1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150
|
|||||oy
#####R /----------------------------------------\
#####R < spell.pkg functions helper file >
#####R \----------------------------------------/
----------------------------------------------------------------------
#####R=== teleport_player_directed ===
#####GDeclaration
extern void teleport_player_directed(int rad, int dir);
#####GFile
spells1.c
#####GComment
/*
* Teleport player, using a distance and a direction as a rough guide.
*
* This function is not at all obsessive about correctness.
* This function allows teleporting into vaults (!)
*/
#####GDescription
Teleport a player up to "rad" grids away roughly in "dir" direction.
#####GParameters
> "rad" must not exceed 200. The distance teleported is a minimum of a
quarter of "rad".
> "dir" must be from 0 to 9.
*****fields.txt*0[direction]
----------------------------------------------------------------------
#####R=== teleport_away ===
#####GDeclaration
extern void teleport_away(int m_idx, int dis);
#####GFile
spells1.c
#####GComment
/*
* Teleport a monster, normally up to "dis" grids away.
*
* Attempt to move the monster at least "dis/2" grids away.
*
* But allow variation to prevent infinite loops.
*/
#####GDescription
Teleport monster indicated by "m_idx" up to "dis" grids away.
#####GParameters
> "m_idx" is the index of the monster in m_list[].
> "dis" must not exceed 200. The distance teleported is a minimum of a
quarter of "dis".
----------------------------------------------------------------------
#####R=== teleport_player ===
#####GDeclaration
extern void teleport_player(int dis);
#####GFile
spells1.c
#####GComment
/*
* Teleport the player to a location up to "dis" grids away.
*
* If no such spaces are readily available, the distance may increase.
* Try very hard to move the player at least a quarter that distance.
*/
#####GDescription
Teleport player up to "dis" grids away.
#####GParameters
> "dis" must not exceed 200. The distance teleported is a minimum of a
quarter of "dis".
----------------------------------------------------------------------
#####R=== teleport_player_to ===
#####GDeclaration
extern void teleport_player_to(int ny, int nx);
#####GFile
spells1.c
#####GComment
/*
* Teleport player to a grid near the given location
*
* This function is slightly obsessive about correctness.
* This function allows teleporting into vaults (!)
*/
#####GDescription
Teleport player to a grid near the given location ("ny", "nx"). If
the location is empty, the player goes there, otherwise they go to
a grid as close as possible to the location.
#####GParameters
> "ny" is the y co-ordinate of the location.
> "nx" is the x co-ordinate of the location.
----------------------------------------------------------------------
#####R=== teleport_monster_to ===
#####GDeclaration
extern void teleport_monster_to(int m_idx, int ny,
int nx);
#####GFile
spells1.c
#####GComment
/*
* Teleport a monster to a grid near the given location
*
* This function is slightly obsessive about correctness.
*/
#####GDescription
Teleport monster indicated by "m_idx" to a grid near the given
location ("ny", "nx"). If the location is empty, the monster goes
there, otherwise they go to a grid as close as possible to the
location.
#####GParameters
> "m_idx" is the index of the monster in m_list[].
> "ny" is the y co-ordinate of the location.
> "nx" is the x co-ordinate of the location.
----------------------------------------------------------------------
#####R=== teleport_player_level ===
#####GDeclaration
extern void teleport_player_level(void);
#####GFile
spells1.c
#####GComment
/*
* Teleport the player one level up or down (random when legal)
*/
#####GDescription
Teleport the player one level up or down at random.
----------------------------------------------------------------------
#####R=== recall_player ===
#####GDeclaration
extern void recall_player(void);
#####GFile
spells1.c
#####GComment
/*
* Recall the player to town or dungeon
*/
#####GDescription
Recall the player to town (if in dungeon) or dungeon (if in town).
----------------------------------------------------------------------
#####R=== take_hit ===
#####GDeclaration
extern void take_hit(int damage, cptr kb_str);
#####GFile
spells1.c
#####GComment
/*
* Decreases players hit points and sets death flag if necessary
*
* XXX XXX XXX Invulnerability needs to be changed into a "shield"
*
* XXX XXX XXX Hack -- this function allows the user to save (or quit)
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
*/
#####GDescription
Reduce the player's current hit points by "damage" points. If the
player dies, "kb_str" is used to record what the player was killed by
(see high-score table).
#####GParameters
> "damage" is the amount of damage.
> "kb_str" is a string describing what killed the player.
----------------------------------------------------------------------
#####R=== take_sanity_hit ===
#####GDeclaration
extern void take_sanity_hit(int damage, cptr hit_from);
#####GFile
spells1.c
#####GComment
/* Decrease player's sanity. This is a copy of the function above. */
#####GDescription
Reduce the player's current sanity points by "damage" points. If the
player dies, "hit_from" is used to record what the player was killed
by (see high-score table).
#####GParameters
> "damage" is the amount of damage.
> "hit_from" is a string describing what killed the player.
----------------------------------------------------------------------
#####R=== project ===
#####GDeclaration
extern bool project(int who, int rad, int y, int x,
int dam, int typ, int flg);
#####GFile
spells1.c
#####GComment
/*
* Generic "beam"/"bolt"/"ball" projection routine.
