summaryrefslogtreecommitdiff
path: root/src/cmd7.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/cmd7.c')
-rw-r--r--src/cmd7.c7652
1 files changed, 0 insertions, 7652 deletions
diff --git a/src/cmd7.c b/src/cmd7.c
deleted file mode 100644
index aca14dcd..00000000
--- a/src/cmd7.c
+++ /dev/null
@@ -1,7652 +0,0 @@
-/* File: cmd7.c */
-
-/* Purpose: More Class commands */
-
-/*
- * Copyright (c) 1999 Dark God
- *
- * 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"
-
-
-/*
- * Describe class powers of Mindcrafters
- *
- * 'p' points to a 80 byte long buffer
- */
-void mindcraft_info(char *p, int power)
-{
- int plev = get_skill(SKILL_MINDCRAFT);
-
-
- /* Clear buffer */
- strcpy(p, "");
-
- /* Fill the buffer with requested power description */
- switch (power)
- {
- case 0:
- strnfmt(p, 80, " rad %d", DEFAULT_RADIUS);
- break;
- case 1:
- strnfmt(p, 80, " dam %dd%d", 3 + ((plev - 1) / 4), 3 + plev / 15);
- break;
- case 2:
- strnfmt(p, 80, " range %d", (plev < 25 ? 10 : plev + 2 + p_ptr->to_s * 3));
- break;
- case 3:
- strnfmt(p, 80, " range %d", plev * 5);
- break;
- case 4:
- strnfmt(p, 80, " power %d", plev * (plev < 30 ? 1 : 2));
- break;
- case 5:
- if (plev > 20)
- strnfmt(p, 80, " dam %dd8 rad %d", 8 + ((plev - 5) / 4), (plev - 20)/8 + 1);
- else
- strnfmt(p, 80, " dam %dd8", 8 + ((plev - 5) / 4));
- break;
- case 6:
- strnfmt(p, 80, " dur %d", plev);
- break;
- case 7:
- break;
- case 8:
- if (plev < 25)
- strnfmt(p, 80, " dam %d rad %d", (3 * plev) / 2, 2 + (plev / 10));
- else
- strnfmt(p, 80, " dam %d", plev * ((plev - 5) / 10 + 1));
- break;
- case 9:
- strnfmt(p, 80, " dur 11-%d", 10 + plev + plev / 2);
- break;
- case 10:
- strnfmt(p, 80, " dam %dd6 rad %d", plev / 2, 0 + (plev - 25) / 10);
- break;
- case 11:
- strnfmt(p, 80, " dam %d rad %d", plev * (plev > 39 ? 4 : 3), 3 + plev / 10);
- break;
- }
-}
-
-
-/*
- * Describe class powers of Mimics
- *
- * 'p' points to a 80 byte long buffer
- */
-void mimic_info(char *p, int power)
-{
- int plev = get_skill(SKILL_MIMICRY);
- object_type *o_ptr = &p_ptr->inventory[INVEN_OUTER];
-
- /* Clear the buffer */
- strcpy(p, "");
-
- /* Fill the buffer with requested power description */
- switch (power)
- {
- case 0:
- strnfmt(p, 80, " dur %d", k_info[o_ptr->k_idx].pval2 + get_skill_scale(SKILL_MIMICRY, 1000));
- break;
- case 1:
- strnfmt(p, 80, " dur %d+d20", 10 + plev);
- break;
- case 2:
- strnfmt(p, 80, " dur 50+d%d", 50 + (2 * plev));
- break;
- case 3:
- strnfmt(p, 80, " dur 50+d%d", 50 + (2 * plev));
- break;
- case 4:
- strnfmt(p, 80, " dur 50+d%d", 50 + (2 * plev));
- break;
- }
-}
-
-
-/*
- * Allow user to choose a magic power.
- *
- * If a valid spell is chosen, saves it in '*sn' and returns TRUE
- * If the user hits escape, returns FALSE, and set '*sn' to -1
- * If there are no legal choices, returns FALSE, and sets '*sn' to -2
- *
- * The "prompt" should be "cast", "recite", or "study"
- * The "known" should be TRUE for cast/pray, FALSE for study
- *
- * nb: This function has a (trivial) display bug which will be obvious
- * when you run it. It's probably easy to fix but I haven't tried,
- * sorry.
- */
-bool_ get_magic_power(int *sn, magic_power *powers, int max_powers,
- void (*power_info)(char *p, int power), int plev, int cast_stat)
-{
- int i;
-
- int num = 0;
-
- int y = 2;
-
- int x = 18;
-
- int minfail = 0;
-
- int chance = 0;
-
- int info;
-
- char choice;
-
- char out_val[160];
-
- char comment[80];
-
- cptr p = "power";
-
- magic_power spell;
-
- bool_ flag, redraw;
-
-
- /* Assume cancelled */
- *sn = ( -1);
-
- /* Get the spell, if available */
- if (repeat_pull(sn))
- {
- /* Verify the spell */
- if (powers[*sn].min_lev <= plev)
- {
- /* Success */
- return (TRUE);
- }
- }
-
- /* Nothing chosen yet */
- flag = FALSE;
-
- /* No redraw yet */
- redraw = FALSE;
-
- /* Count number of powers that satisfies minimum plev requirement */
- for (i = 0; i < max_powers; i++)
- {
- if (powers[i].min_lev <= plev)
- {
- num++;
- }
- }
-
- /* Build a prompt (accept all spells) */
- strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit, %c-%c=Info) Use which %s? ",
- p, I2A(0), I2A(num - 1), toupper(I2A(0)), toupper(I2A(num - 1)), p);
-
- /* Save the screen */
- character_icky = TRUE;
- Term_save();
-
- /* Get a spell from the user */
- while (!flag && get_com(out_val, &choice))
- {
- /* Request redraw */
- if ((choice == ' ') || (choice == '*') || (choice == '?'))
- {
- /* Show the list */
- if (!redraw)
- {
- char psi_desc[80];
-
- /* Show list */
- redraw = TRUE;
-
- /* Display a list of spells */
- prt("", 1, x);
- prt("", y, x);
- put_str("Name", y, x + 5);
- put_str("Lv Mana Fail Info", y, x + 35);
-
- /* Dump the spells */
- for (i = 0; i < max_powers; i++)
- {
- /* Access the spell */
- spell = powers[i];
- if (spell.min_lev > plev) break;
-
- chance = spell.fail;
- /* Reduce failure rate by "effective" level adjustment */
- chance -= 3 * (plev - spell.min_lev);
-
- /* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[cast_stat]] - 1);
-
- /* Not enough mana to cast */
- if (spell.mana_cost > p_ptr->csp)
- {
- chance += 5 * (spell.mana_cost - p_ptr->csp);
- }
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[cast_stat]];
-
- /* Failure rate */
- chance = clamp_failure_chance(chance, minfail);
-
- /* Get info */
- power_info(comment, i);
-
- /* Dump the spell --(-- */
- strnfmt(psi_desc, 80, " %c) %-30s%2d %4d %3d%%%s",
- I2A(i), spell.name,
- spell.min_lev, spell.mana_cost, chance, comment);
- prt(psi_desc, y + i + 1, x);
- }
-
- /* Clear the bottom line */
- prt("", y + i + 1, x);
- }
-
- /* Hide the list */
- else
- {
- /* Hide list */
- redraw = FALSE;
-
- /* Restore the screen */
- Term_load();
- character_icky = FALSE;
- }
-
- /* Redo asking */
- continue;
- }
-
- /* Note verify */
- info = (isupper(choice));
-
- /* Lowercase */
- if (info) choice = tolower(choice);
-
- /* Extract request */
- i = (islower(choice) ? A2I(choice) : -1);
-
- /* Totally Illegal */
- if ((i < 0) || (i >= num))
- {
- bell();
- continue;
- }
-
- /* Save the spell index */
- spell = powers[i];
-
- /* Provides info */
- if (info)
- {
- c_prt(TERM_L_BLUE, spell.desc, 1, 0);
-
- /* Restore the screen */
- inkey();
- Term_load();
- character_icky = FALSE;
- continue;
- }
-
- /* Stop the loop */
- flag = TRUE;
- }
-
- /* Restore the screen */
- if (redraw)
- {
- Term_load();
- }
- character_icky = FALSE;
-
- /* Abort if needed */
- if (!flag) return (FALSE);
-
- /* Save the choice */
- (*sn) = i;
-
-
- repeat_push(*sn);
-
- /* Success */
- return (TRUE);
-}
-
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'mindcrafter'.
