/* File: effects.c */ /* Purpose: effects of various "objects" */ /* * 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" /* * Set "p_ptr->blind", notice observable changes * * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to * memorize any terrain features which suddenly become "visible". * Note that blindness is currently the only thing which can affect * "player_can_see_bold()". */ bool set_blind(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->blind) { msg_print("You are blind!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->blind) { msg_print("You can see again."); notice = TRUE; } } /* Use the value */ p_ptr->blind = v; /* Nothing to notice */ if (!notice) return FALSE; /* Disturb */ if (disturb_other) disturb(0,0); /* Forget stuff */ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE); /* Update stuff */ p_ptr->update |= (PU_VIEW | PU_LITE); /* Update the monsters */ p_ptr->update |= (PU_MONSTERS); /* Redraw map */ p_ptr->redraw |= (PR_MAP | PR_AROUND); /* Redraw the "blind" */ p_ptr->redraw |= (PR_BLIND); /* Handle stuff */ handle_stuff(); /* Result */ return TRUE; } /* * Add to the blindness counter */ bool add_blind(int v) { return set_blind(p_ptr->blind + v); } /* * Set "p_ptr->confused", notice observable changes */ bool set_confused(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->confused) { msg_print("You are confused!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->confused) { msg_print("You feel less confused now."); notice = TRUE; } } /* Use the value */ p_ptr->confused = v; /* Nothing to notice */ if (!notice) return FALSE; /* Disturb */ if (disturb_other) disturb(0,0); /* Redraw the "confused" */ p_ptr->redraw |= (PR_CONFUSED); /* Handle stuff */ handle_stuff(); /* Result */ return TRUE; } /* * Add to the confusion counter */ bool add_confused(int v) { return set_confused(p_ptr->confused + v); } /* * Set "p_ptr->poisoned", notice observable changes */ bool set_poisoned(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->poisoned) { msg_print("You are poisoned!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->poisoned) { msg_print("You are no longer poisoned."); notice = TRUE; } } /* Use the value */ p_ptr->poisoned = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Redraw the "poisoned" */ p_ptr->redraw |= (PR_POISONED); /* Handle stuff */ handle_stuff(); /* Result */ return TRUE; } /* * Add to the poison counter */ bool add_poisoned(int v) { return set_poisoned(p_ptr->poisoned + v); } /* * Set "p_ptr->afraid", notice observable changes */ bool set_afraid(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->afraid) { msg_print("You are terrified!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->afraid) { msg_print("You feel bolder now."); notice = TRUE; } } /* Use the value */ p_ptr->afraid = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Redraw the "afraid" */ p_ptr->redraw |= (PR_AFRAID); /* Handle stuff */ handle_stuff(); /* Result */ return TRUE; } /* * Set "p_ptr->paralyzed", notice observable changes */ bool set_paralyzed(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->paralyzed) { msg_print("You are paralyzed!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->paralyzed) { msg_print("You can move again."); notice = TRUE; } } /* Use the value */ p_ptr->paralyzed = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Redraw the state */ p_ptr->redraw |= (PR_STATE); /* Handle stuff */ handle_stuff(); /* Result */ return TRUE; } /* * Set "p_ptr->image", notice observable changes * * Note that we must redraw the map when hallucination changes. */ bool set_image(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->image) { msg_print("You feel drugged!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->image) { msg_print("You can see clearly again."); notice = TRUE; } } /* Use the value */ p_ptr->image = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Redraw map */ p_ptr->redraw |= (PR_MAP | PR_AROUND); /* Update monsters */ p_ptr->update |= (PU_MONSTERS); /* Handle stuff */ handle_stuff(); /* Result */ return TRUE; } /* * Set "p_ptr->fast", notice observable changes */ bool set_fast(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->fast) { msg_print("You feel yourself moving faster!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->fast) { msg_print("You feel yourself slow down."); notice = TRUE; } } /* Use the value */ p_ptr->fast = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Handle stuff */ handle_stuff(); /* Result */ return TRUE; } /* * Set "p_ptr->slow", notice observable changes */ bool set_slow(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->slow) { msg_print("You feel yourself moving slower!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->slow) { msg_print("You feel yourself speed up."); notice = TRUE; } } /* Use the value */ p_ptr->slow = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->shield", notice observable changes */ bool set_shield(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->shield) { msg_print("A mystic shield forms around your body!