*
* Input:
* who: Index of "source" monster (negative for "player")
* jk -- -2 for traps, only used with project_jump
* rad: Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
* y,x: Target location (or location to travel "towards")
* dam: Base damage roll to apply to affected monsters (or player)
* typ: Type of damage to apply to monsters (and objects)
* flg: Extra bit flags (see PROJECT_xxxx in "defines.h")
*
* Return:
* TRUE if any "effects" of the projection were observed, else FALSE
*
* Allows a monster (or player) to project a beam/bolt/ball of a given kind
* towards a given location (optionally passing over the heads of interposing
* monsters), and have it do a given amount of damage to the monsters (and
* optionally objects) within the given radius of the final location.
*
* A "bolt" travels from source to target and affects only the target grid.
* A "beam" travels from source to target, affecting all grids passed through.
* A "ball" travels from source to the target, exploding at the target, and
* affecting everything within the given radius of the target location.
*
* Traditionally, a "bolt" does not affect anything on the ground, and does
* not pass over the heads of interposing monsters, much like a traditional
* missile, and will "stop" abruptly at the "target" even if no monster is
* positioned there, while a "ball", on the other hand, passes over the heads
* of monsters between the source and target, and affects everything except
* the source monster which lies within the final radius, while a "beam"
* affects every monster between the source and target, except for the casting
* monster (or player), and rarely affects things on the ground.
*
* Two special flags allow us to use this function in special ways, the
* "PROJECT_HIDE" flag allows us to perform "invisible" projections, while
* the "PROJECT_JUMP" flag allows us to affect a specific grid, without
* actually projecting from the source monster (or player).
*
* The player will only get "experience" for monsters killed by himself
* Unique monsters can only be destroyed by attacks from the player
*
* Only 256 grids can be affected per projection, limiting the effective
* "radius" of standard ball attacks to nine units (diameter nineteen).
*
* One can project in a given "direction" by combining PROJECT_THRU with small
* offsets to the initial location (see "line_spell()"), or by calculating
* "virtual targets" far away from the player.
*
* One can also use PROJECT_THRU to send a beam/bolt along an angled path,
* continuing until it actually hits something (useful for "stone to mud").
*
* Bolts and Beams explode INSIDE walls, so that they can destroy doors.
*
* Balls must explode BEFORE hitting walls, or they would affect monsters
* on both sides of a wall. Some bug reports indicate that this is still
* happening in 2.7.8 for Windows, though it appears to be impossible.
*
* We "pre-calculate" the blast area only in part for efficiency.
* More importantly, this lets us do "explosions" from the "inside" out.
* This results in a more logical distribution of "blast" treasure.
* It also produces a better (in my opinion) animation of the explosion.
* It could be (but is not) used to have the treasure dropped by monsters
* in the middle of the explosion fall "outwards", and then be damaged by
* the blast as it spreads outwards towards the treasure drop location.
*
* Walls and doors are included in the blast area, so that they can be
* "burned" or "melted" in later versions.
*
* This algorithm is intended to maximise simplicity, not necessarily
* efficiency, since this function is not a bottleneck in the code.
*
* We apply the blast effect from ground zero outwards, in several passes,
* first affecting features, then objects, then monsters, then the player.
* This allows walls to be removed before checking the object or monster
* in the wall, and protects objects which are dropped by monsters killed
* in the blast, and allows the player to see all affects before he is
* killed or teleported away. The semantics of this method are open to
* various interpretations, but they seem to work well in practice.
*
* We process the blast area from ground-zero outwards to allow for better
* distribution of treasure dropped by monsters, and because it provides a
* pleasing visual effect at low cost.
*
* Note that the damage done by "ball" explosions decreases with distance.
* This decrease is rapid, grids at radius "dist" take "1/dist" damage.
*
* Notice the "napalm" effect of "beam" weapons. First they "project" to
* the target, and then the damage "flows" along this beam of destruction.
* The damage at every grid is the same as at the "centre" of a "ball"
* explosion, since the "beam" grids are treated as if they ARE at the
* centre of a "ball" explosion.
*
* Currently, specifying "beam" plus "ball" means that locations which are
* covered by the initial "beam", and also covered by the final "ball", except
* for the final grid (the epicentre of the ball), will be "hit twice", once
* by the initial beam, and once by the exploding ball. For the grid right
* next to the epicentre, this results in 150% damage being done. The centre
* does not have this problem, for the same reason the final grid in a "beam"
* plus "bolt" does not -- it is explicitly removed. Simply removing "beam"
* grids which are covered by the "ball" will NOT work, as then they will
* receive LESS damage than they should. Do not combine "beam" with "ball".
*
* The array "gy[],gx[]" with current size "grids" is used to hold the
* collected locations of all grids in the "blast area" plus "beam path".
*
* Note the rather complex usage of the "gm[]" array. First, gm[0] is always
* zero. Second, for N>1, gm[N] is always the index (in gy[],gx[]) of the
* first blast grid (see above) with radius "N" from the blast centre. Note
* that only the first gm[1] grids in the blast area thus take full damage.
* Also, note that gm[rad+1] is always equal to "grids", which is the total
* number of blast grids.
*
* Note that once the projection is complete, (y2,x2) holds the final location
* of bolts/beams, and the "epicentre" of balls.
*
* Note also that "rad" specifies the "inclusive" radius of projection blast,
* so that a "rad" of "one" actually covers 5 or 9 grids, depending on the
* implementation of the "distance" function. Also, a bolt can be properly
* viewed as a "ball" with a "rad" of "zero".
*
* Note that if no "target" is reached before the beam/bolt/ball travels the
* maximum distance allowed (MAX_RANGE), no "blast" will be induced. This
* may be relevant even for bolts, since they have a "1x1" mini-blast.
