/----------------------------------------\ < spell.pkg functions helper file > \----------------------------------------/ ---------------------------------------------------------------------- === teleport_player_directed === Declaration extern void teleport_player_directed(int rad, int dir); File spells1.c Comment /* * Teleport player, using a distance and a direction as a rough guide. * * This function is not at all obsessive about correctness. * This function allows teleporting into vaults (!) */ Description Teleport a player up to "rad" grids away roughly in "dir" direction. Parameters > "rad" must not exceed 200. The distance teleported is a minimum of a quarter of "rad". > "dir" must be from 0 to 9. direction ---------------------------------------------------------------------- === teleport_away === Declaration extern void teleport_away(int m_idx, int dis); File spells1.c Comment /* * Teleport a monster, normally up to "dis" grids away. * * Attempt to move the monster at least "dis/2" grids away. * * But allow variation to prevent infinite loops. */ Description Teleport monster indicated by "m_idx" up to "dis" grids away. Parameters > "m_idx" is the index of the monster in m_list[]. > "dis" must not exceed 200. The distance teleported is a minimum of a quarter of "dis". ---------------------------------------------------------------------- === teleport_player === Declaration extern void teleport_player(int dis); File spells1.c Comment /* * Teleport the player to a location up to "dis" grids away. * * If no such spaces are readily available, the distance may increase. * Try very hard to move the player at least a quarter that distance. */ Description Teleport player up to "dis" grids away. Parameters > "dis" must not exceed 200. The distance teleported is a minimum of a quarter of "dis". ---------------------------------------------------------------------- === teleport_player_to === Declaration extern void teleport_player_to(int ny, int nx); File spells1.c Comment /* * Teleport player to a grid near the given location * * This function is slightly obsessive about correctness. * This function allows teleporting into vaults (!) */ Description Teleport player to a grid near the given location ("ny", "nx"). If the location is empty, the player goes there, otherwise they go to a grid as close as possible to the location. Parameters > "ny" is the y co-ordinate of the location. > "nx" is the x co-ordinate of the location. ---------------------------------------------------------------------- === teleport_monster_to === Declaration extern void teleport_monster_to(int m_idx, int ny, int nx); File spells1.c Comment /* * Teleport a monster to a grid near the given location * * This function is slightly obsessive about correctness. */ Description Teleport monster indicated by "m_idx" to a grid near the given location ("ny", "nx"). If the location is empty, the monster goes there, otherwise they go to a grid as close as possible to the location. Parameters > "m_idx" is the index of the monster in m_list[]. > "ny" is the y co-ordinate of the location. > "nx" is the x co-ordinate of the location. ---------------------------------------------------------------------- === teleport_player_level === Declaration extern void teleport_player_level(void); File spells1.c Comment /* * Teleport the player one level up or down (random when legal) */ Description Teleport the player one level up or down at random. ---------------------------------------------------------------------- === recall_player === Declaration extern void recall_player(void); File spells1.c Comment /* * Recall the player to town or dungeon */ Description Recall the player to town (if in dungeon) or dungeon (if in town). ---------------------------------------------------------------------- === take_hit === Declaration extern void take_hit(int damage, cptr kb_str); File spells1.c Comment /* * Decreases players hit points and sets death flag if necessary * * XXX XXX XXX Invulnerability needs to be changed into a "shield" * * XXX XXX XXX Hack -- this function allows the user to save (or quit) * the game when he dies, since the "You die." message is shown before * setting the player to "dead". */ Description Reduce the player's current hit points by "damage" points. If the player dies, "kb_str" is used to record what the player was killed by (see high-score table). Parameters > "damage" is the amount of damage. > "kb_str" is a string describing what killed the player. ---------------------------------------------------------------------- === take_sanity_hit === Declaration extern void take_sanity_hit(int damage, cptr hit_from); File spells1.c Comment /* Decrease player's sanity. This is a copy of the function above. */ Description Reduce the player's current sanity points by "damage" points. If the player dies, "hit_from" is used to record what the player was killed by (see high-score table). Parameters > "damage" is the amount of damage. > "hit_from" is a string describing what killed the player. ---------------------------------------------------------------------- === project === Declaration extern bool project(int who, int rad, int y, int x, int dam, int typ, int flg); File spells1.c Comment /* * Generic "beam"/"bolt"/"ball" projection routine. * * Input: * who: Index of "source" monster (negative for "player") * jk -- -2 for traps, only used with project_jump * rad: Radius of explosion (0 = beam/bolt, 1 to 9 = ball) * y,x: Target location (or location to travel "towards") * dam: Base damage roll to apply to affected monsters (or player) * typ: Type of damage to apply to monsters (and objects) * flg: Extra bit flags (see PROJECT_xxxx in "defines.h") * * Return: * TRUE if any "effects" of the projection were observed, else FALSE * * Allows a monster (or player) to project a beam/bolt/ball of a given kind * towards a given location (optionally passing over the heads of