > 12) r = 12;
-
- /* Clear the "maximal blast" area */
- for (y = 0; y < 32; y++)
- {
- for (x = 0; x < 32; x++)
- {
- map[y][x] = FALSE;
- }
- }
-
- /* Check around the epicenter */
- for (dy = -r; dy <= r; dy++)
- {
- for (dx = -r; dx <= r; dx++)
- {
- /* Extract the location */
- yy = cy + dy;
- xx = cx + dx;
-
- /* Skip illegal grids */
- if (!in_bounds(yy, xx)) continue;
-
- /* Skip distant grids */
- if (distance(cy, cx, yy, xx) > r) continue;
-
- /* Access the grid */
- c_ptr = &cave[yy][xx];
-
- /* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- /* Lose light and knowledge */
- c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
-
- /* Skip the epicenter */
- if (!dx && !dy) continue;
-
- /* Skip most grids */
- if (rand_int(100) < 85) continue;
-
- /* Damage this grid */
- map[16 + yy - cy][16 + xx - cx] = TRUE;
-
- /* Hack -- Take note of player damage */
- if ((yy == p_ptr->py) && (xx == p_ptr->px)) hurt = TRUE;
- }
- }
-
- /* First, affect the player (if necessary) */
- if (hurt && !p_ptr->wraith_form)
- {
- /* Check around the player */
- for (i = 0; i < 8; i++)
- {
- /* Access the location */
- y = p_ptr->py + ddy[i];
- x = p_ptr->px + ddx[i];
-
- /* Skip non-empty grids */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Important -- Skip "quake" grids */
- if (map[16 + y - cy][16 + x - cx]) continue;
-
- /* Count "safe" grids */
- sn++;
-
- /* Randomize choice */
- if (rand_int(sn) > 0) continue;
-
- /* Save the safe location */
- sy = y;
- sx = x;
- }
-
- /* Random message */
- switch (randint(3))
- {
- case 1:
- {
- msg_print("The cave ceiling collapses!");
- break;
- }
- case 2:
- {
- msg_print("The cave floor twists in an unnatural way!");
- break;
- }
- default:
- {
- msg_print("The cave quakes! You are pummeled with debris!");
- break;
- }
- }
-
- /* Hurt the player a lot */
- if (!sn)
- {
- /* Message and damage */
- msg_print("You are severely crushed!");
- damage = 300;
- }
-
- /* Destroy the grid, and push the player to safety */
- else
- {
- /* Calculate results */
- switch (randint(3))
- {
- case 1:
- {
- msg_print("You nimbly dodge the blast!");
- damage = 0;
- break;
- }
- case 2:
- {
- msg_print("You are bashed by rubble!");
- damage = damroll(10, 4);
- (void)set_stun(p_ptr->stun + randint(50));
- break;
- }
- case 3:
- {
- msg_print("You are crushed between the floor and ceiling!");
- damage = damroll(10, 4);
- (void)set_stun(p_ptr->stun + randint(50));
- break;
- }
- }
-
- /* Save the old location */
- oy = p_ptr->py;
- ox = p_ptr->px;
-
- /* Move the player to the safe location */
- p_ptr->py = sy;
- p_ptr->px = sx;
-
- /* Redraw the old spot */
- lite_spot(oy, ox);
-
- /* Redraw the new spot */
- lite_spot(p_ptr->py, p_ptr->px);
-
- /* Check for new panel */
- verify_panel();
- }
-
- /* Important -- no wall on player */
- map[16 + p_ptr->py - cy][16 + p_ptr->px - cx] = FALSE;
-
- /* Semi-wraiths have to be hurt *some*, says DG */
- if (PRACE_FLAG(PR1_SEMI_WRAITH))
- damage /= 4;
-
- /* Take some damage */
- if (damage) take_hit(damage, "an earthquake");
- }
-
-
- /* Examine the quaked region */
- for (dy = -r; dy <= r; dy++)
- {
- for (dx = -r; dx <= r; dx++)
- {
- /* Extract the location */
- yy = cy + dy;
- xx = cx + dx;
-
- /* Skip unaffected grids */
- if (!map[16 + yy - cy][16 + xx - cx]) continue;
-
- /* Access the grid */
- c_ptr = &cave[yy][xx];
-
- /* Process monsters */
- if (c_ptr->m_idx)
- {
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Most monsters cannot co-exist with rock */
- if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
- !(r_ptr->flags2 & (RF2_PASS_WALL)))
- {
- char m_name[80];
-
- /* Assume not safe */
- sn = 0;
-
- /* Monster can move to escape the wall */
- if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
- {
- /* Look for safety */
- for (i = 0; i < 8; i++)
- {
- /* Access the grid */
- y = yy + ddy[i];
- x = xx + ddx[i];
-
- /* Skip non-empty grids */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Hack -- no safety on glyph of warding */
- if (cave[y][x].feat == FEAT_GLYPH) continue;
- if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
-
- /* ... nor on the Pattern */
- if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
- (cave[y][x].feat >= FEAT_PATTERN_START))
- continue;
-
- /* Important -- Skip "quake" grids */
- if (map[16 + y - cy][16 + x - cx]) continue;
-
- /* Count "safe" grids */
- sn++;
-
- /* Randomize choice */
- if (rand_int(sn) > 0) continue;
-
- /* Save the safe grid */
- sy = y;
- sx = x;
- }
- }
-
- /* Describe the monster */
- monster_desc(m_name, m_ptr, 0);
-
- /* Scream in pain */
- msg_format("%^s wails out in pain!", m_name);
-
- /* Take damage from the quake */
- damage = (sn ? damroll(4, 8) : 200);
-
- /* Monster is certainly awake */
- m_ptr->csleep = 0;
-
- /* Apply damage directly */
- m_ptr->hp -= damage;
-
- /* Delete (not kill) "dead" monsters */
- if (m_ptr->hp < 0)
- {
- /* Message */
- msg_format("%^s is embedded in the rock!", m_name);
-
- /* Delete the monster */
- delete_monster(yy, xx);
-
- /* No longer safe */
- sn = 0;
- }
-
- /* Hack -- Escape from the rock */
- if (sn)
- {
- int m_idx = cave[yy][xx].m_idx;
-
- /* Update the new location */
- cave[sy][sx].m_idx = m_idx;
-
- /* Update the old location */
- cave[yy][xx].m_idx = 0;
-
- /* Move the monster */
- m_ptr->fy = sy;
- m_ptr->fx = sx;
-
- /* Update the monster (new location) */
- update_mon(m_idx, TRUE);
-
- /* Redraw the old grid */
- lite_spot(yy, xx);
-
- /* Redraw the new grid */
- lite_spot(sy, sx);
- }
- }
- }
- }
- }
-
-
- /* Examine the quaked region */
- for (dy = -r; dy <= r; dy++)
- {
- for (dx = -r; dx <= r; dx++)
- {
- /* Extract the location */
- yy = cy + dy;
- xx = cx + dx;
-
- /* Skip unaffected grids */
- if (!map[16 + yy - cy][16 + xx - cx]) continue;
-
- /* Access the cave grid */
- c_ptr = &cave[yy][xx];
-
- /* Paranoia -- never affect player */
- if ((yy == p_ptr->py) && (xx == p_ptr->px)) continue;
-
- /* Destroy location (if valid) */
- if (cave_valid_bold(yy, xx))
- {
- bool_ floor = cave_floor_bold(yy, xx);
-
- /* Delete objects */
- delete_object(yy, xx);
-
- /* Wall (or floor) type */
- t = (floor ? rand_int(100) : 200);
-
- /* Granite */
- if (t < 20)
- {
- /* Create granite wall */
- cave_set_feat(yy, xx, FEAT_WALL_EXTRA);
- }
-
- /* Quartz */
- else if (t < 70)
- {
- /* Create quartz vein */
- cave_set_feat(yy, xx, FEAT_QUARTZ);
- }
-
- /* Magma */
- else if (t < 100)
- {
- /* Create magma vein */
- cave_set_feat(yy, xx, FEAT_MAGMA);
- }
-
- /* Floor */
- else
- {
- /* Create floor */
- cave_set_feat(yy, xx, FEAT_FLOOR);
- }
- }
- }
- }
-
-
- /* Mega-Hack -- Forget the view */
- p_ptr->update |= (PU_UN_VIEW);
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Update the health bar */
- p_ptr->redraw |= (PR_HEALTH);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-}
-
-
-
-/*
- * This routine clears the entire "temp" set.