*
* Note that for consistency, we "pretend" that the bolt actually takes "time"
* to move from point A to point B, even if the player cannot see part of the
* projection path. Note that in general, the player will *always* see part
* of the path, since it either starts at the player or ends on the player.
*
* Hack -- we assume that every "projection" is "self-illuminating".
*
* Hack -- when only a single monster is affected, we automatically track
* (and recall) that monster, unless "PROJECT_JUMP" is used.
*
* Note that all projections now "explode" at their final destination, even
* if they were being projected at a more distant destination. This means
* that "ball" spells will *always* explode.
*
* Note that we must call "handle_stuff()" after affecting terrain features
* in the blast radius, in case the "illumination" of the grid was changed,
* and "update_view()" and "update_monsters()" need to be called.
*/
#####GDescription
Generate a beam/bolt/ball starting from "who" with a radius of "rad"
at target grid "y,x" for "damage" points of "typ" damage. The beam/
bolt/ball can have various properties as denoted by "flg".
#####GParameters
> "who" is > 0 (index of monster in m_list[]), < 0 and
not -100 or -101 (player), -100 or -101 (trap).
> "rad" is 0 for a beam/bolt and 1-9 for a ball.
> "y" is the y co-ordinate of the target grid.
> "x" is the x co-ordinate of the target grid.
> "dam" is the number of points of damage.
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "flg" is the projection effect
*****fields.txt*0[PROJECT_fields]
----------------------------------------------------------------------
#####R=== corrupt_player ===
#####GDeclaration
extern void corrupt_player(void);
#####GFile
spells1.c
#####GComment
(none)
#####GDescription
Swap two of the players stats at random.
----------------------------------------------------------------------
#####R=== grow_trees ===
#####GDeclaration
extern void grow_trees(int rad);
#####GFile
spells2.c
#####GComment
/*
* Grow trees
*/
#####GDescription
Grow up to (("rad" x "rad") + 11) trees around the player.
#####GParameters
> "rad" is the radius of the area where trees may grow.
----------------------------------------------------------------------
#####R=== hp_player ===
#####GDeclaration
extern bool hp_player(int num);
#####GFile
spells2.c
#####GComment
/*
* Increase players hit points, notice effects
*/
#####GDescription
Add "num" points to the player's current hit points. The total can
not exceed the maximum.
#####GParameters
> "num" is the number of points to add.
----------------------------------------------------------------------
#####R=== heal_insanity ===
#####GDeclaration
extern bool heal_insanity(int val);
#####GFile
spells2.c
#####GComment
/* Heal insanity. */
#####GDescription
Add "val" points to the player's current sanity points. The total can
not exceed the maximum.
#####GParameters
> "val" is the number of points to add.
----------------------------------------------------------------------
#####R=== warding_glyph ===
#####GDeclaration
extern void warding_glyph(void);
#####GFile
spells2.c
#####GComment
/*
* Leave a "glyph of warding" which prevents monster movement
*/
#####GDescription
Place a glyph at the player's location. The location must be bare.
----------------------------------------------------------------------
#####R=== explosive_rune ===
#####GDeclaration
extern void explosive_rune(void);
#####GFile
spells2.c
#####GComment
(none)
#####GDescription
Place a minor glyph (explosive rune) at the player's location. The
location must be bare.
----------------------------------------------------------------------
#####R=== do_dec_stat ===
#####GDeclaration
extern bool do_dec_stat(int stat, int mode);
#####GFile
spells2.c
#####GComment
/*
* Lose a "point"
*/
#####GDescription
Attempt to reduce the player's "stat" statistic by a point.
#####GParameters
> "stat" is the statistic
*****fields.txt*0[A_fields]
> "mode" is the type of decrease: temporary, normal, or permanent
*****fields.txt*0[STAT_DEC_fields]
----------------------------------------------------------------------
#####R=== do_res_stat ===
#####GDeclaration
extern bool do_res_stat(int stat);
#####GFile
spells2.c
#####GComment
/*
* Restore lost "points" in a stat
*/
#####GDescription
Restore the player's "stat" statistic.
#####GParameters
> "stat" is the statistic
*****fields.txt*0[A_fields]
----------------------------------------------------------------------
#####R=== do_inc_stat ===
#####GDeclaration
extern bool do_inc_stat(int stat);
#####GFile
spells2.c
#####GComment
/*
* Gain a "point" in a stat
*/
#####GDescription
Increase the player's "stat" statistic by a point.
#####GParameters
> "stat" is the statistic
*****fields.txt*0[A_fields]
----------------------------------------------------------------------
#####R=== identify_pack ===
#####GDeclaration
extern void identify_pack(void);
#####GFile
spells2.c
#####GComment
/*
* Identify everything being carried.
* Done by a potion of "self knowledge".
*/
#####GDescription
Identify all items in the inventory.
----------------------------------------------------------------------
#####R=== remove_curse ===
#####GDeclaration
extern bool remove_curse(void);
#####GFile
spells2.c
#####GComment
/*
* Remove most curses
*/
#####GDescription
Remove all curses except for heavy curses.
----------------------------------------------------------------------
#####R=== remove_all_curse ===
#####GDeclaration
extern bool remove_all_curse(void);
#####GFile
spells2.c
#####GComment
/*
* Remove all curses
*/
#####GDescription
Remove all curses including heavy curses.