interposing * monsters), and have it do a given amount of damage to the monsters (and * optionally objects) within the given radius of the final location. * * A "bolt" travels from source to target and affects only the target grid. * A "beam" travels from source to target, affecting all grids passed through. * A "ball" travels from source to the target, exploding at the target, and * affecting everything within the given radius of the target location. * * Traditionally, a "bolt" does not affect anything on the ground, and does * not pass over the heads of interposing monsters, much like a traditional * missile, and will "stop" abruptly at the "target" even if no monster is * positioned there, while a "ball", on the other hand, passes over the heads * of monsters between the source and target, and affects everything except * the source monster which lies within the final radius, while a "beam" * affects every monster between the source and target, except for the casting * monster (or player), and rarely affects things on the ground. * * Two special flags allow us to use this function in special ways, the * "PROJECT_HIDE" flag allows us to perform "invisible" projections, while * the "PROJECT_JUMP" flag allows us to affect a specific grid, without * actually projecting from the source monster (or player). * * The player will only get "experience" for monsters killed by himself * Unique monsters can only be destroyed by attacks from the player * * Only 256 grids can be affected per projection, limiting the effective * "radius" of standard ball attacks to nine units (diameter nineteen). * * One can project in a given "direction" by combining PROJECT_THRU with small * offsets to the initial location (see "line_spell()"), or by calculating * "virtual targets" far away from the player. * * One can also use PROJECT_THRU to send a beam/bolt along an angled path, * continuing until it actually hits something (useful for "stone to mud"). * * Bolts and Beams explode INSIDE walls, so that they can destroy doors. * * Balls must explode BEFORE hitting walls, or they would affect monsters * on both sides of a wall. Some bug reports indicate that this is still * happening in 2.7.8 for Windows, though it appears to be impossible. * * We "pre-calculate" the blast area only in part for efficiency. * More importantly, this lets us do "explosions" from the "inside" out. * This results in a more logical distribution of "blast" treasure. * It also produces a better (in my opinion) animation of the explosion. * It could be (but is not) used to have the treasure dropped by monsters * in the middle of the explosion fall "outwards", and then be damaged by * the blast as it spreads outwards towards the treasure drop location. * * Walls and doors are included in the blast area, so that they can be * "burned" or "melted" in later versions. * * This algorithm is intended to maximise simplicity, not necessarily * efficiency, since this function is not a bottleneck in the code. * * We apply the blast effect from ground zero outwards, in several passes, * first affecting features, then objects, then monsters, then the player. * This allows walls to be removed before checking the object or monster * in the wall, and protects objects which are dropped by monsters killed * in the blast, and allows the player to see all affects before he is * killed or teleported away. The semantics of this method are open to * various interpretations, but they seem to work well in practice. * * We process the blast area from ground-zero outwards to allow for better * distribution of treasure dropped by monsters, and because it provides a * pleasing visual effect at low cost. * * Note that the damage done by "ball" explosions decreases with distance. * This decrease is rapid, grids at radius "dist" take "1/dist" damage. * * Notice the "napalm" effect of "beam" weapons. First they "project" to * the target, and then the damage "flows" along this beam of destruction. * The damage at every grid is the same as at the "centre" of a "ball" * explosion, since the "beam" grids are treated as if they ARE at the * centre of a "ball" explosion. * * Currently, specifying "beam" plus "ball" means that locations which are * covered by the initial "beam", and also covered by the final "ball", except * for the final grid (the epicentre of the ball), will be "hit twice", once * by the initial beam, and once by the exploding ball. For the grid right * next to the epicentre, this results in 150% damage being done. The centre * does not have this problem, for the same reason the final grid in a "beam" * plus "bolt" does not -- it is explicitly removed. Simply removing "beam" * grids which are covered by the "ball" will NOT work, as then they will * receive LESS damage than they should. Do not combine "beam" with "ball". * * The array "gy[],gx[]" with current size "grids" is used to hold the * collected locations of all grids in the "blast area" plus "beam path". * * Note the rather complex usage of the "gm[]" array. First, gm[0] is always * zero. Second, for N>1, gm[N] is always the index (in gy[],gx[]) of the * first blast grid (see above) with radius "N" from the blast centre. Note * that only the first gm[1] grids in the blast area thus take full damage. * Also, note that gm[rad+1] is always equal to "grids", which is the total * number of blast grids. * * Note that once the projection is complete, (y2,x2) holds the final location * of bolts/beams, and the "epicentre" of balls. * * Note also that "rad" specifies the "inclusive" radius of projection blast, * so that a "rad" of "one" actually covers 5 or 9 grids, depending on the * implementation of the "distance" function. Also, a bolt can be properly * viewed as a "ball" with a "rad" of "zero". * * Note that if no "target" is reached before the beam/bolt/ball travels the * maximum distance allowed (MAX_RANGE), no "blast" will be induced. This * may be relevant even for bolts, since they have a "1x1" mini-blast. * * Note that for consistency, we "pretend" that the bolt actually takes "time" * to move from point A to point B, even if the player cannot see part of the * projection path. Note that in general, the player will *always* see part * of the path, since it either starts at the player or ends on the player. * * Hack -- we assume that every "projection" is "self-illuminating". * * Hack -- when only a single monster is affected, we automatically track * (and recall) that monster, unless "PROJECT_JUMP" is used. * * Note that all projections now "explode" at their final destination, even * if they were being projected at a more distant destination. This means * that "ball" spells will *always* explode. * * Note that we must call "handle_stuff()" after affecting terrain features * in the blast radius, in case the "illumination" of the grid was changed, * and "update_view()" and "update_monsters()" need to be called. */ Description Generate a beam/bolt/ball starting from "who" with a radius of "rad" at target grid "y,x" for "damage" points of "typ" damage. The beam/ bolt/ball can have various properties as denoted by "flg". Parameters > "who" is > 0 (index of monster in m_list[]), < 0 and not -100 or -101 (player), -100 or -101 (trap). > "rad" is 0 for a beam/bolt and 1-9 for a ball. > "y" is the y co-ordinate of the target grid. > "x" is the x co-ordinate of the target grid. > "dam" is the number of points of damage. > "typ" is the type of damage GF_fields > "flg" is the projection effect PROJECT_fields ---------------------------------------------------------------------- === corrupt_player === Declaration extern void corrupt_player(void); File spells1.c Comment (none) Description Swap two of the players stats at random. ---------------------------------------------------------------------- === grow_trees === Declaration extern void grow_trees(int rad); File spells2.c Comment /* * Grow trees */ Description Grow up to (("rad" x "rad") + 11) trees around the player. Parameters > "rad" is the radius of the area where trees may grow. ---------------------------------------------------------------------- === hp_player === Declaration extern bool hp_player(int num); File spells2.c Comment /* * Increase players hit points, notice effects */ Description Add "num" points to the player's current hit points. The total can not exceed the maximum. Parameters > "num" is the number of points to add. ---------------------------------------------------------------------- === heal_insanity === Declaration extern bool heal_insanity(int val); File spells2.c Comment /* Heal insanity. */ Description Add "val" points to the player's current sanity points. The total can not exceed the maximum. Parameters > "val" is the number of points to add. ---------------------------------------------------------------------- === warding_glyph === Declaration extern void warding_glyph(void); File spells2.c Comment /* * Leave a "glyph of warding" which prevents monster movement */ Description Place a glyph at the player's location. The location must be bare. ---------------------------------------------------------------------- === explosive_rune === Declaration extern void explosive_rune(void); File spells2.c Comment (none) Description Place a minor glyph (explosive rune) at the player's location. The location must be bare. ---------------------------------------------------------------------- === do_dec_stat === Declaration extern bool do_dec_stat(int stat, int mode); File spells2.c Comment /* * Lose a "point" */ Description Attempt to reduce the player's "stat" statistic by a point. Parameters > "stat" is the statistic A_fields > "mode" is the type of decrease: temporary, normal, or permanent STAT_DEC_fields ---------------------------------------------------------------------- === do_res_stat === Declaration extern bool do_res_stat(int stat); File spells2.c Comment /* * Restore lost "points" in a stat */ Description Restore the player's "stat" statistic. Parameters > "stat" is the statistic A_fields ---------------------------------------------------------------------- === do_inc_stat === Declaration extern bool do_inc_stat(int stat); File spells2.c Comment /* * Gain a "point" in a stat */ Description Increase the player's "stat" statistic by a point. Parameters > "stat" is the statistic A_fields ---------------------------------------------------------------------- === identify_pack === Declaration extern void identify_pack(void); File spells2.c Comment /* * Identify everything being carried. * Done by a potion of "self knowledge". */ Description Identify all items in the inventory. ---------------------------------------------------------------------- === remove_curse === Declaration extern bool remove_curse(void); File spells2.c Comment /* * Remove most curses */ Description Remove all curses except for heavy curses. ---------------------------------------------------------------------- === remove_all_curse === Declaration extern bool remove_all_curse(void); File spells2.c Comment /* * Remove all curses */ Description Remove all curses including heavy curses. ---------------------------------------------------------------------- === restore_level === Declaration extern bool restore_level(void); File spells2.c Comment /* * Restores any drained experience */ Description Restore all drained experience points (if any). ---------------------------------------------------------------------- === self_knowledge === Declaration extern void self_knowledge(FILE *fff); File spells2.c Comment /* * self-knowledge... idea from nethack. Useful for determining powers and * resistances of items. It saves the screen, clears it, then starts listing * attributes, a screenful at a time. (There are a LOT of attributes to * list. It will probably take 2 or 3 screens for a powerful character whose * using several