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+/* File: traps.c */
+
+/* Purpose: handle traps */
+
+/* the below copyright probably still applies, but it is heavily changed
+ * copied, adapted & re-engineered by JK.
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ *
+ * This software may be copied and distributed for educational, research, and
+ * not for profit purposes provided that this copyright and statement are
+ * included in all such copies.
+ */
+
+#include "angband.h"
+
+bool do_player_trap_call_out(void)
+{
+ s16b i, sn, cx, cy;
+ s16b h_index = 0;
+ s16b h_level = 0;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ char m_name[80];
+ bool ident = FALSE;
+
+ for (i = 1; i < m_max; i++)
+ {
+ m_ptr = &m_list[i];
+ r_ptr = race_inf(m_ptr);
+
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
+
+ if (m_ptr->level >= h_level)
+ {
+ h_level = m_ptr->level;
+ h_index = i;
+ }
+ }
+
+ /* if the level is empty of monsters, h_index will be 0 */
+ if (!h_index) return (FALSE);
+
+ m_ptr = &m_list[h_index];
+
+ sn = 0;
+ for (i = 0; i < 8; i++)
+ {
+ cx = p_ptr->px + ddx[i];
+ cy = p_ptr->py + ddy[i];
+
+ /* Skip non-empty grids */
+ if (!cave_valid_bold(cy, cx)) continue;
+ if (cave[cy][cx].feat == FEAT_GLYPH) continue;
+ if ((cx == p_ptr->px) && (cy == p_ptr->py)) continue;
+ sn++;
+
+ /* Randomize choice */
+ if (rand_int(sn) > 0) continue;
+ cave[cy][cx].m_idx = h_index;
+ cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
+ m_ptr->fx = cx;
+ m_ptr->fy = cy;
+
+ /* we do not change the sublevel! */
+ ident = TRUE;
+ update_mon(h_index, TRUE);
+ monster_desc(m_name, m_ptr, 0x08);
+ msg_format("You hear a rapid-shifting wail, and %s appears!", m_name);
+ break;
+ }
+
+ return (ident);
+}
+
+static bool do_trap_teleport_away(object_type *i_ptr, s16b y, s16b x)
+{
+ bool ident = FALSE;
+ char o_name[80];
+
+ s16b o_idx = 0;
+ object_type *o_ptr;
+ cave_type *c_ptr;
+
+ s16b x1;
+ s16b y1;
+
+ if (i_ptr == NULL) return (FALSE);
+
+ if (i_ptr->name1 == ART_POWER) return (FALSE);
+
+ while (o_idx == 0)
+ {
+ x1 = rand_int(cur_wid);
+ y1 = rand_int(cur_hgt);
+
+ /* Obtain grid */
+ c_ptr = &cave[y1][x1];
+
+ /* Require floor space (or shallow terrain) -KMW- */
+ if (!(f_info[c_ptr->feat].flags1 & FF1_FLOOR)) continue;
+
+ o_idx = drop_near(i_ptr, 0, y1, x1);
+ }
+
+ o_ptr = &o_list[o_idx];
+
+ x1 = o_ptr->ix;
+ y1 = o_ptr->iy;
+
+ if (!p_ptr->blind)
+ {
+ note_spot(y, x);
+ lite_spot(y, x);
+ ident = TRUE;
+ object_desc(o_name, i_ptr, FALSE, 0);
+ if (player_has_los_bold(y1, x1))
+ {
+ lite_spot(y1, x1);
+ msg_format("The %s suddenly stands elsewhere.", o_name);
+
+ }
+ else
+ {
+ msg_format("You suddenly don't see the %s any more!", o_name);
+ }
+ }
+ else
+ {
+ msg_print("You hear something move.");
+ }
+ return (ident);
+}
+
+/*
+ * this handles a trap that places walls around the player
+ */
+static bool player_handle_trap_of_walls(void)
+{
+ bool ident;
+
+ s16b dx, dy, cx, cy;
+ s16b sx = 0, sy = 0, sn, i;
+ cave_type *cv_ptr;
+ bool map[5][5] =
+ {
+ {FALSE, FALSE, FALSE, FALSE, FALSE},
+ {FALSE, FALSE, FALSE, FALSE, FALSE},
+ {FALSE, FALSE, FALSE, FALSE, FALSE},
+ {FALSE, FALSE, FALSE, FALSE, FALSE},
+ {FALSE, FALSE, FALSE, FALSE, FALSE}
+ };
+
+ for (dy = -2; dy <= 2; dy++)
+ for (dx = -2; dx <= 2; dx++)
+ {
+ /* Extract the location */
+ cx = p_ptr->px + dx;
+ cy = p_ptr->py + dy;
+
+ if (!in_bounds(cy, cx)) continue;
+
+ cv_ptr = &cave[cy][cx];
+
+ if (cv_ptr->m_idx) continue;
+
+ /* Lose room and vault */
+ cv_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ /* Lose light and knowledge */
+ cv_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
+
+ /* Skip the center */
+ if (!dx && !dy) continue;
+
+ /* test for dungeon level */
+ if (randint(100) > 10 + max_dlv[dungeon_type]) continue;
+
+ /* Damage this grid */
+ map[2 + dx][2 + dy] = TRUE;
+ }
+
+ for (dy = -2; dy <= 2; dy++)
+ for (dx = -2; dx <= 2; dx++)
+ {
+ /* Extract the location */
+ cx = p_ptr->px + dx;
+ cy = p_ptr->py + dy;
+
+ /* Skip unaffected grids */
+ if (!map[2 + dx][2 + dy]) continue;
+
+ cv_ptr = &cave[cy][cx];
+
+ if (cv_ptr->m_idx)
+ {
+ monster_type *m_ptr = &m_list[cv_ptr->m_idx];
+ monster_race *r_ptr = race_inf(m_ptr);
+
+ /* Most monsters cannot co-exist with rock */
+ if ((!(r_ptr->flags2 & RF2_KILL_WALL)) &&
+ (!(r_ptr->flags2 & RF2_PASS_WALL)))
+ {
+ char m_name[80];
+
+ /* Assume not safe */
+ sn = 0;
+
+ /* Monster can move to escape the wall */
+ if (!(r_ptr->flags1 & RF1_NEVER_MOVE))
+ {
+ /* Look for safety */
+ for (i = 0; i < 8; i++)
+ {
+ /* Access the grid */
+ cy = p_ptr->py + ddy[i];
+ cx = p_ptr->px + ddx[i];
+
+ /* Skip non-empty grids */
+ if (!cave_clean_bold(cy, cx)) continue;
+
+ /* Hack -- no safety on glyph of warding */
+ if (cave[cy][cx].feat == FEAT_GLYPH) continue;
+
+ /* Important -- Skip "quake" grids */
+ if (map[2 + (cx - p_ptr->px)][2 + (cy - p_ptr->py)]) continue;
+
+ /* Count "safe" grids */
+ sn++;
+
+ /* Randomize choice */
+ if (rand_int(sn) > 0) continue;
+
+ /* Save the safe grid */
+ sx = cx;
+ sy = cy;
+
+ ident = TRUE;
+
+ break; /* discontinue for loop - safe grid found */
+ }
+ }
+
+ /* Describe the monster */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Scream in pain */
+ msg_format("%^s wails out in pain!", m_name);
+
+ /* Monster is certainly awake */
+ m_ptr->csleep = 0;
+
+ /* Apply damage directly */
+ m_ptr->hp -= (sn ? damroll(4, 8) : 200);
+
+ /* Delete (not kill) "dead" monsters */
+ if (m_ptr->hp < 0)
+ {
+ /* Message */
+ msg_format("%^s is entombed in the rock!", m_name);
+
+ /* Delete the monster */
+ delete_monster_idx(cave[cy][cx].m_idx);
+
+ /* No longer safe */
+ sn = 0;
+ }
+
+ /* Hack -- Escape from the rock */
+ if (sn)
+ {
+ s16b m_idx = cave[cy][cx].m_idx;
+
+ /* Update the new location */
+ cave[sy][sx].m_idx = m_idx;
+
+ /* Update the old location */
+ cave[cy][cx].m_idx = 0;
+
+ /* Move the monster */
+ m_ptr->fy = sy;
+ m_ptr->fx = sx;
+
+ /* do not change fz */
+ /* don't make rock on that square! */
+ if ((sx >= (p_ptr->px - 2)) && (sx <= (p_ptr->px + 2)) &&
+ (sy >= (p_ptr->py - 2)) && (sy <= (p_ptr->py + 2)))
+ {
+ map[2 + (sx - p_ptr->px)][2 + (sy - p_ptr->py)] = FALSE;
+ }
+
+ /* Update the monster (new location) */
+ update_mon(m_idx, TRUE);
+
+ /* Redraw the old grid */
+ lite_spot(cy, cx);
+
+ /* Redraw the new grid */
+ lite_spot(sy, sx);
+ } /* if sn */
+ } /* if monster can co-exist with rock */
+ } /* if monster on square */
+ }
+
+ /* Examine the quaked region */
+ for (dy = -2; dy <= 2; dy++)
+ for (dx = -2; dx <= 2; dx++)
+ {
+ /* Extract the location */
+ cx = p_ptr->px + dx;
+ cy = p_ptr->py + dy;
+
+ /* Skip unaffected grids */
+ if (!map[2 + dx][2 + dy]) continue;
+
+ /* Access the cave grid */
+ cv_ptr = &cave[cy][cx];
+
+ /* Paranoia -- never affect player */
+ if (!dy && !dx) continue;
+
+ /* Destroy location (if valid) */
+ if ((cx < cur_wid) && (cy < cur_hgt) && cave_valid_bold(cy, cx))
+ {
+ bool floor = (f_info[cave[cy][cx].feat].flags1 & FF1_FLOOR);
+
+ /* Delete any object that is still there */
+ delete_object(cy, cx);
+
+ if (floor)
+ {
+ cave_set_feat(cy, cx, FEAT_WALL_OUTER);
+ }
+ else
+ {
+ /* Clear previous contents, add floor */
+ cave_set_feat(cy, cx, FEAT_FLOOR);
+ }
+ }
+ }
+
+ /* Mega-Hack -- Forget the view and lite */
+ p_ptr->update |= PU_UN_VIEW;
+
+ /* Update stuff */
+ p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
+
+ /* Update the monsters */
+ p_ptr->update |= (PU_DISTANCE);
+
+ /* Update the health bar */
+ p_ptr->redraw |= (PR_HEALTH);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD);
+ handle_stuff();
+
+ msg_print("Suddenly the cave shifts around you. The air is getting stale!");
+
+ ident = TRUE;
+
+ return (ident);
+}
+
+
+/*
+ * this function handles arrow & dagger traps, in various types.
+ * num = number of missiles
+ * tval, sval = kind of missiles
+ * dd,ds = damage roll for missiles
+ * poison_dam = additional poison damage
+ * name = name given if you should die from it...
+ *
+ * return value = ident (always TRUE)
+ */
+static bool player_handle_missile_trap(s16b num, s16b tval, s16b sval, s16b dd, s16b ds,
+ s16b pdam, cptr name)
+{
+ object_type *o_ptr, forge;
+ s16b i, k_idx = lookup_kind(tval, sval);
+ char i_name[80];
+
+ o_ptr = &forge;
+ object_prep(o_ptr, k_idx);
+ o_ptr->number = num;
+ apply_magic(o_ptr, max_dlv[dungeon_type], FALSE, FALSE, FALSE);
+ object_desc(i_name, o_ptr, TRUE, 0);
+
+ msg_format("Suddenly %s hit%s you!", i_name,
+ ((num == 1) ? "" : "s"));
+
+ for (i = 0; i < num; i++)
+ {
+ take_hit(damroll(dd, ds), name);
+
+ redraw_stuff();
+
+ if (pdam > 0)
+ {
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ (void)set_poisoned(p_ptr->poisoned + pdam);
+ }
+ }
+ }
+
+ drop_near(o_ptr, -1, p_ptr->py, p_ptr->px);
+
+ return TRUE;
+}
+
+/*
+ * this function handles a "breath" type trap - acid bolt, lightning balls etc.
