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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;
char m_name[80];
bool_ ident = FALSE;
for (i = 1; i < m_max; i++)
{
m_ptr = &m_list[i];
/* 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);
inc_stack_size_ex(i, -1, OPTIMIZE, NO_DESCRIBE);
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 (p_ptr->chp >= 0)
{
autosave_checkpoint();
}
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))
{
inc_stack_size_ex(j, -j_ptr->number, OPTIMIZE, NO_DESCRIBE);
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;
if (p_ptr->inventory[j].name1)
wield_set(p_ptr->inventory[j].name1, a_info[p_ptr->inventory[j].name1].set, FALSE);
if (p_ptr->inventory[i].name1)
takeoff_set(p_ptr->inventory[i].name1, a_info[p_ptr->inventory[i].name1].set);
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]);
inc_stack_size_ex(i, -999, OPTIMIZE, NO_DESCRIBE);
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);
inc_stack_size_ex(i, -999, OPTIMIZE, NO_DESCRIBE);
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);
inc_stack_size_ex(i, -999, OPTIMIZE, NO_DESCRIBE);
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);
inc_stack_size_ex(i, -999, OPTIMIZE, NO_DESCRIBE);
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 */
inc_stack_size_ex(item_kit, -1, NO_OPTIMIZE, DESCRIBE);
inc_stack_size_ex(item_load, -num, NO_OPTIMIZE, DESCRIBE);
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)
{
return (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)
{
return (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];
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 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;
/* 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;
/* 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;
if (m_ptr->ml)
{
/* Get the name */
monster_desc(m_name, m_ptr, 0);
/* 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)
{
/* 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_convert_glass(my, mx);
/* did it die? */
return (dead);
}
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