artifacts...) -CFT * * It is now a lot more efficient. -BEN- * * See also "identify_fully()". * * XXX XXX XXX Use the "show_file()" method, perhaps. */ Description Show all attributes including racial powers, mutations, and equipment effects. Parameters > "*ffff" points to a file (write info to file) or is NULL (write info to screen). ---------------------------------------------------------------------- === lose_all_info === Declaration extern bool lose_all_info(void); File spells2.c Comment /* * Forget everything */ Description Forget about objects and the map. ---------------------------------------------------------------------- === detect_traps === Declaration extern bool detect_traps(void); File spells2.c Comment /* * Detect all traps on current panel */ Description Detect all traps on current panel. ---------------------------------------------------------------------- === detect_doors === Declaration extern bool detect_doors(void); File spells2.c Comment /* * Detect all doors on current panel */ Description Detect all doors on current panel. ---------------------------------------------------------------------- === detect_stairs === Declaration extern bool detect_stairs(void); File spells2.c Comment /* * Detect all stairs on current panel */ Description Detect all stairs on current panel. ---------------------------------------------------------------------- === detect_treasure === Declaration extern bool detect_treasure(void); File spells2.c Comment /* * Detect any treasure on the current panel */ Description Detect any treasure on the current panel. ---------------------------------------------------------------------- Field: hack_no_detect_message Value: FALSE ---------------------------------------------------------------------- === detect_objects_gold === Declaration extern bool detect_objects_gold(void); File spells2.c Comment /* * Detect all "gold" objects on the current panel */ Description Detect all objects with the TV_GOLD flag. ---------------------------------------------------------------------- === detect_objects_normal === Declaration extern bool detect_objects_normal(void); File spells2.c Comment /* * Detect all "normal" objects on the current panel */ Description Detect all objects without the TV_GOLD flag. ---------------------------------------------------------------------- === detect_objects_magic === Declaration extern bool detect_objects_magic(void); File spells2.c Comment /* * Detect all "magic" objects on the current panel. * * This will light up all spaces with "magic" items, including artifacts, * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings, * and "enchanted" items of the "good" variety. * * It can probably be argued that this function is now too powerful. */ Description Detect all "magic" objects which are artefacts, ego items, or have one of the following flags - TV_AMULET, TV_RING, TV_BATERIE, TV_STAFF, TV_WAND, TV_ROD, TV_ROD_MAIN, TV_SCROLL, TV_POTION, TV_POTION2, TV_VALARIN_BOOK, TV_MAGERY_BOOK, TV_SHADOW_BOOK, TV_CHAOS_BOOK, TV_SPIRIT_BOOK, TV_NETHER_BOOK, TV_DAEMON_BOOK, TV_CRUSADE_BOOK, TV_SIGALDRY_BOOK, TV_SYMBIOTIC_BOOK, TV_MUSIC_BOOK. ---------------------------------------------------------------------- === detect_monsters_normal === Declaration extern bool detect_monsters_normal(void); File spells2.c Comment /* * Detect all "normal" monsters on the current panel */ Description Detect all non-invisible monsters (without RF2_INVISIBLE). ---------------------------------------------------------------------- === detect_monsters_invis === Declaration extern bool detect_monsters_invis(void); File spells2.c Comment /* * Detect all "invisible" monsters on current panel */ Description Detect all invisible monsters (with RF2_INVISIBLE). ---------------------------------------------------------------------- === detect_monsters_evil === Declaration extern bool detect_monsters_evil(void); File spells2.c Comment /* * Detect all "evil" monsters on current panel */ Description Detect all evil monsters (with RF3_EVIL). ---------------------------------------------------------------------- === detect_monsters_good === Declaration extern bool detect_monsters_good(void); File spells2.c Comment /* Detect good monsters */ Description Detect all good monsters (with RF3_GOOD). ---------------------------------------------------------------------- === detect_monsters_xxx === Declaration extern bool detect_monsters_xxx(u32b match_flag); File spells2.c Comment /* * A "generic" detect monsters routine, tagged to flags3 */ Description Detect all monsters with "match_flag" flag. Parameters > "match_flag" can be any RF3_ flag (see defines.h) but only RF3_DEMON, RF3_UNDEAD, RF3_GOOD work. ---------------------------------------------------------------------- === detect_monsters_string === Declaration extern bool detect_monsters_string(cptr); File spells2.c Comment /* * Detect all (string) monsters on current panel */ Description Detect all monsters whose default monster character matches a character pointed to by "cptr". Parameters > "cptr" is a pointer to a single character, eg 'Z' for hounds. For available characters, see the "symbol" field of the graphics (G) line of r_info.txt. ---------------------------------------------------------------------- === detect_monsters_nonliving === Declaration extern bool detect_monsters_nonliving(void); File spells2.c Comment /* * Detect all "nonliving", "undead" or "demonic" monsters on current panel */ Description Detect all non-living monsters (with RF3_NONLIVING, RF3_UNDEAD, or RF3_DEMON). ---------------------------------------------------------------------- === detect_all === Declaration extern bool detect_all(void); File spells2.c Comment /* * Detect everything */ Description Detects traps, doors, stairs, treasure, gold objects, normal objects, invisible monsters, normal (visible) monsters. ---------------------------------------------------------------------- === stair_creation === Declaration extern void stair_creation(void); File spells2.c Comment /* * Create stairs at the player location */ Description Create stairs at the player location. This is not allowed if the grid is not empty, the player is not in a dungeon, the player is on a special level, the player is in an arena or quest. If the player is in the town or wilderness the stairs will go down. If the player is on a quest level or at the bottom of a dungeon, the stairs will go up. Otherwise there is an even chance the stairs will go up or down. ---------------------------------------------------------------------- === wall_stone === Declaration extern bool wall_stone(void); File spells2.c Comment (none) Description Create a stone wall on the player's grid. This function uses the project() function to create the stone wall. Apparently zero can be used as the "who" parameter for the player. See details for the project() function elsewhere in this document. ---------------------------------------------------------------------- === create_artifact === Declaration extern bool create_artifact(object_type *o_ptr, bool a_scroll, bool get_name); File randart.c Comment (none) Description Create an artifact from object "*optr". Parameters > "*optr* is a pointer to an object > "a_scroll" is true if the artifact is created by reading a scroll > "get_name" is true if the artifact is to be named by the player (if a_scroll is true) or created randomly (a_scroll is false), or false if an inscription is used. ---------------------------------------------------------------------- === ident_spell === Declaration extern bool ident_spell(void); File spells2.c Comment /* * Identify an object in the inventory (or on the floor) * This routine does *not* automatically combine objects. * Returns TRUE if something was identified, else FALSE. */ Description Identify an object in the inventory (or on the floor). ---------------------------------------------------------------------- === identify_fully === Declaration extern bool identify_fully(void); File spells2.c Comment /* * Fully "identify" an object in the inventory -BEN- * This routine returns TRUE if an item was identified. */ Description Fully "identify" an object in the inventory (or on the floor). ---------------------------------------------------------------------- === recharge === Declaration extern bool recharge(int num); File spells2.c Comment /* * Recharge a wand/staff/rod from the pack or on the floor. * This function has been rewritten in Oangband. -LM- * * Mage -- Recharge I --> recharge(90) * Mage -- Recharge II --> recharge(150) * Mage -- Recharge III --> recharge(220) * * Priest or Necromancer -- Recharge --> recharge(140) * * Scroll of recharging --> recharge(130) * Scroll of *recharging* --> recharge(200) * * It is harder to recharge high level, and highly charged wands, * staffs, and rods. The more wands in a stack, the more easily and * strongly they recharge. Staffs, however, each get fewer charges if * stacked. * * XXX XXX XXX Beware of "sliding index errors". */ Description Recharge an object in the inventory (or on the floor) with "num" power. Parameters > "num" is the power used in recharging. It is compared to the object's level to determine whether the item is recharged successfully or destroyed. If it is recharged, it also determines how many charges are added, or how much recharge time is reduced. ---------------------------------------------------------------------- === aggravate_monsters === Declaration extern void aggravate_monsters(int who); File spells2.c Comment /* * Wake up all monsters, and speed up "los" monsters. */ Description Aggravate monsters, originating from "who". Parameters > "who" is the index of monster in m_list[] (1 if it is the player) which triggers the aggravation; ---------------------------------------------------------------------- === genocide === Declaration extern bool genocide(bool player_cast); File spells2.c Comment (none) Description Genocide a monster race. Parameters > "player_cast" is true if the player cast the spell so the player can take damage. ---------------------------------------------------------------------- === mass_genocide === Declaration extern bool mass_genocide(bool player_cast); File spells2.c Comment /* * Delete all nearby (non-unique) monsters */ Description Delete all nearby (non-unique) monsters. Parameters > "player_cast" is true if the player cast the spell so the player can take damage. ---------------------------------------------------------------------- === probing === Declaration extern bool probing(void); File spells2.c Comment /* * Probe nearby monsters */ Description Probe all nearby monsters. ---------------------------------------------------------------------- === banish_evil === Declaration extern bool banish_evil(int dist); File spells2.c Comment /* * Banish evil monsters */ Description Banish nearby evil monsters doing "dist" points of GF_AWAY_EVIL damage. Parameters > "dist" is the amount of damage done to each monster. ---------------------------------------------------------------------- === dispel_evil === Declaration extern bool dispel_evil(int dam); File spells2.c Comment /* * Dispel evil monsters */ Description Dispel nearby evil monsters doing "dam" points of GF_DISP_EVIL damage. Parameters > "dam" is the number of points of damage. ---------------------------------------------------------------------- === dispel_good === Declaration extern bool dispel_good(int dam); File spells2.c Comment /* * Dispel good monsters */ Description Dispel nearby good monsters doing "dam" points of GF_DISP_GOOD damage. Parameters > "dam" is the number of points of damage. ---------------------------------------------------------------------- === dispel_undead === Declaration extern bool dispel_undead(int dam); File spells2.c Comment /* * Dispel undead monsters */ Description Dispel nearby