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+/*
+ * 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 "spells2.hpp"
+
+#include "cave.hpp"
+#include "cave_type.hpp"
+#include "cmd1.hpp"
+#include "cmd7.hpp"
+#include "dungeon_info_type.hpp"
+#include "feature_type.hpp"
+#include "files.hpp"
+#include "hook_identify_in.hpp"
+#include "hooks.hpp"
+#include "melee2.hpp"
+#include "monster2.hpp"
+#include "monster3.hpp"
+#include "monster_race.hpp"
+#include "monster_type.hpp"
+#include "notes.hpp"
+#include "object1.hpp"
+#include "object2.hpp"
+#include "object_kind.hpp"
+#include "object_type.hpp"
+#include "options.hpp"
+#include "player_type.hpp"
+#include "skills.hpp"
+#include "spells1.hpp"
+#include "spells3.hpp"
+#include "stats.hpp"
+#include "tables.hpp"
+#include "util.hpp"
+#include "util.h"
+#include "variable.h"
+#include "variable.hpp"
+#include "xtra1.hpp"
+#include "xtra2.hpp"
+#include "z-rand.hpp"
+
+#include <boost/algorithm/string/predicate.hpp>
+#include <cassert>
+#include <chrono>
+#include <sstream>
+#include <thread>
+#include <vector>
+
+using boost::algorithm::iequals;
+using std::this_thread::sleep_for;
+using std::chrono::milliseconds;
+
+#define WEIRD_LUCK 12
+#define BIAS_LUCK 20
+/*
+ * Bias luck needs to be higher than weird luck,
+ * since it is usually tested several times...
+ */
+
+static 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_FRAME);
+
+ /* 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);
+}
+
+
+/*
+ * Increases a stat by one randomized level -RAK-
+ *
+ * Note that this function (used by stat potions) now restores
+ * the stat BEFORE increasing it.
+ */
+static bool_ inc_stat(int stat)
+{
+ int value, gain;
+
+ /* Then augment the current/max stat */
+ value = p_ptr->stat_cur[stat];
+
+ /* Cannot go above 18/100 */
+ if (value < 18 + 100)
+ {
+ /* Gain one (sometimes two) points */
+ if (value < 18)
+ {
+ gain = ((rand_int(100) < 75) ? 1 : 2);
+ value += gain;
+ }
+
+ /* Gain 1/6 to 1/3 of distance to 18/100 */
+ else if (value < 18 + 98)
+ {
+ /* Approximate gain value */
+ gain = (((18 + 100) - value) / 2 + 3) / 2;
+
+ /* Paranoia */
+ if (gain < 1) gain = 1;
+
+ /* Apply the bonus */
+ value += randint(gain) + gain / 2;
+
+ /* Maximal value */
+ if (value > 18 + 99) value = 18 + 99;
+ }
+
+ /* Gain one point at a time */
+ else
+ {
+ value++;
+ }
+
+ /* Save the new value */
+ p_ptr->stat_cur[stat] = value;
+
+ /* Bring up the maximum too */
+ if (value > p_ptr->stat_max[stat])
+ {
+ p_ptr->stat_max[stat] = value;
+ }
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS);
+
+ /* Success */
+ return (TRUE);
+ }
+
+ /* Nothing to gain */
+ 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)
+{
+ /* Process the appropriate hooks */
+ 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);
+}
+
+/*
+ * 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
+};
+
+static 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;
+ char o_name[80];
+ char out_val[160];
+
+ /* Hack -- force destruction */
+ if (command_arg > 0) force = TRUE;
+
+ /* Get an item */
+ if (!get_item(&item,
+ "Turn which item to gold? ",
+ "You have nothing to turn to gold.",
+ (USE_INVEN | USE_FLOOR),
+ object_filter::True()))
+ {
+ return (FALSE);
+ }
+
+ /* Get the item */
+ object_type *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)
+ {
+ /* 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_FRAME);
+
+ /* 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->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_FRAME);
+
+ /* 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 monsters on current panel using a
+ * predicate function P and an update function U.
+ * The "update function" is called exactly once if
+ * the predicate succeeds. The
+ */
+template<typename P, typename U> static bool detect_monsters_fn(int radius, P p, U u) {
+ bool flag = false;
+ /* Scan monsters */
+ for (int i = 1; i < m_max; i++)
+ {
+ monster_type *m_ptr = &m_list[i];
+
+ /* Skip dead monsters */
+ if (!m_ptr->r_idx)
+ {
+ continue;
+ }
+
+ /* Location */
+ int const y = m_ptr->fy;
+ int const x = m_ptr->fx;
+
+ /* Only detect nearby monsters */
+ if (m_ptr->cdis > radius)
+ {
+ continue;
+ }
+ /* Detect monsters which fulfill the predicate */
+ auto r_ptr = m_ptr->race();
+ if (p(r_ptr.get()))
+ {
+ /* Update */
+ u(r_ptr.get());
+
+ /* We're assuming the update function does
+ * *something*, so we'll need to update
+ * the recall window if we're currently looking
+ * at it.