- *
- * This routine will Perma-Lite all "temp" grids.
- *
- * This routine is used (only) by "lite_room()"
- *
- * Dark grids are illuminated.
- *
- * Also, process all affected monsters.
- *
- * SMART monsters always wake up when illuminated
- * NORMAL monsters wake up 1/4 the time when illuminated
- * STUPID monsters wake up 1/10 the time when illuminated
- */
-static void cave_temp_room_lite(void)
-{
- int i;
-
- /* Apply flag changes */
- for (i = 0; i < temp_n; i++)
- {
- int y = temp_y[i];
- int x = temp_x[i];
-
- cave_type *c_ptr = &cave[y][x];
-
- /* No longer in the array */
- c_ptr->info &= ~(CAVE_TEMP);
-
- /* Update only non-CAVE_GLOW grids */
- /* if (c_ptr->info & (CAVE_GLOW)) continue; */
-
- /* Perma-Lite */
- c_ptr->info |= (CAVE_GLOW);
- }
-
- /* Fully update the visuals */
- p_ptr->update |= (PU_UN_VIEW | PU_VIEW | PU_MONSTERS | PU_MON_LITE);
-
- /* Update stuff */
- update_stuff();
-
- /* Process the grids */
- for (i = 0; i < temp_n; i++)
- {
- int y = temp_y[i];
- int x = temp_x[i];
-
- cave_type *c_ptr = &cave[y][x];
-
- /* Redraw the grid */
- lite_spot(y, x);
-
- /* Process affected monsters */
- if (c_ptr->m_idx)
- {
- int chance = 25;
-
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, FALSE);
-
- /* Stupid monsters rarely wake up */
- if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
-
- /* Smart monsters always wake up */
- if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
-
- /* Sometimes monsters wake up */
- if (m_ptr->csleep && (rand_int(100) < chance))
- {
- /* Wake up! */
- m_ptr->csleep = 0;
-
- /* Notice the "waking up" */
- if (m_ptr->ml)
- {
- char m_name[80];
-
- /* Acquire the monster name */
- monster_desc(m_name, m_ptr, 0);
-
- /* Dump a message */
- msg_format("%^s wakes up.", m_name);
- }
- }
- }
- }
-
- /* None left */
- temp_n = 0;
-}
-
-
-
-/*
- * This routine clears the entire "temp" set.
- *
- * This routine will "darken" all "temp" grids.
- *
- * In addition, some of these grids will be "unmarked".
- *
- * This routine is used (only) by "unlite_room()"
- *
- * Also, process all affected monsters
- */
-static void cave_temp_room_unlite(void)
-{
- int i;
-
- /* Apply flag changes */
- for (i = 0; i < temp_n; i++)
- {
- int y = temp_y[i];
- int x = temp_x[i];
-
- cave_type *c_ptr = &cave[y][x];
-
- /* No longer in the array */
- c_ptr->info &= ~(CAVE_TEMP);
-
- /* Darken the grid */
- c_ptr->info &= ~(CAVE_GLOW);
-
- /* Hack -- Forget "boring" grids */
- if (cave_plain_floor_grid(c_ptr))
- {
- /* Forget the grid */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Notice */
- /* note_spot(y, x); */
- }
- }
-
- /* Fully update the visuals */
- p_ptr->update |= (PU_UN_VIEW | PU_VIEW | PU_MONSTERS | PU_MON_LITE);
-
- /* Update stuff */
- update_stuff();
-
- /* Process the grids */
- for (i = 0; i < temp_n; i++)
- {
- int y = temp_y[i];
- int x = temp_x[i];
-
- /* Redraw the grid */
- lite_spot(y, x);
- }
-
- /* None left */
- temp_n = 0;
-}
-
-
-
-
-/*
- * Aux function -- see below
- */
-static void cave_temp_room_aux(int y, int x)
-{
- cave_type *c_ptr = &cave[y][x];
-
- /* Avoid infinite recursion */
- if (c_ptr->info & (CAVE_TEMP)) return;
-
- /* Do not "leave" the current room */
- if (!(c_ptr->info & (CAVE_ROOM))) return;
-
- /* Paranoia -- verify space */
- if (temp_n == TEMP_MAX) return;
-
- /* Mark the grid as "seen" */
- c_ptr->info |= (CAVE_TEMP);
-
- /* Add it to the "seen" set */
- temp_y[temp_n] = y;
- temp_x[temp_n] = x;
- temp_n++;
-}
-
-
-
-
-/*
- * Illuminate any room containing the given location.
- */
-void lite_room(int y1, int x1)
-{
- int i, x, y;
-
- /* Add the initial grid */
- cave_temp_room_aux(y1, x1);
-
- /* While grids are in the queue, add their neighbors */
- for (i = 0; i < temp_n; i++)
- {
- x = temp_x[i], y = temp_y[i];
-
- /* Walls get lit, but stop light */
- if (!cave_floor_bold(y, x)) continue;
-
- /* Spread adjacent */
- cave_temp_room_aux(y + 1, x);
- cave_temp_room_aux(y - 1, x);
- cave_temp_room_aux(y, x + 1);
- cave_temp_room_aux(y, x - 1);
-
- /* Spread diagonal */
- cave_temp_room_aux(y + 1, x + 1);
- cave_temp_room_aux(y - 1, x - 1);
- cave_temp_room_aux(y - 1, x + 1);
- cave_temp_room_aux(y + 1, x - 1);
- }
-
- /* Now, lite them all up at once */
- cave_temp_room_lite();
-}
-
-
-/*
- * Darken all rooms containing the given location
- */
-void unlite_room(int y1, int x1)
-{
- int i, x, y;
-
- /* Add the initial grid */
- cave_temp_room_aux(y1, x1);
-
- /* Spread, breadth first */
- for (i = 0; i < temp_n; i++)
- {
- x = temp_x[i], y = temp_y[i];
-
- /* Walls get dark, but stop darkness */
- if (!cave_floor_bold(y, x)) continue;
-
- /* Spread adjacent */
- cave_temp_room_aux(y + 1, x);
- cave_temp_room_aux(y - 1, x);
- cave_temp_room_aux(y, x + 1);
- cave_temp_room_aux(y, x - 1);
-
- /* Spread diagonal */
- cave_temp_room_aux(y + 1, x + 1);
- cave_temp_room_aux(y - 1, x - 1);
- cave_temp_room_aux(y - 1, x + 1);
- cave_temp_room_aux(y + 1, x - 1);
- }
-
- /* Now, darken them all at once */
- cave_temp_room_unlite();
-}
-
-
-
-/*
- * Hack -- call light around the player
- * Affect all monsters in the projection radius
- */
-bool_ lite_area(int dam, int rad)
-{
- int flg = PROJECT_GRID | PROJECT_KILL;
-
- /* Hack -- Message */
- if (!p_ptr->blind)
- {
- msg_print("You are surrounded by a white light.");
- }
-
- /* Hook into the "project()" function */
- (void)project(0, rad, p_ptr->py, p_ptr->px, dam, GF_LITE_WEAK, flg);
-
- /* Lite up the room */
- lite_room(p_ptr->py, p_ptr->px);
-
- /* Assume seen */
- return (TRUE);
-}
-
-
-/*
- * Hack -- call darkness around the player
- * Affect all monsters in the projection radius
- */
-bool_ unlite_area(int dam, int rad)
-{
- int flg = PROJECT_GRID | PROJECT_KILL;
-
- /* Hack -- Message */
- if (!p_ptr->blind)
- {
- msg_print("Darkness surrounds you.");
- }
-
- /* Hook into the "project()" function */
- (void)project(0, rad, p_ptr->py, p_ptr->px, dam, GF_DARK_WEAK, flg);
-
- /* Lite up the room */
- unlite_room(p_ptr->py, p_ptr->px);
-
- /* Assume seen */
- return (TRUE);
-}
-
-
-/*
- * Cast a ball spell
- * Stop if we hit a monster, act as a "ball"
- * Allow "target" mode to pass over monsters
- * Affect grids, objects, and monsters
- */
-bool_ fire_ball(int typ, int dir, int dam, int rad)
-{
- int tx, ty;
-
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-
- /* Use the given direction */
- tx = p_ptr->px + 99 * ddx[dir];
- ty = p_ptr->py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- flg &= ~(PROJECT_STOP);
- tx = target_col;
- ty = target_row;
- }
-
- /* Analyze the "dir" and the "target". Hurt items on floor. */
- return (project(0, (rad > 16) ? 16 : rad, ty, tx, dam, typ, flg));
-}
-
-/*
- * Cast a cloud spell
- * Stop if we hit a monster, act as a "ball"
- * Allow "target" mode to pass over monsters
- * Affect grids, objects, and monsters
- */
-bool_ fire_cloud(int typ, int dir, int dam, int rad, int time)
-{
- int tx, ty;
-
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_STAY;
-
- /* Use the given direction */
- tx = p_ptr->px + 99 * ddx[dir];