----------------------------------------------------------------------
#####R=== restore_level ===
#####GDeclaration
extern bool restore_level(void);
#####GFile
spells2.c
#####GComment
/*
* Restores any drained experience
*/
#####GDescription
Restore all drained experience points (if any).
----------------------------------------------------------------------
#####R=== self_knowledge ===
#####GDeclaration
extern void self_knowledge(FILE *fff);
#####GFile
spells2.c
#####GComment
/*
* 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.
*/
#####GDescription
Show all attributes including racial powers, mutations, and equipment
effects.
#####GParameters
> "*ffff" points to a file (write info to file) or is NULL (write info
to screen).
----------------------------------------------------------------------
#####R=== lose_all_info ===
#####GDeclaration
extern bool lose_all_info(void);
#####GFile
spells2.c
#####GComment
/*
* Forget everything
*/
#####GDescription
Forget about objects and the map.
----------------------------------------------------------------------
#####R=== detect_traps ===
#####GDeclaration
extern bool detect_traps(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all traps on current panel
*/
#####GDescription
Detect all traps on current panel.
----------------------------------------------------------------------
#####R=== detect_doors ===
#####GDeclaration
extern bool detect_doors(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all doors on current panel
*/
#####GDescription
Detect all doors on current panel.
----------------------------------------------------------------------
#####R=== detect_stairs ===
#####GDeclaration
extern bool detect_stairs(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all stairs on current panel
*/
#####GDescription
Detect all stairs on current panel.
----------------------------------------------------------------------
#####R=== detect_treasure ===
#####GDeclaration
extern bool detect_treasure(void);
#####GFile
spells2.c
#####GComment
/*
* Detect any treasure on the current panel
*/
#####GDescription
Detect any treasure on the current panel.
----------------------------------------------------------------------
Field: hack_no_detect_message
Value: FALSE
----------------------------------------------------------------------
#####R=== detect_objects_gold ===
#####GDeclaration
extern bool detect_objects_gold(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all "gold" objects on the current panel
*/
#####GDescription
Detect all objects with the TV_GOLD flag.
----------------------------------------------------------------------
#####R=== detect_objects_normal ===
#####GDeclaration
extern bool detect_objects_normal(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all "normal" objects on the current panel
*/
#####GDescription
Detect all objects without the TV_GOLD flag.
----------------------------------------------------------------------
#####R=== detect_objects_magic ===
#####GDeclaration
extern bool detect_objects_magic(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all "magic" objects on the current panel.
*
* This will light up all spaces with "magic" items, including artifacts,
* ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
* and "enchanted" items of the "good" variety.
*
* It can probably be argued that this function is now too powerful.
*/
#####GDescription
Detect all "magic" objects which are artefacts, ego items, or have one
of the following flags - TV_AMULET, TV_RING, TV_BATERIE, TV_STAFF,
TV_WAND, TV_ROD, TV_ROD_MAIN, TV_SCROLL, TV_POTION, TV_POTION2,
TV_VALARIN_BOOK, TV_MAGERY_BOOK, TV_SHADOW_BOOK, TV_CHAOS_BOOK,
TV_SPIRIT_BOOK, TV_NETHER_BOOK, TV_DAEMON_BOOK, TV_CRUSADE_BOOK,
TV_SIGALDRY_BOOK, TV_SYMBIOTIC_BOOK, TV_MUSIC_BOOK.
----------------------------------------------------------------------
#####R=== detect_monsters_normal ===
#####GDeclaration
extern bool detect_monsters_normal(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all "normal" monsters on the current panel
*/
#####GDescription
Detect all non-invisible monsters (without RF2_INVISIBLE).
----------------------------------------------------------------------
#####R=== detect_monsters_invis ===
#####GDeclaration
extern bool detect_monsters_invis(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all "invisible" monsters on current panel
*/
#####GDescription
Detect all invisible monsters (with RF2_INVISIBLE).
----------------------------------------------------------------------
#####R=== detect_monsters_evil ===
#####GDeclaration
extern bool detect_monsters_evil(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all "evil" monsters on current panel
*/
#####GDescription
Detect all evil monsters (with RF3_EVIL).
----------------------------------------------------------------------
#####R=== detect_monsters_good ===
#####GDeclaration
extern bool detect_monsters_good(void);
#####GFile
spells2.c
#####GComment
/* Detect good monsters */
#####GDescription
Detect all good monsters (with RF3_GOOD).
----------------------------------------------------------------------
#####R=== detect_monsters_xxx ===
#####GDeclaration
extern bool detect_monsters_xxx(u32b match_flag);
#####GFile
spells2.c
#####GComment
/*
* A "generic" detect monsters routine, tagged to flags3
*/
#####GDescription
Detect all monsters with "match_flag" flag.
#####GParameters
> "match_flag" can be any RF3_ flag (see defines.h) but only
RF3_DEMON, RF3_UNDEAD, RF3_GOOD work.
----------------------------------------------------------------------
#####R=== detect_monsters_string ===
#####GDeclaration
extern bool detect_monsters_string(cptr);
#####GFile
spells2.c
#####GComment
/*
* Detect all (string) monsters on current panel
*/
#####GDescription
Detect all monsters whose default monster character matches a
character pointed to by "cptr".
#####GParameters
> "cptr" is a pointer to a single character, eg 'Z' for hounds. For
available characters, see the "symbol" field of the graphics (G)
line of r_info.txt.