+ */
+static bool player_handle_breath_trap(s16b rad, s16b type, u16b trap)
+{
+ trap_type *t_ptr = &t_info[trap];
+ bool ident;
+ s16b my_dd, my_ds, dam;
+
+ my_dd = t_ptr->dd;
+ my_ds = t_ptr->ds;
+
+ /* these traps gets nastier as levels progress */
+ if (max_dlv[dungeon_type] > (2 * t_ptr->minlevel))
+ {
+ my_dd += (max_dlv[dungeon_type] / 15);
+ my_ds += (max_dlv[dungeon_type] / 15);
+ }
+ dam = damroll(my_dd, my_ds);
+
+ ident = project( -2, rad, p_ptr->py, p_ptr->px, dam, type, PROJECT_KILL | PROJECT_JUMP);
+
+ return (ident);
+}
+
+/*
+ * This function damages the player by a trap
+ */
+static void trap_hit(s16b trap)
+{
+ s16b dam;
+ trap_type *t_ptr = &t_info[trap];
+
+ dam = damroll(t_ptr->dd, t_ptr->ds);
+
+ take_hit(dam, t_name + t_ptr->name);
+}
+
+/*
+ * this function activates one trap type, and returns
+ * a bool indicating if this trap is now identified
+ */
+bool player_activate_trap_type(s16b y, s16b x, object_type *i_ptr, s16b item)
+{
+ bool ident = FALSE;
+ s16b trap;
+
+ s16b k, l;
+
+ trap = cave[y][x].t_idx;
+
+ if (i_ptr != NULL)
+ {
+ trap = i_ptr->pval;
+ }
+
+ if ((i_ptr == NULL) && (cave[y][x].o_idx != 0))
+ {
+ i_ptr = &o_list[cave[y][x].o_idx];
+ }
+
+ switch (trap)
+ {
+ /* stat traps */
+ case TRAP_OF_WEAKNESS_I:
+ ident = do_dec_stat(A_STR, STAT_DEC_TEMPORARY);
+ break;
+ case TRAP_OF_WEAKNESS_II:
+ ident = do_dec_stat(A_STR, STAT_DEC_NORMAL);
+ break;
+ case TRAP_OF_WEAKNESS_III:
+ ident = do_dec_stat(A_STR, STAT_DEC_PERMANENT);
+ break;
+ case TRAP_OF_INTELLIGENCE_I:
+ ident = do_dec_stat(A_INT, STAT_DEC_TEMPORARY);
+ break;
+ case TRAP_OF_INTELLIGENCE_II:
+ ident = do_dec_stat(A_INT, STAT_DEC_NORMAL);
+ break;
+ case TRAP_OF_INTELLIGENCE_III:
+ ident = do_dec_stat(A_INT, STAT_DEC_PERMANENT);
+ break;
+ case TRAP_OF_WISDOM_I:
+ ident = do_dec_stat(A_WIS, STAT_DEC_TEMPORARY);
+ break;
+ case TRAP_OF_WISDOM_II:
+ ident = do_dec_stat(A_WIS, STAT_DEC_NORMAL);
+ break;
+ case TRAP_OF_WISDOM_III:
+ ident = do_dec_stat(A_WIS, STAT_DEC_PERMANENT);
+ break;
+ case TRAP_OF_FUMBLING_I:
+ ident = do_dec_stat(A_DEX, STAT_DEC_TEMPORARY);
+ break;
+ case TRAP_OF_FUMBLING_II:
+ ident = do_dec_stat(A_DEX, STAT_DEC_NORMAL);
+ break;
+ case TRAP_OF_FUMBLING_III:
+ ident = do_dec_stat(A_DEX, STAT_DEC_PERMANENT);
+ break;
+ case TRAP_OF_WASTING_I:
+ ident = do_dec_stat(A_CON, STAT_DEC_TEMPORARY);
+ break;
+ case TRAP_OF_WASTING_II:
+ ident = do_dec_stat(A_CON, STAT_DEC_NORMAL);
+ break;
+ case TRAP_OF_WASTING_III:
+ ident = do_dec_stat(A_CON, STAT_DEC_PERMANENT);
+ break;
+ case TRAP_OF_BEAUTY_I:
+ ident = do_dec_stat(A_CHR, STAT_DEC_TEMPORARY);
+ break;
+ case TRAP_OF_BEAUTY_II:
+ ident = do_dec_stat(A_CHR, STAT_DEC_NORMAL);
+ break;
+ case TRAP_OF_BEAUTY_III:
+ ident = do_dec_stat(A_CHR, STAT_DEC_PERMANENT);
+ break;
+
+ /* Trap of Curse Weapon */
+ case TRAP_OF_CURSE_WEAPON:
+ {
+ ident = curse_weapon();
+ break;
+ }
+
+ /* Trap of Curse Armor */
+ case TRAP_OF_CURSE_ARMOR:
+ {
+ ident = curse_armor();
+ break;
+ }
+
+ /* Earthquake Trap */
+ case TRAP_OF_EARTHQUAKE:
+ {
+ msg_print("As you touch the trap, the ground starts to shake.");
+ earthquake(y, x, 10);
+ ident = TRUE;
+ break;
+ }
+
+ /* Poison Needle Trap */
+ case TRAP_OF_POISON_NEEDLE:
+ {
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ msg_print("You prick yourself on a poisoned needle.");
+ (void)set_poisoned(p_ptr->poisoned + rand_int(15) + 10);
+ ident = TRUE;
+ }
+ else
+ {
+ msg_print("You prick yourself on a needle.");
+ }
+ break;
+ }
+
+ /* Summon Monster Trap */
+ case TRAP_OF_SUMMON_MONSTER:
+ {
+ msg_print("A spell hangs in the air.");
+ for (k = 0; k < randint(3); k++)
+ {
+ ident |= summon_specific(y, x, max_dlv[dungeon_type], 0);
+ }
+ break;
+ }
+
+ /* Summon Undead Trap */
+ case TRAP_OF_SUMMON_UNDEAD:
+ {
+ msg_print("A mighty spell hangs in the air.");
+ for (k = 0; k < randint(3); k++)
+ {
+ ident |= summon_specific(y, x, max_dlv[dungeon_type],
+ SUMMON_UNDEAD);
+ }
+ break;
+ }
+
+ /* Summon Greater Undead Trap */
+ case TRAP_OF_SUMMON_GREATER_UNDEAD:
+ {
+ msg_print("An old and evil spell hangs in the air.");
+ for (k = 0; k < randint(3); k++)
+ {
+ ident |= summon_specific(y, x, max_dlv[dungeon_type],
+ SUMMON_HI_UNDEAD);
+ }
+ break;
+ }
+
+ /* Teleport Trap */
+ case TRAP_OF_TELEPORT:
+ {
+ msg_print("The world whirls around you.");
+ teleport_player(RATIO * 67);
+ ident = TRUE;
+ break;
+ }
+
+ /* Paralyzing Trap */
+ case TRAP_OF_PARALYZING:
+ {
+ if (!p_ptr->free_act)
+ {
+ msg_print("You touch a poisoned part and can't move.");
+ (void)set_paralyzed(p_ptr->paralyzed + rand_int(10) + 10);
+ ident = TRUE;
+ }
+ else
+ {
+ msg_print("You prick yourself on a needle.");
+ }
+ break;
+ }
+
+ /* Explosive Device */
+ case TRAP_OF_EXPLOSIVE_DEVICE:
+ {
+ msg_print("A hidden explosive device explodes in your face.");
+ take_hit(damroll(5, 8), "an explosion");
+ ident = TRUE;
+ break;
+ }
+
+ /* Teleport Away Trap */
+ case TRAP_OF_TELEPORT_AWAY:
+ {
+ int item, amt;
+ object_type *o_ptr;
+
+ /* teleport away all items */
+ while (cave[y][x].o_idx != 0)
+ {
+ item = cave[y][x].o_idx;
+
+ o_ptr = &o_list[item];
+
+ amt = o_ptr->number;
+
+ ident = do_trap_teleport_away(o_ptr, y, x);
+
+ floor_item_increase(item, -amt);
+ floor_item_optimize(item);
+ }
+ break;
+ }
+
+ /* Lose Memory Trap */
+ case TRAP_OF_LOSE_MEMORY:
+ {
+ lose_exp(p_ptr->exp / 4);
+
+ ident |= dec_stat(A_WIS, rand_int(20) + 10, STAT_DEC_NORMAL);
+ ident |= dec_stat(A_INT, rand_int(20) + 10, STAT_DEC_NORMAL);
+
+ if (!p_ptr->resist_conf)
+ {
+ ident |= set_confused(p_ptr->confused + rand_int(100) + 50);
+ }
+
+ if (ident)
+ {
+ msg_print("You suddenly don't remember what you were doing.");
+ }
+ else
+ {
+ msg_print("You feel an alien force probing your mind.");
+ }
+ break;
+ }
+ /* Bitter Regret Trap */
+ case TRAP_OF_BITTER_REGRET:
+ {
+ msg_print("An age-old and hideous-sounding spell reverberates off the walls.");
+
+ ident |= dec_stat(A_DEX, 25, TRUE);
+ ident |= dec_stat(A_WIS, 25, TRUE);
+ ident |= dec_stat(A_CON, 25, TRUE);
+ ident |= dec_stat(A_STR, 25, TRUE);
+ ident |= dec_stat(A_CHR, 25, TRUE);
+ ident |= dec_stat(A_INT, 25, TRUE);
+ break;
+ }
+
+ /* Bowel Cramps Trap */
+ case TRAP_OF_BOWEL_CRAMPS:
+ {
+ msg_print("A wretched-smelling gas cloud upsets your stomach.");
+
+ (void)set_food(PY_FOOD_STARVE - 1);
+ (void)set_poisoned(0);
+
+ if (!p_ptr->free_act)
+ {
+ (void)set_paralyzed(p_ptr->paralyzed + rand_int(dun_level) + 6);
+ }
+ ident = TRUE;
+ break;
+ }
+
+ /* Blindness/Confusion Trap */
+ case TRAP_OF_BLINDNESS_CONFUSION:
+ {
+ msg_print("A powerful magic protected this.");
+
+ if (!p_ptr->resist_blind)
+ {
+ ident |= set_blind(p_ptr->blind + rand_int(100) + 100);
+ }
+ if (!p_ptr->resist_conf)
+ {
+ ident |= set_confused(p_ptr->confused + rand_int(20) + 15);
+ }
+ break;
+ }
+
+ /* Aggravation Trap */
+ case TRAP_OF_AGGRAVATION:
+ {
+ msg_print("You hear a hollow noise echoing through the dungeons.");
+ aggravate_monsters(1);
+ break;
+ }
+
+ /* Multiplication Trap */
+ case TRAP_OF_MULTIPLICATION:
+ {
+ msg_print("You hear a loud click.");
+ for (k = -1; k <= 1; k++)
+ for (l = -1; l <= 1; l++)
+ {
+ if ((in_bounds(p_ptr->py + l, p_ptr->px + k)) &&
+ (!cave[p_ptr->py + l][p_ptr->px + k].t_idx))
+ {
+ place_trap(p_ptr->py + l, p_ptr->px + k);
+ }
+ }
+ ident = TRUE;
+ break;
+ }
+
+ /* Steal Item Trap */
+ case TRAP_OF_STEAL_ITEM:
+ {
+ /*
+ * please note that magical stealing is not so
+ * easily circumvented
+ */
+ if (!p_ptr->paralyzed &&
+ (rand_int(160) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
+ p_ptr->lev)))
+ {
+ /* Saving throw message */
+ msg_print("Your backpack seems to vibrate strangely!");
+ break;
+ }
+
+ /* Find an item */
+ for (k = 0; k < rand_int(10); k++)
+ {
+ char i_name[80];
+ object_type *j_ptr, *q_ptr, forge;
+
+ /* Pick an item */
+ s16b i = rand_int(INVEN_PACK);
+
+ /* Obtain the item */
+ j_ptr = &p_ptr->inventory[i];
+
+ /* Accept real items */
+ if (!j_ptr->k_idx) continue;
+
+ /* Don't steal artifacts -CFT */
+ if (artifact_p(j_ptr)) continue;
+
+ /* Get a description */
+ object_desc(i_name, j_ptr, FALSE, 3);
+
+ /* Message */
+ msg_format("%sour %s (%c) was stolen!",
+ ((j_ptr->number > 1) ? "One of y" : "Y"),
+ i_name, index_to_label(i));
+
+ /* Create the item */
+ q_ptr = &forge;
+ object_copy(q_ptr, j_ptr);
+ q_ptr->number = 1;
+
+ /* Drop it somewhere */
+ do_trap_teleport_away(q_ptr, y, x);
+
+ inven_item_increase(i, -1);
+ inven_item_optimize(i);
+ ident = TRUE;
+ }
+ break;
+ }
+
+ /* Summon Fast Quylthulgs Trap */
+ case TRAP_OF_SUMMON_FAST_QUYLTHULGS:
+ {
+ for (k = 0; k < randint(3); k++)
+ {
+ ident |= summon_specific(y, x, max_dlv[dungeon_type], SUMMON_QUYLTHULG);
+ }
+
+ if (ident)
+ {
+ msg_print("You suddenly have company.");
+ (void)set_slow(p_ptr->slow + randint(25) + 15);
+ }
+ break;
+ }
+
+ /* Trap of Sinking */
+ case TRAP_OF_SINKING:
+ {
+ msg_print("You fell through a trap door!");
+
+ if (p_ptr->ffall)
+ {
+ if (dungeon_flags1 & DF1_TOWER)
+ {
+ msg_print("You float gently down to the previous level.");
+ }
+ else
+ {
+ msg_print("You float gently down to the next level.");
+ }
+ }
+ else
+ {
+ take_hit(damroll(2, 8), "a trap door");
+ }
+
+ /* Still alive and autosave enabled */
+ if (autosave_l && (p_ptr->chp >= 0))
+ {
+ is_autosave = TRUE;
+ msg_print("Autosaving the game...");
+ do_cmd_save_game();
+ is_autosave = FALSE;
+ }
+
+ if (dungeon_flags1 & DF1_TOWER) dun_level--;
+ else dun_level++;
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ break;
+ }
+
+ /* Trap of Mana Drain */
+ case TRAP_OF_MANA_DRAIN:
+ {
+ if (p_ptr->csp > 0)
+ {
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+ p_ptr->redraw |= (PR_MANA);
+ msg_print("You sense a great loss.");
+ ident = TRUE;
+ }
+ else if (p_ptr->msp == 0)
+ {
+ /* no sense saying this unless you never have mana */
+ msg_format("Suddenly you feel glad you're a mere %s",
+ spp_ptr->title + c_name);
+ }
+ else
+ {
+ msg_print("Your head feels dizzy for a moment.");
+ }
+ break;