undead monsters doing "dam" points of GF_DISP_UNDEAD damage. Parameters > "dam" is the number of points of damage. ---------------------------------------------------------------------- === dispel_monsters === Declaration extern bool dispel_monsters(int dam); File spells2.c Comment /* * Dispel all monsters */ Description Dispel all nearby monsters doing "dam" points of GF_DISP_ALL damage. Parameters > "dam" is the number of points of damage. ---------------------------------------------------------------------- === dispel_living === Declaration extern bool dispel_living(int dam); File spells2.c Comment /* * Dispel 'living' monsters */ Description Dispel nearby living monsters doing "dam" points of GF_DISP_LIVING damage. Parameters > "dam" is the number of points of damage. ---------------------------------------------------------------------- === dispel_demons === Declaration extern bool dispel_demons(int dam); File spells2.c Comment /* * Dispel demons */ Description Dispel nearby demon monsters doing "dam" points of GF_DISP_DEMON damage. Parameters > "dam" is the number of points of damage. ---------------------------------------------------------------------- === turn_undead === Declaration extern bool turn_undead(void); File spells2.c Comment /* * Turn undead */ Description Turn nearby undead monsters doing a point of GF_TURN_UNDEAD damage for each player level. ---------------------------------------------------------------------- === wipe === Declaration extern void wipe(int y1, int x1, int r); File spells2.c Comment /* * Wipe -- Empties a part of the dungeon */ Description Delete monsters and objects from an area of the dungeon centred at grid "y1,x1" for a radius "r". This does not work on special levels or quests. The player may be blinded. The player forgets the affected area and it becomes dark. All grids become floor. Parameters > "y1" is the y-coordinate of the wipe's origin. > "x1" is the x-coordinate of the wipe's origin. > "r" is the radius of the wipe. ---------------------------------------------------------------------- === destroy_area === Declaration extern void destroy_area(int y1, int x1, int r, bool full); File spells2.c Comment /* * The spell of destruction * * This spell "deletes" monsters (instead of "killing" them). * * Later we may use one function for both "destruction" and * "earthquake" by using the "full" to select "destruction". */ Description Delete monsters and objects from an area of the dungeon centred at grid "y1,x1" for a radius "r". This does not work on special levels or quests. The epicentre is NOT affected. The player may be blinded. The player forgets the affected area and it becomes dark. The grids can become granite, quartz, magma, or floor. Parameters > "y1" is the y-coordinate of the destruction's origin. > "x1" is the x-coordinate of the destruction's origin. > "r" is the radius of the destruction. > "full" is currently unused. ---------------------------------------------------------------------- === earthquake === Declaration extern void earthquake(int cy, int cx, int r); File spells2.c Comment /* * Induce an "earthquake" of the given radius at the given location. * * This will turn some walls into floors and some floors into walls. * * The player will take damage and "jump" into a safe grid if possible, * otherwise, he will "tunnel" through the rubble instantaneously. * * Monsters will take damage, and "jump" into a safe grid if possible, * otherwise they will be "buried" in the rubble, disappearing from * the level in the same way that they do when genocided. * * Note that thus the player and monsters (except eaters of walls and * passers through walls) will never occupy the same grid as a wall. * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even * for a single turn, unless that monster can pass_walls or kill_walls. * This has allowed massive simplification of the "monster" code. */ Description Create an earthquake centred on grid "cy,cx" with a radius of "r". This does not work on quest levels. The epicentre is NOT affected. Only about 15% of the grids are affected. The player takes 300 points of damage if they can't be moved to a safe grid, otherwise damage is from 10 to 40 points. The player forgets the affected area and it becomes dark. The grids can become granite, quartz, magma, or floor. Parameters Parameters: > "cy" is the y-coordinate of the earthquake origin. > "cx" is the x-coordinate of the earthquake origin. > "r" is the radius of the earthquake. ---------------------------------------------------------------------- === map_area === Declaration extern void map_area(void); File cave.c Comment /* * Hack -- map the current panel (plus some) ala "magic mapping" */ Description Map the current panel plus up to 10 grids up and down, and up to 20 grids left and right. ---------------------------------------------------------------------- === wiz_lite === Declaration extern void wiz_lite(void); File cave.c Comment /* * Light up the dungeon using "clairvoyance" * * This function "illuminates" every grid in the dungeon, memorises all * "objects", memorises all grids as with magic mapping, and, under the * standard option settings (view_perma_grids but not view_torch_grids) * memorises all floor grids too. * * Note that if "view_perma_grids" is not set, we do not memorise floor * grids, since this would defeat the purpose of "view_perma_grids", not * that anyone seems to play without this option. * * Note that if "view_torch_grids" is set, we do not memorise floor grids, * since this would prevent the use of "view_torch_grids" as a method to * keep track of what grids have been observed directly. */ Description Light up the entire dungeon and show all monsters and objects. ---------------------------------------------------------------------- === wiz_lite_extra === Declaration extern void wiz_lite_extra(void); File cave.c Comment (none) Description Light up