- ty = p_ptr->py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- flg &= ~(PROJECT_STOP);
- tx = target_col;
- ty = target_row;
- }
- project_time = time;
-
- /* Analyze the "dir" and the "target". Hurt items on floor. */
- return (project(0, (rad > 16) ? 16 : rad, ty, tx, dam, typ, flg));
-}
-
-/*
- * Cast a wave spell
- * Stop if we hit a monster, act as a "ball"
- * Allow "target" mode to pass over monsters
- * Affect grids, objects, and monsters
- */
-bool_ fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff)
-{
- project_time_effect = eff;
- return (fire_cloud(typ, dir, dam, rad, time));
-}
-
-/*
- * Cast a persistant beam spell
- * Pass through monsters, as a "beam"
- * Affect monsters (not grids or objects)
- */
-bool_ fire_wall(int typ, int dir, int dam, int time)
-{
- int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_STAY | PROJECT_GRID;
- project_time = time;
- return (project_hook(typ, dir, dam, flg));
-}
-
-/*
- * Cast a druidistic ball spell
- * Stop if we hit a monster, act as a "ball"
- * Allow "target" mode to pass over monsters
- * Affect grids, objects, and monsters
- */
-bool_ fire_druid_ball(int typ, int dir, int dam, int rad)
-{
- int tx, ty;
-
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MANA_PATH;
-
- /* Use the given direction */
- tx = p_ptr->px + 99 * ddx[dir];
- ty = p_ptr->py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- flg &= ~(PROJECT_STOP);
- tx = target_col;
- ty = target_row;
- }
-
- /* Analyze the "dir" and the "target". Hurt items on floor. */
- return (project(0, (rad > 16) ? 16 : rad, ty, tx, dam, typ, flg));
-}
-
-
-/*
- * Cast a ball-beamed spell
- * Stop if we hit a monster, act as a "ball"
- * Allow "target" mode to pass over monsters
- * Affect grids, objects, and monsters
- */
-bool_ fire_ball_beam(int typ, int dir, int dam, int rad)
-{
- int tx, ty;
-
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_BEAM;
-
- /* Use the given direction */
- tx = p_ptr->px + 99 * ddx[dir];
- ty = p_ptr->py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- flg &= ~(PROJECT_STOP);
- tx = target_col;
- ty = target_row;
- }
-
- /* Analyze the "dir" and the "target". Hurt items on floor. */
- return (project(0, (rad > 16) ? 16 : rad, ty, tx, dam, typ, flg));
-}
-
-
-void teleport_swap(int dir)
-{
- int tx, ty;
- cave_type * c_ptr;
- monster_type * m_ptr;
- monster_race * r_ptr;
-
- if (p_ptr->resist_continuum)
- {
- msg_print("The space-time continuum can't be disrupted.");
- return;
- }
-
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
- else
- {
- tx = p_ptr->px + ddx[dir];
- ty = p_ptr->py + ddy[dir];
- }
- c_ptr = &cave[ty][tx];
-
- if (!c_ptr->m_idx)
- {
- msg_print("You can't trade places with that!");
- }
- else
- {
- m_ptr = &m_list[c_ptr->m_idx];
- r_ptr = race_inf(m_ptr);
-
- if (r_ptr->flags3 & RF3_RES_TELE)
- {
- msg_print("Your teleportation is blocked!");
- }
- else
- {
- sound(SOUND_TELEPORT);
-
- cave[p_ptr->py][p_ptr->px].m_idx = c_ptr->m_idx;
-
- /* Update the old location */
- c_ptr->m_idx = 0;
-
- /* Move the monster */
- m_ptr->fy = p_ptr->py;
- m_ptr->fx = p_ptr->px;
-
- /* Move the player */
- p_ptr->px = tx;
- p_ptr->py = ty;
-
- tx = m_ptr->fx;
- ty = m_ptr->fy;
-
- /* Update the monster (new location) */
- update_mon(cave[ty][tx].m_idx, TRUE);
-
- /* Redraw the old grid */
- lite_spot(ty, tx);
-
- /* Redraw the new grid */
- lite_spot(p_ptr->py, p_ptr->px);
-
- /* Execute the inscription */
- c_ptr = &cave[m_ptr->fy][m_ptr->fx];
- if (c_ptr->inscription)
- {
- if (inscription_info[c_ptr->inscription].when & INSCRIP_EXEC_MONST_WALK)
- {
- execute_inscription(c_ptr->inscription, m_ptr->fy, m_ptr->fx);
- }
- }
- c_ptr = &cave[p_ptr->py][p_ptr->px];
- if (c_ptr->inscription)
- {
- msg_format("There is an inscription here: %s", inscription_info[c_ptr->inscription].text);
- if (inscription_info[c_ptr->inscription].when & INSCRIP_EXEC_WALK)
- {
- execute_inscription(c_ptr->inscription, p_ptr->py, p_ptr->px);
- }
- }
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Redraw trap detection status */
- p_ptr->redraw |= (PR_DTRAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
- }
- }
-}
-
-void swap_position(int lty, int ltx)
-{
- int tx = ltx, ty = lty;
- cave_type * c_ptr;
- monster_type * m_ptr;
-
- if (p_ptr->resist_continuum)
- {
- msg_print("The space-time continuum can't be disrupted.");
- return;
- }
-
- c_ptr = &cave[ty][tx];
-
- if (!c_ptr->m_idx)
- {
- sound(SOUND_TELEPORT);
-
- /* Keep trace of the old location */
- tx = p_ptr->px;
- ty = p_ptr->py;
-
- /* Move the player */
- p_ptr->px = ltx;
- p_ptr->py = lty;
-
- /* Redraw the old grid */
- lite_spot(ty, tx);
-
- /* Redraw the new grid */
- lite_spot(p_ptr->py, p_ptr->px);
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Redraw trap detection status */
- p_ptr->redraw |= (PR_DTRAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
- }
- else
- {
- m_ptr = &m_list[c_ptr->m_idx];
-
- sound(SOUND_TELEPORT);
-
- cave[p_ptr->py][p_ptr->px].m_idx = c_ptr->m_idx;
-
- /* Update the old location */
- c_ptr->m_idx = 0;
-
- /* Move the monster */
- m_ptr->fy = p_ptr->py;
- m_ptr->fx = p_ptr->px;
-
- /* Move the player */
- p_ptr->px = tx;
- p_ptr->py = ty;
-
- tx = m_ptr->fx;
- ty = m_ptr->fy;
-
- /* Update the monster (new location) */
- update_mon(cave[ty][tx].m_idx, TRUE);
-
- /* Redraw the old grid */
- lite_spot(ty, tx);
-
- /* Redraw the new grid */
- lite_spot(p_ptr->py, p_ptr->px);
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Redraw trap detection status */
- p_ptr->redraw |= (PR_DTRAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
- }
-}
-
-
-/*
- * Hack -- apply a "projection()" in a direction (or at the target)
- */
-bool_ project_hook(int typ, int dir, int dam, int flg)
-{
- int tx, ty;
-
- /* Pass through the target if needed */
- flg |= (PROJECT_THRU);
-
- /* Use the given direction */
- tx = p_ptr->px + ddx[dir];
- ty = p_ptr->py + ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- /* Analyze the "dir" and the "target", do NOT explode */
- return (project(0, 0, ty, tx, dam, typ, flg));
-}
-
-
-/*
- * Cast a bolt spell
- * Stop if we hit a monster, as a "bolt"
- * Affect monsters (not grids or objects)
- */
-bool_ fire_bolt(int typ, int dir, int dam)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(typ, dir, dam, flg));
-}
-
-/*
- * Cast a druidistic bolt spell
- * Stop if we hit a monster, as a "bolt"
- * Affect monsters (not grids or objects)
- */
-bool_ fire_druid_bolt(int typ, int dir, int dam)
-{
- int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_MANA_PATH;
- return (project_hook(typ, dir, dam, flg));
-}
-
-
-/*
- * Cast a druidistic beam spell
- * Pass through monsters, as a "beam"
- * Affect monsters (not grids or objects)
- */
-bool_ fire_druid_beam(int typ, int dir, int dam)
-{
- int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_MANA_PATH;
- return (project_hook(typ, dir, dam, flg));
-}
-
-/*
- * Cast a beam spell
- * Pass through monsters, as a "beam"
- * Affect monsters (not grids or objects)