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->shield) { msg_print("Your mystic shield crumbles away."); notice = TRUE; } } /* Use the value */ p_ptr->shield = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->blessed", notice observable changes */ bool set_blessed(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->blessed) { msg_print("You feel righteous!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->blessed) { msg_print("The prayer has expired."); notice = TRUE; } } /* Use the value */ p_ptr->blessed = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->hero", notice observable changes */ bool set_hero(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->hero) { msg_print("You feel like a hero!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->hero) { msg_print("The heroism wears off."); notice = TRUE; } } /* Use the value */ p_ptr->hero = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Recalculate hitpoints */ p_ptr->update |= (PU_HP); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->shero", notice observable changes */ bool set_shero(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->shero) { msg_print("You feel like a killing machine!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->shero) { msg_print("You feel less Berserk."); notice = TRUE; } } /* Use the value */ p_ptr->shero = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Recalculate hitpoints */ p_ptr->update |= (PU_HP); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->protevil", notice observable changes */ bool set_protevil(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->protevil) { msg_print("You feel safe from evil!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->protevil) { msg_print("You no longer feel safe from evil."); notice = TRUE; } } /* Use the value */ p_ptr->protevil = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->invuln", notice observable changes */ bool set_invuln(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->invuln) { msg_print("You feel invulnerable!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->invuln) { msg_print("You feel vulnerable once more."); notice = TRUE; } } /* Use the value */ p_ptr->invuln = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->tim_invis", notice observable changes */ bool set_tim_invis(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->tim_invis) { msg_print("Your eyes feel very sensitive!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->tim_invis) { msg_print("Your eyes feel less sensitive."); notice = TRUE; } } /* Use the value */ p_ptr->tim_invis = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Update the monsters */ p_ptr->update |= (PU_MONSTERS); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->tim_infra", notice observable changes */ bool set_tim_infra(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->tim_infra) { msg_print("Your eyes begin to tingle!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->tim_infra) { msg_print("Your eyes stop tingling."); notice = TRUE; } } /* Use the value */ p_ptr->tim_infra = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Update the monsters */ p_ptr->update |= (PU_MONSTERS); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->oppose_acid", notice observable changes */ bool set_oppose_acid(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->oppose_acid) { msg_print("You feel resistant to acid!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->oppose_acid) { msg_print("You feel less resistant to acid."); notice = TRUE; } } /* Use the value */ p_ptr->oppose_acid = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->oppose_elec", notice observable changes */ bool set_oppose_elec(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->oppose_elec) { msg_print("You feel resistant to electricity!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->oppose_elec) { msg_print("You feel less resistant to electricity."); notice = TRUE; } } /* Use the value */ p_ptr->oppose_elec = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->oppose_fire", notice observable changes */ bool set_oppose_fire(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->oppose_fire) { msg_print("You feel resistant to fire!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->oppose_fire) { msg_print("You feel less resistant to fire."); notice = TRUE; } } /* Use the value */ p_ptr->oppose_fire = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->oppose_cold", notice observable changes */ bool set_oppose_cold(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->oppose_cold) { msg_print("You feel resistant to cold!