… | |
… | |
122 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
123 | * The # of arrows created also goes up with level, so if a 30th level mage |
123 | * The # of arrows created also goes up with level, so if a 30th level mage |
124 | * wants LOTS of arrows, and doesn't care what the plus is he could |
124 | * wants LOTS of arrows, and doesn't care what the plus is he could |
125 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
126 | */ |
126 | */ |
127 | |
|
|
128 | int |
127 | int |
129 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
128 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
130 | { |
129 | { |
131 | int missile_plus = 0, bonus_plus = 0; |
130 | int missile_plus = 0, bonus_plus = 0; |
132 | const char *missile_name; |
131 | const char *missile_name; |
… | |
… | |
256 | && at_tmp->weight < at->weight))) |
255 | && at_tmp->weight < at->weight))) |
257 | at = at_tmp; |
256 | at = at_tmp; |
258 | } |
257 | } |
259 | } |
258 | } |
260 | } |
259 | } |
|
|
260 | |
261 | /* Pretty unlikely (there are some very low food items), but you never |
261 | /* Pretty unlikely (there are some very low food items), but you never |
262 | * know |
262 | * know |
263 | */ |
263 | */ |
264 | if (!at) |
264 | if (!at) |
265 | { |
265 | { |
… | |
… | |
290 | if (!dir) |
290 | if (!dir) |
291 | { |
291 | { |
292 | examine_monster (op, op); |
292 | examine_monster (op, op); |
293 | return 1; |
293 | return 1; |
294 | } |
294 | } |
|
|
295 | |
295 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | for (r = 1; r < maxrange; r++) |
297 | for (r = 1; r < maxrange; r++) |
297 | { |
298 | { |
298 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
299 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
299 | |
300 | |
… | |
… | |
319 | examine_monster (op, tmp); |
320 | examine_monster (op, tmp); |
320 | return 1; |
321 | return 1; |
321 | } |
322 | } |
322 | } |
323 | } |
323 | } |
324 | } |
|
|
325 | |
324 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
326 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
325 | return 1; |
327 | return 1; |
326 | } |
328 | } |
327 | |
|
|
328 | |
329 | |
329 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | * does race check, undead check, etc |
331 | * does race check, undead check, etc |
331 | * Returns TRUE if mon can't see pl, false |
332 | * Returns TRUE if mon can't see pl, false |
332 | * otherwise. This doesn't check range, walls, etc. It |
333 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
334 | * pl is invisible. |
335 | * pl is invisible. |
335 | */ |
336 | */ |
336 | int |
337 | int |
337 | makes_invisible_to (object *pl, object *mon) |
338 | makes_invisible_to (object *pl, object *mon) |
338 | { |
339 | { |
339 | |
|
|
340 | if (!pl->invisible) |
340 | if (!pl->invisible) |
341 | return 0; |
341 | return 0; |
|
|
342 | |
342 | if (pl->type == PLAYER) |
343 | if (pl->type == PLAYER) |
343 | { |
344 | { |
344 | /* If race isn't set, then invisible unless it is undead */ |
345 | /* If race isn't set, then invisible unless it is undead */ |
345 | if (!pl->contr->invis_race) |
346 | if (!pl->contr->invis_race) |
346 | { |
347 | { |
347 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
348 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
348 | return 0; |
349 | return 0; |
|
|
350 | |
349 | return 1; |
351 | return 1; |
350 | } |
352 | } |
|
|
353 | |
351 | /* invis_race is set if we get here */ |
354 | /* invis_race is set if we get here */ |
352 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
355 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
353 | return 1; |
356 | return 1; |
|
|
357 | |
354 | /* No race, can't be invisible to it */ |
358 | /* No race, can't be invisible to it */ |
355 | if (!mon->race) |
359 | if (!mon->race) |
356 | return 0; |
360 | return 0; |
|
|
361 | |
357 | if (strstr (mon->race, pl->contr->invis_race)) |
362 | if (strstr (mon->race, pl->contr->invis_race)) |
358 | return 1; |
363 | return 1; |
|
|
364 | |
359 | /* Nothing matched above, return 0 */ |
365 | /* Nothing matched above, return 0 */ |
360 | return 0; |
366 | return 0; |
361 | } |
367 | } |
362 | else |
368 | else |
363 | { |
369 | { |
… | |
… | |
600 | |
606 | |
601 | if (is_dragon_pl (op)) |
607 | if (is_dragon_pl (op)) |
602 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
608 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | for (tmp = op->inv; tmp; tmp = tmp->below) |
609 | for (tmp = op->inv; tmp; tmp = tmp->below) |
604 | { |
610 | { |
605 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
611 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
606 | { |
612 | { |
607 | if (tmp->stats.exp == 0) |
613 | if (tmp->stats.exp == 0) |
608 | buf << "Your metabolism isn't focused on anything.\n"; |
614 | buf << "Your metabolism isn't focused on anything.\n"; |
609 | else |
615 | else |
610 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
616 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
… | |
… | |
1275 | } |
1281 | } |
1276 | |
1282 | |
1277 | /* Alchemy code by Mark Wedel |
1283 | /* Alchemy code by Mark Wedel |
1278 | * |
1284 | * |
1279 | * This code adds a new spell, called alchemy. Alchemy will turn |
1285 | * This code adds a new spell, called alchemy. Alchemy will turn |