- */
-bool_ fire_beam(int typ, int dir, int dam)
-{
- int flg = PROJECT_BEAM | PROJECT_KILL;
- return (project_hook(typ, dir, dam, flg));
-}
-
-
-/*
- * Cast a bolt spell, or rarely, a beam spell
- */
-bool_ fire_bolt_or_beam(int prob, int typ, int dir, int dam)
-{
- if (rand_int(100) < prob)
- {
- return (fire_beam(typ, dir, dam));
- }
- else
- {
- return (fire_bolt(typ, dir, dam));
- }
-}
-
-bool_ fire_godly_wrath(int y, int x, int typ, int rad, int dam)
-{
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-
- return (project(0, rad, y, x, dam, typ, flg));
-}
-
-bool_ fire_explosion(int y, int x, int typ, int rad, int dam)
-{
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-
- return (project(0, rad, y, x, dam, typ, flg));
-}
-
-/*
- * Some of the old functions
- */
-bool_ lite_line(int dir)
-{
- int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
- return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
-}
-
-
-bool_ drain_life(int dir, int dam)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
-}
-
-
-bool_ wall_to_mud(int dir)
-{
- int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- return (project_hook(GF_KILL_WALL, dir, 20 + randint(30), flg));
-}
-
-
-bool_ wizard_lock(int dir)
-{
- int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- return (project_hook(GF_JAM_DOOR, dir, 20 + randint(30), flg));
-}
-
-
-bool_ destroy_door(int dir)
-{
- int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
- return (project_hook(GF_KILL_DOOR, dir, 0, flg));
-}
-
-
-bool_ disarm_trap(int dir)
-{
- int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
- return (project_hook(GF_KILL_TRAP, dir, 0, flg));
-}
-
-
-bool_ heal_monster(int dir)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_OLD_HEAL, dir, damroll(4, 6), flg));
-}
-
-
-bool_ speed_monster(int dir)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
-}
-
-
-bool_ slow_monster(int dir)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
-}
-
-
-bool_ sleep_monster(int dir)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
-}
-
-
-bool_ stasis_monster(int dir)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_STASIS, dir, p_ptr->lev, flg));
-}
-
-
-bool_ confuse_monster(int dir, int plev)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_OLD_CONF, dir, plev, flg));
-}
-
-
-bool_ stun_monster(int dir, int plev)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_STUN, dir, plev, flg));
-}
-
-
-bool_ poly_monster(int dir)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
-}
-
-
-bool_ clone_monster(int dir)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_OLD_CLONE, dir, 0, flg));
-}
-
-
-bool_ fear_monster(int dir, int plev)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_TURN_ALL, dir, plev, flg));
-}
-
-
-bool_ death_ray(int dir, int plev)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_DEATH_RAY, dir, plev, flg));
-}
-
-
-bool_ teleport_monster(int dir)
-{
- int flg = PROJECT_BEAM | PROJECT_KILL;
-
- if (p_ptr->resist_continuum)
- {
- msg_print("The space-time continuum can't be disrupted.");
- return FALSE;
- }
-
- return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
-}
-
-
-/*
- * Hooks -- affect adjacent grids (radius 1 ball attack)
- */
-bool_ door_creation(void)
-{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
- return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_MAKE_DOOR, flg));
-}
-
-
-bool_ trap_creation(void)
-{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
- return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_MAKE_TRAP, flg));
-}
-
-
-bool_ glyph_creation(void)
-{
- int flg = PROJECT_GRID | PROJECT_ITEM;
- return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_MAKE_GLYPH, flg));
-}
-
-
-bool_ wall_stone(int y, int x)
-{
- cave_type *c_ptr = &cave[y][x];
- int flg = PROJECT_GRID | PROJECT_ITEM;
- int featflags = f_info[c_ptr->feat].flags1;
-
- bool_ dummy = (project(0, 1, y, x, 0, GF_STONE_WALL, flg));
-
- if (!(featflags & FF1_PERMANENT) && !(featflags & FF1_WALL))
- cave_set_feat(y, x, FEAT_FLOOR);
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- return dummy;
-}
-
-
-bool_ destroy_doors_touch(void)
-{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
- return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_KILL_DOOR, flg));
-}
-
-bool_ destroy_traps_touch(void)
-{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
- return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_KILL_TRAP, flg));
-}
-
-bool_ sleep_monsters_touch(void)
-{
- int flg = PROJECT_KILL | PROJECT_HIDE;
- return (project(0, 1, p_ptr->py, p_ptr->px, p_ptr->lev, GF_OLD_SLEEP, flg));
-}
-
-
-void call_chaos(void)
-{
- int Chaos_type, dummy, dir;
- int plev = p_ptr->lev;
- bool_ line_chaos = FALSE;
-
- int hurt_types[30] =
- {
- GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
- GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
- GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
- GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
- GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
- GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
- GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
- GF_HELL_FIRE, GF_DISINTEGRATE
- };
-
- Chaos_type = hurt_types[randint(30) - 1];
- if (randint(4) == 1) line_chaos = TRUE;
-
- if (randint(6) == 1)
- {
- for (dummy = 1; dummy < 10; dummy++)
- {
- if (dummy - 5)
- {
- if (line_chaos)
- fire_beam(Chaos_type, dummy, 75);
- else
- fire_ball(Chaos_type, dummy, 75, 2);
- }
- }
- }
- else if (randint(3) == 1)
- {
- fire_ball(Chaos_type, 0, 300, 8);
- }
- else
- {
- if (!get_aim_dir(&dir)) return;
- if (line_chaos)
- fire_beam(Chaos_type, dir, 150);
- else
- fire_ball(Chaos_type, dir, 150, 3 + (plev / 35));
- }
-}
-
-
-/*
- * Activate the evil Topi Ylinen curse
- * rr9: Stop the nasty things when a Cyberdemon is summoned
- * or the player gets paralyzed.
- */
-void activate_ty_curse(void)
-{
- int i = 0;
- bool_ stop_ty = FALSE;
-
- do
- {
- switch (randint(27))
- {
- case 1:
- case 2:
- case 3:
- case 16:
- case 17:
- aggravate_monsters(1);
- if (randint(6) != 1) break;
- case 4:
- case 5:
- case 6:
- activate_hi_summon();
- if (randint(6) != 1) break;
-case 7: case 8: case 9: case 18:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, 0);
- if (randint(6) != 1) break;
-case 10: case 11: case 12:
- msg_print("You feel your life draining away...");
- lose_exp(p_ptr->exp / 16);
- if (randint(6) != 1) break;
-case 13: case 14: case 15: case 19: case 20:
- if (p_ptr->free_act && (randint(100) < p_ptr->skill_sav))
- {
- /* Do nothing */ ;
- }
- else
- {
- msg_print("You feel like a statue!");
- if (p_ptr->free_act)
- set_paralyzed(randint(3));
- else
- set_paralyzed(randint(13));
- stop_ty = TRUE;
- }
- if (randint(6) != 1) break;
-case 21: case 22: case 23:
- (void)do_dec_stat((randint(6)) - 1, STAT_DEC_NORMAL);
- if (randint(6) != 1) break;
- case 24:
- msg_print("Huh? Who am I? What am I doing here?");
- lose_all_info();
- break;
- case 25:
- /*
- * Only summon Cyberdemons deep in the dungeon.