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->oppose_cold) { msg_print("You feel less resistant to cold."); notice = TRUE; } } /* Use the value */ p_ptr->oppose_cold = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->oppose_pois", notice observable changes */ bool set_oppose_pois(int v) { bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Open */ if (v) { if (!p_ptr->oppose_pois) { msg_print("You feel resistant to poison!"); notice = TRUE; } } /* Shut */ else { if (p_ptr->oppose_pois) { msg_print("You feel less resistant to poison."); notice = TRUE; } } /* Use the value */ p_ptr->oppose_pois = v; /* Nothing to notice */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->stun", notice observable changes * * Note the special code to only notice "range" changes. */ bool set_stun(int v) { int old_aux, new_aux; bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Knocked out */ if (p_ptr->stun > 100) { old_aux = 3; } /* Heavy stun */ else if (p_ptr->stun > 50) { old_aux = 2; } /* Stun */ else if (p_ptr->stun > 0) { old_aux = 1; } /* None */ else { old_aux = 0; } /* Knocked out */ if (v > 100) { new_aux = 3; } /* Heavy stun */ else if (v > 50) { new_aux = 2; } /* Stun */ else if (v > 0) { new_aux = 1; } /* None */ else { new_aux = 0; } /* Increase cut */ if (new_aux > old_aux) { /* Describe the state */ switch (new_aux) { /* Stun */ case 1: msg_print("You have been stunned."); break; /* Heavy stun */ case 2: msg_print("You have been heavily stunned."); break; /* Knocked out */ case 3: msg_print("You have been knocked out."); break; } /* Notice */ notice = TRUE; } /* Decrease cut */ else if (new_aux < old_aux) { /* Describe the state */ switch (new_aux) { /* None */ case 0: msg_print("You are no longer stunned."); if (disturb_other) disturb(0, 0); break; } /* Notice */ notice = TRUE; } /* Use the value */ p_ptr->stun = v; /* No change */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Redraw the "stun" */ p_ptr->redraw |= (PR_STUN); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->cut", notice observable changes * * Note the special code to only notice "range" changes. */ bool set_cut(int v) { int old_aux, new_aux; bool notice = FALSE; /* Hack -- Force good values */ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Mortal wound */ if (p_ptr->cut > 1000) { old_aux = 7; } /* Deep gash */ else if (p_ptr->cut > 200) { old_aux = 6; } /* Severe cut */ else if (p_ptr->cut > 100) { old_aux = 5; } /* Nasty cut */ else if (p_ptr->cut > 50) { old_aux = 4; } /* Bad cut */ else if (p_ptr->cut > 25) { old_aux = 3; } /* Light cut */ else if (p_ptr->cut > 10) { old_aux = 2; } /* Graze */ else if (p_ptr->cut > 0) { old_aux = 1; } /* None */ else { old_aux = 0; } /* Mortal wound */ if (v > 1000) { new_aux = 7; } /* Deep gash */ else if (v > 200) { new_aux = 6; } /* Severe cut */ else if (v > 100) { new_aux = 5; } /* Nasty cut */ else if (v > 50) { new_aux = 4; } /* Bad cut */ else if (v > 25) { new_aux = 3; } /* Light cut */ else if (v > 10) { new_aux = 2; } /* Graze */ else if (v > 0) { new_aux = 1; } /* None */ else { new_aux = 0; } /* Increase cut */ if (new_aux > old_aux) { /* Describe the state */ switch (new_aux) { /* Graze */ case 1: msg_print("You have been given a graze."); break; /* Light cut */ case 2: msg_print("You have been given a light cut."); break; /* Bad cut */ case 3: msg_print("You have been given a bad cut."); break; /* Nasty cut */ case 4: msg_print("You have been given a nasty cut."); break; /* Severe cut */ case 5: msg_print("You have been given a severe cut."); break; /* Deep gash */ case 6: msg_print("You have been given a deep gash."); break; /* Mortal wound */ case 7: msg_print("You have been given a mortal wound."); break; } /* Notice */ notice = TRUE; } /* Decrease cut */ else if (new_aux < old_aux) { /* Describe the state */ switch (new_aux) { /* None */ case 0: msg_print("You are no longer bleeding."); if (disturb_other) disturb(0, 0); break; } /* Notice */ notice = TRUE; } /* Use the value */ p_ptr->cut = v; /* No change */ if (!notice) return (FALSE); /* Disturb */ if (disturb_other) disturb(0,0); /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Redraw the "cut" */ p_ptr->redraw |= (PR_CUT); /* Handle stuff */ handle_stuff(); /* Result */ return (TRUE); } /* * Set "p_ptr->food", notice observable changes * * The "p_ptr->food" variable can get as large as 20000, allowing the * addition of the most "filling" item, Elvish Waybread, which adds * 7500 food units, without overflowing the 32767 maximum limit. * * Perhaps we should disturb the player with various messages, * especially messages about hunger status changes. XXX XXX XXX * * Digestion of food is handled in "dungeon.c", in which, normally, * the player digests about 20 food units per 100 game turns, more * when "fast", more when "regenerating", less with "slow digestion", * but when the player is "gorged", he digests 100 food units per 10 * game turns, or a full 1000 food units per 100 game turns. * * Note that the player's speed is reduced by 10 units while gorged, * so if the player eats a single food ration (5000 food units) when * full (15000 food units), he will be gorged for (5000/100)*10 = 500 * game turns, or 500/(100/5) = 25 player turns (if nothing else is * affecting the player speed). */ bool set_food(int v) { int old_aux, new_aux; bool notice = FALSE; /* Hack -- Force good values */ v = (v > 20000) ? 20000 : (v < 0) ? 