+ }
+ /* Trap of Missing Money */
+ case TRAP_OF_MISSING_MONEY:
+ {
+ s32b gold = (p_ptr->au / 10) + randint(25);
+
+ if (gold < 2) gold = 2;
+ if (gold > 5000) gold = (p_ptr->au / 20) + randint(3000);
+ if (gold > p_ptr->au) gold = p_ptr->au;
+
+ p_ptr->au -= gold;
+ if (gold <= 0)
+ {
+ msg_print("You feel something touching you.");
+ }
+ else if (p_ptr->au)
+ {
+ msg_print("Your purse feels lighter.");
+ msg_format("%ld coins were stolen!", (long)gold);
+ ident = TRUE;
+ }
+ else
+ {
+ msg_print("Your purse feels empty.");
+ msg_print("All of your coins were stolen!");
+ ident = TRUE;
+ }
+ p_ptr->redraw |= (PR_GOLD);
+ break;
+ }
+
+ /* Trap of No Return */
+ case TRAP_OF_NO_RETURN:
+ {
+ object_type *j_ptr;
+ s16b j;
+
+ for (j = 0; j < INVEN_WIELD; j++)
+ {
+ if (!p_ptr->inventory[j].k_idx) continue;
+
+ j_ptr = &p_ptr->inventory[j];
+
+ if ((j_ptr->tval == TV_SCROLL) &&
+ (j_ptr->sval == SV_SCROLL_WORD_OF_RECALL))
+ {
+ inven_item_increase(j, -j_ptr->number);
+ inven_item_optimize(j);
+ combine_pack();
+ reorder_pack();
+ if (!ident)
+ {
+ msg_print("A small fire works its way through your backpack. "
+ "Some scrolls are burnt.");
+ }
+ else
+ {
+ msg_print("The fire hasn't finished.");
+ }
+ ident = TRUE;
+ }
+ else if ((j_ptr->tval == TV_ROD_MAIN) &&
+ (j_ptr->pval == SV_ROD_RECALL))
+ {
+ j_ptr->timeout = 0; /* a long time */
+ if (!ident) msg_print("You feel the air stabilise around you.");
+ ident = TRUE;
+ }
+ }
+ if ((!ident) && (p_ptr->word_recall))
+ {
+ msg_print("You feel like staying around.");
+ p_ptr->word_recall = 0;
+ ident = TRUE;
+ }
+ break;
+ }
+
+ /* Trap of Silent Switching */
+ case TRAP_OF_SILENT_SWITCHING:
+ {
+ s16b i, j, slot1, slot2;
+ object_type *j_ptr, *k_ptr;
+ u32b f1, f2, f3, f4, f5, esp;
+
+ for (i = INVEN_WIELD; i < INVEN_TOTAL; i++)
+ {
+ j_ptr = &p_ptr->inventory[i];
+
+ if (!j_ptr->k_idx) continue;
+
+ /* Do not allow this trap to touch the One Ring */
+ object_flags(j_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+ if(f3 & TR3_PERMA_CURSE) continue;
+
+ slot1 = wield_slot(j_ptr);
+
+ for (j = 0; j < INVEN_WIELD; j++)
+ {
+ k_ptr = &p_ptr->inventory[j];
+
+ if (!k_ptr->k_idx) continue;
+
+ /* Do not allow this trap to touch the One Ring */
+ object_flags(k_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+ if(f3 & TR3_PERMA_CURSE) continue;
+
+ /* this is a crude hack, but it prevent wielding 6 torches... */
+ if (k_ptr->number > 1) continue;
+
+ slot2 = wield_slot(k_ptr);
+
+ /* a chance of 4 in 5 of switching something, then 2 in 5 to do it again */
+ if ((slot1 == slot2) &&
+ (rand_int(100) < (80 - (ident * 40))))
+ {
+ object_type tmp_obj;
+
+ tmp_obj = p_ptr->inventory[j];
+ p_ptr->inventory[j] = p_ptr->inventory[i];
+ p_ptr->inventory[i] = tmp_obj;
+ ident = TRUE;
+ }
+ }
+ }
+
+ if (ident)
+ {
+ p_ptr->update |= (PU_BONUS);
+ p_ptr->update |= (PU_TORCH);
+ p_ptr->update |= (PU_MANA);
+ msg_print("You somehow feel like another person.");
+ }
+ else
+ {
+ msg_print("You feel a lack of useful items.");
+ }
+ break;
+ }
+
+ /* Trap of Walls */
+ case TRAP_OF_WALLS:
+ {
+ ident = player_handle_trap_of_walls();
+ break;
+ }
+
+ /* Trap of Calling Out */
+ case TRAP_OF_CALLING_OUT:
+ {
+ ident = do_player_trap_call_out();
+
+ if (!ident)
+ {
+ /* Increase "afraid" */
+ if (p_ptr->resist_fear)
+ {
+ msg_print("You feel as if you had a nightmare!");
+ }
+ else if (rand_int(100) < p_ptr->skill_sav)
+ {
+ msg_print("You remember having a nightmare!");
+ }
+ else
+ {
+ if (set_afraid(p_ptr->afraid + 3 + randint(40)))
+ {
+ msg_print("You have a vision of a powerful enemy.");
+ }
+ }
+ }
+ break;
+ }
+
+ /* Trap of Sliding */
+ case TRAP_OF_SLIDING:
+ break;
+
+ /* Trap of Charges Drain */
+ case TRAP_OF_CHARGES_DRAIN:
+ {
+ /* Find an item */
+ for (k = 0; k < 10; k++)
+ {
+ s16b i = rand_int(INVEN_PACK);
+
+ object_type *j_ptr = &p_ptr->inventory[i];
+
+ /* Drain charged wands/staffs
+ Hack -- don't let artifacts get drained */
+ if (((j_ptr->tval == TV_STAFF) ||
+ (j_ptr->tval == TV_WAND)) &&
+ (j_ptr->pval) &&
+ !artifact_p(j_ptr))
+ {
+ ident = TRUE;
+ j_ptr->pval = j_ptr->pval / (randint(4) + 1);
+
+ /* 60% chance of only 1 */
+ if (randint(10) > 3) break;
+ }
+ }
+
+ if (ident)
+ {
+ /* Window stuff */
+ p_ptr->window |= PW_INVEN;
+ /* Combine / Reorder the pack */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ msg_print("Your backpack seems to be turned upside down.");
+ }
+ else
+ {
+ msg_print("You hear a wail of great disappointment.");
+ }
+ break;
+ }
+
+ /* Trap of Stair Movement */
+ case TRAP_OF_STAIR_MOVEMENT:
+ {
+ s16b cx, cy, i, j;
+ s16b cnt = 0;
+ s16b cnt_seen = 0;
+ s16b tmps, tmpx;
+ s16b tmpspecial, tmpspecial2;
+ u32b tmpf;
+ bool seen = FALSE;
+ s16b index_x[20], index_y[20]; /* 20 stairs per level is enough? */
+ cave_type *cv_ptr;
+
+ if (max_dlv[dungeon_type] == 99)
+ {
+ /* no sense in relocating that stair! */
+ msg_print("You have a feeling that this trap could be dangerous.");
+ break;
+ }
+
+ for (cx = 0; cx < cur_wid; cx++)
+ for (cy = 0; cy < cur_hgt; cy++)
+ {
+ cv_ptr = &cave[cy][cx];
+
+ if ((cv_ptr->feat != FEAT_LESS) &&
+ (cv_ptr->feat != FEAT_MORE) &&
+ (cv_ptr->feat != FEAT_SHAFT_UP) &&
+ (cv_ptr->feat != FEAT_SHAFT_DOWN)) continue;
+
+ index_x[cnt] = cx;
+ index_y[cnt] = cy;
+ cnt++;
+ }
+
+ if (cnt == 0)
+ {
+ if (wizard) msg_print("Executing moving stairs trap on level with no stairs!");
+ break;
+ }
+
+ for (i = 0; i < cnt; i++)
+ {
+ seen = FALSE;
+
+ for (j = 0; j < 10; j++) /* try 10 times to relocate */
+ {
+ cave_type *cv_ptr = &cave[index_y[i]][index_x[i]];
+ cave_type *cv_ptr2;
+
+ cx = rand_int(cur_wid);
+ cy = rand_int(cur_hgt);
+
+ if ((cx == index_x[i]) || (cy == index_y[i])) continue;
+
+ cv_ptr2 = &cave[cy][cx];
+
+ if (!cave_valid_bold(cy, cx) || cv_ptr2->o_idx != 0) continue;
+
+ /* don't put anything in vaults */
+ if (cv_ptr2->info & CAVE_ICKY) continue;
+
+ tmpx = cv_ptr2->mimic;
+ tmps = cv_ptr2->info;
+ tmpf = cv_ptr2->feat;
+ tmpspecial = cv_ptr2->special;
+ tmpspecial2 = cv_ptr2->special2;
+ cave[cy][cx].mimic = cv_ptr->mimic;
+ cave[cy][cx].info = cv_ptr->info;
+ cave[cy][cx].special = cv_ptr->special;
+ cave[cy][cx].special2 = cv_ptr->special2;
+ cave_set_feat(cy, cx, cv_ptr->feat);
+ cv_ptr->mimic = tmpx;
+ cv_ptr->info = tmps;
+ cv_ptr->special = tmpspecial;
+ cv_ptr->special2 = tmpspecial2;
+ cave_set_feat(index_y[i], index_x[i], tmpf);
+
+ /* if we are placing walls in rooms, make them rubble instead */
+ if ((cv_ptr->info & CAVE_ROOM) &&
+ (cv_ptr->feat >= FEAT_WALL_EXTRA) &&
+ (cv_ptr->feat <= FEAT_PERM_SOLID))
+ {
+ cave_set_feat(index_y[i], index_x[i], FEAT_RUBBLE);
+ }
+
+ if (player_has_los_bold(cy, cx))
+ {
+ note_spot(cy, cx);
+ lite_spot(cy, cx);
+ seen = TRUE;
+ }
+ else
+ {
+ cv_ptr2->info &= ~CAVE_MARK;
+ }
+
+ if (player_has_los_bold(index_y[i], index_x[i]))
+ {
+ note_spot(index_y[i], index_x[i]);
+ lite_spot(index_y[i], index_x[i]);
+ seen = TRUE;
+ }
+ else
+ {
+ cv_ptr->info &= ~CAVE_MARK;
+ }
+ break;
+ }
+
+ if (seen) cnt_seen++;
+ }
+
+ ident = (cnt_seen > 0);
+
+ if ((ident) && (cnt_seen > 1))
+ {
+ msg_print("You see some stairs move.");
+ }
+ else if (ident)
+ {
+ msg_print("You see a stair move.");
+ }
+ else
+ {
+ msg_print("You hear distant scraping noises.");
+ }
+ p_ptr->redraw |= PR_MAP;
+ break;
+ }
+
+ /* Trap of New Trap */
+ case TRAP_OF_NEW:
+ {
+ /* if we're on a floor or on a door, place a new trap */
+ if ((item == -1) || (item == -2))
+ {
+ place_trap(y, x);
+ if (player_has_los_bold(y, x))
+ {
+ note_spot(y, x);
+ lite_spot(y, x);
+ }
+ }
+ else
+ {
+ /* re-trap the chest */
+ place_trap(y, x);
+ }
+ msg_print("You hear a noise, and then its echo.");
+ ident = FALSE;
+ break;
+ }
+
+ /* Trap of Acquirement */
+ case TRAP_OF_ACQUIREMENT:
+ {
+ /* Get a nice thing */
+ msg_print("You notice something falling off the trap.");
+ acquirement(y, x, 1, TRUE, FALSE);
+
+ /* If we're on a floor or on a door, place a new trap */
+ if ((item == -1) || (item == -2))
+ {
+ place_trap(y, x);
+ if (player_has_los_bold(y, x))
+ {
+ note_spot(y, x);
+ lite_spot(y, x);
+ }
+ }
+ else
+ {
+ /* Re-trap the chest */
+ place_trap(y, x);
+ }
+ msg_print("You hear a noise, and then its echo.");
+
+ /* Never known */
+ ident = FALSE;
+ }
+ break;
+
+ /* Trap of Scatter Items */
+ case TRAP_OF_SCATTER_ITEMS:
+ {
+ s16b i, j;
+ bool message = FALSE;
+
+ for (i = 0; i < INVEN_PACK; i++)
+ {
+
+ if (!p_ptr->inventory[i].k_idx) continue;
+
+ if (rand_int(10) < 3) continue;
+
+ for (j = 0; j < 10; j++)
+ {
+ object_type tmp_obj, *j_ptr = &tmp_obj;
+ s16b cx = x + 15 - rand_int(30);
+ s16b cy = y + 15 - rand_int(30);
+
+ if (!in_bounds(cy, cx)) continue;
+
+ if (!cave_floor_bold(cy, cx)) continue;
+
+ object_copy(j_ptr, &p_ptr->inventory[i]);
+ inven_item_increase(i, -999);
+ inven_item_optimize(i);
+
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ (void)floor_carry(cy, cx, j_ptr);
+
+ if (!message)
+ {
+ msg_print("You feel light-footed.");
+ message = TRUE;
+ }
+
+ if (player_has_los_bold(cy, cx))
+ {
+ char i_name[80];
+
+ object_desc(i_name, &tmp_obj, TRUE, 3);
+ note_spot(cy, cx);
+ lite_spot(cy, cx);
+ ident = TRUE;
+ msg_format("Suddenly %s appear%s!", i_name,
+ (j_ptr->number > 1) ? "" : "s");
+ }
+ break;
+ }
+ }
+ ident = message;
+ break;
+ }
+
+ /* Trap of Decay */
+ case TRAP_OF_DECAY:
+ break;
+
+ /* Trap of Wasting Wands */
+ case TRAP_OF_WASTING_WANDS:
+ {
+ s16b i;
+ object_type *j_ptr;
+
+ for (i = 0; i < INVEN_PACK; i++)
+ {
+ if (!p_ptr->inventory[i].k_idx) continue;
+
+ j_ptr = &p_ptr->inventory[i];
+
+ if ((j_ptr->tval == TV_WAND) && (rand_int(5) == 1))
+ {
+ if (object_known_p(j_ptr)) ident = TRUE;
+
+ /* Create a Wand of Nothing */
+ object_prep(j_ptr, lookup_kind(TV_WAND, SV_WAND_NOTHING));
+ hack_apply_magic_power = -99;
+ apply_magic(j_ptr, 0, FALSE, FALSE, FALSE);
+ j_ptr->ident &= ~IDENT_KNOWN;
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ }
+ else if ((j_ptr->tval == TV_STAFF) && (rand_int(5) == 1))
+ {