- */
- if ((dun_level > 65) && !stop_ty)
- {
- summon_cyber();
- stop_ty = TRUE;
- break;
- }
- default:
- while (i < 6)
- {
- do
- {
- (void)do_dec_stat(i, STAT_DEC_NORMAL);
- }
- while (randint(2) == 1);
-
- i++;
- }
- }
- }
- while ((randint(3) == 1) && !stop_ty);
-}
-
-/*
- * Activate the ultra evil Dark God curse
- */
-void activate_dg_curse(void)
-{
- int i = 0;
- bool_ stop_dg = FALSE;
-
- do
- {
- switch (randint(30))
- {
- case 1:
- case 2:
- case 3:
- case 16:
- case 17:
- aggravate_monsters(1);
- if (randint(8) != 1) break;
- case 4:
- case 5:
- case 6:
- msg_print("Oh! You feel that the curse is replicating itself!");
- curse_equipment_dg(100, 50 * randint(2));
- if (randint(8) != 1) break;
- case 7:
- case 8:
- case 9:
- case 18:
- curse_equipment(100, 50 * randint(2));
- if (randint(8) != 1) break;
- case 10:
- case 11:
- case 12:
- msg_print("You feel your life draining away...");
- lose_exp(p_ptr->exp / 12);
- if (rand_int(2))
- {
- msg_print("You feel the coldness of the Black Breath attacking you!");
- p_ptr->black_breath = TRUE;
- }
- if (randint(8) != 1) break;
- case 13:
- case 14:
- case 15:
- if (p_ptr->free_act && (randint(100) < p_ptr->skill_sav))
- {
- /* Do nothing */ ;
- }
- else
- {
- msg_print("You feel like a statue!");
- if (p_ptr->free_act)
- set_paralyzed(randint(3));
- else
- set_paralyzed(randint(13));
- stop_dg = TRUE;
- }
- if (randint(7) != 1) break;
- case 19:
- case 20:
- {
- msg_print("Woah! You see 10 little Morgoths dancing before you!");
- set_confused(p_ptr->confused + randint(13 * 2));
- if (rand_int(2)) stop_dg = TRUE;
- }
- if (randint(7) != 1) break;
- case 21:
- case 22:
- case 23:
- (void)do_dec_stat((randint(6)) - 1, STAT_DEC_PERMANENT);
- if (randint(7) != 1) break;
- case 24:
- msg_print("Huh? Who am I? What am I doing here?");
- lose_all_info();
- break;
-case 27: case 28: case 29:
- if (p_ptr->inventory[INVEN_WIELD].k_idx)
- {
- msg_print("Your weapon now seems useless...");
- p_ptr->inventory[INVEN_WIELD].art_flags4 = TR4_NEVER_BLOW;
- }
- break;
- case 25:
- /*
- * Only summon Thunderlords not too shallow in the dungeon.
- */
- if ((dun_level > 25) && !stop_dg)
- {
- msg_print("Oh! You attracted some evil Thunderlords!");
- summon_dragon_riders();
-
- /* This is evil -- DG */
- if (rand_int(2)) stop_dg = TRUE;
- break;
- }
- default:
- while (i < 6)
- {
- do
- {
- (void)do_dec_stat(i, STAT_DEC_NORMAL);
- }
- while (randint(2) == 1);
-
- i++;
- }
- }
- }
- while ((randint(4) == 1) && !stop_dg);
-}
-
-
-void activate_hi_summon(void)
-{
- int i;
-
- for (i = 0; i < (randint(9) + (dun_level / 40)); i++)
- {
- switch (randint(26) + (dun_level / 20) )
- {
- case 1:
- case 2:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_ANT);
- break;
- case 3:
- case 4:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_SPIDER);
- break;
- case 5:
- case 6:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_HOUND);
- break;
- case 7:
- case 8:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_HYDRA);
- break;
- case 9:
- case 10:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_ANGEL);
- break;
- case 11:
- case 12:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_UNDEAD);
- break;
- case 13:
- case 14:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_DRAGON);
- break;
- case 15:
- case 16:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_DEMON);
- break;
- case 17:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_WRAITH);
- break;
- case 18:
- case 19:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_UNIQUE);
- break;
- case 20:
- case 21:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_HI_UNDEAD);
- break;
- case 22:
- case 23:
- (void) summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_HI_DRAGON);
- break;
- case 24:
- case 25:
- (void) summon_specific(p_ptr->py, p_ptr->px, 100, SUMMON_HI_DEMON);
- break;
- default:
- (void) summon_specific(p_ptr->py, p_ptr->px, (((dun_level * 3) / 2) + 5), 0);
- }
- }
-}
-
-
-void summon_cyber(void)
-{
- int i;
- int max_cyber = (dun_level / 50) + randint(6);
-
- for (i = 0; i < max_cyber; i++)
- {
- (void)summon_specific(p_ptr->py, p_ptr->px, 100, SUMMON_HI_DEMON);
- }
-}
-
-void summon_dragon_riders()
-{
- int i;
- int max_dr = (dun_level / 50) + randint(6);
-
- for (i = 0; i < max_dr; i++)
- {
- (void)summon_specific(p_ptr->py, p_ptr->px, 100, SUMMON_THUNDERLORD);
- }
-}
-
-
-void wall_breaker(void)
-{
- int dummy = 5;
-
- if (randint(80 + p_ptr->lev) < 70)
- {
- do
- {
- dummy = randint(9);
- }
- while ((dummy == 5) || (dummy == 0));
-
- wall_to_mud (dummy);
- }
- else if (randint(100) > 30)
- {
- /* Prevent destruction of quest levels and town */
- if (!is_quest(dun_level) && dun_level)
- earthquake(p_ptr->py, p_ptr->px, 1);
- }
- else
- {
- for (dummy = 1; dummy < 10; dummy++)
- {
- if (dummy - 5) wall_to_mud(dummy);
- }
- }
-}
-
-
-void bless_weapon(void)
-{
- int item;
- object_type *o_ptr;
- u32b f1, f2, f3, f4, f5, esp;
- char o_name[80];
- cptr q, s;
-
- /* Assume enchant weapon */
- item_tester_hook = item_tester_hook_weapon;
-
- /* Get an item */
- q = "Bless which weapon? ";
- s = "You have weapon to bless.";
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
-
- /* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- if (o_ptr->ident & (IDENT_CURSED))
- {
-
- if (((f3 & (TR3_HEAVY_CURSE)) && (randint (100) < 33)) ||
- (f3 & (TR3_PERMA_CURSE)))
- {
-
- msg_format("The black aura on %s %s disrupts the blessing!",
- ((item >= 0) ? "your" : "the"), o_name);
- return;
- }
-
- msg_format("A malignant aura leaves %s %s.",
- ((item >= 0) ? "your" : "the"), o_name);
-
- /* Uncurse it */
- o_ptr->ident &= ~(IDENT_CURSED);
-
- /* Hack -- Assume felt */
- o_ptr->ident |= (IDENT_SENSE);
-
- /* Take note */
- o_ptr->sense = SENSE_UNCURSED;
-
- /* Recalculate the bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
- p_ptr->window |= (PW_EQUIP);
- }
-
- /*
- * Next, we try to bless it. Artifacts have a 1/3 chance of
- * being blessed, otherwise, the operation simply disenchants
- * them, godly power negating the magic. Ok, the explanation
- * is silly, but otherwise priests would always bless every
- * artifact weapon they find. Ego weapons and normal weapons
- * can be blessed automatically.