the entire dungeon and show all monsters and objects. All squares are lit and remembered. ---------------------------------------------------------------------- === wiz_dark === Declaration extern void wiz_dark(void); File cave.c Comment /* * Forget the dungeon map (ala "Thinking of Maud..."). */ Description Forget all grids and objects. All grids become dark. ---------------------------------------------------------------------- === lite_room === Declaration extern void lite_room(int y1, int x1); File spells2.c Comment /* * Illuminate any room containing the given location. */ Description Light up the room (if any) of grid "y1,x1". Parameters > "y1" is the y-coordinate of the grid. > "x1" is the x-coordinate of the grid. ---------------------------------------------------------------------- === unlite_room === Declaration extern void unlite_room(int y1, int x1); File spells2.c Comment /* * Darken all rooms containing the given location */ Description Darken all rooms (if any) of grid "y1,x1". Parameters > "y1" is the y-coordinate of the grid. > "x1" is the x-coordinate of the grid. ---------------------------------------------------------------------- === lite_area === Declaration extern bool lite_area(int dam, int rad); File spells2.c Comment /* * Hack -- call light around the player * Affect all monsters in the projection radius */ Description Light up the room (if any) of the player's grid. Monsters take "dam" points of GF_LITE_WEAK damage if they are within "r" grids of the player. Parameters > "dam" is the number of points of damage. > "rad" is the radius of the effect of the damage. ---------------------------------------------------------------------- === unlite_area === Declaration extern bool unlite_area(int dam, int rad); File spells2.c Comment /* * Hack -- call darkness around the player * Affect all monsters in the projection radius */ Description Darken the room (if any) of the player's grid. Monsters take "dam" points of GF_DARK_WEAK damage if they are within "r" grids of the player. Parameters > "dam" is the number of points of damage. > "rad" is the radius of the effect of the damage. ---------------------------------------------------------------------- === fire_ball_beam === Declaration extern bool fire_ball_beam(int typ, int dir, int dam, int rad); File spells2.c Comment /* * Cast a ball-beamed spell * Stop if we hit a monster, act as a "ball" * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters */ Description Cast a ball-beamed spell of type "typ" in direction "dir" for damage "dam" points with a radius of "rad" grids. Parameters > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9. direction > "dam" is the number of points of damage. > "rad" is the radius of the effect of the damage (must be <= 16). ---------------------------------------------------------------------- === fire_ball === Declaration extern bool fire_ball(int typ, int dir, int dam, int rad); File spells2.c Comment /* * Cast a ball spell * Stop if we hit a monster, act as a "ball" * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters */ Description Cast a ball spell of type "typ" in direction "dir" for "dam" points of damage. The ball has a radius of "rad" grids. Parameters > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9. direction > "dam" is the number of points of damage. > "rad" is the radius of the effect of the damage (must be <= 16). ---------------------------------------------------------------------- === fire_bolt === Declaration extern bool fire_bolt(int typ, int dir, int dam); File spells2.c Comment /* * Cast a bolt spell * Stop if we hit a monster, as a "bolt" * Affect monsters (not grids or objects) */ Description Cast a bolt spell of type "typ" in direction "dir" for "dam" points of damage. Parameters > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9 direction > "dam" is the number of points of damage. ---------------------------------------------------------------------- === fire_beam === Declaration extern bool fire_beam(int typ, int dir, int dam); File spells2.c Comment /* * Cast a beam spell * Pass through monsters, as a "beam" * Affect monsters (not grids or objects) */ Description Cast a beam spell of type "typ" in direction "dir" for "dam" points of damage. Parameters > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9. direction > "dam" is the number of points of damage. ---------------------------------------------------------------------- === fire_druid_ball === Declaration extern bool fire_druid_ball(int typ, int dir, int dam, int rad); File spells2.c Comment /* * Cast a druidic ball spell * Stop if we hit a monster, act as a "ball" * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters */ Description Cast a ball spell of type "typ" in direction "dir" for "dam" points of damage. The ball has a radius of "rad" grids. The spell follows a mana path. Parameters > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9. direction > "dam" is the number of points of damage. > "rad" is the radius of the effect of the damage (must be <= 16). ---------------------------------------------------------------------- === fire_druid_bolt === Declaration extern bool fire_druid_bolt(int typ, int dir, int dam); File spells2.c Comment /* * Cast a druidic bolt spell * Stop if we hit a monster, as a "bolt" * Affect monsters (not grids or objects) */ Description Cast a bolt spell of type "typ" in direction "dir" for "dam" points of damage. The spell follows a mana path. Parameters > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9. direction > "dam" is the number of points of damage. ---------------------------------------------------------------------- === fire_druid_beam === Declaration extern bool fire_druid_beam(int typ, int dir, int dam); File spells2.c Comment /* * Cast a druidistic beam spell * Pass through monsters, as a "beam" * Affect monsters (not grids or objects) */ Description Cast