----------------------------------------------------------------------
#####R=== detect_monsters_nonliving ===
#####GDeclaration
extern bool detect_monsters_nonliving(void);
#####GFile
spells2.c
#####GComment
/*
* Detect all "nonliving", "undead" or "demonic" monsters on current panel
*/
#####GDescription
Detect all non-living monsters (with RF3_NONLIVING, RF3_UNDEAD, or
RF3_DEMON).
----------------------------------------------------------------------
#####R=== detect_all ===
#####GDeclaration
extern bool detect_all(void);
#####GFile
spells2.c
#####GComment
/*
* Detect everything
*/
#####GDescription
Detects traps, doors, stairs, treasure, gold objects, normal objects,
invisible monsters, normal (visible) monsters.
----------------------------------------------------------------------
#####R=== stair_creation ===
#####GDeclaration
extern void stair_creation(void);
#####GFile
spells2.c
#####GComment
/*
* Create stairs at the player location
*/
#####GDescription
Create stairs at the player location. This is not allowed if the grid
is not empty, the player is not in a dungeon, the player is on a
special level, the player is in an arena or quest. If the player is
in the town or wilderness the stairs will go down. If the player is
on a quest level or at the bottom of a dungeon, the stairs will go up.
Otherwise there is an even chance the stairs will go up or down.
----------------------------------------------------------------------
#####R=== wall_stone ===
#####GDeclaration
extern bool wall_stone(void);
#####GFile
spells2.c
#####GComment
(none)
#####GDescription
Create a stone wall on the player's grid. This function uses the
project() function to create the stone wall. Apparently zero can be
used as the "who" parameter for the player. See details for the
project() function elsewhere in this document.
----------------------------------------------------------------------
#####R=== create_artifact ===
#####GDeclaration
extern bool create_artifact(object_type *o_ptr,
bool a_scroll, bool get_name);
#####GFile
randart.c
#####GComment
(none)
#####GDescription
Create an artifact from object "*optr".
#####GParameters
> "*optr* is a pointer to an object
> "a_scroll" is true if the artifact is created by reading a scroll
> "get_name" is true if the artifact is to be named by the player (if
a_scroll is true) or created randomly (a_scroll is false), or false
if an inscription is used.
----------------------------------------------------------------------
#####R=== ident_spell ===
#####GDeclaration
extern bool ident_spell(void);
#####GFile
spells2.c
#####GComment
/*
* 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.
*/
#####GDescription
Identify an object in the inventory (or on the floor).
----------------------------------------------------------------------
#####R=== identify_fully ===
#####GDeclaration
extern bool identify_fully(void);
#####GFile
spells2.c
#####GComment
/*
* Fully "identify" an object in the inventory -BEN-
* This routine returns TRUE if an item was identified.
*/
#####GDescription
Fully "identify" an object in the inventory (or on the floor).
----------------------------------------------------------------------
#####R=== recharge ===
#####GDeclaration
extern bool recharge(int num);
#####GFile
spells2.c
#####GComment
/*
* 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".
*/
#####GDescription
Recharge an object in the inventory (or on the floor) with "num"
power.
#####GParameters
> "num" is the power used in recharging. It is compared to the
object's level to determine whether the item is recharged
successfully or destroyed. If it is recharged, it also determines
how many charges are added, or how much recharge time is reduced.
----------------------------------------------------------------------
#####R=== aggravate_monsters ===
#####GDeclaration
extern void aggravate_monsters(int who);
#####GFile
spells2.c
#####GComment
/*
* Wake up all monsters, and speed up "los" monsters.
*/
#####GDescription
Aggravate monsters, originating from "who".
#####GParameters
> "who" is the index of monster in m_list[] (1 if it is the player)
which triggers the aggravation;
----------------------------------------------------------------------
#####R=== genocide ===
#####GDeclaration
extern bool genocide(bool player_cast);
#####GFile
spells2.c
#####GComment
(none)
#####GDescription
Genocide a monster race.
#####GParameters
> "player_cast" is true if the player cast the spell so the player can
take damage.
----------------------------------------------------------------------
#####R=== mass_genocide ===
#####GDeclaration
extern bool mass_genocide(bool player_cast);
#####GFile
spells2.c
#####GComment
/*
* Delete all nearby (non-unique) monsters
*/
#####GDescription
Delete all nearby (non-unique) monsters.
#####GParameters
> "player_cast" is true if the player cast the spell so the player can
take damage.
----------------------------------------------------------------------
#####R=== probing ===
#####GDeclaration
extern bool probing(void);
#####GFile
spells2.c
#####GComment
/*
* Probe nearby monsters
*/
#####GDescription
Probe all nearby monsters.
----------------------------------------------------------------------
#####R=== banish_evil ===
#####GDeclaration
extern bool banish_evil(int dist);
#####GFile
spells2.c
#####GComment
/*
* Banish evil monsters
*/
#####GDescription
Banish nearby evil monsters doing "dist" points of GF_AWAY_EVIL
damage.
#####GParameters
> "dist" is the amount of damage done to each monster.
----------------------------------------------------------------------
#####R=== dispel_evil ===
#####GDeclaration
extern bool dispel_evil(int dam);
#####GFile
spells2.c
#####GComment
/*
* Dispel evil monsters
*/
#####GDescription
Dispel nearby evil monsters doing "dam" points of GF_DISP_EVIL
damage.
#####GParameters
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== dispel_good ===
#####GDeclaration
extern bool dispel_good(int dam);
#####GFile
spells2.c
#####GComment
/*
* Dispel good monsters
*/
#####GDescription
Dispel nearby good monsters doing "dam" points of GF_DISP_GOOD
damage.