+ if (object_known_p(j_ptr)) ident = TRUE;
+
+ /* Create a Staff of Nothing */
+ object_prep(j_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
+ hack_apply_magic_power = -99;
+ apply_magic(j_ptr, 0, FALSE, FALSE, FALSE);
+ j_ptr->ident &= ~IDENT_KNOWN;
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ }
+ }
+ if (ident)
+ {
+ msg_print("You have lost trust in your backpack!");
+ }
+ else
+ {
+ msg_print("You hear an echoing cry of rage.");
+ }
+ break;
+ }
+
+ /* Trap of Filling */
+ case TRAP_OF_FILLING:
+ {
+ s16b nx, ny;
+
+ for (nx = x - 8; nx <= x + 8; nx++)
+ for (ny = y - 8; ny <= y + 8; ny++)
+ {
+ if (!in_bounds (ny, nx)) continue;
+
+ if (rand_int(distance(ny, nx, y, x)) > 3)
+ {
+ place_trap(ny, nx);
+ }
+ }
+
+ msg_print("The floor vibrates in a strange way.");
+ ident = FALSE;
+ break;
+ }
+
+ case TRAP_OF_DRAIN_SPEED:
+ {
+ object_type *j_ptr;
+ s16b j, chance = 75;
+ u32b f1, f2, f3, f4, f5, esp;
+
+ for (j = 0; j < INVEN_TOTAL; j++)
+ {
+ /* don't bother the overflow slot */
+ if (j == INVEN_PACK) continue;
+
+ if (!p_ptr->inventory[j].k_idx) continue;
+
+ j_ptr = &p_ptr->inventory[j];
+ object_flags(j_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* is it a non-artifact speed item? */
+ if ((!j_ptr->name1) && (f1 & TR1_SPEED))
+ {
+ if (randint(100) < chance)
+ {
+ j_ptr->pval = j_ptr->pval / 2;
+ if (j_ptr->pval == 0)
+ {
+ j_ptr->pval--;
+ }
+ chance /= 2;
+ ident = TRUE;
+ }
+ inven_item_optimize(j);
+ }
+ }
+ if (!ident)
+ {
+ msg_print("You feel some things in your pack vibrating.");
+ }
+ else
+ {
+ combine_pack();
+ reorder_pack();
+ msg_print("You suddenly feel you have time for self-reflection.");
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS);
+
+ /* Recalculate mana */
+ p_ptr->update |= (PU_MANA);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ }
+ break;
+ }
+
+ /*
+ * single missile traps
+ */
+ case TRAP_OF_ARROW_I:
+ ident = player_handle_missile_trap(1, TV_ARROW, SV_AMMO_NORMAL, 4, 8, 0, "Arrow Trap");
+ break;
+ case TRAP_OF_ARROW_II:
+ ident = player_handle_missile_trap(1, TV_BOLT, SV_AMMO_NORMAL, 5, 8, 0, "Bolt Trap");
+ break;
+ case TRAP_OF_ARROW_III:
+ ident = player_handle_missile_trap(1, TV_ARROW, SV_AMMO_HEAVY, 6, 8, 0, "Seeker Arrow Trap");
+ break;
+ case TRAP_OF_ARROW_IV:
+ ident = player_handle_missile_trap(1, TV_BOLT, SV_AMMO_HEAVY, 8, 10, 0, "Seeker Bolt Trap");
+ break;
+ case TRAP_OF_POISON_ARROW_I:
+ ident = player_handle_missile_trap(1, TV_ARROW, SV_AMMO_NORMAL, 4, 8, 10 + randint(20), "Poison Arrow Trap");
+ break;
+ case TRAP_OF_POISON_ARROW_II:
+ ident = player_handle_missile_trap(1, TV_BOLT, SV_AMMO_NORMAL, 5, 8, 15 + randint(30), "Poison Bolt Trap");
+ break;
+ case TRAP_OF_POISON_ARROW_III:
+ ident = player_handle_missile_trap(1, TV_ARROW, SV_AMMO_HEAVY, 6, 8, 30 + randint(50), "Poison Seeker Arrow Trap");
+ break;
+ case TRAP_OF_POISON_ARROW_IV:
+ ident = player_handle_missile_trap(1, TV_BOLT, SV_AMMO_HEAVY, 8, 10, 40 + randint(70), "Poison Seeker Bolt Trap");
+ break;
+ case TRAP_OF_DAGGER_I:
+ ident = player_handle_missile_trap(1, TV_SWORD, SV_BROKEN_DAGGER, 2, 8, 0, "Dagger Trap");
+ break;
+ case TRAP_OF_DAGGER_II:
+ ident = player_handle_missile_trap(1, TV_SWORD, SV_DAGGER, 3, 8, 0, "Dagger Trap");
+ break;
+ case TRAP_OF_POISON_DAGGER_I:
+ ident = player_handle_missile_trap(1, TV_SWORD, SV_BROKEN_DAGGER, 2, 8, 15 + randint(20), "Poison Dagger Trap");
+ break;
+ case TRAP_OF_POISON_DAGGER_II:
+ ident = player_handle_missile_trap(1, TV_SWORD, SV_DAGGER, 3, 8, 20 + randint(30), "Poison Dagger Trap");
+ break;
+
+ /*
+ * multiple missile traps
+ * numbers range from 2 (level 0 to 14) to 10 (level 120 and up)
+ */
+ case TRAP_OF_ARROWS_I:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_ARROW, SV_AMMO_NORMAL, 4, 8, 0, "Arrow Trap");
+ break;
+ case TRAP_OF_ARROWS_II:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_BOLT, SV_AMMO_NORMAL, 5, 8, 0, "Bolt Trap");
+ break;
+ case TRAP_OF_ARROWS_III:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_ARROW, SV_AMMO_HEAVY, 6, 8, 0, "Seeker Arrow Trap");
+ break;
+ case TRAP_OF_ARROWS_IV:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_BOLT, SV_AMMO_HEAVY, 8, 10, 0, "Seeker Bolt Trap");
+ break;
+ case TRAP_OF_POISON_ARROWS_I:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_ARROW, SV_AMMO_NORMAL, 4, 8, 10 + randint(20), "Poison Arrow Trap");
+ break;
+ case TRAP_OF_POISON_ARROWS_II:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_BOLT, SV_AMMO_NORMAL, 5, 8, 15 + randint(30), "Poison Bolt Trap");
+ break;
+ case TRAP_OF_POISON_ARROWS_III:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_ARROW, SV_AMMO_HEAVY, 6, 8, 30 + randint(50), "Poison Seeker Arrow Trap");
+ break;
+ case TRAP_OF_POISON_ARROWS_IV:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_BOLT, SV_AMMO_HEAVY, 8, 10, 40 + randint(70), "Poison Seeker Bolt Trap");
+ break;
+ case TRAP_OF_DAGGERS_I:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_SWORD, SV_BROKEN_DAGGER, 2, 8, 0, "Dagger Trap");
+ break;
+ case TRAP_OF_DAGGERS_II:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_SWORD, SV_DAGGER, 3, 8, 0, "Dagger Trap");
+ break;
+ case TRAP_OF_POISON_DAGGERS_I:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_SWORD, SV_BROKEN_DAGGER, 2, 8, 15 + randint(20), "Poison Dagger Trap");
+ break;
+ case TRAP_OF_POISON_DAGGERS_II:
+ ident = player_handle_missile_trap(2 + (max_dlv[dungeon_type] / 15), TV_SWORD, SV_DAGGER, 3, 8, 20 + randint(30), "Poison Dagger Trap");
+ break;
+
+ case TRAP_OF_DROP_ITEMS:
+ {
+ s16b i;
+ bool message = FALSE;
+
+ for (i = 0; i < INVEN_PACK; i++)
+ {
+ object_type tmp_obj;
+
+ if (!p_ptr->inventory[i].k_idx) continue;
+ if (randint(100) < 80) continue;
+ if (p_ptr->inventory[i].name1 == ART_POWER) continue;
+
+ tmp_obj = p_ptr->inventory[i];
+
+ /* drop carefully */
+ drop_near(&tmp_obj, 0, y, x);
+ inven_item_increase(i, -999);
+ inven_item_optimize(i);
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ if (!message)
+ {
+ msg_print("You are startled by a sudden sound.");
+ message = TRUE;
+ }
+ ident = TRUE;
+ }
+ if (!ident)
+ {
+ msg_print("You hear a sudden, strange sound.");
+ }
+ break;
+ }
+
+ case TRAP_OF_DROP_ALL_ITEMS:
+ {
+ s16b i;
+ bool message = FALSE;
+
+ for (i = 0; i < INVEN_PACK; i++)
+ {
+ object_type tmp_obj;
+
+ if (!p_ptr->inventory[i].k_idx) continue;
+ if (randint(100) < 10) continue;
+ if (p_ptr->inventory[i].name1 == ART_POWER) continue;
+
+ tmp_obj = p_ptr->inventory[i];
+
+ /* drop carefully */
+ drop_near(&tmp_obj, 0, y, x);
+ inven_item_increase(i, -999);
+ inven_item_optimize(i);
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ if (!message)
+ {
+ msg_print("You are greatly startled by a sudden sound.");
+ message = TRUE;
+ }
+ ident = TRUE;
+ }
+ if (!ident)
+ {
+ msg_print("You hear a sudden, strange sound.");
+ }
+ break;
+ }
+
+ case TRAP_OF_DROP_EVERYTHING:
+ {
+ s16b i;
+ bool message = FALSE;
+
+ for (i = 0; i < INVEN_TOTAL; i++)
+ {
+ object_type tmp_obj;
+ if (!p_ptr->inventory[i].k_idx) continue;
+ if (randint(100) < 30) continue;
+ if (p_ptr->inventory[i].name1 == ART_POWER) continue;
+
+ tmp_obj = p_ptr->inventory[i];
+ /* drop carefully */
+
+ drop_near(&tmp_obj, 0, y, x);
+ inven_item_increase(i, -999);
+ inven_item_optimize(i);
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ if (!message)
+ {
+ msg_print("You are completely startled by a sudden sound.");
+ message = TRUE;
+ }
+ ident = TRUE;
+ }
+ if (!ident)
+ {
+ msg_print("You hear a sudden, strange sound.");
+ }
+ break;
+ }
+
+ /* Bolt Trap */
+ case TRAP_G_ELEC_BOLT:
+ ident = player_handle_breath_trap(1, GF_ELEC, TRAP_G_ELEC_BOLT);
+ break;
+ case TRAP_G_POIS_BOLT:
+ ident = player_handle_breath_trap(1, GF_POIS, TRAP_G_POIS_BOLT);
+ break;
+ case TRAP_G_ACID_BOLT:
+ ident = player_handle_breath_trap(1, GF_ACID, TRAP_G_ACID_BOLT);
+ break;
+ case TRAP_G_COLD_BOLT:
+ ident = player_handle_breath_trap(1, GF_COLD, TRAP_G_COLD_BOLT);
+ break;
+ case TRAP_G_FIRE_BOLT:
+ ident = player_handle_breath_trap(1, GF_FIRE, TRAP_G_FIRE_BOLT);
+ break;
+ case TRAP_OF_ELEC_BOLT:
+ ident = player_handle_breath_trap(1, GF_ELEC, TRAP_OF_ELEC_BOLT);
+ break;
+ case TRAP_OF_POIS_BOLT:
+ ident = player_handle_breath_trap(1, GF_POIS, TRAP_OF_POIS_BOLT);
+ break;
+ case TRAP_OF_ACID_BOLT:
+ ident = player_handle_breath_trap(1, GF_ACID, TRAP_OF_ACID_BOLT);
+ break;
+ case TRAP_OF_COLD_BOLT:
+ ident = player_handle_breath_trap(1, GF_COLD, TRAP_OF_COLD_BOLT);
+ break;
+ case TRAP_OF_FIRE_BOLT:
+ ident = player_handle_breath_trap(1, GF_FIRE, TRAP_OF_FIRE_BOLT);
+ break;
+ case TRAP_OF_PLASMA_BOLT:
+ ident = player_handle_breath_trap(1, GF_PLASMA, TRAP_OF_PLASMA_BOLT);
+ break;
+ case TRAP_OF_WATER_BOLT:
+ ident = player_handle_breath_trap(1, GF_WATER, TRAP_OF_WATER_BOLT);
+ break;
+ case TRAP_OF_LITE_BOLT:
+ ident = player_handle_breath_trap(1, GF_LITE, TRAP_OF_LITE_BOLT);
+ break;
+ case TRAP_OF_DARK_BOLT:
+ ident = player_handle_breath_trap(1, GF_DARK, TRAP_OF_DARK_BOLT);
+ break;
+ case TRAP_OF_SHARDS_BOLT:
+ ident = player_handle_breath_trap(1, GF_SHARDS, TRAP_OF_SHARDS_BOLT);
+ break;
+ case TRAP_OF_SOUND_BOLT:
+ ident = player_handle_breath_trap(1, GF_SOUND, TRAP_OF_SOUND_BOLT);
+ break;
+ case TRAP_OF_CONFUSION_BOLT:
+ ident = player_handle_breath_trap(1, GF_CONFUSION, TRAP_OF_CONFUSION_BOLT);
+ break;
+ case TRAP_OF_FORCE_BOLT:
+ ident = player_handle_breath_trap(1, GF_FORCE, TRAP_OF_FORCE_BOLT);
+ break;
+ case TRAP_OF_INERTIA_BOLT:
+ ident = player_handle_breath_trap(1, GF_INERTIA, TRAP_OF_INERTIA_BOLT);
+ break;
+ case TRAP_OF_MANA_BOLT:
+ ident = player_handle_breath_trap(1, GF_MANA, TRAP_OF_MANA_BOLT);
+ break;
+ case TRAP_OF_ICE_BOLT:
+ ident = player_handle_breath_trap(1, GF_ICE, TRAP_OF_ICE_BOLT);
+ break;
+ case TRAP_OF_CHAOS_BOLT:
+ ident = player_handle_breath_trap(1, GF_CHAOS, TRAP_OF_CHAOS_BOLT);
+ break;
+ case TRAP_OF_NETHER_BOLT:
+ ident = player_handle_breath_trap(1, GF_NETHER, TRAP_OF_NETHER_BOLT);
+ break;
+ case TRAP_OF_DISENCHANT_BOLT:
+ ident = player_handle_breath_trap(1, GF_DISENCHANT, TRAP_OF_DISENCHANT_BOLT);
+ break;
+ case TRAP_OF_NEXUS_BOLT:
+ ident = player_handle_breath_trap(1, GF_NEXUS, TRAP_OF_NEXUS_BOLT);
+ break;
+ case TRAP_OF_TIME_BOLT:
+ ident = player_handle_breath_trap(1, GF_TIME, TRAP_OF_TIME_BOLT);
+ break;
+ case TRAP_OF_GRAVITY_BOLT:
+ ident = player_handle_breath_trap(1, GF_GRAVITY, TRAP_OF_GRAVITY_BOLT);
+ break;
+
+ /* Ball Trap */
+ case TRAP_OF_ELEC_BALL:
+ ident = player_handle_breath_trap(3, GF_ELEC, TRAP_OF_ELEC_BALL);
+ break;
+ case TRAP_OF_POIS_BALL:
+ ident = player_handle_breath_trap(3, GF_POIS, TRAP_OF_POIS_BALL);
+ break;
+ case TRAP_OF_ACID_BALL:
+ ident = player_handle_breath_trap(3, GF_ACID, TRAP_OF_ACID_BALL);
+ break;
+ case TRAP_OF_COLD_BALL:
+ ident = player_handle_breath_trap(3, GF_COLD, TRAP_OF_COLD_BALL);
+ break;
+ case TRAP_OF_FIRE_BALL:
+ ident = player_handle_breath_trap(3, GF_FIRE, TRAP_OF_FIRE_BALL);
+ break;
+ case TRAP_OF_PLASMA_BALL:
+ ident = player_handle_breath_trap(3, GF_PLASMA, TRAP_OF_PLASMA_BALL);
+ break;
+ case TRAP_OF_WATER_BALL:
+ ident = player_handle_breath_trap(3, GF_WATER, TRAP_OF_WATER_BALL);
+ break;
+ case TRAP_OF_LITE_BALL:
+ ident = player_handle_breath_trap(3, GF_LITE, TRAP_OF_LITE_BALL);
+ break;
+ case TRAP_OF_DARK_BALL:
+ ident = player_handle_breath_trap(3, GF_DARK, TRAP_OF_DARK_BALL);
+ break;
+ case TRAP_OF_SHARDS_BALL:
+ ident = player_handle_breath_trap(3, GF_SHARDS, TRAP_OF_SHARDS_BALL);
+ break;
+ case TRAP_OF_SOUND_BALL:
+ ident = player_handle_breath_trap(3, GF_SOUND, TRAP_OF_SOUND_BALL);
+ break;
+ case TRAP_OF_CONFUSION_BALL:
+ ident = player_handle_breath_trap(3, GF_CONFUSION, TRAP_OF_CONFUSION_BALL);
+ break;
+ case TRAP_OF_FORCE_BALL:
+ ident = player_handle_breath_trap(3, GF_FORCE, TRAP_OF_FORCE_BALL);
+ break;
+ case TRAP_OF_INERTIA_BALL:
+ ident = player_handle_breath_trap(3, GF_INERTIA, TRAP_OF_INERTIA_BALL);
+ break;
+ case TRAP_OF_MANA_BALL:
+ ident = player_handle_breath_trap(3, GF_MANA, TRAP_OF_MANA_BALL);
+ break;
+ case TRAP_OF_ICE_BALL:
+ ident = player_handle_breath_trap(3, GF_ICE, TRAP_OF_ICE_BALL);
+ break;
+ case TRAP_OF_CHAOS_BALL:
+ ident = player_handle_breath_trap(3, GF_CHAOS, TRAP_OF_CHAOS_BALL);
+ break;
+ case TRAP_OF_NETHER_BALL:
+ ident = player_handle_breath_trap(3, GF_NETHER, TRAP_OF_NETHER_BALL);
+ break;
+ case TRAP_OF_DISENCHANT_BALL:
+ ident = player_handle_breath_trap(3, GF_DISENCHANT, TRAP_OF_DISENCHANT_BALL);
+ break;
+ case TRAP_OF_NEXUS_BALL:
+ ident = player_handle_breath_trap(3, GF_NEXUS, TRAP_OF_NEXUS_BALL);
+ break;
+ case TRAP_OF_TIME_BALL:
+ ident = player_handle_breath_trap(3, GF_TIME, TRAP_OF_TIME_BALL);
+ break;
+ case TRAP_OF_GRAVITY_BALL:
+ ident = player_handle_breath_trap(3, GF_GRAVITY, TRAP_OF_GRAVITY_BALL);
+ break;
+
+ /* -SC- */
+ case TRAP_OF_FEMINITY:
+ {
+ msg_print("Gas sprouts out... you feel yourself transmute.");
+ p_ptr->psex = SEX_FEMALE;
+ sp_ptr = &sex_info[p_ptr->psex];
+ ident = TRUE;
+ trap_hit(trap);
+ break;
+ }
+
+ case TRAP_OF_MASCULINITY:
+ {
+ msg_print("Gas sprouts out... you feel yourself transmute.");
+ p_ptr->psex = SEX_MALE;
+ sp_ptr = &sex_info[p_ptr->psex];
+ ident = TRUE;
+ trap_hit(trap);
+ break;
+ }
+
+ case TRAP_OF_NEUTRALITY:
+ {
+ msg_print("Gas sprouts out... you feel yourself transmute.");
+ p_ptr->psex = SEX_NEUTER;
+ sp_ptr = &sex_info[p_ptr->psex];
+ ident = TRUE;
+ trap_hit(trap);
+ break;
+ }
+
+ case TRAP_OF_AGING:
+ {
+ msg_print("Colors are scintillating around you. "
+ "You see your past running before your eyes.");
+ p_ptr->age += randint((rp_ptr->b_age + rmp_ptr->b_age) / 2);
+ ident = TRUE;
+ trap_hit(trap);
+ break;
+ }
+
+ case TRAP_OF_GROWING:
+ {
+ s16b tmp;
+
+ msg_print("Heavy fumes sprout out... you feel yourself transmute.");
+ if (p_ptr->psex == SEX_FEMALE) tmp = rp_ptr->f_b_ht + rmp_ptr->f_b_ht;
+ else tmp = rp_ptr->m_b_ht + rmp_ptr->m_b_ht;
+
+ p_ptr->ht += randint(tmp / 4);
+ ident = TRUE;
+ trap_hit(trap);
+ break;
+ }
+
+ case TRAP_OF_SHRINKING:
+ {
+ s16b tmp;
+
+ msg_print("Heavy fumes sprout out... you feel yourself transmute.");
+ if (p_ptr->psex == SEX_FEMALE) tmp = rp_ptr->f_b_ht + rmp_ptr->f_b_ht;
+ else tmp = rp_ptr->m_b_ht + rmp_ptr->m_b_ht;
+
+ p_ptr->ht -= randint(tmp / 4);
+ if (p_ptr->ht <= tmp / 4) p_ptr->ht = tmp / 4;
+ ident = TRUE;
+ trap_hit(trap);
+ break;
+ }
+
+ /* Trap of Divine Anger */
+ case TRAP_OF_DIVINE_ANGER:
+ {
+ if (p_ptr->pgod == 0)
+ {
+ msg_format("Suddenly you feel glad you're a mere %s", spp_ptr->title + c_name);
+ }
+ else
+ {
+ cptr name;
+
+ name = deity_info[p_ptr->pgod].name;
+ msg_format("You feel you have angered %s.", name);
+ inc_piety(p_ptr->pgod, -3000);
+ }
+ break;
+ }
+
+ /* Trap of Divine Wrath */
+ case TRAP_OF_DIVINE_WRATH:
+ {
+ if (p_ptr->pgod == 0)
+ {
+ msg_format("Suddenly you feel glad you're a mere %s", spp_ptr->title + c_name);
+ }
+ else
+ {
+ cptr name;
+
+ name = deity_info[p_ptr->pgod].name;
+
+ msg_format("%s quakes in rage: ``Thou art supremely insolent, mortal!!''", name);
+ inc_piety(p_ptr->pgod, -500 * p_ptr->lev);
+ }
+ break;
+ }
+
+ /* Trap of hallucination */
+ case TRAP_OF_HALLUCINATION:
+ {
+ msg_print("Scintillating colors hypnotise you for a moment.");
+
+ set_image(80);
+ }
+ break;
+
+ /* Bolt Trap */
+ case TRAP_OF_ROCKET:
+ ident = player_handle_breath_trap(1, GF_ROCKET, trap);
+ break;
+ case TRAP_OF_NUKE_BOLT:
+ ident = player_handle_breath_trap(1, GF_NUKE, trap);
+ break;
+ case TRAP_OF_HOLY_FIRE:
+ ident = player_handle_breath_trap(1, GF_HOLY_FIRE, trap);
+ break;
+ case TRAP_OF_HELL_FIRE:
+ ident = player_handle_breath_trap(1, GF_HELL_FIRE, trap);
+ break;
+ case TRAP_OF_PSI_BOLT:
+ ident = player_handle_breath_trap(1, GF_PSI, trap);
+ break;
+ case TRAP_OF_PSI_DRAIN:
+ ident = player_handle_breath_trap(1, GF_PSI_DRAIN, trap);
+ break;
+
+ /* Ball Trap */
+ case TRAP_OF_NUKE_BALL:
+ ident = player_handle_breath_trap(3, GF_NUKE, TRAP_OF_NUKE_BALL);
+ break;
+ case TRAP_OF_PSI_BALL:
+ ident = player_handle_breath_trap(3, GF_PSI, TRAP_OF_NUKE_BALL);
+ break;
+
+ default:
+ {
+ msg_print(format("Executing unknown trap %d", trap));
+ }
+ }
+ return ident;
+}
+
+void player_activate_door_trap(s16b y, s16b x)
+{
+ cave_type *c_ptr;
+ bool ident = FALSE;
+
+ c_ptr = &cave[y][x];
+
+ /* Return if trap or door not found */
+ if ((c_ptr->t_idx == 0) ||
+ !(f_info[c_ptr->feat].flags1 & FF1_DOOR)) return;
+
+ /* Disturb */
+ disturb(0, 0);
+
+ /* Message */
+ msg_print("You found a trap!");
+
+ /* Pick a trap */
+ pick_trap(y, x);
+
+ /* Hit the trap */
+ ident = player_activate_trap_type(y, x, NULL, -1);
+ if (ident)
+ {
+ t_info[c_ptr->t_idx].ident = TRUE;
+ msg_format("You identified that trap as %s.",
+ t_name + t_info[c_ptr->t_idx].name);
+ }
+}
+
+
+/*
+ * Places a random trap at the given location.
+ *
+ * The location must be a valid, empty, clean, floor grid.
+ */
+void place_trap(int y, int x)
+{
+ s16b trap;
+ trap_type *t_ptr;
+ int cnt;
+ u32b flags;
+ cave_type *c_ptr = &cave[y][x];
+ dungeon_info_type *d_ptr = &d_info[dungeon_type];
+
+ /* No traps in town or on first level */
+ if (dun_level <= 1) return;
+
+ /*
+ * Avoid open doors -- because DOOR flag is added to make much more
+ * important processing faster
+ */
+ if (c_ptr->feat == FEAT_OPEN) return;
+ if (c_ptr->feat == FEAT_BROKEN) return;
+
+ /* Traps only appears on empty floor */
+ if (!cave_floor_grid(c_ptr) &&
+ !(f_info[c_ptr->feat].flags1 & (FF1_DOOR))) return;
+
+ /* Set flags */
+ if (f_info[c_ptr->feat].flags1 & FF1_DOOR) flags = FTRAP_DOOR;
+ else flags = FTRAP_FLOOR;
+
+ /* Try 100 times */
+ cnt = 100;
+ while (cnt--)
+ {
+ trap = randint(max_t_idx - 1);
+ t_ptr = &t_info[trap];
+
+ /* No traps below their minlevel */
+ if (t_ptr->minlevel > dun_level) continue;
+
+ /* is this a correct trap now? */
+ if (!(t_ptr->flags & flags)) continue;
+
+ /*
+ * Hack -- No trap door at the bottom of dungeon or in flat
+ * (non dungeon) places or on quest levels
+ */
+ if ((trap == TRAP_OF_SINKING) &&
+ ((d_ptr->maxdepth == dun_level) ||
+ (dungeon_flags1 & DF1_FLAT) || (is_quest(dun_level))) )
+ {
+ continue;
+ }
+
+ /* How probable is this trap */
+ if (rand_int(100) < t_ptr->probability)
+ {
+ c_ptr->t_idx = trap;
+ break;
+ }
+ }
+
+ return;
+}
+
+
+/*
+ * Places a random trap on the given chest.
+ *
+ * The object must be a valid chest.
+ */
+void place_trap_object(object_type *o_ptr)
+{
+ s16b trap;
+ trap_type *t_ptr;
+ int cnt;
+
+ /* No traps in town or on first level */
+ if (dun_level <= 1)
+ {
+ /* empty chest were already looted, therefore known */
+ o_ptr->ident |= IDENT_KNOWN;
+ return;
+ }
+
+ /* Try 100 times */
+ cnt = 100;
+ while (cnt--)
+ {
+ trap = randint(max_t_idx - 1);
+ t_ptr = &t_info[trap];
+
+ /* no traps below their minlevel */
+ if (t_ptr->minlevel > dun_level) continue;
+
+ /* Is this a correct trap now? */
+ if (!(t_ptr->flags & FTRAP_CHEST)) continue;
+
+ /* How probable is this trap */
+ if (rand_int(100) < t_ptr->probability)
+ {
+ o_ptr->pval = trap;
+ break;
+ }
+ }
+
+ return;
+}
+
+/* Dangerous trap placing function */
+void wiz_place_trap(int y, int x, int idx)
+{
+ cave_type *c_ptr = &cave[y][x];
+
+ /* Dangerous enough as it is... */
+ if (!cave_floor_grid(c_ptr) && (!(f_info[c_ptr->feat].flags1 & FF1_DOOR))) return;
+
+ c_ptr->t_idx = idx;
+}
+
+/*
+ * Here begin monster traps code
+ */
+
+/*
+ * Hook to determine if an object is a device
+ */
+static bool item_tester_hook_device(object_type *o_ptr)
+{
+ if (((o_ptr->tval == TV_ROD_MAIN) && (o_ptr->pval != 0)) ||
+ (o_ptr->tval == TV_STAFF) ||
+ (o_ptr->tval == TV_WAND)) return (TRUE);
+
+ /* Assume not */
+ return (FALSE);
+}
+
+/*
+ * Hook to determine if an object is a potion
+ */
+static bool item_tester_hook_potion(object_type *o_ptr)
+{
+ if ((o_ptr->tval == TV_POTION) ||
+ (o_ptr->tval == TV_POTION2)) return (TRUE);
+
+ /* Assume not */
+ return (FALSE);
+}
+
+/*
+ * The trap setting code for rogues -MWK-
+ *
+ * Also, it will fail or give weird results if the tvals are resorted!