- */
-void do_cmd_mindcraft(void)
-{
- int n = 0, b = 0;
-
- int chance;
-
- int dir;
-
- int minfail = 0;
-
- int plev = get_skill(SKILL_MINDCRAFT);
-
- magic_power spell;
-
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
-
- /* not if confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- /* get power */
- if (!get_magic_power(&n, mindcraft_powers, MAX_MINDCRAFT_POWERS,
- mindcraft_info, plev, A_WIS)) return;
-
- spell = mindcraft_powers[n];
-
- /* Verify "dangerous" spells */
- if (spell.mana_cost > p_ptr->csp)
- {
- /* Warning */
- msg_print("You do not have enough mana to use this power.");
-
- /* Verify */
- if (!get_check("Attempt it anyway? ")) return;
- }
-
- /* Spell failure chance */
- chance = spell.fail;
-
- /* Reduce failure rate by "effective" level adjustment */
- chance -= 3 * (get_skill(SKILL_MINDCRAFT) - spell.min_lev);
-
- /* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_WIS]] - 1);
-
- /* Not enough mana to cast */
- if (spell.mana_cost > p_ptr->csp)
- {
- chance += 5 * (spell.mana_cost - p_ptr->csp);
- }
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[A_WIS]];
-
- /* Failure rate */
- chance = clamp_failure_chance(chance, minfail);
-
- /* Failed spell */
- if (rand_int(100) < chance)
- {
- if (flush_failure) flush();
-
- msg_format("You failed to concentrate hard enough!");
-
- sound(SOUND_FAIL);
-
- if (randint(100) < (chance / 2))
- {
- /* Backfire */
- b = randint(100);
- if (b < 5)
- {
- msg_print("Oh, no! Your mind has gone blank!");
- lose_all_info();
- }
- else if (b < 15)
- {
- msg_print("Weird visions seem to dance before your eyes...");
- set_image(p_ptr->image + 5 + randint(10));
- }
- else if (b < 45)
- {
- msg_print("Your brain is addled!");
- set_confused(p_ptr->confused + randint(8));
- }
- else if (b < 90)
- {
- set_stun(p_ptr->stun + randint(8));
- }
- else
- {
- /* Mana storm */
- msg_print("Your mind unleashes its power in an uncontrollable storm!");
- project(1, 2 + plev / 10, p_ptr->py, p_ptr->px, plev * 2,
- GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM);
- p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
- }
- }
- }
-
- /* Successful spells */
- else
- {
- sound(SOUND_ZAP);
-
- /* spell code */
- switch (n)
- {
- /* Precog */
- case 0:
- {
- /* Magic mapping */
- if (plev > 44)
- {
- wiz_lite();
- }
- else if (plev > 19)
- {
- map_area();
- }
-
- /* Detection */
- if (plev < 30)
- {
- b = detect_monsters_normal(DEFAULT_RADIUS);
- if (plev > 14) b |= detect_monsters_invis(DEFAULT_RADIUS);
- if (plev > 4) b |= detect_traps(DEFAULT_RADIUS);
- }
- else
- {
- b = detect_all(DEFAULT_RADIUS);
- }
-
- /* Telepathy */
- if (plev > 24)
- {
- set_tim_esp(p_ptr->tim_esp + plev);
-
- /* If plvl >= 40, we should have permanent ESP */
- }
-
- if (!b) msg_print("You feel safe.");
-
- break;
- }
-
- /* Mindblast */
- case 1:
- {
- if (!get_aim_dir(&dir)) return;
-
- if (randint(100) < plev * 2)
- {
- fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
- }
- else
- {
- fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
- }
-
- break;
- }
-
- /* Minor displace */
- case 2:
- {
- if (plev < 25)
- {
- teleport_player(10);
- }
- else
- {
- int ii, ij;
-
- if (dungeon_flags2 & DF2_NO_TELEPORT)
- {
- msg_print("Not on special levels!");
- break;
- }
-
- msg_print("You open a Void Jumpgate. Choose a destination.");
-
- if (!tgt_pt(&ii, &ij)) return;
- p_ptr->energy -= 60 - plev;
-
- if (!cave_empty_bold(ij, ii) ||
- (cave[ij][ii].info & CAVE_ICKY) ||
- (distance(ij, ii, p_ptr->py, p_ptr->px) > plev + 2 + (p_ptr->to_s*3)) ||
- (rand_int(plev * plev / 2) == 0))
- {
- msg_print("You fail to exit the void correctly!");
- p_ptr->energy -= 100;
- get_pos_player(10 + p_ptr->to_s / 2, &ij, &ii);
- }
-
- cave_set_feat(p_ptr->py, p_ptr->px, FEAT_BETWEEN);
- cave_set_feat(ij, ii, FEAT_BETWEEN);
- cave[p_ptr->py][p_ptr->px].special = ii + (ij << 8);
- cave[ij][ii].special = p_ptr->px + (p_ptr->py << 8);
- }
-
- break;
- }
-
- /* Major displace */
- case 3:
- {
- if (plev > 29) banish_monsters(plev);
- teleport_player(plev * 5);
-
- break;
- }
-
- /* Domination */
- case 4:
- {
- if (plev < 30)
- {
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_DOMINATION, dir, plev, 0);
- }
- else
- {
- charm_monsters(plev * 2);
- }
-
- break;
- }
-
- /* Fist of Force --- not 'true' TK */
- case 5:
- {
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_SOUND, dir, damroll(8 + ((plev - 5) / 4), 8),
- (plev > 20 ? (plev - 20) / 8 + 1 : 0));
-
- break;
- }
-
- /* Character Armour */
- case 6:
- {
- set_shield(p_ptr->shield + plev, plev, 0, 0, 0);
- if (plev > 14) set_oppose_acid(p_ptr->oppose_acid + plev);
- if (plev > 19) set_oppose_fire(p_ptr->oppose_fire + plev);
- if (plev > 24) set_oppose_cold(p_ptr->oppose_cold + plev);
- if (plev > 29) set_oppose_elec(p_ptr->oppose_elec + plev);
- if (plev > 34) set_oppose_pois(p_ptr->oppose_pois + plev);
-
- break;
- }
-
- /* Psychometry */
- case 7:
- {
- ident_spell();
- break;
- }
-
- /* Mindwave */
- case 8:
- {
- msg_print("Mind-warping forces emanate from your brain!");
- if (plev < 25)
- {
- project(0, 2 + plev / 10, p_ptr->py, p_ptr->px,
- (plev*3) / 2, GF_PSI, PROJECT_KILL);
- }
- else
- {
- (void)mindblast_monsters(plev * ((plev - 5) / 10 + 1));
- }
-
- break;
- }
-
- /* Adrenaline */
- case 9:
- {
- set_afraid(0);
- set_stun(0);
- hp_player(plev);
-
- b = 10 + randint((plev * 3) / 2);
-
- if (plev < 35)
- {
- set_hero(p_ptr->hero + b);
- }
- else
- {
- set_shero(p_ptr->shero + b);
- }
-
- if (!p_ptr->fast)
- {
- /* Haste */
- (void)set_fast(b, plev / 5);
- }
- else
- {
- (void)set_fast(p_ptr->fast + b, plev / 5);
- }
-
- break;
- }
-
- /* Psychic Drain */
- case 10:
- {
- if (!get_aim_dir(&dir)) return;
-
- b = damroll(plev / 2, 6);
-
- if (fire_ball(GF_PSI_DRAIN, dir, b, 0 + (plev - 25) / 10))
- {
- p_ptr->energy -= randint(150);
- }
-
- break;
- }
-
- /* Telekinesis */
- case 11:
- {
- msg_print("A wave of pure physical force radiates out from your body!");
- project(0, 3 + plev / 10, p_ptr->py, p_ptr->px,
- plev * (plev > 39 ? 4 : 3), GF_TELEKINESIS,
- PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID);
-
- break;
- }
-
- default:
- {
- msg_print("Zap?");
-
- break;
- }
- }
- }
-
- /* Take a turn */
- energy_use = 100;
-
- /* Sufficient mana */
- if (spell.mana_cost <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= spell.mana_cost;
- }
-
- /* Over-exert the player */
- else
- {
- int oops = spell.mana_cost - p_ptr->csp;
-
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
-
- /* Message */
- msg_print("You faint from the effort!");
-
- /* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1));
-
- /* Damage WIS (possibly permanently) */
- if (rand_int(100) < 50)
- {
- bool_ perm = (rand_int(100) < 25);
-
- /* Message */
- msg_print("You have damaged your mind!");
-
- /* Reduce constitution */
- (void)dec_stat(A_WIS, 15 + randint(10), perm);
- }
- }
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-}
-
-
-static int get_mimic_chance(int mimic)
-{
- s32b chance;
-
- call_lua("get_mimic_info", "(d,s)", "d", mimic, "level", &chance);
- chance *= 3;
-