+ */
+ if (monster_race_idx == m_ptr->r_idx)
+ {
+ 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;
+ }
+ }
+ /* Result */
+ return flag;
+}
+
+/*
+ * Detect all (string) monsters on current panel
+ */
+static bool_ detect_monsters_string(cptr chars, int rad)
+{
+ auto predicate = [chars](monster_race *r_ptr) -> bool {
+ return strchr(chars, r_ptr->d_char);
+ };
+ auto update = [](monster_race *) -> void {
+ };
+
+ /* Describe */
+ if (detect_monsters_fn(rad, predicate, update))
+ {
+ /* Describe result */
+ msg_print("You sense the presence of monsters!");
+ return TRUE;
+ }
+ else
+ {
+ return FALSE;
+ }
+}
+
+
+/**
+ * Detect objects on the current panel.
+ */
+template <typename P> bool detect_objects_fn(int radius, const char *object_message, const char *monsters, P p)
+{
+ bool detect = false;
+
+ /* Scan objects */
+ for (int i = 1; i < o_max; i++)
+ {
+ object_type *o_ptr = &o_list[i];
+
+ /* Skip dead objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Location */
+ int y, x;
+
+ /* Skip held objects */
+ if (o_ptr->held_m_idx)
+ {
+ /* Access the monster */
+ monster_type *m_ptr = &m_list[o_ptr->held_m_idx];
+ auto const r_ptr = m_ptr->race();
+
+ if (!(r_ptr->flags9 & RF9_MIMIC))
+ {
+ continue; /* Skip mimics completely */
+ }
+ 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) > radius)
+ {
+ continue;
+ }
+
+ /* Detect objects that satisfy predicate */
+ if (p(o_ptr))
+ {
+ /* Hack -- memorize it */
+ o_ptr->marked = TRUE;
+
+ /* Redraw */
+ if (panel_contains(y, x)) lite_spot(y, x);
+
+ /* Detect */
+ detect = TRUE;
+ }
+ }
+
+ /* Describe */
+ if (detect)
+ {
+ msg_print(object_message);
+ }
+
+ if (detect_monsters_string(monsters, radius))
+ {
+ detect = true;
+ }
+
+ /* Result */
+ return detect;
+}
+
+
+/*
+ * Detect all "gold" objects on the current panel
+ */
+bool detect_objects_gold(int rad)
+{
+ auto predicate = [](object_type const *o_ptr) -> bool {
+ return o_ptr->tval == TV_GOLD;
+ };
+
+ return detect_objects_fn(
+ rad,
+ "You sense the presence of treasure!",
+ "$",
+ predicate);
+}
+
+
+/*
+ * Detect all "normal" objects on the current panel
+ */
+bool detect_objects_normal(int rad)
+{
+ auto predicate = [](object_type const *o_ptr) -> bool {
+ return o_ptr->tval != TV_GOLD;
+ };
+ const char *object_message = "You sense the presence of objects!";
+ const char *monsters = "!=?|";
+
+ return detect_objects_fn(
+ rad,
+ object_message,
+ monsters,
+ predicate);
+}
+
+
+/*
+ * Detect all "normal" monsters on the current panel
+ */
+bool_ detect_monsters_normal(int rad)
+{
+ auto predicate = [](monster_race *r_ptr) -> bool {
+ return (!(r_ptr->flags2 & (RF2_INVISIBLE))) ||
+ p_ptr->see_inv || p_ptr->tim_invis;
+ };
+ auto update = [](monster_race *) -> void {
+ };
+
+ if (detect_monsters_fn(rad, predicate, update))
+ {
+ /* Describe result */
+ msg_print("You sense the presence of monsters!");
+ return TRUE;
+ }
+ else
+ {
+ return FALSE;
+ }
+}
+
+
+/*
+ * Detect all "invisible" monsters on current panel
+ */
+bool_ detect_monsters_invis(int rad)
+{
+ auto predicate = [](monster_race *r_ptr) -> bool {
+ return (r_ptr->flags2 & (RF2_INVISIBLE));
+ };
+ auto update = [](monster_race *r_ptr) -> void {
+ r_ptr->r_flags2 |= (RF2_INVISIBLE);
+ };
+
+ if (detect_monsters_fn(rad, predicate, update))
+ {
+ /* Describe result */
+ msg_print("You sense the presence of invisible creatures!");
+ return TRUE;
+ }
+ else
+ {
+ return FALSE;
+ }
+}
+
+
+
+/*
