… | |
… | |
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"; |
… | |
… | |
894 | |
900 | |
895 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
901 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
896 | return 1; |
902 | return 1; |
897 | } |
903 | } |
898 | |
904 | |
899 | |
|
|
900 | /* cast_heal: Heals something. |
905 | /* cast_heal: Heals something. |
901 | * op is the caster. |
906 | * op is the caster. |
902 | * dir is the direction he is casting it in. |
907 | * dir is the direction he is casting it in. |
903 | * spell is the spell object. |
908 | * spell is the spell object. |
904 | */ |
909 | */ |
… | |
… | |
930 | { |
935 | { |
931 | /* See how many points we actually heal. Instead of messages |
936 | /* See how many points we actually heal. Instead of messages |
932 | * based on type of spell, we instead do messages based |
937 | * based on type of spell, we instead do messages based |
933 | * on amount of damage healed. |
938 | * on amount of damage healed. |
934 | */ |
939 | */ |
935 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
940 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
936 | heal = tmp->stats.maxhp - tmp->stats.hp; |
941 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
942 | |
937 | tmp->stats.hp += heal; |
943 | tmp->stats.hp += heal; |
938 | |
944 | |
939 | if (tmp->stats.hp >= tmp->stats.maxhp) |
945 | if (tmp->stats.hp >= tmp->stats.maxhp) |
940 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
946 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
941 | else if (heal > 50) |
947 | else if (heal > 50) |
… | |
… | |
950 | success = 1; |
956 | success = 1; |
951 | } |
957 | } |
952 | } |
958 | } |
953 | |
959 | |
954 | if (spell->attacktype & AT_DISEASE) |
960 | if (spell->attacktype & AT_DISEASE) |
955 | if (cure_disease (tmp, op)) |
961 | if (cure_disease (tmp, op, spell)) |
956 | success = 1; |
962 | success = 1; |
957 | |
963 | |
958 | if (spell->attacktype & AT_POISON) |
964 | if (spell->attacktype & AT_POISON) |
959 | { |
965 | { |
960 | at = archetype::find ("poisoning"); |
966 | at = archetype::find ("poisoning"); |
… | |
… | |
1009 | } |
1015 | } |
1010 | |
1016 | |
1011 | if (spell->stats.food && tmp->stats.food < 999) |
1017 | if (spell->stats.food && tmp->stats.food < 999) |
1012 | { |
1018 | { |
1013 | tmp->stats.food += spell->stats.food; |
1019 | tmp->stats.food += spell->stats.food; |
|
|
1020 | |
1014 | if (tmp->stats.food > 999) |
1021 | if (tmp->stats.food > 999) |
1015 | tmp->stats.food = 999; |
1022 | tmp->stats.food = 999; |
|
|
1023 | |
1016 | success = 1; |
1024 | success = 1; |
1017 | /* We could do something a bit better like the messages for healing above */ |
1025 | /* We could do something a bit better like the messages for healing above */ |
1018 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1026 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1019 | } |
1027 | } |
1020 | |
1028 | |
… | |
… | |
1275 | } |
1283 | } |
1276 | |
1284 | |
1277 | /* Alchemy code by Mark Wedel |
1285 | /* Alchemy code by Mark Wedel |
1278 | * |
1286 | * |
1279 | * This code adds a new spell, called alchemy. Alchemy will turn |
1287 | * This code adds a new spell, called alchemy. Alchemy will turn |
1280 | * objects to gold nuggets, the value of the gold nuggets being |
1288 | * 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 | * |
1289 | * |
1285 | * Large nuggets are worth 25 gp each (base). You will always get |
1290 | * The value of the gold nuggets being about 90% of that of the item |
1286 | * the maximum number of large nuggets you could get. |
1291 | * 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 |
1292 | * because the nuggets themselves will be will be adjusted by charisma |
1288 | * to the max amount of small nuggets as you could get. |
1293 | * 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 | * |
1294 | * |
1293 | * There is also a chance (1:30) that you will get nothing at all |
1295 | * 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 |
1296 | * for the object. There is also a maximum weight that will be |
1295 | * alchemised. |
1297 | * alchemised. |
1296 | */ |
1298 | */ |
… | |
… | |
1319 | total_weight += obj->total_weight (); |
1321 | total_weight += obj->total_weight (); |
1320 | |
1322 | |
1321 | obj->destroy (); |
1323 | obj->destroy (); |
1322 | } |
1324 | } |
1323 | |
1325 | |
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 |
1326 | int |
1355 | alchemy (object *op, object *caster, object *spell_ob) |
1327 | alchemy (object *op, object *caster, object *spell_ob) |
1356 | { |
1328 | { |
1357 | if (op->type != PLAYER) |