- chance -= get_skill_scale(SKILL_MIMICRY, 150);
- chance -= 3 * adj_mag_stat[p_ptr->stat_ind[A_DEX]];
-
- /* Return the chance */
- return clamp_failure_chance(chance, 2);
-}
-
-
-void do_cmd_mimic_lore()
-{
- int fail;
-
- object_type *o_ptr;
-
-
- /* Player has to be able to see */
- if (p_ptr->blind || no_lite())
- {
- msg_print("You cannot see!");
- return;
- }
-
- /* No transformations when confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
-
- /* Already in a mimic form -- Allow cancelling */
- if (p_ptr->mimic_form)
- {
- msg_print("You morph back to your natural form!");
-
- set_mimic(0, 0, 0);
- }
-
- /* Not in mimic forms -- Allow transformations */
- else
- {
- o_ptr = &p_ptr->inventory[INVEN_OUTER];
-
- if ((o_ptr->tval != TV_CLOAK) || (o_ptr->sval != SV_MIMIC_CLOAK))
- {
- msg_print("You are not wearing any cloaks of mimicry.");
- return;
- }
-
- /* Calculate failure rate */
- fail = get_mimic_chance(o_ptr->pval2);
-
- if (fail > 75)
- {
- msg_print("You feel uneasy with this shape-change.");
-
- if (!get_check("Try it anyway? ")) return;
- }
-
- /* Fumble */
- if (randint(100) < fail)
- {
- msg_print("Your shape-change goes horribly wrong!");
-
- if (randint(100) < p_ptr->skill_sav)
- {
- msg_print("You manage to wrest your body back under control.");
- return;
- }
-
- set_mimic(30, resolve_mimic_name("Abomination"), get_skill(SKILL_MIMICRY));
- }
-
- /* Success */
- else
- {
- set_mimic(k_info[o_ptr->k_idx].pval2 + get_skill_scale(SKILL_MIMICRY, 1000), o_ptr->pval2, get_skill(SKILL_MIMICRY));
- }
- }
-
-
- /* Redraw title */
- p_ptr->redraw |= (PR_TITLE);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-}
-
-static bool_ mimic_forbid_travel(char *fmt)
-{
- u32b value = p_ptr->mimic_extra >> 16;
- u32b att = p_ptr->mimic_extra & 0xFFFF;
-
- if(value > 0 && (att & CLASS_ARMS || att & CLASS_LEGS))
- {
- msg_print("You had best not travel with your extra limbs.");
- return TRUE;
- }
-
- return FALSE;
-}
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'mimic'.
- */
-void do_cmd_mimic(void)
-{
- int n = 0, b = 0;
-
- int fail;
-
- int minfail = 0;
-
- int plev = get_skill(SKILL_MIMICRY);
-
- magic_power spell;
-
- static bool_ added_hooks = FALSE;
- if(!added_hooks)
- {
- add_hook(HOOK_FORBID_TRAVEL, mimic_forbid_travel, "mimic_forbid_travel");
- added_hooks = TRUE;
- }
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
-
- /* not if confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- /* get power */
- if (!get_magic_power(&n, mimic_powers, MAX_MIMIC_POWERS, mimic_info,
- plev, A_DEX)) return;
-
- spell = mimic_powers[n];
-
- /* Verify "dangerous" spells */
- if (spell.mana_cost > p_ptr->csp)
- {
- /* Warning */
- msg_print("You do not have enough mana to use this power.");
-
- /* Verify */
- if (!get_check("Attempt it anyway? ")) return;
- }
-
- /* Spell failure chance */
- fail = spell.fail;
-
- /* Reduce failure rate by "effective" level adjustment */
- fail -= 3 * (plev - spell.min_lev);
-
- /* Reduce failure rate by INT/WIS adjustment */
- fail -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 1);
-
- /* Not enough mana to cast */
- if (spell.mana_cost > p_ptr->csp)
- {
- fail += 5 * (spell.mana_cost - p_ptr->csp);
- }
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[A_DEX]];
-
- /* Minimum failure rate */
- if (fail < minfail) fail = minfail;
-
- /* Stunning makes spells harder */
- if (p_ptr->stun > 50) fail += 25;
- else if (p_ptr->stun) fail += 15;
-
- /* Always a 5 percent chance of working */
- if (fail > 95) fail = 95;
-
- /* Failed spell */
- if (rand_int(100) < fail)
- {
- if (flush_failure) flush();
-
- msg_format("You failed to concentrate hard enough!");
-
- sound(SOUND_FAIL);
-
- if (randint(100) < (fail / 2))
- {
- /* Backfire */
- b = randint(100);
-
- if (b < 5)
- {
- msg_print("Oh, no! Your mind has gone blank!");
- lose_all_info();
- }
- else if (b < 15)
- {
- msg_print("Weird visions seem to dance before your eyes...");
- set_image(p_ptr->image + 5 + randint(10));
- }
- else if (b < 45)
- {
- msg_print("Your brain is addled!");
- set_confused(p_ptr->confused + randint(8));
- }
- else
- {
- set_stun(p_ptr->stun + randint(8));
- }
- }
- }
-
- /* Successful spells */
- else
- {
- sound(SOUND_ZAP);
-
- /* spell code */
- switch (n)
- {
- /* Mimic */
- case 0:
- {
- do_cmd_mimic_lore();
-
- break;
- }
-
- /* Invisibility */
- case 1:
- {
- int ii = 10 + plev + randint(20) + p_ptr->to_s;
-
- set_invis(p_ptr->tim_invisible + ii, 50);
- set_tim_invis(p_ptr->tim_invisible + ii);
-
- break;
- }
-
- /* Legs Mimicry */
- case 2:
- {
- /* Extract the value and the flags */
- u32b value = p_ptr->mimic_extra >> 16;
- u32b att = p_ptr->mimic_extra & 0xFFFF;
-
- /* Clear useless things */
- att &= ~(CLASS_ARMS);
- att &= ~(CLASS_WALL);
-
- if (att & CLASS_LEGS)
- {
- value += 50 + randint(50 + (2 * plev));
- }
- else
- {
- msg_print("You mimic a new pair of legs.");
-
- value = 50 + randint(50 + (2 * plev));
- att |= (CLASS_LEGS);
- }
-
- if (value > 10000) value = 10000;
-
- p_ptr->mimic_extra = att + (value << 16);
- p_ptr->update |= (PU_BODY);
-
- break;
- }
-
- /* Wall Mimicry */
- case 3:
- {
- /* Extract the value and the flags */
- u32b value = p_ptr->mimic_extra >> 16;
- u32b att = p_ptr->mimic_extra & 0xFFFF;
-
- /* Clear useless things */
- att &= ~(CLASS_ARMS);
- att &= ~(CLASS_LEGS);
-
- if (att & CLASS_WALL)
- {
- value += 50 + randint(50 + (2 * plev));
- }
- else
- {
- msg_print("You grow an affinity for walls.");
-
- value = 50 + randint(50 + (2 * plev));
- att |= (CLASS_WALL);
- }
-
- if (value > 10000) value = 10000;
-
- p_ptr->mimic_extra = att + (value << 16);
- p_ptr->update |= (PU_BODY);
-
- break;
- }
-
- case 4: /* Arms Mimicry */
- {
- /* Extract the value and the flags */
- u32b value = p_ptr->mimic_extra >> 16;
- u32b att = p_ptr->mimic_extra & 0xFFFF;
-
- /* Clear useless things */
- att &= ~(CLASS_LEGS);
- att &= ~(CLASS_WALL);
-
- if (att & CLASS_ARMS)
- {
- value += 50 + randint(50 + (2 * plev));
- }
- else
- {
- msg_print("You mimic a new pair of arms.");
-
- value = 50 + randint(50 + (2 * plev));
- att |= (CLASS_ARMS);
- }
-
- if (value > 10000) value = 10000;
-
- p_ptr->mimic_extra = att + (value << 16);
- p_ptr->update |= (PU_BODY);
-
- break;
- }
-
- default:
- {
- msg_print("Zap?");
-
- break;
- }
- }
- }
-
-
- /* Take a turn */
- energy_use = 100;
-
- /* Sufficient mana */
- if (spell.mana_cost <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= spell.mana_cost;
- }
-
- /* Over-exert the player */
- else
- {
- int oops = spell.mana_cost - p_ptr->csp;
-
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
-
- /* Message */
- msg_print("You faint from the effort!");
-
- /* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1));
-
- /* Damage WIS (possibly permanently) */
- if (rand_int(100) < 50)
- {
- bool_ perm = (rand_int(100) < 25);
-
- /* Message */
- msg_print("You have damaged your mind!");
-
- /* Reduce constitution */
- (void)dec_stat(A_DEX, 15 + randint(10), perm);
- }
- }
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-}
-
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'beastmaster'.