a beam spell of type "typ" in direction "dir" for "dam" points of damage. The spell follows a mana path. Parameters > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9. direction > "dam" is the number of points of damage. ---------------------------------------------------------------------- === fire_bolt_or_beam === Declaration extern bool fire_bolt_or_beam(int prob, int typ, int dir, int dam); File spells2.c Comment /* * Cast a bolt spell, or rarely, a beam spell */ Description Cast a beam (chance of "prob" in 100) or bolt spell of type "typ" in direction "dir" for "dam" points of damage. Parameters > "prob" is the number of times out of 100 that the bolt will actually be a beam. Obviously this value should range from 1 to 99 (0 will always give a beam, 100 or higher will always give a beam. There are separate functions for these cases). > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9. direction > "dam" is the number of points of damage. ---------------------------------------------------------------------- === alchemy === Declaration extern bool alchemy(void); File spells2.c Comment /* Turns an object into gold, gain some of its value in a shop */ Description The player selects an object (and quantity if it applies) from the inventory or the floor and attempts to turn it into gold. If the price of the item is < 0 then the player gains nothing (fool's gold), otherwise the player gets a third of the price in gold. Artifacts are not affected. ---------------------------------------------------------------------- === alter_reality === Declaration extern void alter_reality(void); File spells2.c Comment (none) Description The player leaves the level immediately. ---------------------------------------------------------------------- === teleport_swap === Declaration extern void teleport_swap(int dir); File spells2.c Comment (none) Description Player swaps places with target in direction "dir". The target must be a monster. It will not work if the space-time continuum can not be disrupted or if the monster resists teleportation. ---------------------------------------------------------------------- === project_meteor === Declaration extern void project_meteor(int radius, int typ, int dam, u32b flg); File spells2.c Comment /* * Apply a "project()" a la meteor shower */ Description Generate between "rad" and "rad" x 2 ball spells of type "typ" for "dam" points of damage. The ball can have various properties as denoted by "flg". Parameters > "rad" is the minimum number of balls created. "rad" + randint("rad") balls are created. Each ball has a radius of 2 grids. Each target grid is within 5 grids of the player. > "typ" is the type of damage GF_fields > "dam" is the number of points of damage. > "flg" is the projection effect PROJECT_fields ---------------------------------------------------------------------- === passwall === Declaration extern bool passwall(int dir, bool safe); File spells2.c Comment /* * Send the player shooting through walls in the given direction until * they reach a non-wall space, or a monster, or a permanent wall. */ Description Move the player through walls in direction "dir". if "safe" then the player can not end up in a wall - if they do, the wall is replaced by a floor. This does not work in the wilderness, on quest levels, or if teleport is not allowed. Stopping on monsters or inside vaults is not allowed. Parameters > "dir" must be from 0 to 9. It can not be 5. direction > "safe" must be true if the player is not to be trapped in a wall when the movement is finished. ---------------------------------------------------------------------- === project_hook === Declaration extern bool project_hook(int typ, int dir, int dam, int flg); File spells2.c Comment /* * Hack -- apply a "projection()" in a direction (or at the target) */ Description Generate a beam/bolt of type "typ" in direction "dir" (or at a target) for "dam" points of damage. The beam/bolt can have various properties as denoted by "flg". Parameters > "typ" is the type of damage GF_fields > "dir" must be from 0 to 9. 5 means use the current target. direction > "dam" is the number of points of damage. > "flg" is the projection effect PROJECT_fields ---------------------------------------------------------------------- === reset_recall === Declaration extern bool reset_recall(void); File spells2.c Comment (none) Description Ask the player for a dungeon and appropriate level within the dungeon. The player can not specify a dungeon they have not gone to yet. If the player chooses levels 99 or 100, the level is set to 98. ---------------------------------------------------------------------- === get_aim_dir === Declaration extern bool get_aim_dir(int *dp = 0); File xtra2.c Comment /* * Get an "aiming direction" from the user. * * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and * "0" for "current target", and "-1" for "entry aborted". * * Note that "Force Target", if set, will pre-empt user interaction, * if there is a usable target already set. * * Note that confusion over-rides any (explicit?) user choice. */ Description Get an aiming direction from the user and store it in "dp". A target can be selected. If the player is confused, the direction will be random. Parameters > "dp" = player direction. ---------------------------------------------------------------------- === project_hack === Declaration extern bool project_hack(int typ, int dam); File spells2.c Comment /* * Apply a "project()" directly to all viewable monsters * * Note that affected monsters are NOT auto-tracked by this usage. */ Description Generate beam/bolt spells of type "typ" for "dam" points of damage to all viewable monsters in line of site. Parameters > "typ" is the type of damage GF_fields > "dam" is the number of points of damage. ---------------------------------------------------------------------- Back to the lua help index . This file by Chris Hadgis