+ * A "generic" detect monsters routine, tagged to flags3
+ */
+bool_ detect_monsters_xxx(u32b match_flag, int rad)
+{
+ auto predicate = [match_flag](monster_race *r_ptr) -> bool {
+ return (r_ptr->flags3 & match_flag);
+ };
+ auto update = [match_flag](monster_race *r_ptr) -> void {
+ r_ptr->r_flags3 |= (match_flag);
+ };
+
+ if (detect_monsters_fn(rad, predicate, update))
+ {
+ cptr desc_monsters = "weird monsters";
+ 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;
+ case RF3_ORC:
+ desc_monsters = "orcs";
+ break;
+ }
+
+ /* Describe result */
+ msg_format("You sense the presence of %s!", desc_monsters);
+ msg_print(NULL);
+ return TRUE;
+ }
+ else
+ {
+ return FALSE;
+ }
+}
+
+
+
+/*
+ * 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_quest)
+ {
+ /* 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 object_filter_t const &item_tester_hook_weapon()
+{
+ using namespace object_filter;
+ static auto instance =
+ Or(
+ TVal(TV_MSTAFF),
+ TVal(TV_BOOMERANG),
+ TVal(TV_SWORD),
+ TVal(TV_AXE),
+ TVal(TV_HAFTED),
+ TVal(TV_POLEARM),
+ TVal(TV_BOW),
+ TVal(TV_BOLT),
+ TVal(TV_ARROW),
+ TVal(TV_SHOT),
+ And(
+ TVal(TV_DAEMON_BOOK),
+ SVal(SV_DEMONBLADE)));
+ return instance;
+}
+
+
+/*
+ * Hook to specify "armour"
+ */
+static object_filter_t const &item_tester_hook_armour()
+{
+ using namespace object_filter;
+ static auto instance =
+ Or(
+ TVal(TV_DRAG_ARMOR),
+ TVal(TV_HARD_ARMOR),
+ TVal(TV_SOFT_ARMOR),
+ TVal(TV_SHIELD),
+ TVal(TV_CLOAK),
+ TVal(TV_CROWN),
+ TVal(TV_HELM),
+ TVal(TV_BOOTS),
+ TVal(TV_GLOVES),
+ And(
+ TVal(TV_DAEMON_BOOK),
+ Or(
+ SVal(SV_DEMONHORN),
+ SVal(SV_DEMONSHIELD))));
+ return instance;
+}
+
+
+/*
+ * Check if an object is artifactable
+ */
+object_filter_t const &item_tester_hook_artifactable()
+{
+ using namespace object_filter;
+ static auto instance = And(
+ // Check base item family
+ Or(
+ item_tester_hook_weapon(),
+ item_tester_hook_armour(),
+ TVal(TV_DIGGING),
+ TVal(TV_RING),
+ TVal(TV_AMULET)),
+ // Only unenchanted items
+ Not(IsArtifactP()),
+ Not(IsEgo()));
+ return instance;
+}
+
+
+/*
+ * 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;
+ char o_name[80];
+ cptr q, s;
+
+
+ /* Assume enchant weapon */
+ object_filter_t object_filter = item_tester_hook_weapon();
+
+ /* Enchant armor if requested */
+ if (num_ac)
+ {
+ object_filter = 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), object_filter)) return (FALSE);
+
+ /* Get the item */
+ object_type *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;
+}
+
+
+
+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;
+ }
+}
+
+
+
+/*
+ * 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)
+{
+ /* Get an item */
+ int item;
+ if (!get_item(&item,
+ "Identify which item? ",
+ "You have nothing to identify.",
+ (USE_EQUIP | USE_INVEN | USE_FLOOR),
+ object_filter::Not(object_known_p))) return (FALSE);
+
+ /* Get the item */
+ object_type *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 */
+ char o_name[80];
+ 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 const *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)
+{
+ /* Get an item */
+ int item;
+ if (!get_item(&item,
+ "Identify which item? ",
+ "You have nothing to identify.",
+ (USE_EQUIP | USE_INVEN | USE_FLOOR),
+ item_tester_hook_no_mental))
+ {
+ return (FALSE);
+ }
+
+ /* Get the item */
+ object_type *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 */
+ char o_name[80];
+ 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.