- */
-void do_cmd_beastmaster(void)
-{
- int plev = p_ptr->lev, i, num;
-
- monster_type *m_ptr;
-
-
- /* Process the monsters (backwards) */
- num = 0;
- for (i = m_max - 1; i >= 1; i--)
- {
- /* Access the monster */
- m_ptr = &m_list[i];
-
- if (m_ptr->status == MSTATUS_PET)
- {
- num++;
- }
- }
-
- if (num < plev * 2)
- {
- /* XXX XXX */
- if (rand_int(80-(plev) - p_ptr->stat_use[5]-p_ptr->to_s) < 20)
- {
- summon_specific_friendly(p_ptr->py, p_ptr->px, plev, rand_int(plev / 2), FALSE);
- }
- }
- else msg_print("You can't summon more pets");
-
- /* Take a turn */
- if (is_magestaff()) energy_use = 80;
- else energy_use = 100;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-}
-
-
-/*
- * Set of variables and functions to create an artifact
- */
-
-
-/* LOG2 is a constant (compile-time) method of converting a single
- * set bit into a number. Works well, but for variable (runtime)
- * expressions, use a loop instead.. much smaller code*/
-#define LOG2(x) ( (x) & 0xFFFF? BLOG16(x) : BLOG16((x)>>16) + 16 )
-#define BLOG16(x) ( (x) & 0xFF ? BLOG8(x) : BLOG8 ((x)>>8 ) + 8 )
-#define BLOG8(x) ( (x) & 0xF ? BLOG4(x) : BLOG4 ((x)>>4 ) + 4 )
-#define BLOG4(x) ( (x) & 0x3 ? BLOG2(x) : BLOG2 ((x)>>2 ) + 2 )
-#define BLOG2(x) ( (x) & 0x1 ? 0 : 1 )
-
-int flags_select[32*5];
-int activation_select;
-
-/* Return true if the player is wielding the philosopher's stone
- */
-bool_ alchemist_has_stone(void)
-{
- if (p_ptr->inventory[INVEN_LITE].name1 == 209)
- return TRUE;
- else
- return FALSE;
-}
-
-/*
- Display a group of flags from a_select flags, and return
- the number of flags displayed (even invisible ones)
- */
-int show_flags(byte group, int pval)
-{
- int i, x, color = TERM_WHITE;
- int items = 0;
-
- char ttt[80];
-
- Term_clear();
-
- group++; /* Adjust - no zero group */
-
- for ( i = 0 ; a_select_flags[i].group ; i++)
- {
- if (a_select_flags[i].group != group)
- continue;
-
- if (a_select_flags[i].xp == 0)
- break;
- else
- {
- sprintf(ttt, "%c) %s",
- (items < 26) ? I2A(items) : ('0' + items - 26),
- al_name + a_select_flags[i].desc);
- if ( wizard || alchemist_has_stone())
- sprintf(ttt, "%c) %s (exp %ld)",
- (items < 26) ? I2A(items) : ('0' + items - 26),
- al_name + a_select_flags[i].desc,
- (long int) a_select_flags[i].xp);
-
- /* Note: Somebody is VERY clever, and it wasn't me. Text printed as
- * TERM_DARK is actually printed as TERM_BLUE *SPACES* to prevent the
- * player from using a 'cut-and-paste' enabled terminal to see
- * what he shouldn't. Thus, simply setting the color to TERM_DARK
- * will entirely prevent the unspoiled player from knowing that it's
- * even possible. */
-
- switch (flags_select[i])
- {
- case 1:
- color = TERM_YELLOW;
- break; /* Flag was set by the player (just now)*/
- case 0:
- color = TERM_WHITE;
- break; /* This flag can be set, player is 'aware' of it*/
- case - 1:
- color = TERM_L_GREEN;
- break; /* Flag is already set*/
- case - 2:
- color = TERM_DARK;
- break; /* Invisible option */
- case - 3:
- color = TERM_RED;
- break; /* Flag is set, but player isn't 'aware' of it */
- case - 4:
- color = TERM_L_DARK;
- break; /* Flag is not set, player is 'aware', but it's beyond thier skill */
- default:
- color = TERM_DARK;
- break; /* Just in Case*/
- }
- }
- /* For alchemists who have the stone, at least show all the flags... */
- if ((alchemist_has_stone() || wizard) && color == TERM_DARK)
- color = TERM_BLUE;
-
- if (items < 16) x = 5;
- else x = 45;
- c_prt(color, ttt, ((items < 16) ? items : items - 16) + 5, x);
- items++;
-
- }
- return items;
-}
-
-void show_levels(void)
-{
- Term_clear();
- c_prt(TERM_WHITE, "[a] Stats, sustains, luck, speed, vision, etc. ", 3, 10);
- c_prt(TERM_WHITE, "[b] Misc. (Auras, light, see invis, etc) ", 4, 10);
- c_prt(TERM_WHITE, "[c] Weapon Branding ", 5, 10);
- c_prt(TERM_WHITE, "[d] Resistances and Immunities ", 6, 10);
- c_prt(TERM_WHITE, "[e] ESP and Curses ", 7, 10);
- c_prt(TERM_WHITE, "[f] Activation ", 8, 10);
- c_prt(TERM_DARK , "[g] Abilities Gained ", 9, 10);
- c_prt(TERM_WHITE, "[h] Display Required Essences and items ", 10, 10);
- c_prt(TERM_WHITE, "[i] Done! Finalize and commit changes. ", 11, 10);
- /*No need to return anything - if the valid selections change, it'll be a code level change.*/
-}
-
-s32b get_flags_exp(int pval, int oldpval)
-{
- int i;
- s32b exp = 0;
-
- for (i = 0 ; a_select_flags[i].group ; i++ )
- {
- if (a_select_flags[i].xp == 0)
- break;
- else
- {
- if ( a_select_flags[i].group <= 5 && flags_select[i] )
- {
- s32b xp = a_select_flags[i].xp;
- int factor = 1, oldfactor = 0;
-
- /* don't even look at flags which the user can't set
- * because they also can't change the pval when a pval-
- * dependant flag is set, flags which they can't set
- * cannot effect the exp in any way, whether their set or not
- */
- if ( flags_select[i] < -1 )
- continue;
- if ( flags_select[i] == -1 )
- oldfactor = 1;
-
- if (a_select_flags[i].pval)
- {
- /* (1/4)x^2 + x
- * I wanted something smaller than x^2 or x^x
- * this is because although a ring of speed +10 is
- * more than 10 times better than a ring of speed +1,
- * I don't think it's 100 times better. More like 30.