- */
- if (f3 & TR3_BLESSED)
- {
- msg_format("%s %s %s blessed already.",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
- return;
- }
-
- if (!(o_ptr->art_name || o_ptr->name1) || (randint(3) == 1))
- {
- /* Describe */
- msg_format("%s %s shine%s!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "" : "s"));
- o_ptr->art_flags3 |= TR3_BLESSED;
- }
- else
- {
- bool_ dis_happened = FALSE;
-
- msg_print("The artifact resists your blessing!");
-
- /* Disenchant tohit */
- if (o_ptr->to_h > 0)
- {
- o_ptr->to_h--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_h > 5) && (rand_int(100) < 33)) o_ptr->to_h--;
-
- /* Disenchant todam */
- if (o_ptr->to_d > 0)
- {
- o_ptr->to_d--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_d > 5) && (rand_int(100) < 33)) o_ptr->to_d--;
-
- /* Disenchant toac */
- if (o_ptr->to_a > 0)
- {
- o_ptr->to_a--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_a > 5) && (rand_int(100) < 33)) o_ptr->to_a--;
-
- if (dis_happened)
- {
- msg_print("There is a static feeling in the air...");
- msg_format("%s %s %s disenchanted!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
- }
- }
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
- p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-}
-
-
-/*
- * Detect all "nonliving", "undead" or "demonic" monsters on current panel
- */
-bool_ detect_monsters_nonliving(int rad)
-{
- int i, y, x;
- bool_ flag = FALSE;
-
- /* Scan monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Only detect nearby monsters */
- if (m_ptr->cdis > rad) continue;
-
- /* Detect evil monsters */
- if ((r_ptr->flags3 & (RF3_NONLIVING)) ||
- (r_ptr->flags3 & (RF3_UNDEAD)) ||
- (r_ptr->flags3 & (RF3_DEMON)))
- {
- /* Update monster recall window */
- if (monster_race_idx == m_ptr->r_idx)
- {
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
- }
-
- /* Repair visibility later */
- repair_monsters = TRUE;
-
- /* Hack -- Detect monster */
- m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
-
- /* Hack -- See monster */
- m_ptr->ml = TRUE;
-
- /* Redraw */
- if (panel_contains(y, x)) lite_spot(y, x);
-
- /* Detect */
- flag = TRUE;
- }
- }
-
- /* Describe */
- if (flag)
- {
- /* Describe result */
- msg_print("You sense the presence of unnatural beings!");
- }
-
- /* Result */
- return (flag);
-}
-
-
-/*
- * Confuse monsters
- */
-bool_ confuse_monsters(int dam)
-{
- return (project_hack(GF_OLD_CONF, dam));
-}
-
-
-/*
- * Charm monsters
- */
-bool_ charm_monsters(int dam)
-{
- return (project_hack(GF_CHARM, dam));
-}
-
-
-/*
- * Charm animals
- */
-bool_ charm_animals(int dam)
-{
- return (project_hack(GF_CONTROL_ANIMAL, dam));
-}
-
-/*
- * Charm demons
- */
-bool_ charm_demons(int dam)
-{
- return (project_hack(GF_CONTROL_DEMON, dam));
-}
-
-
-/*
- * Stun monsters
- */
-bool_ stun_monsters(int dam)
-{
- return (project_hack(GF_STUN, dam));
-}
-
-
-/*
- * Stasis monsters
- */
-bool_ stasis_monsters(int dam)
-{
- return (project_hack(GF_STASIS, dam));
-}
-
-
-/*
- * Mindblast monsters
- */
-bool_ mindblast_monsters(int dam)
-{
- return (project_hack(GF_PSI, dam));
-}
-
-
-/*
- * Banish all monsters
- */
-bool_ banish_monsters(int dist)
-{
- return (project_hack(GF_AWAY_ALL, dist));
-}
-
-
-/*
- * Turn evil
- */
-bool_ turn_evil(int dam)
-{
- return (project_hack(GF_TURN_EVIL, dam));
-}
-
-
-/*
- * Turn everyone
- */
-bool_ turn_monsters(int dam)
-{
- return (project_hack(GF_TURN_ALL, dam));
-}
-
-
-/*
- * Death-ray all monsters (note: OBSCENELY powerful)
- */
-bool_ deathray_monsters(void)
-{
- return (project_hack(GF_DEATH_RAY, p_ptr->lev));
-}
-
-
-bool_ charm_monster(int dir, int plev)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_CHARM, dir, plev, flg));
-}
-
-bool_ star_charm_monster(int dir, int plev)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_STAR_CHARM, dir, plev, flg));
-}
-
-
-bool_ control_one_undead(int dir, int plev)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
-}
-
-
-bool_ charm_animal(int dir, int plev)
-{
- int flg = PROJECT_STOP | PROJECT_KILL;
- return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
-}
-
-void change_wild_mode(void)
-{
- if (p_ptr->immovable && !p_ptr->wild_mode)
- {
- msg_print("Hmm, blinking there will take time.");
- }
-
- if (p_ptr->word_recall && !p_ptr->wild_mode)
- {
- msg_print("You will soon be recalled.");
- return;
- }
-
- p_ptr->wild_mode = !p_ptr->wild_mode;
-
- autosave_checkpoint();
-
- /* Leaving */
- p_ptr->leaving = TRUE;
-}
-
-
-void alter_reality(void)
-{
- msg_print("The world changes!");
-
- autosave_checkpoint();
-
- /* Leaving */
- p_ptr->leaving = TRUE;
-}
-
-/* Heal insanity. */
-bool_ heal_insanity(int val)
-{
- if (p_ptr->csane < p_ptr->msane)
- {
- p_ptr->csane += val;
-
- if (p_ptr->csane >= p_ptr->msane)
- {
- p_ptr->csane = p_ptr->msane;
- p_ptr->csane_frac = 0;
- }
-
- p_ptr->redraw |= PR_SANITY;
- p_ptr->window |= (PW_PLAYER);
-
- if (val < 5)
- {
- msg_print("You feel a little better.");
- }
- else if (val < 15)
- {
- msg_print("You feel better.");
- }
- else if (val < 35)
- {
- msg_print("You feel much better.");
- }
- else
- {
- msg_print("You feel very good.");
- }
-
- return TRUE;
- }
-
- return FALSE;
-}
-
-/*
- * Send the player shooting through walls in the given direction until
- * they reach a non-wall space, or a monster, or a permanent wall.
- */
-bool_ passwall(int dir, bool_ safe)
-{
- int x = p_ptr->px, y = p_ptr->py, ox = p_ptr->px, oy = p_ptr->py, lx = p_ptr->px, ly = p_ptr->py;
- cave_type *c_ptr;
- bool_ ok = FALSE;
-
- if (p_ptr->wild_mode) return FALSE;
- if (p_ptr->inside_quest) return FALSE;
- if (dungeon_flags2 & DF2_NO_TELEPORT) return FALSE;
-
- /* Must go somewhere */
- if (dir == 5) return FALSE;
-
- while (TRUE)
- {
- x += ddx[dir];
- y += ddy[dir];
- c_ptr = &cave[y][x];
-
- /* Perm walls stops the transfer */
- if ((!in_bounds(y, x)) && (f_info[c_ptr->feat].flags1 & FF1_PERMANENT))
- {
- /* get the last working position */
- x -= ddx[dir];
- y -= ddy[dir];
- ok = FALSE;
- break;
- }
-
- /* Never on a monster */
- if (c_ptr->m_idx) continue;
-
- /* Never stop in vaults */
- if (c_ptr->info & CAVE_ICKY) continue;
-
- /* From now on, the location COULD be used in special case */
- lx = x;
- ly = y;
-
- /* Pass over walls */
- if (f_info[c_ptr->feat].flags1 & FF1_WALL) continue;
-
- /* So it must be ok */
- ok = TRUE;
- break;
- }
-
- if (!ok)
- {
- x = lx;
- y = ly;
-
- if (!safe)
- {
- msg_print("You emerge in the wall!");
- take_hit(damroll(10, 8), "becoming one with a wall");
- }
- place_floor_convert_glass(y, x);
- }
-
- /* Move */
- p_ptr->px = x;
- p_ptr->py = y;
-
- /* Redraw the old spot */
- lite_spot(oy, ox);
-
- /* Redraw the new spot */
- lite_spot(p_ptr->py, p_ptr->px);
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Redraw trap detection status */
- p_ptr->redraw |= (PR_DTRAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
-
- return (TRUE);
-}
-
-/*
- * Print a batch of dungeons.