+ */
+object_filter_t const &item_tester_hook_recharge()
+{
+ using namespace object_filter;
+ static auto instance =
+ And(
+ // Must NOT have NO_RECHARGE flag.
+ Not(HasFlag4(TR4_NO_RECHARGE)),
+ // ... and must be a device.
+ Or(
+ TVal(TV_STAFF),
+ TVal(TV_WAND),
+ TVal(TV_ROD_MAIN)));
+ return instance;
+}
+
+
+/*
+ * 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 lev;
+ bool_ fail = FALSE;
+ byte fail_type = 1;
+
+ char o_name[80];
+
+ /* Get an item */
+ int item;
+ if (!get_item(&item,
+ "Recharge which item? ",
+ "You have nothing to recharge.",
+ (USE_INVEN | USE_FLOOR),
+ item_tester_hook_recharge()))
+ {
+ return (FALSE);
+ }
+
+ /* Get the item */
+ object_type *o_ptr = get_object(item);
+
+ /* Extract the flags */
+ u32b f1, f2, f3, f4, f5, esp;
+ 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 */
+ 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);
+ }
+}
+
+
+/*
+ * Banish evil monsters
+ */
+bool_ banish_evil(int dist)
+{
+ return (project_hack(GF_AWAY_EVIL, dist));
+}
+
+
+
+/*
+ * 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));
+}
+
+
+/*
+ * 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];
+
+ /* 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))
+ {
+ auto const r_ptr = m_ptr->race();
+
+ /* 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
+ */
+static 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];
+ auto const r_ptr = m_ptr->race();
+
+ *typ = r_ptr->d_char;
+ return true;
+ }
+
+ msg_print("You must select a monster.");
+ return false;
+}
+
+
+/*
+ * 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];
+ auto const r_ptr = m_ptr->race();
+
+ /* 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;
+ char buf[256];
+
+ monster_race_desc(buf, 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.", buf);
+ }
+
+ 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 */
+ sleep_for(milliseconds(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_FRAME);
+
+ /* 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];
+ auto const r_ptr = m_ptr->race();
+
+ /* 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;
+ char buf[256];
+
+ monster_race_desc(buf, 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.", buf);
+ }
+
+ 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 */
+ sleep_for(milliseconds(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_FRAME);
+
+ /* 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);
+
+ {
+ std::ostringstream buf;
+ buf << " has " << m_ptr->exp
+ << " exp and needs " << monster_exp(m_ptr->level + 1) << ".";
+ msg_format("%^s%s", m_name, buf.str().c_str());
+ }
+ }
+
+ /* 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);
+}
+
+
+/*
+ * 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)
+{
+ int y, x, k, t;
+
+ 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);
+
+ /* 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 (race_flags1_p(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];
+ auto const r_ptr = m_ptr->race();
+
+ /* 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_FRAME);
+
+ /* 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];
+ auto const r_ptr = m_ptr->race();
+
+ /* 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));
+}
+
+
+
+void teleport_swap(int dir)
+{
+ if (p_ptr->resist_continuum)
+ {
+ msg_print("The space-time continuum can't be disrupted.");
+ return;
+ }
+
+ int tx, ty;
+ if ((dir == 5) && target_okay())
+ {
+ tx = target_col;
+ ty = target_row;
+ }
+ else
+ {
+ tx = p_ptr->px + ddx[dir];
+ ty = p_ptr->py + ddy[dir];
+ }
+
+ cave_type *c_ptr = &cave[ty][tx];
+
+ if (!c_ptr->m_idx)
+ {
+ msg_print("You can't trade places with that!");
+ }
+ else
+ {
+ monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ auto const r_ptr = m_ptr->race();
+
+ 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_FRAME);
+
+ /* 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_FRAME);
+
+ /* 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_FRAME);
+
+ /* 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 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));
+ }
+}
+
+
+/*
+ * 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_ disarm_trap(int dir)
+{
+ int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
+ return (project_hook(GF_KILL_TRAP, dir, 0, 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_ confuse_monster(int dir, int plev)
+{
+ int flg = PROJECT_STOP | PROJECT_KILL;
+ return (project_hook(GF_OLD_CONF, 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_ fear_monster(int dir, int plev)