0 : v; /* Fainting / Starving */ if (p_ptr->food < PY_FOOD_FAINT) { old_aux = 0; } /* Weak */ else if (p_ptr->food < PY_FOOD_WEAK) { old_aux = 1; } /* Hungry */ else if (p_ptr->food < PY_FOOD_ALERT) { old_aux = 2; } /* Normal */ else if (p_ptr->food < PY_FOOD_FULL) { old_aux = 3; } /* Full */ else if (p_ptr->food < PY_FOOD_MAX) { old_aux = 4; } /* Gorged */ else { old_aux = 5; } /* Fainting / Starving */ if (v < PY_FOOD_FAINT) { new_aux = 0; } /* Weak */ else if (v < PY_FOOD_WEAK) { new_aux = 1; } /* Hungry */ else if (v < PY_FOOD_ALERT) { new_aux = 2; } /* Normal */ else if (v < PY_FOOD_FULL) { new_aux = 3; } /* Full */ else if (v < PY_FOOD_MAX) { new_aux = 4; } /* Gorged */ else { new_aux = 5; } /* Food increase */ if (new_aux > old_aux) { /* Describe the state */ switch (new_aux) { /* Weak */ case 1: msg_print("You are still weak."); break; /* Hungry */ case 2: msg_print("You are still hungry."); break; /* Normal */ case 3: msg_print("You are no longer hungry."); break; /* Full */ case 4: msg_print("You are full!"); break; /* Bloated */ case 5: msg_print("You have gorged yourself!"); break; } /* Change */ notice = TRUE; } /* Food decrease */ else if (new_aux < old_aux) { /* Describe the state */ switch (new_aux) { /* Fainting / Starving */ case 0: msg_print("You are getting faint from hunger!"); break; /* Weak */ case 1: msg_print("You are getting weak from hunger!"); break; /* Hungry */ case 2: msg_print("You are getting hungry."); break; /* Normal */ case 3: msg_print("You are no longer full."); break; /* Full */ case 4: msg_print("You are no longer gorged."); break; } /* Change */ notice = TRUE; } /* Use the value */ p_ptr->food = v; /* Nothing to notice */ if (!notice) return FALSE; /* Disturb */ if (disturb_other) disturb(0, 0); /* Recalculate bonuses */ p_ptr->update |= PU_BONUS; /* Redraw hunger */ p_ptr->redraw |= PR_HUNGER; /* Handle stuff */ handle_stuff(); /* Result */ return TRUE; } /* * Advance experience levels and print experience */ void check_experience() { int i; /* Note current level */ i = p_ptr->lev; /* Hack -- lower limit */ if (p_ptr->exp < 0) p_ptr->exp = 0; /* Hack -- lower limit */ if (p_ptr->max_exp < 0) p_ptr->max_exp = 0; /* Hack -- upper limit */ if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP; /* Hack -- upper limit */ if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP; /* Hack -- maintain "max" experience */ if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp; /* Redraw experience */ p_ptr->redraw |= (PR_EXP); /* Handle stuff */ handle_stuff(); /* Lose levels while possible */ while ((p_ptr->lev > 1) && (p_ptr->exp < (player_exp[p_ptr->lev-2] * p_ptr->expfact / 100L))) { /* Lose a level */ p_ptr->lev--; /* Update some stuff */ p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS); /* Redraw some stuff */ p_ptr->redraw |= (PR_LEV | PR_TITLE); /* Handle stuff */ handle_stuff(); } /* Gain levels while possible */ while ((p_ptr->lev < PY_MAX_LEVEL) && (p_ptr->exp >= (player_exp[p_ptr->lev-1] * p_ptr->expfact / 100L))) { /* Gain a level */ p_ptr->lev++; /* Save the highest level */ if (p_ptr->lev > p_ptr->max_plv) p_ptr->max_plv = p_ptr->lev; /* Sound */ game_sound(SOUND_LEVEL); /* Message */ msg_format("Welcome to level %d.", p_ptr->lev); /* Update some stuff */ p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS); /* Redraw some stuff */ p_ptr->redraw |= (PR_LEV | PR_TITLE); /* Handle stuff */ handle_stuff(); } } /* * Gain experience */ void gain_exp(s32b amount) { /* Gain some experience */ p_ptr->exp += amount; /* Slowly recover from experience drainage */ if (p_ptr->exp < p_ptr->max_exp) { /* Gain max experience (10%) */ p_ptr->max_exp += amount / 10; } /* Check Experience */ check_experience(); } /* * Lose experience */ void lose_exp(s32b amount) { /* Never drop below zero experience */ if (amount > p_ptr->exp) amount = p_ptr->exp; /* Lose some experience */ p_ptr->exp -= amount; /* Check Experience */ check_experience(); } /* * Hack -- Return the "automatic coin type" of a monster race * Used to allocate proper treasure when "Creeping coins" die * * XXX XXX XXX Note the use of actual "monster names" */ static int get_coin_type(monster_race *r_ptr) { cptr name = (r_name + r_ptr->name); /* Analyze creeping coins and golems */ if ((r_ptr->r_char == '$') || (r_ptr->r_char == 'g')) { /* Look for textual clues */ if (strstr(name, "copper")) return (2); if (strstr(name, "silver")) return (5); if (strstr(name, "gold")) return (10); if (strstr(name, "mithril")) return (16); if (strstr(name, "adamantite")) return (17); /* Look for textual clues */ if (strstr(name, "Copper")) return (2); if (strstr(name, "Silver")) return (5); if (strstr(name, "Gold")) return (10); if (strstr(name, "Mithril")) return (16); if (strstr(name, "Adamantite")) return (17); } /* Assume nothing */ return (0); } /* * Handle the "death" of a monster. * * Disperse treasures centered at the monster location based on the * various flags contained in the monster flags fields. * * Check for "Quest" completion when a quest monster is killed. * * Note that only the player can induce "monster_death()" on Uniques. * Thus (for now) all Quest monsters should be Uniques. * * Note that in a few, very rare, circumstances, killing Morgoth * may result in the Iron Crown of Morgoth crushing the Lead-Filled * Mace "Grond", since the Iron Crown is more important. */ void monster_death(int m_idx) { int i, j, y, x, ny, nx; int dump_item = 0; int dump_gold = 0; int number = 0; int total = 0; cave_type *c_ptr; monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE)); bool good = (r_ptr->flags1 & RF1_DROP_GOOD) ? TRUE : FALSE; bool great = (r_ptr->flags1 & RF1_DROP_GREAT) ? TRUE : FALSE; bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM)); bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD)); int force_coin = get_coin_type(r_ptr); /* Get the location */ x = m_ptr->fx; y = m_ptr->fy; /* Determine how much we can drop */ if ((r_ptr->flags1 & RF1_DROP_60) && (rand_int(100) < 60)) number++; if ((r_ptr->flags1 & RF1_DROP_90) && (rand_int(100) < 90)) number++; if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2); if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2); if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2); if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2); if (m_ptr->spawned) number = 0; /* Drop some objects */ for (j = 0; j < number; j++) { /* Try 20 times per item, increasing range */ for (i = 0; i < 20; ++i) { int d = (i + 14) / 15; /* Pick a "correct" location */ scatter(&ny, &nx, y, x, d, 0); /* Must be "clean" floor grid */ if (!clean_stackable_grid_bold(ny, nx)) continue; /* Hack -- handle creeping coins */ coin_type = force_coin; /* Average dungeon and monster levels */ object_level = rand_range(dun_level, r_ptr->level); /* Place Gold */ if (do_gold && (!do_item || (rand_int(100) < 50))) { place_gold(ny, nx); if (player_can_see_bold(ny, nx)) dump_gold++; } /* Place Object */ else { place_object(ny, nx, good, great); if (player_can_see_bold(ny, nx)) dump_item++; } /* Reset the object level */ object_level = dun_level; /* Reset "coin" type */ coin_type = 0; /* Notice */ note_spot(ny, nx); /* Display */ lite_spot(ny, nx); /* Under the player */ if ((ny == py) && (nx == px)) { msg_print("You feel something roll beneath your feet."); } break; } } /* Take note of any dropped treasure */ if (visible && (dump_item || dump_gold)) { /* Take notes on treasure */ lore_treasure(m_idx, dump_item, dump_gold); } /* Mega-Hack -- drop "winner" treasures */ if (r_ptr->flags1 & RF1_DROP_CHOSEN) { /* Hack -- an "object holder" */ object_type prize; /* Mega-Hack -- Prepare to make "Grond" */ prize.invcopy(lookup_kind(TV_HAFTED, SV_GROND)); /* Mega-Hack -- Mark this item as "Grond" */ prize.set_name1(ART_GROND); /* Mega-Hack -- Actually create "Grond" */ apply_magic(&prize, -1, TRUE, TRUE, TRUE); /* Drop it in the dungeon */ drop_near(&prize, -1, y, x); /* Mega-Hack -- Prepare to make "Morgoth" */ prize.invcopy(lookup_kind(TV_CROWN, SV_MORGOTH)); /* Mega-Hack -- Mark this item as "Morgoth" */ prize.set_name1(ART_MORGOTH); /* Mega-Hack -- Actually create "Morgoth" */ apply_magic(&prize, -1, TRUE, TRUE, TRUE); /* Drop it in the dungeon */ drop_near(&prize, -1, y, x); } /* Only process "Quest Monsters" */ if (!(r_ptr->flags1 & RF1_QUESTOR)) return; /* Hack -- Mark quests as complete */ for (i = 0; i < MAX_Q_IDX; i++) { /* Hack -- note completed quests */ if (q_list[i].level == r_ptr->level) q_list[i].level = 0; /* Count incomplete quests */ if (q_list[i].level) total++; } /* Need some stairs */ if (total) { /* Stagger around until we find a legal grid */ while (!valid_grid(y, x)) { /* Pick a location */ scatter(&ny, &nx, y, x, 1, 0); /* Stagger */ y = ny; x = nx; } /* Delete any old objects XXX XXX XXX */ delete_object(y, x); /* Explain the stairway */ msg_print("A magical stairway appears..."); /* Access the grid */ c_ptr = &cave[y][x]; /* Create stairs down */ c_ptr->feat = CF_STAIRS_DOWN; /* Note the spot */ note_spot(y, x); /* Draw the spot */ lite_spot(y, x); /* Remember to update everything */ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS); } /* Nothing left, game over... */ else { /* Total winner */ total_winner = TRUE; /* Redraw the "title" */ p_ptr->redraw |= (PR_TITLE); /* Congratulations */ msg_print("*** CONGRATULATIONS ***"); msg_print("You have won the game!"); msg_print("You may retire (commit suicide) when you are ready."); } } /* * Decreases monsters hit points, handling monster death. * * We return TRUE if the monster has been killed (and deleted). * * We announce monster death (using an optional "death message" * if given, and a otherwise a generic killed/destroyed message). * * Only "physical attacks" can induce the "You have slain" message. * Missile and Spell attacks will induce the "dies" message, or * various "specialized" messages. Note that "You have destroyed" * and "is destroyed" are synonyms for "You have slain" and "dies". * * Hack -- unseen monsters yield "You have killed it." message. * * Added fear (DGK) and check whether to print fear messages -CWS * * Genericized name, sex, and capitilization -BEN- * * As always, the "ghost" processing is a total hack. * * Hack -- we "delay" fear messages by passing around a "fear" flag. * * XXX XXX XXX Consider decreasing monster experience over time, say, * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))" * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first * monster worth more than