- */
-static void print_dungeon_batch(int *p, int start, int max, bool_ mode)
-{
- char buf[80];
- int i, j;
- byte attr;
-
-
- if (mode) prt(format(" %-31s", "Name"), 1, 20);
-
- for (i = 0, j = start; i < 20 && j < max; i++, j++)
- {
- dungeon_info_type *d_ptr = &d_info[p[j]];
-
- strnfmt(buf, 80, " %c) %-30s", I2A(i), d_name + d_ptr->name);
- if (mode)
- {
- if (d_ptr->min_plev > p_ptr->lev)
- {
- attr = TERM_L_DARK;
- }
- else
- {
- attr = TERM_WHITE;
- }
- c_prt(attr, buf, 2 + i, 20);
- }
- }
- if (mode) prt("", 2 + i, 20);
-
- prt(format("Select a dungeon (a-%c), * to list, @ to select by name, +/- to scroll:", I2A(i - 1)), 0, 0);
-}
-
-int reset_recall_aux()
-{
- char which;
- int *p;
- int max = 0, i, start = 0;
- int ret;
- bool_ mode = FALSE;
-
-
- C_MAKE(p, max_d_idx, int);
-
- /* Count the max */
- for (i = 1; i < max_d_idx; i++)
- {
- /* skip "blocked" dungeons */
- if (d_info[i].flags1 & DF1_NO_RECALL) continue;
-
- if (max_dlv[i])
- {
- p[max++] = i;
- }
- }
-
- character_icky = TRUE;
- Term_save();
-
- while (1)
- {
- print_dungeon_batch(p, start, max, mode);
- which = inkey();
-
- if (which == ESCAPE)
- {
- ret = -1;
- break;
- }
-
- else if (which == '*' || which == '?' || which == ' ')
- {
- mode = (mode) ? FALSE : TRUE;
- Term_load();
- character_icky = FALSE;
- }
-
- else if (which == '+')
- {
- start += 20;
- if (start >= max) start -= 20;
- Term_load();
- character_icky = FALSE;
- }
-
- else if (which == '-')
- {
- start -= 20;
- if (start < 0) start += 20;
- Term_load();
- character_icky = FALSE;
- }
-
- else if (which == '@')
- {
- char buf[80], buf2[80];
-
- strcpy(buf, (d_info[p_ptr->recall_dungeon].name + d_name));
- if (!get_string("Which dungeon? ", buf, 79)) continue;
-
- /* Find the index corresponding to the name */
- for (i = 1; i < max_d_idx; i++)
- {
- sprintf(buf2, "%s", d_info[i].name + d_name);
-
- /* Lowercase the name */
- strlower(buf);
- strlower(buf2);
- if (strstr(buf2, buf))
- {
- /* valid dungeon found */
- break;
- }
- }
-
- if (i >= max_d_idx)
- {
- msg_print("Never heard of that place!");
- msg_print(NULL);
- continue;
- }
- else if (d_info[i].flags1 & DF1_NO_RECALL)
- {
- msg_print("This place blocks my magic!");
- msg_print(NULL);
- continue;
- }
- else if (d_info[i].min_plev > p_ptr->lev)
- {
- msg_print("You cannot go there yet!");
- msg_print(NULL);
- continue;
- }
- ret = i;
- break;
- }
-
- else
- {
- which = tolower(which);
- if (start + A2I(which) >= max)
- {
- bell();
- continue;
- }
- if (start + A2I(which) < 0)
- {
- bell();
- continue;
- }
- ret = p[start + A2I(which)];
- break;
- }
- }
-
- Term_load();
- character_icky = FALSE;
-
- C_FREE(p, max_d_idx, int);
-
- return ret;
-}
-
-bool_ reset_recall(bool_ no_trepas_max_depth)
-{
- int dun, depth, max;
-
- /* Choose dungeon */
- dun = reset_recall_aux();
-
- if (dun < 1) return FALSE;
-
- /* Choose depth */
- if (!no_trepas_max_depth)
- max = d_info[dun].maxdepth;
- else
- max = max_dlv[dun];
- depth = get_quantity(format("Which level in %s(%d-%d)? ",
- d_info[dun].name + d_name,
- d_info[dun].mindepth, max),
- max);
-
- if (depth < 1) return FALSE;
-
- /* Enforce minimum level */
- if (depth < d_info[dun].mindepth) depth = d_info[dun].mindepth;
-
- /* Mega hack -- Forbid levels 99 and 100 */
- if ((depth == 99) || (depth == 100)) depth = 98;
-
- p_ptr->recall_dungeon = dun;
- max_dlv[p_ptr->recall_dungeon] = depth;
-
- return TRUE;
-}
-
-/* The only way to get rid of the dreaded DG_CURSE*/
-void remove_dg_curse()
-{
- int k;
-
- /* Parse all the items */
- for (k = INVEN_WIELD; k < INVEN_TOTAL; k++)
- {
- object_type *o_ptr = &p_ptr->inventory[k];
-
- if (o_ptr->k_idx && (o_ptr->art_flags4 & TR4_DG_CURSE))
- {
- o_ptr->art_flags3 &= ~TR3_HEAVY_CURSE;
- o_ptr->art_flags3 &= ~TR3_CURSED;
- o_ptr->art_flags4 &= ~TR4_DG_CURSE;
- msg_print("The Morgothian Curse withers away.");
- }
- }
-}
-
-/*
- * Creates a between gate
- */
-void create_between_gate(int dist, int y, int x)
-{
- int ii, ij, plev = get_skill(SKILL_CONVEYANCE);
-
- if (dungeon_flags2 & DF2_NO_TELEPORT)
- {
- msg_print("Not on special levels!");
- return;
- }
-
- if ((!x) || (!y))
- {
- msg_print("You open a Void Jumpgate. Choose a destination.");
-
- if (!tgt_pt(&ii, &ij)) return;
- p_ptr->energy -= 60 - plev;
-
- if (!cave_empty_bold(ij, ii) ||
- (cave[ij][ii].info & CAVE_ICKY) ||
- (distance(ij, ii, p_ptr->py, p_ptr->px) > dist) ||
- (rand_int(plev * plev / 2) == 0))
- {
- msg_print("You fail to exit the void correctly!");
- p_ptr->energy -= 100;
- get_pos_player(10, &ij, &ii);
- }
- }
- else
- {
- ij = y;
- ii = x;
- }
- if (!(f_info[cave[p_ptr->py][p_ptr->px].feat].flags1 & FF1_PERMANENT))
- {
- cave_set_feat(p_ptr->py, p_ptr->px, FEAT_BETWEEN);
- cave[p_ptr->py][p_ptr->px].special = ii + (ij << 8);
- }
- if (!(f_info[cave[ij][ii].feat].flags1 & FF1_PERMANENT))
- {
- cave_set_feat(ij, ii, FEAT_BETWEEN);
- cave[ij][ii].special = p_ptr->px + (p_ptr->py << 8);
- }
-}
-
-/**
- * Geomancy
- */
-typedef struct geomancy_entry {
- int skill;
- int feat;
- int min_skill_level;
-} geomancy_entry;
-
-static int choose_geomancy_feature(int n, geomancy_entry *table)
-{
- int feat = -1;
- /* choose feature */
- while (feat < 0) {
- geomancy_entry *t = &table[rand_int(n)];
-
- /* Do we meet the requirements ?