#####GParameters
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== dispel_undead ===
#####GDeclaration
extern bool dispel_undead(int dam);
#####GFile
spells2.c
#####GComment
/*
* Dispel undead monsters
*/
#####GDescription
Dispel nearby undead monsters doing "dam" points of GF_DISP_UNDEAD
damage.
#####GParameters
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== dispel_monsters ===
#####GDeclaration
extern bool dispel_monsters(int dam);
#####GFile
spells2.c
#####GComment
/*
* Dispel all monsters
*/
#####GDescription
Dispel all nearby monsters doing "dam" points of GF_DISP_ALL
damage.
#####GParameters
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== dispel_living ===
#####GDeclaration
extern bool dispel_living(int dam);
#####GFile
spells2.c
#####GComment
/*
* Dispel 'living' monsters
*/
#####GDescription
Dispel nearby living monsters doing "dam" points of GF_DISP_LIVING
damage.
#####GParameters
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== dispel_demons ===
#####GDeclaration
extern bool dispel_demons(int dam);
#####GFile
spells2.c
#####GComment
/*
* Dispel demons
*/
#####GDescription
Dispel nearby demon monsters doing "dam" points of GF_DISP_DEMON
damage.
#####GParameters
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== turn_undead ===
#####GDeclaration
extern bool turn_undead(void);
#####GFile
spells2.c
#####GComment
/*
* Turn undead
*/
#####GDescription
Turn nearby undead monsters doing a point of GF_TURN_UNDEAD damage for
each player level.
----------------------------------------------------------------------
#####R=== wipe ===
#####GDeclaration
extern void wipe(int y1, int x1, int r);
#####GFile
spells2.c
#####GComment
/*
* Wipe -- Empties a part of the dungeon
*/
#####GDescription
Delete monsters and objects from an area of the dungeon centred at
grid "y1,x1" for a radius "r". This does not work on special levels or
quests. The player may be blinded. The player forgets the affected
area and it becomes dark. All grids become floor.
#####GParameters
> "y1" is the y-coordinate of the wipe's origin.
> "x1" is the x-coordinate of the wipe's origin.
> "r" is the radius of the wipe.
----------------------------------------------------------------------
#####R=== destroy_area ===
#####GDeclaration
extern void destroy_area(int y1, int x1, int r,
bool full);
#####GFile
spells2.c
#####GComment
/*
* 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".
*/
#####GDescription
Delete monsters and objects from an area of the dungeon centred at
grid "y1,x1" for a radius "r". This does not work on special levels or
quests. The epicentre is NOT affected. The player may be blinded. The
player forgets the affected area and it becomes dark. The grids can
become granite, quartz, magma, or floor.
#####GParameters
> "y1" is the y-coordinate of the destruction's origin.
> "x1" is the x-coordinate of the destruction's origin.
> "r" is the radius of the destruction.
> "full" is currently unused.
----------------------------------------------------------------------
#####R=== earthquake ===
#####GDeclaration
extern void earthquake(int cy, int cx, int r);
#####GFile
spells2.c
#####GComment
/*
* 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.
*/
#####GDescription
Create an earthquake centred on grid "cy,cx" with a radius of "r".
This does not work on quest levels. The epicentre is NOT affected.
Only about 15% of the grids are affected. The player takes 300 points
of damage if they can't be moved to a safe grid, otherwise damage is
from 10 to 40 points. The player forgets the affected area and it
becomes dark. The grids can become granite, quartz, magma, or floor.
#####GParameters
Parameters:
> "cy" is the y-coordinate of the earthquake origin.
> "cx" is the x-coordinate of the earthquake origin.
> "r" is the radius of the earthquake.
----------------------------------------------------------------------
#####R=== map_area ===
#####GDeclaration
extern void map_area(void);
#####GFile
cave.c
#####GComment
/*
* Hack -- map the current panel (plus some) ala "magic mapping"
*/
#####GDescription
Map the current panel plus up to 10 grids up and down, and up to 20
grids left and right.
----------------------------------------------------------------------
#####R=== wiz_lite ===
#####GDeclaration
extern void wiz_lite(void);
#####GFile
cave.c
#####GComment
/*
* Light up the dungeon using "clairvoyance"
*
* This function "illuminates" every grid in the dungeon, memorises all
* "objects", memorises all grids as with magic mapping, and, under the
* standard option settings (view_perma_grids but not view_torch_grids)
* memorises all floor grids too.
*
* Note that if "view_perma_grids" is not set, we do not memorise floor
* grids, since this would defeat the purpose of "view_perma_grids", not
* that anyone seems to play without this option.
*
* Note that if "view_torch_grids" is set, we do not memorise floor grids,
* since this would prevent the use of "view_torch_grids" as a method to
* keep track of what grids have been observed directly.
*/
#####GDescription
Light up the entire dungeon and show all monsters and objects.
----------------------------------------------------------------------
#####R=== wiz_lite_extra ===
#####GDeclaration
extern void wiz_lite_extra(void);
#####GFile
cave.c
#####GComment
(none)
#####GDescription
Light up the entire dungeon and show all monsters and objects. All
squares are lit and remembered.
----------------------------------------------------------------------
#####R=== wiz_dark ===
#####GDeclaration
extern void wiz_dark(void);
#####GFile
cave.c
#####GComment
/*
* Forget the dungeon map (ala "Thinking of Maud...").