subsequent monsters. This would also need * to induce changes in the monster recall code. */ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; s32b new_exp, new_exp_frac; /* Redraw (later) if needed */ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Wake it up */ m_ptr->set_csleep(0); /* Hurt it */ m_ptr->set_hp(m_ptr->hp - dam); /* It is dead now */ if (m_ptr->hp < 0) { char m_name[80]; /* Extract monster name */ monster_desc(m_name, m_ptr, 0); /* Make a sound */ game_sound(SOUND_KILL); /* Death by Missile/Spell attack */ if (note) { msg_format("%^s%s", m_name, note); } /* Death by physical attack -- invisible monster */ else if (!m_ptr->ml) { msg_format("You have killed %s.", m_name); } /* Death by Physical attack -- non-living monster */ else if ((r_ptr->flags3 & RF3_DEMON) || (r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags2 & RF2_STUPID) || (strchr("Evg", r_ptr->r_char))) { msg_format("You have destroyed %s.", m_name); } /* Death by Physical attack -- living monster */ else { msg_format("You have slain %s.", m_name); } /* Give some experience */ new_exp = ((long)r_ptr->mexp * r_ptr->level) / p_ptr->lev; new_exp_frac = ((((long)r_ptr->mexp * r_ptr->level) % p_ptr->lev) * 0x10000L / p_ptr->lev) + p_ptr->exp_frac; /* Keep track of experience */ if (new_exp_frac >= 0x10000L) { new_exp++; p_ptr->exp_frac = new_exp_frac - 0x10000L; } else { p_ptr->exp_frac = new_exp_frac; } /* Gain experience */ gain_exp(new_exp); /* Generate treasure */ monster_death(m_idx); /* When the player kills a Unique, it stays dead */ if (r_ptr->flags1 & RF1_UNIQUE) r_ptr->max_num = 0; /* XXX XXX XXX Mega-Hack -- allow another ghost later */ if (m_ptr->r_idx == MAX_R_IDX-1) r_ptr->max_num = 1; /* Recall even invisible uniques or winners */ if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE)) { /* Count kills this life */ if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++; /* Count kills in all lives */ if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++; /* Hack -- Auto-recall */ recent_track(m_ptr->r_idx); } /* Delete the monster */ delete_monster_idx(m_idx); /* Not afraid */ (*fear) = FALSE; /* Monster is dead */ return (TRUE); } #ifdef ALLOW_FEAR /* Mega-Hack -- Pain cancels fear */ if (m_ptr->monfear && (dam > 0)) { int tmp = randint(dam); /* Cure a little fear */ if (tmp < m_ptr->monfear) { /* Reduce fear */ m_ptr->set_monfear(m_ptr->monfear - tmp); } /* Cure all the fear */ else { /* Cure fear */ m_ptr->set_monfear(0); /* No more fear */ (*fear) = FALSE; } } /* Sometimes a monster gets scared by damage */ if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR)) { int percentage; /* Percentage of fully healthy */ percentage = (100L * m_ptr->hp) / m_ptr->maxhp; /* * Run (sometimes) if at 10% or less of max hit points, * or (usually) when hit for half its current hit points */ if (((percentage <= 10) && (rand_int(10) < percentage)) || ((dam >= m_ptr->hp) && percent(80))) { /* Hack -- note fear */ (*fear) = TRUE; /* XXX XXX XXX Hack -- Add some timed fear */ m_ptr->set_monfear(randint(10) + (((dam >= m_ptr->hp) && (percentage > 7)) ? 20 : ((11 - percentage) * 5))); } } #endif /* Not dead yet */ return (FALSE); } /* * Calculates current boundaries * Called below and from "do_cmd_locate()". */ void panel_bounds() { panel_row_min = panel_row * (SCREEN_HGT / 2); panel_row_max = panel_row_min + SCREEN_HGT - 1; panel_row_prt = panel_row_min - 1; panel_col_min = panel_col * (SCREEN_WID / 2); panel_col_max = panel_col_min + SCREEN_WID - 1; panel_col_prt = panel_col_min - 13; } /* * Given an row (y) and col (x), this routine detects when a move * off the screen has occurred and figures new borders. -RAK- * * "Update" forces a "full update" to take place. * * The map is reprinted if necessary, and "TRUE" is returned. */ void verify_panel(void) { int x = px; int y = py; int prow = panel_row; int pcol = panel_col; /* Scroll screen when 2 grids from top/bottom edge */ if ((y < panel_row_min + 2) || (y > panel_row_max - 2)) { prow = ((y - SCREEN_HGT / 4) / (SCREEN_HGT / 2)); if (prow > max_panel_rows) prow = max_panel_rows; else if (prow < 0) prow = 0; } /* Scroll screen when 4 grids from left/right edge */ if ((x < panel_col_min + 4) || (x > panel_col_max - 4)) { pcol = ((x - SCREEN_WID / 4) / (SCREEN_WID / 2)); if (pcol > max_panel_cols) pcol = max_panel_cols; else if (pcol < 0) pcol = 0; } /* Check for "no change" */ if ((prow == panel_row) && (pcol == panel_col)) return; /* Hack -- optional disturb on "panel change" */ if (disturb_panel) disturb(0, 0); /* Save the new panel info */ panel_row = prow; panel_col = pcol; /* Recalculate the boundaries */ panel_bounds(); /* Update stuff */ p_ptr->update |= (PU_MONSTERS); /* Redraw map */ p_ptr->redraw |= (PR_MAP | PR_AROUND); } /* * Angband sorting algorithm -- quick sort in place * * Note that the details of the data we are sorting is hidden, * and we rely on the "ang_sort_comp()" and "ang_sort_swap()" * function hooks to interact with the data, which is given as * two pointers, and which may have any user-defined form. */ void ang_sort_aux(vptr u, vptr v, int p, int q) { int z, a, b; /* Done sort */ if (p >= q) return; /* Pivot */ z = p; /* Begin */ a = p; b = q; /* Partition */ while (TRUE) { /* Slide i2 */ while (!