- * this function yields:
- * 1=1 * 2=3 * 3=5 * 4=8 * 5=11 * 6=15 * 7=21
- * 8=24 * 9=29 * 10=35 * 11=41 * 12=48 * 13=55
- * 14=63 * 15=71 * 20=120 * 25=181 * 30=255
- * which I think is acceptable.
- * briefly, to get a +30 speed ring, it would be:
- * 255*50000 or over 12 million experience
- * points. For reference, a level 50 human requires
- * 5 million xp. I'm sure it's doable, but it'd be
- * *HARD*
- * a speed+10 artifact would require 1.75 million.
- * much more doable, but not too easily.
- */
- factor = (pval * pval / 4 + pval);
- if ( flags_select[i] == -1 )
- {
- oldfactor = oldpval * oldpval / 4 + oldpval;
- }
- }
- exp += xp * factor - xp * oldfactor;
- }
- if ( a_select_flags[i].group == 88 && a_select_flags[i].flag == -activation_select )
- {
- exp += a_select_flags[i].xp;
- }
- }
- }
- if ( alchemist_has_stone() ) exp = exp / 4;
- return exp;
-}
-
-/* returns the 'real quantity' of items needed to empower
- * a particular flag to a particular pval.
- * Note that this routine returns zero for any flag that
- * doesn't require some sort of action.
- */
-int calc_rqty(int i, int pval, int oldpval)
-{
- /* return 0 if flag is greater than size of flags_select && ! activation */
- if ( a_select_flags[i].group > 5 )
- {
- if ( activation_select == a_select_flags[i].flag)
- return 1;
- else
- return 0;
- }
-
- /* return 0 if the flag wasn't set */
- if ( flags_select[i] < -1 || flags_select[i] == 0 )
- return 0;
-
- /* Return change in pval if the flag was already set */
- if ( flags_select[i] == -1 && a_select_flags[i].pval)
- return pval - oldpval;
-
- /* Return pval if the flag will be set this time */
- else if ( a_select_flags[i].pval )
- return pval;
-
- /* Return 0 if the flag is unknown */
- else if ( flags_select[i] == -1 )
- return 0;
- return 1;
-}
-
-/* Handle the various items that creating artifacts requires.
- * Mode = 0 to print a description,
- * 1 to use up the items
- * -1 to check to see if the items exist
- * Note that this function is called ONLY from the
- * other artifact item helper function.
- */
-
-
-int check_artifact_items(int pval, int oldpval, int mode)
-{
- int i, j, k, row = 1 , col = 15, rqty, orqty, trqty;
- bool_ good = TRUE;
- int temporary = -1;
- char ch;
-
- /* For temporary items, waive the item requirements,
- * except for the corpse... */
- for ( j = 0 ; a_select_flags[j].group ; j++)
- if (a_select_flags[j].flag == 4*32 && flags_select[j] == 1 )
- temporary = j;
- /* Check for enough items */
- for (i = 0; a_select_flags[i].group ; i++)
- {
- /* For temporary items, ignore
- everything except the one item
- */
- if (temporary != -1 && i != temporary)
- continue;
-
- /* Calc quantity is done per flag, because
- some have a pval, some don't, some where already
- set at pval=2, etc
- */
- rqty = orqty = calc_rqty(i, pval, oldpval);
-
- /* If no item is associated with this flag,
- or this flag wasn't set or didn't change */
- if ( !a_select_flags[i].rtval || !rqty)
- continue;
-
- for ( k = 0 ; k < INVEN_WIELD ; k++ )
- {
- object_type *o_ptr = &p_ptr->inventory[k];
-
- /* Note here that an rsval of -1 (which is read is 0xff
- for a byte..) matches anything. */
- if (o_ptr->tval == a_select_flags[i].rtval
- && (o_ptr->sval == a_select_flags[i].rsval
- || a_select_flags[i].rsval == (byte) - 1 ) )
- {
- /* Corpse validation is COMPLICATED!
- * But at least we don't have to do this twice.
- */
- if ( a_select_flags[i].rtval == TV_CORPSE )
- {
- bool_ itemgood = TRUE;
-
- /*Specified race not this one */
- if ( o_ptr->pval2 != a_select_flags[i].rpval && a_select_flags[i].rpval)
- continue;
-
- /* Race flag (any monster who...)*/
- for ( j = 0 ; !a_select_flags[i].rpval && a_select_flags[i].rflag[j] && j < 6 && itemgood ; j++)
- {
- int flag = a_select_flags[i].rflag[j] / 32;
- u32b mask = 1 << (a_select_flags[i].rflag[j] % 32);
-
- switch (flag)
- {
- case 0:
- if ( !(r_info[o_ptr->pval2].flags1 & mask) ) itemgood = FALSE;
- break;
- case 1:
- if ( !(r_info[o_ptr->pval2].flags2 & mask) ) itemgood = FALSE;
- break;
- case 2:
- if ( !(r_info[o_ptr->pval2].flags3 & mask) ) itemgood = FALSE;
- break;
- case 3:
- if ( !(r_info[o_ptr->pval2].flags4 & mask) ) itemgood = FALSE;
- break;
- case 4:
- if ( !(r_info[o_ptr->pval2].flags5 & mask) ) itemgood = FALSE;
- break;
- case 5:
- if ( !(r_info[o_ptr->pval2].flags6 & mask) ) itemgood = FALSE;
- break;
- case 6:
- if ( !(r_info[o_ptr->pval2].flags7 & mask) ) itemgood = FALSE;
- break;
- case 7:
- if ( !(r_info[o_ptr->pval2].flags8 & mask) ) itemgood = FALSE;
- break;
- case 8:
- if ( !(r_info[o_ptr->pval2].flags9 & mask) ) itemgood = FALSE;
- break;
- default:
- msg_print("This code should never be hit!");
- }
- }
- if ( ! itemgood )
- continue;
-
- }
- /* Validate pval of good item */
- else if ( a_select_flags[i].rpval)
- {
- /* Must have matching signs */
- if ( (o_ptr->pval < 0) != (a_select_flags[i].rpval < 0))
- continue;
- /* Must be greater than */
- if ( abs(o_ptr->pval) < abs(a_select_flags[i].rpval))
- continue;
- }
-
- trqty = MIN(o_ptr->number, rqty);
- rqty -= trqty;
-
- if ( mode == 1 )
- {
- inc_stack_size_ex(k, -trqty, NO_OPTIMIZE, DESCRIBE);
- }
- }/* if p_ptr->inventory item is acceptable */
-
- } /*end of looping through the p_ptr->inventory*/
-
- if (rqty)
- {
- good = FALSE;
- /* Oops, we didn't have enough of this object
- when actually creating the artifact.
- unset this flag
- */
- if ( mode == 1 )
- {
- flags_select[i] = -4;
- }
- /* we only return false for mode -1,
- * for mode 0 we display stuff, and for
- * mode 1 we want to continue destroying things
- * even if the player is missing one small item,
- * because there's no way to change things now.
- * We may have already destroyed a unique corpse,
- * or some other hard-to-find item.
- */
- if ( mode == -1 )
- return FALSE;
- }
-
- /* Display a description of the required object, if needed */
- /* Note that the tests for good items HAVE to be in a different
- place, because otherwise we don't know how many the player
- has, as opposed to how many they need.