1329 | if (op->type != PLAYER) |
1358 | return 0; |
1330 | return 0; |
1359 | |
1331 | |
1360 | object *large = get_archetype ("largenugget"); |
1332 | archetype *nugget[3]; |
1361 | object *small = get_archetype ("smallnugget"); |
1333 | |
|
|
1334 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1335 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1336 | nugget[2] = archetype::find ("pyrite"); |
1362 | |
1337 | |
1363 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1338 | /* 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 |
1339 | * some, and also prevents people from alchemising every table/chair/clock |
1365 | * in sight |
1340 | * in sight |
1366 | */ |
1341 | */ |
… | |
… | |
1418 | if (weight > weight_max) |
1393 | if (weight > weight_max) |
1419 | break; |
1394 | break; |
1420 | } |
1395 | } |
1421 | } |
1396 | } |
1422 | |
1397 | |
|
|
1398 | value -= rndm (value >> 4); |
1423 | value = min (value, value_max); |
1399 | value = min (value, value_max); |
1424 | |
1400 | |
1425 | uint64 count = value / large->value; |
1401 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
1426 | int large_nuggets = count; |
1402 | 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 | */ |
1403 | { |
1436 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1404 | value -= nrof * nugget[i]->value; |
|
|
1405 | |
|
|
1406 | object *tmp = arch_to_object (nugget[i]); |
|
|
1407 | tmp->nrof = nrof; |
|
|
1408 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1409 | op->map->insert (tmp, x, y, op, 0); |
|
|
1410 | } |
1437 | |
1411 | |
1438 | if (weight > weight_max) |
1412 | if (weight > weight_max) |
1439 | goto bailout; |
1413 | goto bailout; |
1440 | } |
1414 | } |
1441 | } |
1415 | } |
1442 | |
1416 | |
1443 | bailout: |
1417 | bailout: |
1444 | large->destroy (); |
|
|
1445 | small->destroy (); |
|
|
1446 | return 1; |
1418 | return 1; |
1447 | } |
1419 | } |
1448 | |
1420 | |
1449 | |
1421 | |
1450 | /* This function removes the cursed/damned status on equipped |
1422 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
2202 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2174 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2203 | } |
2175 | } |
2204 | return success; |
2176 | return success; |
2205 | } |
2177 | } |
2206 | |
2178 | |
2207 | |
|
|
2208 | |
|
|
2209 | |
|
|
2210 | |
|
|
2211 | /* create an aura spell object and put it in the player's inventory. |
2179 | /* create an aura spell object and put it in the player's inventory. |
2212 | * as usual, op is player, caster is the object casting the spell, |
2180 | * as usual, op is player, caster is the object casting the spell, |
2213 | * spell is the spell object itself. |
2181 | * spell is the spell object itself. |
2214 | */ |
2182 | */ |
2215 | int |
2183 | int |
… | |
… | |
2226 | |
2194 | |
2227 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2195 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2228 | |
2196 | |
2229 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2197 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2230 | |
2198 | |
2231 | new_aura->set_owner (op); |
|
|
2232 | set_spell_skill (op, caster, spell, new_aura); |
2199 | set_spell_skill (op, caster, spell, new_aura); |
2233 | new_aura->attacktype = spell->attacktype; |
2200 | new_aura->attacktype = spell->attacktype; |
2234 | |
2201 | |
2235 | new_aura->level = caster_level (caster, spell); |
2202 | new_aura->level = caster_level (caster, spell); |
|
|
2203 | |
2236 | if (refresh) |
2204 | if (refresh) |
2237 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2205 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2238 | else |
2206 | else |
2239 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2207 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
|
|
2208 | |
2240 | insert_ob_in_ob (new_aura, op); |
2209 | insert_ob_in_ob (new_aura, op); |
|
|
2210 | new_aura->set_owner (op); |
|
|
2211 | |
2241 | return 1; |
2212 | return 1; |
2242 | } |
2213 | } |
2243 | |
2214 | |
2244 | |
2215 | |
2245 | /* move aura function. An aura is a part of someone's inventory, |
2216 | /* move aura function. An aura is a part of someone's inventory, |
… | |
… | |
2312 | } |
2283 | } |
2313 | |
2284 | |
2314 | /* moves the peacemaker spell. |
2285 | /* moves the peacemaker spell. |
2315 | * op is the piece object. |
2286 | * op is the piece object. |
2316 | */ |
2287 | */ |
2317 | |
|
|
2318 | void |
2288 | void |
2319 | move_peacemaker (object *op) |
2289 | move_peacemaker (object *op) |
2320 | { |
2290 | { |
2321 | object *tmp; |
2291 | object *tmp; |
2322 | |
2292 | |