+ */
+void do_cmd_set_trap(void)
+{
+ int item_kit, item_load, i;
+ int num;
+
+ object_type *o_ptr, *j_ptr, *i_ptr;
+
+ cptr q, s, c;
+
+ object_type object_type_body;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+ /* Check some conditions */
+ if (p_ptr->blind)
+ {
+ msg_print("You can't see anything.");
+ return;
+ }
+ if (no_lite())
+ {
+ msg_print("You don't dare to set a trap in the darkness.");
+ return;
+ }
+ if (p_ptr->confused)
+ {
+ msg_print("You are too confused!");
+ return;
+ }
+
+ /* Only set traps on clean floor grids */
+ if (!cave_clean_bold(p_ptr->py, p_ptr->px))
+ {
+ msg_print("You cannot set a trap on this.");
+ return;
+ }
+
+ /* Restrict choices to trapkits */
+ item_tester_tval = TV_TRAPKIT;
+
+ /* Get an item */
+ q = "Use which trapping kit? ";
+ s = "You have no trapping kits.";
+ if (!get_item(&item_kit, q, s, USE_INVEN)) return;
+
+ o_ptr = &p_ptr->inventory[item_kit];
+
+ /* Trap kits need a second object */
+ switch (o_ptr->sval)
+ {
+ case SV_TRAPKIT_BOW:
+ item_tester_tval = TV_ARROW;
+ break;
+ case SV_TRAPKIT_XBOW:
+ item_tester_tval = TV_BOLT;
+ break;
+ case SV_TRAPKIT_SLING:
+ item_tester_tval = TV_SHOT;
+ break;
+ case SV_TRAPKIT_POTION:
+ item_tester_hook = item_tester_hook_potion;
+ break;
+ case SV_TRAPKIT_SCROLL:
+ item_tester_tval = TV_SCROLL;
+ break;
+ case SV_TRAPKIT_DEVICE:
+ item_tester_hook = item_tester_hook_device;
+ break;
+ default:
+ msg_print("Unknown trapping kit type!");
+ break;
+ }
+
+ /* Get the second item */
+ q = "Load with what? ";
+ s = "You have nothing to load that trap with.";
+ if (!get_item(&item_load, q, s, USE_INVEN)) return;
+
+ /* Get the second object */
+ j_ptr = &p_ptr->inventory[item_load];
+
+ /* Assume a single object */
+ num = 1;
+
+ /* In some cases, take multiple objects to load */
+ if (o_ptr->sval != SV_TRAPKIT_DEVICE)
+ {
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ if ((f3 & TR3_XTRA_SHOTS) && (o_ptr->pval > 0)) num += o_ptr->pval;
+
+ if (f2 & (TRAP2_AUTOMATIC_5 | TRAP2_AUTOMATIC_99)) num = 99;
+
+ if (num > j_ptr->number) num = j_ptr->number;
+
+ c = format("How many (1-%d)? ", num);
+
+ /* Ask for number of items to use */
+ num = get_quantity(c, num);
+ }
+
+ /* Canceled */
+ if (!num) return;
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Get local object */
+ i_ptr = &object_type_body;
+
+ /* Obtain local object for trap content */
+ object_copy(i_ptr, j_ptr);
+
+ /* Set number */
+ i_ptr->number = num;
+
+ /* Drop it here */
+ cave[p_ptr->py][p_ptr->px].special = floor_carry(p_ptr->py, p_ptr->px, i_ptr);
+
+ /* Obtain local object for trap trigger kit */
+ object_copy(i_ptr, o_ptr);
+
+ /* Set number */
+ i_ptr->number = 1;
+
+ /* Drop it here */
+ cave[p_ptr->py][p_ptr->px].special2 = floor_carry(p_ptr->py, p_ptr->px, i_ptr);
+
+ /* Modify, Describe, Optimize */
+ inven_item_increase(item_kit, -1);
+ inven_item_describe(item_kit);
+ inven_item_increase(item_load, -num);
+ inven_item_describe(item_load);
+
+ for (i = 0; i < INVEN_WIELD; i++)
+ {
+ if (inven_item_optimize(i)) break;
+ }
+ for (i = 0; i < INVEN_WIELD; i++)
+ {
+ inven_item_optimize(i);
+ }
+
+ /* Actually set the trap */
+ cave_set_feat(p_ptr->py, p_ptr->px, FEAT_MON_TRAP);
+}
+
+/*
+ * Monster hitting a rod trap -MWK-
+ *
+ * Return TRUE if the monster died
+ */
+bool mon_hit_trap_aux_rod(int m_idx, object_type *o_ptr)
+{
+ int dam = 0, typ = 0;
+ int rad = 0;
+ monster_type *m_ptr = &m_list[m_idx];
+ int y = m_ptr->fy;
+ int x = m_ptr->fx;
+
+ /* Depend on rod type */
+ switch (o_ptr->pval)
+ {
+ case SV_ROD_DETECT_TRAP:
+ m_ptr->smart |= SM_NOTE_TRAP;
+ break;
+ case SV_ROD_DETECTION:
+ m_ptr->smart |= SM_NOTE_TRAP;
+ break;
+ case SV_ROD_ILLUMINATION:
+ typ = GF_LITE_WEAK;
+ dam = damroll(2, 15);
+ rad = 3;
+ lite_room(y, x);
+ break;
+ case SV_ROD_CURING:
+ typ = GF_OLD_HEAL;
+ dam = damroll(3, 4); /* and heal conf? */
+ break;
+ case SV_ROD_HEALING:
+ typ = GF_OLD_HEAL;
+ dam = 300;
+ break;
+ case SV_ROD_SPEED:
+ typ = GF_OLD_SPEED;
+ dam = 50;
+ break;
+ case SV_ROD_TELEPORT_AWAY:
+ typ = GF_AWAY_ALL;
+ dam = MAX_SIGHT * 5;
+ break;
+ case SV_ROD_DISARMING:
+ break;
+ case SV_ROD_LITE:
+ typ = GF_LITE_WEAK;
+ dam = damroll(6, 8);
+ break;
+ case SV_ROD_SLEEP_MONSTER:
+ typ = GF_OLD_SLEEP;
+ dam = 50;
+ break;
+ case SV_ROD_SLOW_MONSTER:
+ typ = GF_OLD_SLOW;
+ dam = 50;
+ break;
+ case SV_ROD_DRAIN_LIFE:
+ typ = GF_OLD_DRAIN;
+ dam = 75;
+ break;
+ case SV_ROD_POLYMORPH:
+ typ = GF_OLD_POLY;
+ dam = 50;
+ break;
+ case SV_ROD_ACID_BOLT:
+ typ = GF_ACID;
+ dam = damroll(6, 8);
+ break;
+ case SV_ROD_ELEC_BOLT:
+ typ = GF_ELEC;
+ dam = damroll(3, 8);
+ break;
+ case SV_ROD_FIRE_BOLT:
+ typ = GF_FIRE;
+ dam = damroll(8, 8);
+ break;
+ case SV_ROD_COLD_BOLT:
+ typ = GF_COLD;
+ dam = damroll(5, 8);
+ break;
+ case SV_ROD_ACID_BALL:
+ typ = GF_ACID;
+ dam = 60;
+ rad = 2;
+ break;
+ case SV_ROD_ELEC_BALL:
+ typ = GF_ELEC;
+ dam = 32;
+ rad = 2;
+ break;
+ case SV_ROD_FIRE_BALL:
+ typ = GF_FIRE;
+ dam = 72;
+ rad = 2;
+ break;
+ case SV_ROD_COLD_BALL:
+ typ = GF_COLD;
+ dam = 48;
+ rad = 2;
+ break;
+ default:
+ return (FALSE);
+ }
+
+ /* Actually hit the monster */
+ if (typ) (void) project( -2, rad, y, x, dam, typ, PROJECT_KILL | PROJECT_ITEM | PROJECT_JUMP);
+ return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
+}
+
+/*
+ * Monster hitting a staff trap -MWK-
+ *
+ * Return TRUE if the monster died
+ */
+bool mon_hit_trap_aux_staff(int m_idx, object_type *o_ptr)
+{
+ /* Monster pointer and position */
+ monster_type *m_ptr = &m_list[m_idx];
+ int y = m_ptr->fy;
+ int x = m_ptr->fx;
+
+ /* sval and base level of the staff */
+ int sval = o_ptr->sval;
+
+ /* Damage amount, type, and radius */
+ int dam = 0, typ = 0;
+ int rad = 0;
+
+ /* Depend on staff type */
+ switch (sval)
+ {
+#if 0 /*must be tested*/
+ case SV_STAFF_IDENTIFY:
+ case SV_STAFF_MANA:
+ case SV_STAFF_REMOVE_CURSES:
+ case SV_STAFF_REVEAL_WAYS:
+ case SV_STAFF_SENSE_MONSTER:
+ case SV_STAFF_VISION:
+ case SV_STAFF_DISARM:
+ return (FALSE);
+
+ case SV_STAFF_LIGHT:
+ lite_room(y, x);
+ typ = GF_LITE_WEAK;
+ dam = damroll(2, 8);
+ rad = 2;
+ break;
+
+ case SV_STAFF_SUMMON:
+ for (k = 0; k < randint(4) ; k++)
+ (void)summon_specific(y, x, dun_level, 0);
+ return (FALSE);
+
+ case SV_STAFF_TELEPORTATION:
+ typ = GF_AWAY_ALL;
+ dam = 100 + 2 * level;
+ break;
+
+ case SV_STAFF_HEALING:
+ typ = GF_OLD_HEAL;
+ dam = m_ptr->maxhp * (150 + 7 * level) / 1000;
+ break;
+
+ case SV_STAFF_SHAKE:
+ earthquake(y, x, 4 + level / 5); /* was 10 */
+ return (FALSE);
+
+ case SV_STAFF_RECOVERY:
+ m_ptr->bleeding = 0;
+ m_ptr->poisoned = 0;
+ return (FALSE);
+
+ case SV_STAFF_GENOCIDE:
+ {
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ genocide_aux(FALSE, r_ptr->d_char);
+ /* although there's no point in a multiple genocide trap... */
+ return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
+ }
+
+ case SV_STAFF_SENSE_HIDDEN:
+ m_ptr->smart |= SM_NOTE_TRAP;
+ return (FALSE);
+
+ case SV_STAFF_WISH:
+ acquirement(y, x, randint(2) + 1, TRUE, FALSE);
+ return (FALSE);
+
+ case SV_STAFF_MITHRANDIR:
+ typ = GF_HOLY_FIRE;
+ dam = 50 + 6 * level;
+ rad = 9; /* instead of LOS */
+
+ /* How to implement these ? */
+ case SV_STAFF_FIERY_SHIELD:
+ case SV_STAFF_WINGS_WIND:
+ case SV_STAFF_PROBABILITY_TRAVEL:
+
+#endif
+
+ default:
+ return (FALSE);
+ }
+
+ /* Actually hit the monster */
+ (void) project( -2, rad, y, x, dam, typ, PROJECT_KILL | PROJECT_ITEM | PROJECT_JUMP);
+ return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
+}
+
+/*
+ * Monster hitting a scroll trap -MWK-
+ *
+ * Return TRUE if the monster died
+ */
+bool mon_hit_trap_aux_scroll(int m_idx, int sval)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ int dam = 0, typ = 0;
+ int rad = 0;
+ int y = m_ptr->fy;
+ int x = m_ptr->fx;
+ int k;
+
+ /* Depend on scroll type */
+ switch (sval)
+ {
+ case SV_SCROLL_CURSE_ARMOR:
+ case SV_SCROLL_CURSE_WEAPON:
+ case SV_SCROLL_TRAP_CREATION: /* these don't work :-( */
+ case SV_SCROLL_WORD_OF_RECALL: /* should these? */
+ case SV_SCROLL_IDENTIFY:
+ case SV_SCROLL_STAR_IDENTIFY:
+ case SV_SCROLL_MAPPING:
+ case SV_SCROLL_DETECT_GOLD:
+ case SV_SCROLL_DETECT_ITEM:
+ case SV_SCROLL_REMOVE_CURSE:
+ case SV_SCROLL_STAR_REMOVE_CURSE:
+ case SV_SCROLL_ENCHANT_ARMOR:
+ case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
+ case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
+ case SV_SCROLL_STAR_ENCHANT_ARMOR:
+ case SV_SCROLL_STAR_ENCHANT_WEAPON:
+ case SV_SCROLL_RECHARGING:
+ case SV_SCROLL_DETECT_DOOR:
+ case SV_SCROLL_DETECT_INVIS:
+ case SV_SCROLL_SATISFY_HUNGER:
+ case SV_SCROLL_RUNE_OF_PROTECTION:
+ case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
+ case SV_SCROLL_PROTECTION_FROM_EVIL:
+ return (FALSE);
+ case SV_SCROLL_DARKNESS:
+ unlite_room(y, x);
+ typ = GF_DARK_WEAK;
+ dam = 10;
+ rad = 3;
+ break;
+ case SV_SCROLL_AGGRAVATE_MONSTER:
+ aggravate_monsters(m_idx);
+ return (FALSE);
+ case SV_SCROLL_SUMMON_MONSTER:
+ for (k = 0; k < randint(3) ; k++) summon_specific(y, x, dun_level, 0);
+ return (FALSE);
+ case SV_SCROLL_SUMMON_UNDEAD:
+ for (k = 0; k < randint(3) ; k++) summon_specific(y, x, dun_level, SUMMON_UNDEAD);
+ return (FALSE);
+ case SV_SCROLL_PHASE_DOOR:
+ typ = GF_AWAY_ALL;
+ dam = 10;
+ break;
+ case SV_SCROLL_TELEPORT:
+ typ = GF_AWAY_ALL;
+ dam = 100;
+ break;
+ case SV_SCROLL_TELEPORT_LEVEL:
+ delete_monster(y, x);
+ return (TRUE);
+ case SV_SCROLL_LIGHT:
+ lite_room(y, x);