- */
- if ( mode == 0 )
- {
- char *o_name = al_name + a_select_flags[i].item_desc;
- if (orqty > 1 && a_select_flags[i].pval && a_select_flags[i].item_descp)
- o_name = al_name + a_select_flags[i].item_descp;
-
- if ( rqty )
- {
- if ( orqty > 1 )
- c_prt(TERM_RED, format(" you are missing %d of the %d %s", rqty, orqty, o_name), row++, col);
- else if ( is_a_vowel(o_name[0]))
- c_prt(TERM_RED, format(" you are missing an %s", o_name), row++, col);
- else
- c_prt(TERM_RED, format(" you are missing a %s", o_name), row++, col);
- }
- else
- {
- if ( orqty > 1 )
- c_prt(TERM_GREEN, format(" you have the %d %s", orqty, o_name), row++, col);
- else if ( is_a_vowel(o_name[0]))
- c_prt(TERM_GREEN, format(" you have an %s", o_name), row++, col);
- else
- c_prt(TERM_GREEN, format(" you have a %s", o_name), row++, col);
- }
-
- if ( row > 21 )
- {
- row = 1;
- if (!good)
- (void)get_com("You are missing some items:", &ch);
- else
- (void)get_com("You have these needed items on hand:", &ch);
- }
-
- }
-
- } /* End of group associated with this a_select_flags entry */
-
- if ( mode == 0 )
- {
- while ( row < 22 )
- c_prt(TERM_GREEN, " ", row++, col);
- if (!good)
- (void)get_com("You are missing some items:", &ch);
- else
- (void)get_com("You have these needed items on hand:", &ch);
- }
- return good;
-}
-
-/* Display a list of required essences,
- * and/or use up the essences. */
-bool_ artifact_display_or_use(int pval, int oldpval, bool_ use)
-{
- int essence[MAX_BATERIE_SVAL];
- int essenceh[MAX_BATERIE_SVAL];
- int al_idx, i, j, k;
- bool_ enough;
-
- /* Temporary Items require only one item, and no essences. */
- for ( i = 0 ; a_select_flags[i].group ; i++)
- if ( a_select_flags[i].flag == 32*4)
- {
- if ( use )
- return check_artifact_items(pval, oldpval, 1);
- else
- return check_artifact_items(pval, oldpval, 0);
- }
-
- for ( i = 0 ; i < MAX_BATERIE_SVAL ; i++ )
- essence[i] = essenceh[i] = 0;
-
- /* Accumulate a list of required essences */
- for ( al_idx = 0; al_idx < max_al_idx ; al_idx++ )
- if ( alchemist_recipes[al_idx].tval == 0 )
- for ( i = 0 ; a_select_flags[i].group ; i++)
- {
- int rqty = calc_rqty(i, pval, oldpval);
-
- /* If the flag isn't being set, rqty will be zero */
- if ( !rqty)
- continue;
-
- if ( alchemist_recipes[al_idx].sval == a_select_flags[i].flag )
- essence[alchemist_recipes[al_idx].sval_essence] +=
- alchemist_recipes[al_idx].qty * rqty;
- }
-
- /* The essence array now contains a list of all essences
- * that will be consumed in the creation of this artifact */
-
- /* Check for existence of required quatities of essences. */
- for ( i = 0 ; i < INVEN_WIELD ; i++ )
- {
- for ( j = 0 ; j < MAX_BATERIE_SVAL ; j++)
- if ( p_ptr->inventory[i].tval == TV_BATERIE && p_ptr->inventory[i].sval == j + 1)
- {
- essenceh[j] += p_ptr->inventory[i].number;
- }
- }
-
- /* Check for enough essences */
- enough = TRUE;
- for ( i = 0 ; i < MAX_BATERIE_SVAL ; i++)
- if ( essenceh[i] < essence[i] )
- {
- enough = FALSE;
- break;
- }
-
- /* Check for items */
- if ( enough )
- enough = check_artifact_items(pval, oldpval, -1);
-
-
- /* Display recipe list if they don't have enough, or not enough exp */
- if (!enough || !use )
- {
- int row = 1 , col = 15;
- bool_ good = FALSE;
- char ch;
-
- /* display of list of required essences */
- /* Note: there are only 12 or so essences, so this list
- * will ALWAYS fit on the screen */
- for ( i = 0 ; i < MAX_BATERIE_SVAL ; i++)
- if ( essence[i] )
- {
- int missing = -MIN(essenceh[i] - essence[i], 0);
- good = TRUE;
- if ( missing )
- c_prt(TERM_RED, format("%d of the required %d essences of %s",
- missing, essence[i],
- k_name + k_info[lookup_kind(TV_BATERIE, i + 1)].name ),
- row++, col);
- else
- c_prt(TERM_GREEN, format("you have the needed %d essences of %s",
- essence[i],
- k_name + k_info[lookup_kind(TV_BATERIE, i + 1)].name ),
- row++, col);
- }
-
- if (good)
- {
- /* blank the bottom row */
- c_prt(TERM_WHITE, " ", row++, col);
-
- /* and wait for a key */
- (void)get_com("You are currently missing:", &ch);
- }
-
- /* Display a list of needed items as well */
- check_artifact_items(pval, oldpval, 0);
-
- return FALSE;
- }
-
- /* If we get to this point in the code, then the player
- * has the required essences and items in their p_ptr->inventory */
-
- /* If they do have enough, and they have enough exp, consume them */
- for (i = 0 ; i < MAX_BATERIE_SVAL ; i++)
- for ( k = 0 ; k < INVEN_WIELD && essence[i] > 0 ; k++)
- if (p_ptr->inventory[k].tval == TV_BATERIE
- && p_ptr->inventory[k].sval == i + 1
- && essence[i])
- {
- int num = p_ptr->inventory[k].number;
-
- inc_stack_size_ex(k, MAX( -essence[i], -num), NO_OPTIMIZE, DESCRIBE);
-
- essence[i] -= MIN(num, essence[i]);
- }
-
- /* Destroy the items needed */
- check_artifact_items(pval, oldpval, 1);
-
- return TRUE;
-}
-
-
-void display_activation_info(int num)
-{
- object_type forge;
- int i;
-
-
- /* find the a_select_flags number of this activation type... */
- for ( i = 0 ; a_select_flags[i].group ; i++)
- if (a_select_flags[i].group == 88 && a_select_flags[i].flag == -num )
- break;
-
- object_wipe(&forge);
- forge.xtra2 = num;
- /* Print out various information about this activation... */
- /* min level, experience, required items (and essences)
- full description (from activation_aux) */
- if (wizard)
- c_prt(TERM_WHITE, format(" number:%d ", num), 5, 5);
- else
- c_prt(TERM_WHITE, " ", 5, 5);
- c_prt(TERM_WHITE, format(" Level:%d ", a_select_flags[i].level), 6, 5);
- c_prt(TERM_WHITE, format(" Exp :%d ", a_select_flags[i].xp), 7, 5);
- c_prt(TERM_WHITE, format(" Item :%s ", al_name + a_select_flags[i].item_desc), 8, 5);
- c_prt(TERM_WHITE, " ", 9, 5);
- c_prt(TERM_WHITE, format(" %s ", activation_aux(&forge, 0, 0)), 9, 5);
- c_prt(TERM_WHITE, " ", 10, 5);
- inkey();
-}
-
-void select_an_activation(void)
-{
- int i, lev, wid, hgt, begin = 0, sel = 0;
- u32b max;
- cptr act_list[150]; /* currently, ~127 hardcoded activations */
- int act_ref[150];
- char c;
- /* How do we want to do this? */
- /* Ideally, we let them select from a list, which includes all the activations that they've ecountered in any form.
- Problems with this idea include mainly the lack of any (current) place to store which activations they've seen, and
- that they'll not get credit for any seen before we start tracking it.
-
- So - list is everything. If they select one which they're to low-level for
- or if the explicitly request it, we'll display info about this item.
- We'll also get our descriptions from the activation_aux(ACT_CONSTANT)
- function, because they are more complete, and include even lua-scripted ones.