(*ang_sort_comp)(u, v, b, z)) b--; /* Slide i1 */ while (!(*ang_sort_comp)(u, v, z, a)) a++; /* Done partition */ if (a >= b) break; /* Swap */ (*ang_sort_swap)(u, v, a, b); /* Advance */ a++, b--; } /* Recurse left side */ ang_sort_aux(u, v, p, b); /* Recurse right side */ ang_sort_aux(u, v, b+1, q); } /* * Angband sorting algorithm -- quick sort in place * * Note that the details of the data we are sorting is hidden, * and we rely on the "ang_sort_comp()" and "ang_sort_swap()" * function hooks to interact with the data, which is given as * two pointers, and which may have any user-defined form. */ void ang_sort(vptr u, vptr v, int n) { /* Sort the array */ ang_sort_aux(u, v, 0, n-1); } /* * Sorting hook -- comp function -- by "distance to player" * * We use "u" and "v" to point to arrays of "x" and "y" positions, * and sort the arrays by double-distance to the player. */ bool ang_sort_comp_distance(vptr u, vptr v, int a, int b) { byte *x = (byte*)(u); byte *y = (byte*)(v); int da, db, kx, ky; /* Absolute distance components */ kx = x[a]; kx -= px; kx = ABS(kx); ky = y[a]; ky -= py; ky = ABS(ky); /* Approximate Double Distance to the first point */ da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx)); /* Absolute distance components */ kx = x[b]; kx -= px; kx = ABS(kx); ky = y[b]; ky -= py; ky = ABS(ky); /* Approximate Double Distance to the first point */ db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx)); /* Compare the distances */ return (da <= db); } /* * Sorting hook -- swap function -- by "distance to player" * * We use "u" and "v" to point to arrays of "x" and "y" positions, * and sort the arrays by distance to the player. */ void ang_sort_swap_distance(vptr u, vptr v, int a, int b) { byte *x = (byte*)(u); byte *y = (byte*)(v); byte temp; /* Swap "x" */ temp = x[a]; x[a] = x[b]; x[b] = temp; /* Swap "y" */ temp = y[a]; y[a] = y[b]; y[b] = temp; } /*** Targetting Code ***/ /* * Determine is a monster makes a reasonable target * * The concept of targetting was stolen from Morgul (?) * * The player can target any location, or any targetable monster. * * Currently, a monster is targetable if it is visible and the player * is not hallucinating. * * Future versions may restrict the ability to target "trappers" * and "mimics", but the semantics are a little bit weird. */ bool targetable(int m_idx) { monster_type *m_ptr = &m_list[m_idx]; /* Monster must be visible */ if (!m_ptr->ml) return FALSE; /* Hack -- no targeting hallucinations */ if (p_ptr->image) return FALSE; /* XXX XXX XXX Hack -- Never target trappers */ /* if (CLEAR_ATTR && CLEAR_CHAR) return (FALSE); */ /* Assume okay */ return TRUE; } /* * Update (if necessary) and verify (if possible) the target. * * We return TRUE if the target is "okay" and FALSE otherwise. */ bool target_okay() { /* Accept stationary targets */ if (target_who < 0) return (TRUE); /* Check moving targets */ if (target_who > 0) { /* Accept reasonable targets */ if (targetable(target_who)) { monster_type *m_ptr = &m_list[target_who]; /* Acquire monster location */ target_col = m_ptr->fx; target_row = m_ptr->fy; /* Good target */ return (TRUE); } } /* Assume no target */ return (FALSE); } /* * Hack -- help "select" a location (see below) */ s16b target_pick(int y1, int x1, int dy, int dx) { int i, v; int x2, y2, x3, y3, x4, y4; int b_i = -1, b_v = 9999; /* Scan the locations */ for (i = 0; i < temp_n; i++) { /* Point 2 */ x2 = temp_x[i]; y2 = temp_y[i]; /* Directed distance */ x3 = (x2 - x1); y3 = (y2 - y1); /* Verify quadrant */ if (dx && (x3 * dx <= 0)) continue; if (dy && (y3 * dy <= 0)) continue; /* Absolute distance */ x4 = ABS(x3); y4 = ABS(y3); /* Verify quadrant */ if (dy && !dx && (x4 > y4)) continue; if (dx && !dy && (y4 > x4)) continue; /* Approximate Double Distance */ v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4)); /* XXX XXX XXX Penalize location */ /* Track best */ if ((b_i >= 0) && (v >= b_v)) continue; /* Track best */ b_i = i; b_v = v; } /* Result */ return (b_i); } /* * Set a new target. This code can be called from "get_aim_dir()" * * The target must be on the current panel. Consider the use of * "panel_bounds()" to allow "off-panel" targets, perhaps by using * some form of "scrolling" the map around the cursor. XXX XXX XXX * * That is, consider the possibility of "auto-scrolling" the screen * while the cursor moves around. This may require changes in the * "update_mon()" code to allow "visibility" even if off panel. * * Hack -- targetting an "outer border grid" may be dangerous, * so this is not currently allowed. * * You can now use the direction keys to move among legal monsters, * just like the new "look" function allows the use of direction * keys to move amongst interesting locations. */ bool target_set() { int i, d, m; int x = px; int y = py; bool done = FALSE; bool flag = TRUE; char query; char out_val[160]; cave_type *c_ptr; monster_type *m_ptr; monster_race *r_ptr; /* Go ahead and turn off target mode */ target_who = 0; /* Turn off