+ typ = GF_LITE_WEAK;
+ dam = damroll(2, 8);
+ rad = 2;
+ break;
+ case SV_SCROLL_DETECT_TRAP:
+ m_ptr->smart |= SM_NOTE_TRAP;
+ return (FALSE);
+ case SV_SCROLL_BLESSING:
+ typ = GF_HOLY_FIRE;
+ dam = damroll(1, 4);
+ break;
+ case SV_SCROLL_HOLY_CHANT:
+ typ = GF_HOLY_FIRE;
+ dam = damroll(2, 4);
+ break;
+ case SV_SCROLL_HOLY_PRAYER:
+ typ = GF_HOLY_FIRE;
+ dam = damroll(4, 4);
+ break;
+ case SV_SCROLL_MONSTER_CONFUSION:
+ typ = GF_OLD_CONF;
+ dam = damroll(5, 10);
+ break;
+ case SV_SCROLL_STAR_DESTRUCTION:
+ destroy_area(y, x, 15, TRUE, FALSE);
+ return (FALSE);
+ case SV_SCROLL_DISPEL_UNDEAD:
+ typ = GF_DISP_UNDEAD;
+ rad = 5;
+ dam = 60;
+ break;
+ case SV_SCROLL_GENOCIDE:
+ {
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ genocide_aux(FALSE, r_ptr->d_char);
+ /* although there's no point in a multiple genocide trap... */
+ return (!(r_ptr->flags1 & RF1_UNIQUE));
+ }
+ case SV_SCROLL_MASS_GENOCIDE:
+ for (k = 0; k < 8; k++)
+ delete_monster(y + ddy[k], x + ddx[k]);
+ delete_monster(y, x);
+ return (TRUE);
+ case SV_SCROLL_ACQUIREMENT:
+ acquirement(y, x, 1, TRUE, FALSE);
+ return (FALSE);
+ case SV_SCROLL_STAR_ACQUIREMENT:
+ acquirement(y, x, randint(2) + 1, TRUE, FALSE);
+ return (FALSE);
+ default:
+ return (FALSE);
+ }
+
+ /* Actually hit the monster */
+ (void) project( -2, rad, y, x, dam, typ, PROJECT_KILL | PROJECT_ITEM | PROJECT_JUMP);
+ return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
+}
+
+/*
+ * Monster hitting a wand trap -MWK-
+ *
+ * Return TRUE if the monster died
+ */
+bool mon_hit_trap_aux_wand(int m_idx, object_type *o_ptr)
+{
+ /* Monster pointer and position */
+ monster_type *m_ptr = &m_list[m_idx];
+ int y = m_ptr->fy;
+ int x = m_ptr->fx;
+
+ /* sval and bonus level of the wand */
+ int sval = o_ptr->sval;
+
+ /* Damage amount, type, and radius */
+ int dam = 0, typ = 0;
+ int rad = 0;
+
+ /* Depend on wand type */
+ switch (sval)
+ {
+
+#if 0 /* must be tested */
+
+ case SV_WAND_MANATHRUST:
+ typ = GF_MANA;
+ dam = damroll(3 + level, 1 + 2 * level / 5 );
+ break;
+
+ case SV_WAND_FIREFLASH:
+ typ = GF_FIRE;
+ dam = 20 + level * 10;
+ rad = 2 + level / 10;
+ break;
+
+ case SV_WAND_NOXIOUS_CLOUD:
+ typ = GF_POIS;
+ dam = 7 + 3 * level;
+ rad = 3;
+ break;
+
+ case SV_WAND_THUNDERSTORM:
+ typ = GF_ELEC; /* GF_LITE, GF_SOUND ??? */
+ dam = damroll(5 + level / 5, 10 + level / 2);
+ break;
+
+ case SV_WAND_DIG:
+ case SV_WAND_THRAIN:
+ typ = GF_KILL_WALL;
+ dam = 20 + randint(30);
+ break;
+
+ case SV_WAND_STRIKE:
+ typ = GF_FORCE;
+ dam = 50 + level;
+ break;
+
+ case SV_WAND_TELEPORT_AWAY:
+ typ = GF_AWAY_ALL;
+ dam = MAX_SIGHT * 5;
+ break;
+
+ case SV_WAND_SUMMON_ANIMAL:
+ summon_specific(y, x, dun_level, SUMMON_ANIMAL); /* friendly ?*/
+ return (FALSE);
+
+ case SV_WAND_SLOW_MONSTER:
+ typ = GF_OLD_SLOW;
+ dam = 40 + 16 * level / 5;
+ break;
+
+ case SV_WAND_BANISHMENT:
+ typ = GF_AWAY_ALL;
+ dam = 40 + 16 * level / 5;
+ rad = 9; /* instead of LOS */
+ break;
+
+ case SV_WAND_CHARM:
+ typ = GF_CHARM;
+ dam = 10 + 3 * level;
+ break;
+
+ case SV_WAND_CONFUSE:
+ typ = GF_OLD_CONF;
+ dam = 10 + 3 * level;
+ break;
+
+ case SV_WAND_HEAL_MONSTER:
+ typ = GF_OLD_HEAL;
+ dam = 20 + 38 * level / 5;
+ break;
+
+ case SV_WAND_SPEED:
+ case SV_WAND_HASTE_MONSTER:
+ typ = GF_OLD_SPEED;
+ dam = damroll(5, 10);
+ break;
+
+ case SV_WAND_STONE_PRISON:
+ wall_stone(y, x);
+ return (FALSE);
+
+ case SV_WAND_DISPERSE_MAGIC:
+ m_ptr->confused = 0;
+ m_ptr->mspeed = 0;
+ return (FALSE);
+
+ case SV_WAND_ICE_STORM:
+ typ = GF_COLD;
+ dam = 80 + 4 * level;
+ rad = 1 + 3 * level / 50;
+ break;
+
+ case SV_WAND_TIDAL_WAVE:
+ typ = GF_WAVE;
+ dam = 40 + 4 * level;
+ rad = 6 + level / 5;
+ break;
+
+ case SV_WAND_FIREWALL:
+ typ = GF_FIRE;
+ dam = 40 + 3 * level;
+ rad = 1; /*instead of beam*/
+
+ /* Not sure about these */
+ case SV_WAND_MAGELOCK:
+ case SV_WAND_DEMON_BLADE:
+ case SV_WAND_POISON_BLOOD:
+
+#endif
+
+ default:
+ return (FALSE);
+ }
+
+ /* Actually hit the monster */
+ (void) project( -2, rad, y, x, dam, typ, PROJECT_KILL | PROJECT_ITEM | PROJECT_JUMP);
+ return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
+}
+
+/*
+ * Monster hitting a potions trap -MWK-
+ *
+ * Return TRUE if the monster died
+ */
+bool mon_hit_trap_aux_potion(int m_idx, object_type *o_ptr)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ int dam = 0, typ = 0;
+ int y = m_ptr->fy;
+ int x = m_ptr->fx;
+ int sval = o_ptr->sval;
+
+ /* Depend on potion type */
+ if (o_ptr->tval == TV_POTION)
+ {
+ switch (sval)
+ {
+ /* Nothing happens */
+ case SV_POTION_WATER:
+ case SV_POTION_APPLE_JUICE:
+ case SV_POTION_SLIME_MOLD:
+ case SV_POTION_SALT_WATER:
+ case SV_POTION_DEC_STR:
+ case SV_POTION_DEC_INT:
+ case SV_POTION_DEC_WIS:
+ case SV_POTION_DEC_DEX:
+ case SV_POTION_DEC_CON:
+ case SV_POTION_DEC_CHR:
+ case SV_POTION_INFRAVISION:
+ case SV_POTION_DETECT_INVIS:
+ case SV_POTION_SLOW_POISON:
+ case SV_POTION_CURE_POISON:
+ case SV_POTION_RESIST_HEAT:
+ case SV_POTION_RESIST_COLD:
+ case SV_POTION_RESTORE_MANA:
+ case SV_POTION_RESTORE_EXP:
+ case SV_POTION_RES_STR:
+ case SV_POTION_RES_INT:
+ case SV_POTION_RES_WIS:
+ case SV_POTION_RES_DEX:
+ case SV_POTION_RES_CON:
+ case SV_POTION_RES_CHR:
+ case SV_POTION_INC_STR:
+ case SV_POTION_INC_INT:
+ case SV_POTION_INC_WIS:
+ case SV_POTION_INC_DEX:
+ case SV_POTION_INC_CON:
+ case SV_POTION_INC_CHR:
+ case SV_POTION_AUGMENTATION:
+ case SV_POTION_RUINATION: /* ??? */
+ case SV_POTION_ENLIGHTENMENT:
+ case SV_POTION_STAR_ENLIGHTENMENT:
+ case SV_POTION_SELF_KNOWLEDGE:
+ return (FALSE);
+
+ case SV_POTION_EXPERIENCE:
+ if (m_ptr->level < MONSTER_LEVEL_MAX)
+ {
+ m_ptr->exp = MONSTER_EXP(m_ptr->level + 1);
+ monster_check_experience(m_idx, FALSE);
+ }
+ return (FALSE);
+ case SV_POTION_SLOWNESS:
+ typ = GF_OLD_SLOW;
+ dam = damroll(4, 6);
+ break;
+ case SV_POTION_POISON:
+ typ = GF_POIS;
+ dam = damroll(8, 6);
+ break;
+ case SV_POTION_CONFUSION:
+ typ = GF_CONFUSION;
+ dam = damroll(4, 6);
+ break;
+ case SV_POTION_BLINDNESS:
+ typ = GF_DARK;
+ dam = 10;
+ break;
+ case SV_POTION_SLEEP:
+ typ = GF_OLD_SLEEP;
+ dam = damroll (4, 6);
+ break;
+ case SV_POTION_LOSE_MEMORIES:
+ typ = GF_OLD_CONF;
+ dam = damroll(10, 10);
+ break;
+ case SV_POTION_DETONATIONS:
+ typ = GF_DISINTEGRATE;
+ dam = damroll(20, 20);
+ break;
+ case SV_POTION_DEATH:
+ typ = GF_NETHER;
+ dam = damroll(100, 20);
+ break;
+ case SV_POTION_BOLDNESS:
+ m_ptr->monfear = 0;
+ return (FALSE);
+ case SV_POTION_SPEED:
+ typ = GF_OLD_SPEED;
+ dam = damroll(5, 10);
+ break;
+ case SV_POTION_HEROISM:
+ case SV_POTION_BESERK_STRENGTH:
+ m_ptr->monfear = 0;
+ typ = GF_OLD_HEAL;
+ dam = damroll(2, 10);
+ break;
+ case SV_POTION_CURE_LIGHT:
+ typ = GF_OLD_HEAL;
+ dam = damroll(3, 4);
+ break;
+ case SV_POTION_CURE_SERIOUS:
+ typ = GF_OLD_HEAL;
+ dam = damroll(4, 6);
+ break;
+ case SV_POTION_CURE_CRITICAL:
+ typ = GF_OLD_HEAL;
+ dam = damroll(6, 8);
+ break;
+ case SV_POTION_HEALING:
+ typ = GF_OLD_HEAL;
+ dam = 300;
+ break;
+ case SV_POTION_STAR_HEALING:
+ typ = GF_OLD_HEAL;
+ dam = 1000;
+ break;
+ case SV_POTION_LIFE:
+ {
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if (r_ptr->flags3 & RF3_UNDEAD)
+ {
+ typ = GF_HOLY_FIRE;
+ dam = damroll(20, 20);
+ }
+ else
+ {
+ typ = GF_OLD_HEAL;
+ dam = 5000;
+ }
+ break;
+ }
+ default:
+ return (FALSE);
+
+ }
+ }
+ else
+ {}
+
+ /* Actually hit the monster */
+ (void) project_m( -2, 0, y, x, dam, typ);
+ return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
+}
+
+/*
+ * Monster hitting a monster trap -MWK-
+ * Returns True if the monster died, false otherwise
+ */
+bool mon_hit_trap(int m_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+#if 0 /* DGDGDGDG */
+ monster_lore *l_ptr = &l_list[m_ptr->r_idx];
+#endif
+
+ object_type *kit_o_ptr, *load_o_ptr, *j_ptr;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+ object_type object_type_body;
+
+ int mx = m_ptr->fx;
+ int my = m_ptr->fy;
+
+ int difficulty;
+ int smartness;
+
+ char m_name[80];
+
+ bool notice = FALSE;
+ bool disarm = FALSE;
+ bool remove = FALSE;
+ bool dead = FALSE;
+ bool fear = FALSE;
+ s32b special = 0;
+
+ int dam, chance, shots;
+ int mul = 0;
+ int breakage = -1;
+
+ int cost = 0;
+
+ /* Get the trap objects */
+ kit_o_ptr = &o_list[cave[my][mx].special2];
+ load_o_ptr = &o_list[cave[my][mx].special];
+ j_ptr = &object_type_body;
+
+ /* Get trap properties */
+ object_flags(kit_o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Can set off check */
+ /* Ghosts only set off Ghost traps */
+ if ((r_ptr->flags2 & RF2_PASS_WALL) && !(f2 & TRAP2_KILL_GHOST)) return (FALSE);
+
+ /* Some traps are specialized to some creatures */
+ if (f2 & TRAP2_ONLY_MASK)
+ {
+ bool affect = FALSE;
+ if ((f2 & TRAP2_ONLY_DRAGON) && (r_ptr->flags3 & RF3_DRAGON)) affect = TRUE;
+ if ((f2 & TRAP2_ONLY_DEMON) && (r_ptr->flags3 & RF3_DEMON)) affect = TRUE;
+ if ((f2 & TRAP2_ONLY_UNDEAD) && (r_ptr->flags3 & RF3_UNDEAD)) affect = TRUE;
+ if ((f2 & TRAP2_ONLY_EVIL) && (r_ptr->flags3 & RF3_EVIL)) affect = TRUE;
+ if ((f2 & TRAP2_ONLY_ANIMAL) && (r_ptr->flags3 & RF3_ANIMAL)) affect = TRUE;
+
+ /* Don't set it off if forbidden */
+ if (!affect) return (FALSE);
+ }
+
+ /* Get detection difficulty */
+ difficulty = 25;
+
+ /* Some traps are well-hidden */
+ if (f1 & TR1_STEALTH)
+ {
+ difficulty += 10 * (kit_o_ptr->pval);
+ }
+
+ /* Get monster smartness for trap detection */
+ /* Higher level monsters are smarter */
+ smartness = r_ptr->level;