- msg_print("Since the code to actually let you select one isn't here");
- msg_print("You will automatically get the activation 'Dawn'");
- activation_select = ACT_DAWN;
- */
-
- /* Build a list of available activations at the player's level */
- lev = get_skill(SKILL_ALCHEMY);
- for ( i = max = 0 ; max < (sizeof(act_list) / sizeof(cptr)) && a_select_flags[i].group ; i++)
- if (a_select_flags[i].group == 88 && a_select_flags[i].level <= lev )
- {
- act_ref[max] = -a_select_flags[i].flag; /* Activation number */
- act_list[max++] = al_name + a_select_flags[i].desc; /* Description */
- }
-
- /* Select from that list, using the util.c function display_list to display the scrolled list */
- /* Note: I think that there is only one other place that uses this function. Should be more! */
- while (1)
- {
- Term_clear();
- Term_get_size(&wid, &hgt);
-
- c_prt(TERM_WHITE, "Enter to select, ? for more information, 2 and 8 to scroll ", 0, 0);
- display_list(1, 0, hgt - 2, wid - 2, "Select an Activation", act_list, max, begin, sel, TERM_L_GREEN);
-
- c = inkey();
-
- if (c == ESCAPE) break;
- else if (c == '8')
- {
- sel--;
- if (sel < 0)
- {
- sel = max - 1;
- begin = max - hgt;
- if (begin < 0) begin = 0;
- }
- if (sel < begin) begin = sel;
- }
- else if (c == '2')
- {
- sel++;
- if (sel >= (s32b)max)
- {
- sel = 0;
- begin = 0;
- }
- if (sel >= begin + hgt - 1) begin++;
- }
- else if (c == '?')
- {
- display_activation_info(act_ref[sel]);
- }
- else if (c == '\r')
- {
- display_activation_info(act_ref[sel]);
- activation_select = act_ref[sel];
- return;
- }
- }
- activation_select = 0;
-}
-
-
-/* Consume 'num' magic essences and return true.
- * If there aren't enough essences, return false */
-
-bool_ magic_essence(int num)
-{
- int i;
- int j = 0;
-
- for (i = 0; i < INVEN_WIELD; i++)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
-
- /* Count the magic essences */
- if (o_ptr->k_idx && (o_ptr->tval == TV_BATERIE) && (o_ptr->sval == SV_BATERIE_MAGIC)) j += o_ptr->number;
- }
-
- /* Abort if not enough essences. */
- if (j < num) return FALSE;
-
- /* Consume them */
- i = 0;
- j = num;
- while (i < INVEN_WIELD)
- {
- object_type *o_ptr = &p_ptr->inventory[i];
-
- if (o_ptr->k_idx && (o_ptr->tval == TV_BATERIE) && (o_ptr->sval == SV_BATERIE_MAGIC))
- {
- /* This can lead to invalid object pointer for objects
- * that come after the magic essences. Therefore, every
- * artifactable object should come before the essences.
- */
- j -= o_ptr->number;
- inc_stack_size(i, -num);
- num = j;
- if (num <= 0) break;
- /* Stay on this slot; do not increment i. */
- }
- else
- {
- /* Move on to the next slot. */
- i++;
- }
- }
-
- /* Sanity check. */
- if (num > 0)
- {
- msg_format("ERROR: Couldn't destroy %d essences!", num);
- return FALSE;
- }
-
- return TRUE;
-}
-
-
-void do_cmd_create_artifact(object_type *q_ptr)
-{
- int max, i = 0, j, cur_set = 0, abord = FALSE, done = FALSE;
- int skill;
- s32b exp = 0;
-
- char out_val[160];
- char choice = 0;
- bool_ lockpval = FALSE;
- int pval;
- int oldpval;
- energy_use = 100;
-
- pval = q_ptr->pval;
- oldpval = pval;
- skill = get_skill(SKILL_ALCHEMY);
-
- if ( !pval )
- pval = 1;
- /* No activation added on this round */
- activation_select = 0;
-
- /* Save the current flags */
- for (i = 0 ; a_select_flags[i].group ; i++)
- {
- if ( a_select_flags[i].flag < 0 || a_select_flags[i].group > 5)
- continue;
-
- flags_select[i] = 0;
-
- switch (a_select_flags[i].flag / 32)
- {
- case 0:
- if (q_ptr->art_flags1 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 1:
- if (q_ptr->art_flags2 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 2:
- if (q_ptr->art_flags3 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 3:
- if (q_ptr->art_flags4 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 4:
- if (q_ptr->art_flags5 & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- case 5:
- if (q_ptr->art_esp & 1 << (a_select_flags[i].flag % 32)) flags_select[i] = -1;
- break;
- default:
- /*This will not be hit, inspite of activations, because of the <= 5 above...*/
- break;
- }
- /*
- this would learn about ALL flags....
- if(wizard)
- alchemist_known_artifacts[a_select_flags[i].flag/32] = 0xffffffffL;
- */
-
- /* Set various flags if they haven't *ID*'d an artifact with this flag set.*/
- if ( !(alchemist_known_artifacts[a_select_flags[i].flag / 32] & (1 << (a_select_flags[i].flag % 32)) ))
- {
- /* If this item has an ability that depends on pval which the player
- * cannot set, don't allow them to change the pval either. */
- if ( a_select_flags[i].pval && flags_select[i])
- lockpval = TRUE;
-
- /* Set the color and set-ablitity of this flag */
- if ( flags_select[i] )
- flags_select[i] = -3;
- else
- flags_select[i] = -2;
- continue;
- }
- else if ( skill < a_select_flags[i].level )
- {
- /* If the alchemist has not passed the skill level for this flag,
- Set this flag as unsettable.
- */
- if ( flags_select[i])
- lockpval = TRUE;
- else
- flags_select[i] = -4;
- }
- }
-
- /* Save the screen */
- character_icky = TRUE;
- Term_save();
- Term_clear();
-
-
- /* Everlasting love ... ... nevermind :) */
- while ( !done && !abord)
- {
- c_prt((q_ptr->exp - exp > 0) ? TERM_L_GREEN : TERM_L_RED, format("Experience left: %ld", q_ptr->exp - exp), 2, 0);
-
- /* Display the menu, but don't display it if we just
- * displayed a message (it erases the screen, creating a blink message */
- if ( cur_set < 6 || cur_set == 7 )
- show_levels();
-
- c_prt((q_ptr->exp - exp > 0) ? TERM_L_GREEN : TERM_L_RED, format("Experience left: %ld", q_ptr->exp - exp), 2, 0);
-
- prt("Enter to accept, Escape to abort", 1, 0);
-
- abord = !get_com("Play around with which group of powers?[a-g]", &choice);
-
- if ( choice == ESCAPE)
- abord = TRUE;
-
- if ( abord )
- continue; /*or break, same diff */
-
- if ( isalpha(choice))
- {
- if (isupper(choice))
- choice = tolower(choice);
- cur_set = A2I(choice);
- }
- else
- {
- bell();
- continue;
- }
-
- if ( cur_set == 5 )
- {
- if (q_ptr->xtra2 && !activation_select
- && !get_check("This item already activates! Choose a different activation?")) continue;
- select_an_activation();
- exp = get_flags_exp(pval, oldpval);
- continue;
- }
- if ( cur_set == 6 )
- {
- msg_print("This option is not available");
- continue;
- }
- if ( cur_set == 7 )
- {
- artifact_display_or_use(pval, oldpval, FALSE);
- continue;
- }
- if ( cur_set == 8 )
- {
- if (q_ptr->exp - exp < 0)
- msg_print("Not enough experience for the flags you've selected.");
- else
- done = TRUE;
- continue;
- }
-
- if (cur_set < 0 || cur_set > 4 )
- {
- bell();
- continue;
- }
-
-
- while (!done && !abord)
- {
- /* Chose the flags */
- exp = 0;
- max = show_flags(cur_set, pval);
- exp = get_flags_exp(pval, oldpval);