*/
#####GDescription
Forget all grids and objects. All grids become dark.
----------------------------------------------------------------------
#####R=== lite_room ===
#####GDeclaration
extern void lite_room(int y1, int x1);
#####GFile
spells2.c
#####GComment
/*
* Illuminate any room containing the given location.
*/
#####GDescription
Light up the room (if any) of grid "y1,x1".
#####GParameters
> "y1" is the y-coordinate of the grid.
> "x1" is the x-coordinate of the grid.
----------------------------------------------------------------------
#####R=== unlite_room ===
#####GDeclaration
extern void unlite_room(int y1, int x1);
#####GFile
spells2.c
#####GComment
/*
* Darken all rooms containing the given location
*/
#####GDescription
Darken all rooms (if any) of grid "y1,x1".
#####GParameters
> "y1" is the y-coordinate of the grid.
> "x1" is the x-coordinate of the grid.
----------------------------------------------------------------------
#####R=== lite_area ===
#####GDeclaration
extern bool lite_area(int dam, int rad);
#####GFile
spells2.c
#####GComment
/*
* Hack -- call light around the player
* Affect all monsters in the projection radius
*/
#####GDescription
Light up the room (if any) of the player's grid. Monsters take "dam"
points of GF_LITE_WEAK damage if they are within "r" grids of the
player.
#####GParameters
> "dam" is the number of points of damage.
> "rad" is the radius of the effect of the damage.
----------------------------------------------------------------------
#####R=== unlite_area ===
#####GDeclaration
extern bool unlite_area(int dam, int rad);
#####GFile
spells2.c
#####GComment
/*
* Hack -- call darkness around the player
* Affect all monsters in the projection radius
*/
#####GDescription
Darken the room (if any) of the player's grid. Monsters take "dam"
points of GF_DARK_WEAK damage if they are within "r" grids of the
player.
#####GParameters
> "dam" is the number of points of damage.
> "rad" is the radius of the effect of the damage.
----------------------------------------------------------------------
#####R=== fire_ball_beam ===
#####GDeclaration
extern bool fire_ball_beam(int typ, int dir, int dam,
int rad);
#####GFile
spells2.c
#####GComment
/*
* Cast a ball-beamed spell
* Stop if we hit a monster, act as a "ball"
* Allow "target" mode to pass over monsters
* Affect grids, objects, and monsters
*/
#####GDescription
Cast a ball-beamed spell of type "typ" in direction "dir" for damage
"dam" points with a radius of "rad" grids.
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9.
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
> "rad" is the radius of the effect of the damage (must be <= 16).
----------------------------------------------------------------------
#####R=== fire_ball ===
#####GDeclaration
extern bool fire_ball(int typ, int dir, int dam, int rad);
#####GFile
spells2.c
#####GComment
/*
* 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
*/
#####GDescription
Cast a ball spell of type "typ" in direction "dir" for "dam" points of
damage. The ball has a radius of "rad" grids.
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9.
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
> "rad" is the radius of the effect of the damage (must be <= 16).
----------------------------------------------------------------------
#####R=== fire_bolt ===
#####GDeclaration
extern bool fire_bolt(int typ, int dir, int dam);
#####GFile
spells2.c
#####GComment
/*
* Cast a bolt spell
* Stop if we hit a monster, as a "bolt"
* Affect monsters (not grids or objects)
*/
#####GDescription
Cast a bolt spell of type "typ" in direction "dir" for "dam" points of
damage.
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== fire_beam ===
#####GDeclaration
extern bool fire_beam(int typ, int dir, int dam);
#####GFile
spells2.c
#####GComment
/*
* Cast a beam spell
* Pass through monsters, as a "beam"
* Affect monsters (not grids or objects)
*/
#####GDescription
Cast a beam spell of type "typ" in direction "dir" for "dam" points of
damage.
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9.
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== fire_druid_ball ===
#####GDeclaration
extern bool fire_druid_ball(int typ, int dir, int dam,
int rad);
#####GFile
spells2.c
#####GComment
/*
* Cast a druidic ball spell
* Stop if we hit a monster, act as a "ball"
* Allow "target" mode to pass over monsters
* Affect grids, objects, and monsters
*/
#####GDescription
Cast a ball spell of type "typ" in direction "dir" for "dam" points of
damage. The ball has a radius of "rad" grids. The spell follows a mana
path.
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9.
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
> "rad" is the radius of the effect of the damage (must be <= 16).
----------------------------------------------------------------------
#####R=== fire_druid_bolt ===
#####GDeclaration
extern bool fire_druid_bolt(int typ, int dir, int dam);
#####GFile
spells2.c
#####GComment
/*
* Cast a druidic bolt spell
* Stop if we hit a monster, as a "bolt"
* Affect monsters (not grids or objects)
*/
#####GDescription
Cast a bolt spell of type "typ" in direction "dir" for "dam" points of
damage. The spell follows a mana path.
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9.
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== fire_druid_beam ===
#####GDeclaration
extern bool fire_druid_beam(int typ, int dir, int dam);
#####GFile
spells2.c
#####GComment
/*
* Cast a druidistic beam spell
* Pass through monsters, as a "beam"
* Affect monsters (not grids or objects)
*/
#####GDescription
Cast a beam spell of type "typ" in direction "dir" for "dam" points of
damage. The spell follows a mana path.
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9.