+
+ /* Smart monsters are better at detecting traps */
+ if (r_ptr->flags2 & RF2_SMART) smartness += 10;
+
+ /* Some monsters are great at detecting traps */
+#if 0 /* DGDGDGDG */
+ if (r_ptr->flags2 & RF2_NOTICE_TRAP) smartness += 20;
+#endif
+ /* Some monsters have already noticed one of out traps */
+ if (m_ptr->smart & SM_NOTE_TRAP) smartness += 20;
+
+ /* Stupid monsters are no good at detecting traps */
+ if (r_ptr->flags2 & (RF2_STUPID | RF2_EMPTY_MIND)) smartness = -150;
+
+ /* Check if the monster notices the trap */
+ if (randint(300) > (difficulty - smartness + 150)) notice = TRUE;
+
+ /* Disarm check */
+ if (notice)
+ {
+ /* The next traps will be easier to spot! */
+ m_ptr->smart |= SM_NOTE_TRAP;
+
+ /* Tell the player about it */
+#if 0 /* DGDGDGDG */
+ if (m_ptr->ml) l_ptr->r_flags2 |= (RF2_NOTICE_TRAP & r_ptr->flags2);
+#endif
+ /* Get trap disarming difficulty */
+ difficulty = (kit_o_ptr->ac + kit_o_ptr->to_a);
+
+ /* Get monster disarming ability */
+ /* Higher level monsters are better */
+ smartness = r_ptr->level / 5;
+
+ /* Some monsters are great at disarming */
+#if 0 /* DGDGDGDG */
+ if (r_ptr->flags2 & RF2_DISARM_TRAP) smartness += 20;
+#endif
+ /* After disarming one trap, the next is easier */
+#if 0 /* DGDGDGDG */
+ if (m_ptr->status & STATUS_DISARM_TRAP) smartness += 20;
+#endif
+ /* Smart monsters are better at disarming */
+ if (r_ptr->flags2 & RF2_SMART) smartness *= 2;
+
+ /* Stupid monsters never disarm traps */
+ if (r_ptr->flags2 & RF2_STUPID) smartness = -150;
+
+ /* Nonsmart animals never disarm traps */
+ if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags2 & RF2_SMART)) smartness = -150;
+
+ /* Check if the monster disarms the trap */
+ if (randint(120) > (difficulty - smartness + 80)) disarm = TRUE;
+ }
+
+ /* If disarmed, remove the trap and print a message */
+ if (disarm)
+ {
+ remove = TRUE;
+
+ /* Next time disarming will be easier */
+#if 0 /* DGDGDGDG */
+ m_ptr->status |= STATUS_DISARM_TRAP;
+#endif
+ if (m_ptr->ml)
+ {
+ /* Get the name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Tell the player about it */
+#if 0 /* DGDGDGDG */
+ l_ptr->r_flags2 |= (RF2_DISARM_TRAP & r_ptr->flags2);
+#endif
+ /* Print a message */
+ msg_format("%^s disarms a trap!", m_name);
+ }
+ }
+
+ /* Otherwise, activate the trap! */
+ else
+ {
+ /* Message for visible monster */
+ if (m_ptr->ml)
+ {
+ /* Get the name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Print a message */
+ msg_format("%^s sets off a trap!", m_name);
+ }
+ else
+ {
+ /* No message if monster isn't visible ? */
+ }
+
+ /* Next time be more careful */
+ if (randint(100) < 80) m_ptr->smart |= SM_NOTE_TRAP;
+
+ /* Actually activate the trap */
+ switch (kit_o_ptr->sval)
+ {
+ case SV_TRAPKIT_BOW:
+ case SV_TRAPKIT_XBOW:
+ case SV_TRAPKIT_SLING:
+ {
+ /* Get number of shots */
+ shots = 1;
+ if (f3 & TR3_XTRA_SHOTS) shots += kit_o_ptr->pval;
+ if (shots <= 0) shots = 1;
+ if (shots > load_o_ptr->number) shots = load_o_ptr->number;
+
+ while (shots-- && !dead)
+ {
+ /* Total base damage */
+ dam = damroll(load_o_ptr->dd, load_o_ptr->ds) + load_o_ptr->to_d + kit_o_ptr->to_d;
+
+ /* Total hit probability */
+ chance = (kit_o_ptr->to_h + load_o_ptr->to_h + 20) * BTH_PLUS_ADJ;
+
+ /* Damage multiplier */
+ if (kit_o_ptr->sval == SV_TRAPKIT_BOW) mul = 3;
+ if (kit_o_ptr->sval == SV_TRAPKIT_XBOW) mul = 4;
+ if (kit_o_ptr->sval == SV_TRAPKIT_SLING) mul = 2;
+ if (f3 & TR3_XTRA_MIGHT) mul += kit_o_ptr->pval;
+ if (mul < 0) mul = 0;
+
+ /* Multiply damage */
+ dam *= mul;
+
+ /* Check if we hit the monster */
+ if (test_hit_fire(chance, r_ptr->ac, TRUE))
+ {
+ /* Assume a default death */
+ cptr note_dies = " dies.";
+
+ /* Some monsters get "destroyed" */
+ if ((r_ptr->flags3 & (RF3_DEMON)) ||
+ (r_ptr->flags3 & (RF3_UNDEAD)) ||
+ (r_ptr->flags2 & (RF2_STUPID)) ||
+ (strchr("Evg", r_ptr->d_char)))
+ {
+ /* Special note at death */
+ note_dies = " is destroyed.";
+ }
+
+ /* Message if visible */
+ if (m_ptr->ml)
+ {
+ /* describe the monster (again, just in case :-) */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Print a message */
+ msg_format("%^s is hit by a missile.", m_name);
+ }
+
+ /* Apply slays, brand, critical hits */
+ dam = tot_dam_aux(load_o_ptr, dam, m_ptr, &special);
+ dam = critical_shot(load_o_ptr->weight, load_o_ptr->to_h, dam, SKILL_ARCHERY);
+
+ /* No negative damage */
+ if (dam < 0) dam = 0;
+
+ /* Hit the monster, check for death */
+ if (mon_take_hit(m_idx, dam, &fear, note_dies))
+ {
+ /* Dead monster */
+ dead = TRUE;
+ }
+
+ /* No death */
+ else
+ {
+ /* Message */
+ message_pain(m_idx, dam);
+
+ if (special) attack_special(m_ptr, special, dam);
+
+ /* Take note */
+ if (fear && m_ptr->ml)
+ {
+ /* Message */
+ msg_format("%^s flees in terror!", m_name);
+ }
+ }
+
+ }
+
+ /* Exploding ammo */
+ if (load_o_ptr->pval2 != 0)
+ {
+ int rad = 0;
+ int dam = (damroll(load_o_ptr->dd, load_o_ptr->ds) + load_o_ptr->to_d)*2;
+ int flag = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL |
+ PROJECT_JUMP;
+
+ switch (load_o_ptr->sval)
+ {
+ case SV_AMMO_LIGHT:
+ rad = 2;
+ dam /= 2;
+ break;
+ case SV_AMMO_NORMAL:
+ rad = 3;
+ break;
+ case SV_AMMO_HEAVY:
+ rad = 4;
+ dam *= 2;
+ break;
+ }
+
+ project(0, rad, my, mx, dam, load_o_ptr->pval2, flag);
+
+ breakage = 100;
+ }
+ else
+ {
+ breakage = breakage_chance(load_o_ptr);
+ }
+
+ /* Copy and decrease ammo */
+ object_copy(j_ptr, load_o_ptr);
+
+ j_ptr->number = 1;
+
+ load_o_ptr->number--;
+
+ if (load_o_ptr->number <= 0)
+ {
+ remove = TRUE;
+ delete_object_idx(kit_o_ptr->next_o_idx);
+ kit_o_ptr->next_o_idx = 0;
+ }
+
+ /* Drop (or break) near that location */
+ drop_near(j_ptr, breakage, my, mx);
+
+ }
+
+ break;
+ }
+
+ case SV_TRAPKIT_POTION:
+ {
+ /* Get number of shots */
+ shots = 1;
+ if (f3 & TR3_XTRA_SHOTS) shots += kit_o_ptr->pval;
+ if (shots <= 0) shots = 1;
+ if (shots > load_o_ptr->number) shots = load_o_ptr->number;
+
+ while (shots-- && !dead)
+ {
+
+ /* Message if visible */
+ if (m_ptr->ml)
+ {
+ /* describe the monster (again, just in case :-) */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Print a message */
+ msg_format("%^s is hit by fumes.", m_name);
+ }
+
+ /* Get the potion effect */
+ dead = mon_hit_trap_aux_potion(m_idx, load_o_ptr);
+
+ /* Copy and decrease ammo */
+ object_copy(j_ptr, load_o_ptr);
+
+ j_ptr->number = 1;
+
+ load_o_ptr->number--;
+
+ if (load_o_ptr->number <= 0)
+ {
+ remove = TRUE;
+ delete_object_idx(kit_o_ptr->next_o_idx);
+ kit_o_ptr->next_o_idx = 0;
+ }
+ }
+
+ break;
+ }
+
+ case SV_TRAPKIT_SCROLL:
+ {
+ /* Get number of shots */
+ shots = 1;
+ if (f3 & TR3_XTRA_SHOTS) shots += kit_o_ptr->pval;
+ if (shots <= 0) shots = 1;
+ if (shots > load_o_ptr->number) shots = load_o_ptr->number;
+
+ while (shots-- && !dead)
+ {
+
+ /* Message if visible */
+ if (m_ptr->ml)
+ {
+ /* describe the monster (again, just in case :-) */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Print a message */
+ msg_format("%^s activates a spell!", m_name);
+ }
+
+ /* Get the potion effect */
+ dead = mon_hit_trap_aux_scroll(m_idx, load_o_ptr->sval);
+
+ /* Copy and decrease ammo */
+ object_copy(j_ptr, load_o_ptr);
+
+ j_ptr->number = 1;
+
+ load_o_ptr->number--;
+
+ if (load_o_ptr->number <= 0)
+ {
+ remove = TRUE;
+ delete_object_idx(kit_o_ptr->next_o_idx);
+ kit_o_ptr->next_o_idx = 0;
+ }
+ }
+
+ break;
+ }
+
+ case SV_TRAPKIT_DEVICE:
+ {
+ if (load_o_ptr->tval == TV_ROD_MAIN)
+ {
+ /* Extract mana cost of the rod tip */
+ u32b tf1, tf2, tf3, tf4, tf5, tesp;
+ object_kind *tip_o_ptr = &k_info[lookup_kind(TV_ROD, load_o_ptr->pval)];
+ object_flags(load_o_ptr, &tf1, &tf2, &tf3, &tf4, &tf5, &tesp);
+ cost = (tf4 & TR4_CHEAPNESS) ? tip_o_ptr->pval / 2 : tip_o_ptr->pval;
+ if (cost <= 0) cost = 1;
+ }
+
+ /* Get number of shots */
+ shots = 1;
+ if (f3 & TR3_XTRA_SHOTS) shots += kit_o_ptr->pval;
+ if (shots <= 0) shots = 1;
+
+ if (load_o_ptr->tval == TV_ROD_MAIN)
+ {
+ if (shots > load_o_ptr->timeout / cost) shots = load_o_ptr->timeout / cost;
+ }
+ else
+ {
+ if (shots > load_o_ptr->pval) shots = load_o_ptr->pval;
+ }
+
+ while (shots-- && !dead)
+ {
+#if 0
+ /* Message if visible */
+ if (m_ptr->ml)
+ {
+ /* describe the monster (again, just in case :-) */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Print a message */
+ msg_format("%^s is hit by some magic.", m_name);
+ }
+#endif
+ /* Get the effect effect */
+ switch (load_o_ptr->tval)
+ {
+ case TV_ROD_MAIN:
+ dead = mon_hit_trap_aux_rod(m_idx, load_o_ptr);
+ break;
+ case TV_WAND:
+ dead = mon_hit_trap_aux_wand(m_idx, load_o_ptr);
+ break;
+ case TV_STAFF:
+ dead = mon_hit_trap_aux_staff(m_idx, load_o_ptr);
+ break;
+ }
+
+ if (load_o_ptr->tval == TV_ROD_MAIN)
+ {
+ /* decrease stored mana (timeout) for rods */
+ load_o_ptr->timeout -= cost;
+ }
+ else
+ {
+ /* decrease charges for wands and staves */
+ load_o_ptr->pval--;
+ }
+ }
+
+ break;
+ }
+
+ default:
+ msg_print("oops! nonexistant trap!");
+
+ }
+
+ /* Non-automatic traps are removed */
+ if (!(f2 & (TRAP2_AUTOMATIC_5 | TRAP2_AUTOMATIC_99)))
+ {
+ remove = TRUE;
+ }
+ else if (f2 & TRAP2_AUTOMATIC_5) remove = (randint(5) == 1);
+
+ }
+
+ /* Special trap effect -- teleport to */
+ if ((f2 & TRAP2_TELEPORT_TO) && (!disarm) && (!dead))
+ {
+ teleport_monster_to(m_idx, p_ptr->py, p_ptr->px);
+ }
+
+ /* Remove the trap if inactive now */
+ if (remove) place_floor(my, mx);
+
+ /* did it die? */
+ return (dead);
+}
+