health tracking */ health_track(0); /* Reset "temp" array */ temp_n = 0; /* Collect "target-able" monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; /* Skip "dead" monsters */ if (!m_ptr->r_idx) continue; /* Ignore "unreasonable" monsters */ if (!targetable(i)) continue; /* Save this monster index */ temp_x[temp_n] = m_ptr->fx; temp_y[temp_n] = m_ptr->fy; temp_n++; } /* Set the sort hooks */ ang_sort_comp = ang_sort_comp_distance; ang_sort_swap = ang_sort_swap_distance; /* Sort the positions */ ang_sort(temp_x, temp_y, temp_n); /* Start near the player */ m = 0; /* Interact */ while (!done) { /* Target monsters */ if (flag && temp_n) { y = temp_y[m]; x = temp_x[m]; c_ptr = &cave[y][x]; m_ptr = &m_list[c_ptr->m_idx]; r_ptr = &r_info[m_ptr->r_idx]; /* Hack -- Track that monster race */ recent_track(m_ptr->r_idx); /* Hack -- Track that monster */ health_track(c_ptr->m_idx); /* Hack -- handle stuff */ handle_stuff(); /* Describe, prompt for recall */ sprintf(out_val, "%s [(t)arget, (o)ffset, (p)osition, (r)ecall, or (q)uit]", (r_name + r_ptr->name)); prt(out_val, 0, 0); /* Get a command */ move_cursor_relative(y,x); query = inkey(); /* Optional recall */ while (query == 'r') { /* Recall on screen */ Term_save(); screen_roff(m_ptr->r_idx); Term_addstr(-1, TERM_WHITE, " --pause--"); query = inkey(); Term_load(); /* Hack -- ask again */ if (query == ' ') { /* Get a new command */ move_cursor_relative(y,x); query = inkey(); } } /* Hack -- cancel tracking */ health_track(0); /* Assume no "direction" */ d = 0; /* Analyze (non "recall") command */ switch (query) { case ESCAPE: case 'q': done = TRUE; break; case 't': case '.': case '5': case '0': health_track(c_ptr->m_idx); target_who = c_ptr->m_idx; target_row = y; target_col = x; done = TRUE; break; case '*': case ' ': if (++m == temp_n) m = 0; break; case '-': if (m-- == 0) m = temp_n - 1; break; case 'p': y = py; x = px; case 'o': flag = !flag; break; case 'm': break; case '1': case 'b': d = 1; break; case '2': case 'j': d = 2; break; case '3': case 'n': d = 3; break; case '4': case 'h': d = 4; break; case '6': case 'l': d = 6; break; case '7': case 'y': d = 7; break; case '8': case 'k': d = 8; break; case '9': case 'u': d = 9; break; default: bell(); } /* Hack -- move around */ if (d) { /* Find a new monster */ i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]); /* Use that monster */ if (i >= 0) m = i; } } /* Target locations */ else { /* Now try a location */ prt("Use cursor to designate target. [(t)arget]", 0, 0); /* Light up the current location */ move_cursor_relative(y, x); /* Get a command, and convert it to standard form */ query = inkey(); /* Assume no direction */ d = 0; /* Analyze the keypress */ switch (query) { case ESCAPE: case 'q': done = TRUE; break; case '5': case '.': case 't': case '0': target_who = -1; target_row = y; target_col = x; done = TRUE; break; case 'm': flag = !flag; break; case 'p': y = py; x = px; case 'o': break; case '1': case 'b': d = 1; break; case '2': case 'j': d = 2; break; case '3': case 'n': d = 3; break; case '4': case 'h': d = 4; break; case '6': case 'l': d = 6; break; case '7': case 'y': d = 7; break; case '8': case 'k': d = 8; break; case '9': case 'u': d = 9; break; default: bell(); } /* Handle "direction" */ if (d) x += ddx[d]; if (d) y += ddy[d]; /* Hack -- Verify x */ if ((x>=cur_wid-1) || (x>panel_col_max)) x--; else if ((x<=0) || (x=cur_hgt-1) || (y>panel_row_max)) y--; else if ((y<=0) || (yconfused) { /* Warn the user */ msg_print("You are confused."); /* Hack -- Random direction */ *dp = ddd[rand_int(8)]; } /* A "valid" direction was entered */ return (TRUE); } /* * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user, * and place it into "command_dir", unless we already have one. * * This function should be used for all "repeatable" commands, such as * run, walk, open, close, bash, disarm, tunnel, etc. * * This function tracks and uses the "global direction", and uses * that as the "desired direction", to which "confusion" is applied. */ bool get_rep_dir(int *dp) { int dir; /* Global direction */ dir = command_dir; /* Get a direction */ while (!dir) { char ch; /* Get a command (or Cancel) */ if (!get_com("Direction (Escape to cancel)? ", &ch)) break; /* Convert various keys to "standard" keys */ switch (ch) { /* Convert roguelike directions */ case 'B': case 'b': case '1': dir = 1; break; case 'J': case 'j': case '2': dir = 2; break; case 'N': case 'n': case '3': dir = 3; break; case 'H': case 'h': case '4': dir = 4; break; case 'L': case 'l': case '6': dir = 6; break; case 'Y': case 'y': case '7': dir = 7; break; case 'K': case 'k': case '8': dir = 8; break; case 'U': case 'u': case '9': dir = 9; break; /* Error */ default: bell(); } } /* Keep the given direction */ *dp = dir; /* Aborted */ if (!dir) return (FALSE); /* Save the direction */ command_dir = dir; /* Apply "confusion" */ if (p_ptr->confused) { /* Warn the user XXX XXX XXX */ /* msg_print("You are confused."); */ /* Standard confusion */ if (rand_int(100) < 75) { /* Random direction */ *dp = ddd[rand_int(8)]; } } /* A "valid" direction was entered */ return (TRUE); }