+{
+ int flg = PROJECT_STOP | PROJECT_KILL;
+ return (project_hook(GF_TURN_ALL, 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));
+}
+
+
+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_ 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));
+ }
+}
+
+
+static 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);
+ }
+ }
+}
+
+
+/*
+ * 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 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);
+ }
+}
+
+static 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);
+ }
+}
+
+
+
+/*
+ * 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));
+}
+
+
+/*
+ * Stun monsters
+ */
+bool_ stun_monsters(int dam)
+{
+ return (project_hack(GF_STUN, 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 everyone
+ */
+bool_ turn_monsters(int dam)
+{
+ return (project_hack(GF_TURN_ALL, dam));
+}
+
+
+bool_ charm_monster(int dir, int plev)
+{
+ int flg = PROJECT_STOP | PROJECT_KILL;
+ return (project_hook(GF_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_FRAME);
+ 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_FRAME);
+
+ /* 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(std::vector<int> const &dungeon_idxs,
+ int start,
+ 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 < static_cast<int>(dungeon_idxs.size()); i++, j++)
+ {
+ dungeon_info_type *d_ptr = &d_info[dungeon_idxs[j]];
+
+ strnfmt(buf, 80, " %c) %-30s", I2A(i), 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);
+}
+
+static int find_dungeon_by_name(char const *name)
+{
+ /* Find the index corresponding to the name */
+ for (int i = 1; i < max_d_idx; i++)
+ {
+ /* Skip non-initialized entries. */
+ if (d_info[i].name == nullptr) {
+ continue;
+ }
+ if (iequals(name, d_info[i].name))
+ {
+ return i;
+ }
+ }
+ /* Not found */
+ return -1;
+}
+
+static int reset_recall_aux()
+{
+ char which;
+ int start = 0;
+ int ret;
+ bool_ mode = FALSE;
+
+ // Dungeons available for recall
+ std::vector<int> dungeons;
+ for (size_t i = 1; i < max_d_idx; i++)
+ {
+ /* skip "blocked" dungeons */
+ if (d_info[i].flags1 & DF1_NO_RECALL) continue;
+
+ if (max_dlv[i])
+ {
+ dungeons.push_back(i);
+ }
+ }
+
+ character_icky = TRUE;
+ Term_save();
+
+ while (1)
+ {
+ print_dungeon_batch(dungeons, start, 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;
+ assert(start > 0);
+ if (static_cast<size_t>(start) >= dungeons.size())
+ {
+ 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];
+ strcpy(buf, d_info[p_ptr->recall_dungeon].name);
+ if (!get_string("Which dungeon? ", buf, 79)) continue;
+
+ /* Find the index corresponding to the name */
+ int i = find_dungeon_by_name(buf);
+
+ if (i < 0)
+ {
+ 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);
+ int i = start + A2I(which);
+
+ if (i < 0)
+ {
+ bell();
+ continue;
+ }
+ else if (static_cast<size_t>(i) >= dungeons.size()) // Cast to avoid compilation warning
+ {
+ bell();
+ continue;
+ }
+ else
+ {
+ ret = dungeons[i];
+ break;
+ }
+ }
+ }
+
+ Term_load();
+ character_icky = FALSE;
+
+ 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_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;
+}
+
+/*
+ * 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)
+{
+ // Type of water to use (if any)
+ auto water_type = []() -> int {
+ return (get_skill(SKILL_WATER) >= 18) ? GF_WAVE : GF_WATER;
+ };
+ // Do we use hellfire?
+ auto use_hellfire = []() -> bool {
+ return get_skill(SKILL_FIRE) >= 15;
+ };
+ // Type of fire to use (if any)
+ auto fire_type = [&use_hellfire]() -> int {
+ return use_hellfire() ? GF_HELL_FIRE : GF_FIRE;
+ };
+
+ 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;
+ if (!get_aim_dir(&dir)) break;
+
+ if (get_skill(SKILL_WATER) >= 8)
+ {
+ fire_beam(water_type(), dir, damroll(3, get_skill(SKILL_WATER)));
+ }
+ else
+ {
+ fire_bolt(water_type(), dir, damroll(3, get_skill(SKILL_WATER)));
+ }
+
+ break;
+ }
+
+ case FEAT_DEEP_WATER:
+ {
+ int dir;
+ if (!get_aim_dir(&dir)) break;
+
+ if (get_skill(SKILL_WATER) >= 8)
+ {
+ fire_beam(water_type(), dir, damroll(5, get_skill(SKILL_WATER)));
+ }
+ else
+ {
+ fire_bolt(water_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 = use_hellfire() ? 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;
+
+ fire_bolt(fire_type(), dir, damroll(get_skill_scale(SKILL_FIRE, 30), 15));
+ break;
+ }
+
+ case FEAT_DEEP_LAVA:
+ {
+ int dir;
+ if (!get_aim_dir(&dir)) break;
+
+ fire_ball(fire_type(), 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.");
+ }
+}