1280 | * objects to gold nuggets, the value of the gold nuggets being |
1286 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1281 | * about 90% of that of the item itself. It uses the value of the |
|
|
1282 | * object before charisma adjustments, because the nuggets themselves |
|
|
1283 | * will be will be adjusted by charisma when sold. |
|
|
1284 | * |
1287 | * |
1285 | * Large nuggets are worth 25 gp each (base). You will always get |
1288 | * The value of the gold nuggets being about 90% of that of the item |
1286 | * the maximum number of large nuggets you could get. |
1289 | * itself. It uses the value of the object before charisma adjustments, |
1287 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1290 | * because the nuggets themselves will be will be adjusted by charisma |
1288 | * to the max amount of small nuggets as you could get. |
1291 | * when sold. |
1289 | * |
|
|
1290 | * For example, if an item is worth 110 gold, you will get |
|
|
1291 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1292 | * |
1292 | * |
1293 | * There is also a chance (1:30) that you will get nothing at all |
1293 | * There is also a chance (1:30) that you will get nothing at all |
1294 | * for the object. There is also a maximum weight that will be |
1294 | * for the object. There is also a maximum weight that will be |
1295 | * alchemised. |
1295 | * alchemised. |
1296 | */ |
1296 | */ |
… | |
… | |
1319 | total_weight += obj->total_weight (); |
1319 | total_weight += obj->total_weight (); |
1320 | |
1320 | |
1321 | obj->destroy (); |
1321 | obj->destroy (); |
1322 | } |
1322 | } |
1323 | |
1323 | |
1324 | static void |
|
|
1325 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
|
|
1326 | { |
|
|
1327 | int flag = 0; |
|
|
1328 | |
|
|
1329 | /* Put any nuggets below the player, but we can only pass this |
|
|
1330 | * flag if we are on the same space as the player |
|
|
1331 | */ |
|
|
1332 | if (x == op->x && y == op->y && op->map == m) |
|
|
1333 | flag = INS_BELOW_ORIGINATOR; |
|
|
1334 | |
|
|
1335 | if (small_nuggets) |
|
|
1336 | { |
|
|
1337 | object *tmp = small->clone (); |
|
|
1338 | tmp->nrof = small_nuggets; |
|
|
1339 | m->insert (tmp, x, y, op, flag); |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | if (large_nuggets) |
|
|
1343 | { |
|
|
1344 | object *tmp = large->clone (); |
|
|
1345 | tmp->nrof = large_nuggets; |
|
|
1346 | m->insert (tmp, x, y, op, flag); |
|
|
1347 | } |
|
|
1348 | |
|
|
1349 | if (object *pl = m->at (x, y).player ()) |
|
|
1350 | if (pl->contr->ns) |
|
|
1351 | pl->contr->ns->look_position = 0; |
|
|
1352 | } |
|
|
1353 | |
|
|
1354 | int |
1324 | int |
1355 | alchemy (object *op, object *caster, object *spell_ob) |
1325 | alchemy (object *op, object *caster, object *spell_ob) |
1356 | { |
1326 | { |
1357 | if (op->type != PLAYER) |
1327 | if (op->type != PLAYER) |
1358 | return 0; |
1328 | return 0; |
1359 | |
1329 | |
1360 | object *large = get_archetype ("largenugget"); |
1330 | archetype *nugget[3]; |
1361 | object *small = get_archetype ("smallnugget"); |
1331 | |
|
|
1332 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1333 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1334 | nugget[2] = archetype::find ("pyrite"); |
1362 | |
1335 | |
1363 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1336 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1364 | * some, and also prevents people from alchemising every table/chair/clock |
1337 | * some, and also prevents people from alchemising every table/chair/clock |
1365 | * in sight |
1338 | * in sight |
1366 | */ |
1339 | */ |
… | |
… | |
1418 | if (weight > weight_max) |
1391 | if (weight > weight_max) |
1419 | break; |
1392 | break; |
1420 | } |
1393 | } |
1421 | } |
1394 | } |
1422 | |
1395 | |
|
|
1396 | value -= rndm (value >> 4); |
1423 | value = min (value, value_max); |
1397 | value = min (value, value_max); |
1424 | |
1398 | |
1425 | uint64 count = value / large->value; |
1399 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
1426 | int large_nuggets = count; |
1400 | if (int nrof = value / nugget [i]->value) |
1427 | value -= count * large->value; |
|
|
1428 | |
|
|
1429 | count = value / small->value; |
|
|
1430 | int small_nuggets = count; |
|
|
1431 | |
|
|
1432 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1433 | * it also prevents us from alcheming nuggets that were just created |
|
|
1434 | * with this spell. |
|
|
1435 | */ |
1401 | { |
1436 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1402 | value -= nrof * nugget[i]->value; |
|
|
1403 | |
|
|
1404 | object *tmp = arch_to_object (nugget[i]); |
|
|
1405 | tmp->nrof = nrof; |
|
|
1406 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1407 | op->map->insert (tmp, x, y, op, 0); |
|
|
1408 | } |
1437 | |
1409 | |
1438 | if (weight > weight_max) |
1410 | if (weight > weight_max) |
1439 | goto bailout; |
1411 | goto bailout; |
1440 | } |
1412 | } |
1441 | } |
1413 | } |
1442 | |
1414 | |
1443 | bailout: |
1415 | bailout: |
1444 | large->destroy (); |
|
|
1445 | small->destroy (); |
|
|
1446 | return 1; |
1416 | return 1; |
1447 | } |
1417 | } |
1448 | |
1418 | |
1449 | |
1419 | |
1450 | /* This function removes the cursed/damned status on equipped |
1420 | /* This function removes the cursed/damned status on equipped |