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== fire_bolt_or_beam ===
#####GDeclaration
extern bool fire_bolt_or_beam(int prob, int typ, int dir,
int dam);
#####GFile
spells2.c
#####GComment
/*
* Cast a bolt spell, or rarely, a beam spell
*/
#####GDescription
Cast a beam (chance of "prob" in 100) or bolt spell of type "typ" in
direction "dir" for "dam" points of damage.
#####GParameters
> "prob" is the number of times out of 100 that the bolt will actually
be a beam. Obviously this value should range from 1 to 99 (0 will
always give a beam, 100 or higher will always give a beam. There are
separate functions for these cases).
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9.
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
----------------------------------------------------------------------
#####R=== alchemy ===
#####GDeclaration
extern bool alchemy(void);
#####GFile
spells2.c
#####GComment
/* Turns an object into gold, gain some of its value in a shop */
#####GDescription
The player selects an object (and quantity if it applies) from the
inventory or the floor and attempts to turn it into gold. If the
price of the item is < 0 then the player gains nothing (fool's gold),
otherwise the player gets a third of the price in gold. Artifacts are
not affected.
----------------------------------------------------------------------
#####R=== alter_reality ===
#####GDeclaration
extern void alter_reality(void);
#####GFile
spells2.c
#####GComment
(none)
#####GDescription
The player leaves the level immediately.
----------------------------------------------------------------------
#####R=== teleport_swap ===
#####GDeclaration
extern void teleport_swap(int dir);
#####GFile
spells2.c
#####GComment
(none)
#####GDescription
Player swaps places with target in direction "dir". The target must be
a monster. It will not work if the space-time continuum can not be
disrupted or if the monster resists teleportation.
----------------------------------------------------------------------
#####R=== project_meteor ===
#####GDeclaration
extern void project_meteor(int radius, int typ, int dam,
u32b flg);
#####GFile
spells2.c
#####GComment
/*
* Apply a "project()" a la meteor shower
*/
#####GDescription
Generate between "rad" and "rad" x 2 ball spells of type "typ" for
"dam" points of damage. The ball can have various properties as
denoted by "flg".
#####GParameters
> "rad" is the minimum number of balls created. "rad" + randint("rad")
balls are created. Each ball has a radius of 2 grids. Each target
grid is within 5 grids of the player.
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dam" is the number of points of damage.
> "flg" is the projection effect
*****fields.txt*0[PROJECT_fields]
----------------------------------------------------------------------
#####R=== passwall ===
#####GDeclaration
extern bool passwall(int dir, bool safe);
#####GFile
spells2.c
#####GComment
/*
* Send the player shooting through walls in the given direction until
* they reach a non-wall space, or a monster, or a permanent wall.
*/
#####GDescription
Move the player through walls in direction "dir". if "safe" then the
player can not end up in a wall - if they do, the wall is replaced by
a floor. This does not work in the wilderness, on quest levels, or if
teleport is not allowed. Stopping on monsters or inside vaults is not
allowed.
#####GParameters
> "dir" must be from 0 to 9. It can not be 5.
*****fields.txt*0[direction]
> "safe" must be true if the player is not to be trapped in a wall
when the movement is finished.
----------------------------------------------------------------------
#####R=== project_hook ===
#####GDeclaration
extern bool project_hook(int typ, int dir, int dam,
int flg);
#####GFile
spells2.c
#####GComment
/*
* Hack -- apply a "projection()" in a direction (or at the target)
*/
#####GDescription
Generate a beam/bolt of type "typ" in direction "dir" (or at a target)
for "dam" points of damage. The beam/bolt can have various properties
as denoted by "flg".
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dir" must be from 0 to 9. 5 means use the current target.
*****fields.txt*0[direction]
> "dam" is the number of points of damage.
> "flg" is the projection effect
*****fields.txt*0[PROJECT_fields]
----------------------------------------------------------------------
#####R=== reset_recall ===
#####GDeclaration
extern bool reset_recall(void);
#####GFile
spells2.c
#####GComment
(none)
#####GDescription
Ask the player for a dungeon and appropriate level within the dungeon.
The player can not specify a dungeon they have not gone to yet. If the
player chooses levels 99 or 100, the level is set to 98.
----------------------------------------------------------------------
#####R=== get_aim_dir ===
#####GDeclaration
extern bool get_aim_dir(int *dp = 0);
#####GFile
xtra2.c
#####GComment
/*
* Get an "aiming direction" from the user.
*
* The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
* "0" for "current target", and "-1" for "entry aborted".
*
* Note that "Force Target", if set, will pre-empt user interaction,
* if there is a usable target already set.
*
* Note that confusion over-rides any (explicit?) user choice.
*/
#####GDescription
Get an aiming direction from the user and store it in "dp". A target
can be selected. If the player is confused, the direction will be
random.
#####GParameters
> "dp" = player direction.
----------------------------------------------------------------------
#####R=== project_hack ===
#####GDeclaration
extern bool project_hack(int typ, int dam);
#####GFile
spells2.c
#####GComment
/*
* Apply a "project()" directly to all viewable monsters
*
* Note that affected monsters are NOT auto-tracked by this usage.
*/
#####GDescription
Generate beam/bolt spells of type "typ" for "dam" points of damage to
all viewable monsters in line of site.
#####GParameters
> "typ" is the type of damage
*****fields.txt*0[GF_fields]
> "dam" is the number of points of damage.
----------------------------------------------------------------------
Back to the *****lua.hlp*0[lua help index] .
[[[[[gThis file by Chris Hadgis]
|