- And then select the features based on skill proportions */
- if ((get_skill(t->skill) >= t->min_skill_level) && magik(get_skill_scale(t->skill, 100)))
- {
- feat = t->feat;
- }
- }
- /* return */
- return feat;
-}
-
-static int rotate_dir(int dir, int mov)
-{
- if (mov > 0)
- {
- switch (dir) {
- case 7: return 8;
- case 8: return 9;
- case 9: return 6;
- case 6: return 3;
- case 3: return 2;
- case 2: return 1;
- case 1: return 4;
- case 4: return 7;
- }
- }
- else if (mov < 0)
- {
- switch (dir) {
- case 7: return 4;
- case 4: return 1;
- case 1: return 2;
- case 2: return 3;
- case 3: return 6;
- case 6: return 9;
- case 9: return 8;
- case 8: return 7;
- }
- }
-
- return dir;
-}
-
-void geomancy_random_wall(int y, int x)
-{
-#define TABLE_SIZE 4
- cave_type *c_ptr = &cave[y][x];
- int feat = -1;
- geomancy_entry table[TABLE_SIZE] = {
- /* Fire element */
- { SKILL_FIRE, FEAT_SANDWALL, 1},
- /* Water element */
- { SKILL_WATER, FEAT_TREES, 1},
- { SKILL_WATER, FEAT_ICE_WALL, 12},
- /* Earth element */
- { SKILL_EARTH, FEAT_WALL_EXTRA, 1}
- };
-
- /* Do not destroy permanent things */
- if (f_info[c_ptr->feat].flags1 & FF1_PERMANENT) {
- return;
- }
-
- /* Choose feature */
- feat = choose_geomancy_feature(TABLE_SIZE, table);
- if (feat >= 0)
- {
- cave_set_feat(y, x, feat);
- }
-#undef TABLE_SIZE
-}
-
-void geomancy_random_floor(int y, int x, bool_ kill_wall)
-{
-#define TABLE_SIZE 9
- cave_type *c_ptr = &cave[y][x];
- int feat = -1;
- geomancy_entry table[TABLE_SIZE] = {
- /* Fire element */
- { SKILL_FIRE, FEAT_SAND, 1},
- { SKILL_FIRE, FEAT_SHAL_LAVA, 8},
- { SKILL_FIRE, FEAT_DEEP_LAVA, 18},
- /* Water element */
- { SKILL_WATER, FEAT_SHAL_WATER, 1},
- { SKILL_WATER, FEAT_DEEP_WATER, 8},
- { SKILL_WATER, FEAT_ICE, 18},
- /* Earth element */
- { SKILL_EARTH, FEAT_GRASS, 1},
- { SKILL_EARTH, FEAT_FLOWER, 8},
- { SKILL_EARTH, FEAT_DARK_PIT, 18}
- };
-
- /* Do not destroy permanent things */
- if (f_info[c_ptr->feat].flags1 & FF1_PERMANENT) {
- return;
- }
- if (!(kill_wall || (f_info[c_ptr->feat].flags1 & FF1_FLOOR))) {
- return;
- }
-
- /* Choose feature */
- feat = choose_geomancy_feature(TABLE_SIZE, table);
- if (feat >= 0)
- {
- cave_set_feat(y, x, feat);
- }
-#undef TABLE_SIZE
-}
-
-static bool_ geomancy_can_tunnel(int y, int x)
-{
- switch (cave[y][x].feat)
- {
- case FEAT_WALL_EXTRA:
- case FEAT_WALL_OUTER:
- case FEAT_WALL_INNER:
- case FEAT_WALL_SOLID:
- case FEAT_MAGMA:
- case FEAT_QUARTZ:
- case FEAT_MAGMA_H:
- case FEAT_QUARTZ_H:
- case FEAT_MAGMA_K:
- case FEAT_QUARTZ_K:
- case FEAT_TREES:
- case FEAT_DEAD_TREE:
- case FEAT_SANDWALL:
- case FEAT_SANDWALL_H:
- case FEAT_SANDWALL_K:
- case FEAT_ICE_WALL:
- return TRUE;
- default:
- return FALSE;
- }
-}
-
-void geomancy_dig(int oy, int ox, int dir, int length)
-{
- int dy = ddy[dir];
- int dx = ddx[dir];
- int y = dy + oy;
- int x = dx + ox;
- int i;
-
- for (i=0; i<length; i++)
- {
- /* stop at the end of tunnelable things */
- if (!geomancy_can_tunnel(y, x)) {
- break;
- }
-
- if (geomancy_can_tunnel(y - 1, x - 1)) { geomancy_random_wall(y - 1, x - 1); }
- if (geomancy_can_tunnel(y - 1, x )) { geomancy_random_wall(y - 1, x ); }
- if (geomancy_can_tunnel(y - 1, x + 1)) { geomancy_random_wall(y - 1, x + 1); }
-
- if (geomancy_can_tunnel(y , x - 1)) { geomancy_random_wall(y , x - 1); }
- if (geomancy_can_tunnel(y , x + 1)) { geomancy_random_wall(y , x + 1); }
-
- if (geomancy_can_tunnel(y + 1, x - 1)) { geomancy_random_wall(y + 1, x - 1); }
- if (geomancy_can_tunnel(y + 1, x )) { geomancy_random_wall(y + 1, x ); }
- if (geomancy_can_tunnel(y + 1, x + 1)) { geomancy_random_wall(y + 1, x + 1); }
-
- y = y + dy;
- x = x + dx;
- }
-
- /* Step back towards origin */
- y = y - dy;
- x = x - dx;
- while ((y != oy) || (x != ox))
- {
- geomancy_random_floor(y, x, TRUE);
-
- /* Should we branch ? */
- if (magik(20))
- {
- int rot = magik(50) ? -1 : 1;
- geomancy_dig(y, x, rotate_dir(dir, rot), length / 3);
- }
-
- y = y - dy;
- x = x - dx;
- }
-}
-
-void channel_the_elements(int y, int x, int level)
-{
- switch (cave[y][x].feat)
- {
- case FEAT_GRASS:
- hp_player(p_ptr->mhp * (5 + get_skill_scale(SKILL_EARTH, 20)) / 100);
- break;
-
- case FEAT_FLOWER:
- hp_player(p_ptr->mhp * (5 + get_skill_scale(SKILL_EARTH, 30)) / 100);
- break;
-
- case FEAT_DARK_PIT:
- {
- int dir, type;
- if (!get_aim_dir(&dir)) break;
-
- type = (get_skill(SKILL_EARTH) >= 18) ? GF_NETHER : GF_DARK;
-
- fire_bolt(type, dir, damroll(10, get_skill(SKILL_EARTH)));
-
- break;
- }
-
- case FEAT_SHAL_WATER:
- {
- int dir, type;
- if (!get_aim_dir(&dir)) break;
-
- type = (get_skill(SKILL_WATER) >= 18) ? GF_WAVE : GF_WATER;
-
- if (get_skill(SKILL_WATER) >= 8)
- {
- fire_beam(type, dir, damroll(3, get_skill(SKILL_WATER)));
- }
- else
- {
- fire_bolt(type, dir, damroll(3, get_skill(SKILL_WATER)));
- }
-
- break;
- }
-
- case FEAT_DEEP_WATER:
- {
- int dir, type;
- if (!get_aim_dir(&dir)) break;
-
- type = (get_skill(SKILL_WATER) >= 18) ? GF_WAVE : GF_WATER;
-
- if (get_skill(SKILL_WATER) >= 8)
- {
- fire_beam(type, dir, damroll(5, get_skill(SKILL_WATER)));
- }
- else
- {
- fire_bolt(type, dir, damroll(5, get_skill(SKILL_WATER)));
- }
-
- break;
- }
-
- case FEAT_ICE:
- {
- int dir;
- if (!get_aim_dir(&dir)) break;
-
- if (get_skill(SKILL_WATER) >= 12)
- {
- fire_ball(GF_ICE, dir, get_skill_scale(SKILL_WATER, 340), 3);
- }
- else
- {
- fire_bolt(GF_ICE, dir, damroll(3, get_skill(SKILL_WATER)));
- }
-
- break;
- }
-
- case FEAT_SAND:
- {
- int type, dur;
-
- type = (get_level(FIERYAURA, 50, 1) >= 8) ? SHIELD_GREAT_FIRE : SHIELD_FIRE;
-
- dur = randint(20) + level + get_skill(SKILL_AIR);
- set_shield(dur, 0, type, 5 + get_skill_scale(SKILL_FIRE, 20), 5 + get_skill_scale(SKILL_FIRE, 14));
- set_blind(dur);
-
- break;
- }
-
- case FEAT_SHAL_LAVA:
- {
- int dir;
- if (!get_aim_dir(&dir)) break;
-
- if (get_skill(SKILL_FIRE) >= 15)
- {
- fire_bolt(GF_HELL_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15));
- }
- else
- {
- fire_bolt(GF_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15));
- }
-
- break;
- }
-
- case FEAT_DEEP_LAVA:
- {
- int dir;
- if (!get_aim_dir(&dir)) break;
-
- if (get_skill(SKILL_FIRE) >= 15)
- {
- fire_ball(GF_HELL_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15), 3);
- }
- else
- {
- fire_ball(GF_FIRE, dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15), 3);
- }
-
- break;
- }
-
- default:
- msg_print("You cannot channel this area.");
- return;
- }
-
- /* Drain area? */
- if (magik(100 - level))
- {
- if (cave[y][x].feat == FEAT_FLOWER)
- {
- cave_set_feat(y, x, FEAT_GRASS);
- }
- else
- {
- cave_set_feat(y, x, FEAT_FLOOR);
- }
- msg_print("The area is drained.");
- }
-}