- c_prt((q_ptr->exp - exp > 0) ? TERM_L_GREEN : TERM_L_RED, format("Experience left: %ld", q_ptr->exp - exp), 2, 0);
-
- /* Build a prompt (accept all flags) */
- if (max <= 26)
- {
- /* Build a prompt (accept all flags) */
- strnfmt(out_val, 78, "(Flags %c-%c, I,D to change power level) Add/Remove which flag? ",
- I2A(0), I2A(max - 1));
- }
- else
- {
- strnfmt(out_val, 78, "(Flags %c-%c, I,D to change power level) Add/Remove which flag? ",
- I2A(0), '0' + max - 27);
- }
- c_prt(TERM_L_BLUE, format("Power(I/D to increase/decrease): %d", pval), 3, 0);
-
- /* Get a spell from the user */
- while (!(done = !get_com(out_val, &choice)))
- {
- if (choice == 'I')
- {
- if ( lockpval )
- {
- msg_print("You cannot do that - you don't know how!");
- continue;
- }
- if (q_ptr->exp - exp < 0)
- {
- msg_print("Not enough experience. Decrease power or deselect flags.");
- continue;
- }
- pval++;
- break;
- }
- else if (choice == 'D')
- {
- if ( lockpval )
- {
- msg_print("You cannot do that - you don't know how!");
- continue;
- }
- pval--;
- if (pval < oldpval) pval = oldpval;
- break;
- }
- else if (choice == '\r' || choice == ESCAPE || choice == ' ')
- {
- done = TRUE;
- break;
- }
- else if (isalpha(choice))
- {
- /* Lowercase */
- if (isupper(choice)) choice = tolower(choice);
-
- /* Extract request */
- i = (islower(choice) ? A2I(choice) : -1);
- }
- else
- {
- i = D2I(choice) + 26;
-
- /* Illegal */
- if (i < 26) i = -1;
- }
-
- /* Totally Illegal */
- if ((i < 0) || (i >= max))
- {
- bell();
- continue;
- }
- else
- {
- /*Find the i'th flag in group cur_set...*/
- for ( j = 0 ; a_select_flags[j].group ; j++)
- if (a_select_flags[j].group == cur_set + 1)
- if (!i--) break;
-
- if ( flags_select[j] == -4 )
- {
- msg_format("You need at least %d skill in alchemy.",
- a_select_flags[j].level);
- continue;
- }
- if ( flags_select[j] != 0 && flags_select[j] != 1)
- {
- bell();
- continue;
- }
- if (flags_select[j]) flags_select[j] = 0;
- else if (!flags_select[j])
- {
- if (q_ptr->exp - exp < 0)
- {
- msg_print("Not enough experience. Decrease power or deselect flags.");
- continue;
- }
- flags_select[j] = 1;
- }
- break;
- }
- }
- }/*sub-screen select and redraw loop*/
- done = FALSE;
- Term_clear();
- }/* main screen (flag select screen) select and redraw loop*/
-
- /* Abort if not enough experience, or no flags added */
- if ( q_ptr->exp - exp < 0 || exp == 0 )
- abord = TRUE;
-
- /* Display the recipe, or use up the essences.
- * Note that this has to be done before the screen
- * is restored. This is because it's also called from
- * within the loop to display the required items. */
- if ( !abord )
- if (!artifact_display_or_use(pval, oldpval, TRUE))
- abord = TRUE;
-
- /* Restore the screen */
- Term_load();
- character_icky = FALSE;
-
- /* Return if abort, or missing ingredients */
- if ( abord )
- return;
-
- /* Actually create the artifact */
- q_ptr->exp -= exp;
- q_ptr->art_flags4 &= ~TR4_ART_EXP;
- q_ptr->pval = pval;
-
- /* Just to be sure */
- q_ptr->art_flags3 |= ( TR3_IGNORE_ACID | TR3_IGNORE_ELEC |
- TR3_IGNORE_FIRE | TR3_IGNORE_COLD );
-
- {
- int now = 0, before = 0;
- char dummy_name[80];
- char new_name[80];
-
- /* Apply the flags */
- for (i = 0; a_select_flags[i].group ; i++)
- {
- if (flags_select[i] < 0)
- before++;
- else if ( flags_select[i] == 1)
- {
- now++;
- switch (a_select_flags[i].flag / 32)
- {
- case 0:
- q_ptr->art_flags1 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 1:
- q_ptr->art_flags2 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 2:
- q_ptr->art_flags3 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 3:
- q_ptr->art_flags4 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 4:
- q_ptr->art_flags5 |= 1 << (a_select_flags[i].flag % 32);
- break;
- case 5:
- q_ptr->art_esp |= 1 << (a_select_flags[i].flag % 32);
- break;
- default:
- msg_print("error: this code can't ever be hit!");
- }
- }
- }
-
- if ( activation_select )
- {
- q_ptr->art_flags3 |= TR3_ACTIVATE;
- q_ptr->xtra2 = activation_select;
- }
-
-
- /* Set the 'show modifier' flag */
- q_ptr->art_flags3 |= TR3_SHOW_MODS;
-
- /* For temporary items, set a timeout.
- * alchemist_skill^2 for now */
- if ( q_ptr->art_flags5 & TR5_TEMPORARY )
- {
- int lev = get_skill(SKILL_ALCHEMY);
- q_ptr->timeout = lev * lev * 3;
- }
-
- /* Describe the new artifact */
- object_out_desc(q_ptr, NULL, FALSE, TRUE);
-
-
- /* Name the new artifact */
- strcpy(dummy_name, "of an Alchemist");
- if (!(get_string("What do you want to call the artifact? ", dummy_name, 80)))
- strcpy(new_name, "of an Alchemist");
- else
- {
- if ((strncmp(dummy_name, "of ", 3) == 0) ||
- (strncmp(dummy_name, "Of ", 3) == 0) ||
- ((dummy_name[0] == '\'') &&
- (dummy_name[strlen(dummy_name) - 1] == '\'')))
- {
- strcpy(new_name, dummy_name);
- }
- else
- {
- strcpy(new_name, "called '");
- strcat(new_name, dummy_name);
- strcat(new_name, "'");
- }
- }
- /* Identify it fully */
- object_aware(q_ptr);
- object_known(q_ptr);
-
- /* Mark the item as fully known */
- q_ptr->ident |= (IDENT_MENTAL);
- q_ptr->ident |= IDENT_STOREB; /* This will be used later on... */
-
- /* Save the inscription */
- q_ptr->art_name = quark_add(new_name);
- q_ptr->found = OBJ_FOUND_SELFMADE;
-
- done = FALSE;
- while (!done && get_com("Do you want to let this item continue to gain experience?", &choice))
- {
- switch (choice)
- {
- case 'y':
- case 'Y':
- if (magic_essence(get_skill(SKILL_ALCHEMY)))
- q_ptr->art_flags4 |= TR4_ART_EXP;
- else
- msg_format("Oh, NO! You don't have enough magic essences. You needed %d.", get_skill(SKILL_ALCHEMY));
- done = TRUE;
- break;
- case 'n':
- case 'N':
- q_ptr->exp = 0;
- done = TRUE;
- break;
- }
- }
-
- /* Cycle through the p_ptr->inventory, and optimize everything.
- * This wasn't done earlier, because if we had, then
- * things in the p_ptr->inventory would shift around, and q_ptr
- * wouldn't point to the right thing. BUT, at this point
- * we don't need q_ptr anymore, so optimizing the p_ptr->inventory
- * becomes sane. Sticky bug to figure out, let me tell you.
- * Note also that this is cycling backwards - this is so
- * that the same effect doesn't cause us to skip items. */
- for ( i = INVEN_WIELD - 1 ; i >= 0 ; i-- )
- inven_item_optimize(i);
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-}
-
-/*
- * Test to see if this tval/sval combo is in the alchemists'
- * recipes as a createable item. Used to determine if we
- * should extract from it.
- */
-bool_ alchemist_exists(int tval, int sval, int ego, int artifact)
-{
- int al_idx;
-
- /* To prevent conflicts with recipes for ego-items.
- * artifact not used, simplifies the loop below. */
- if ((tval == 1) || artifact)
- return FALSE;
-
- /*Search for recipes with this tval/sval combo as the final result*/
- for (al_idx = 0 ; al_idx < max_al_idx ; al_idx++)
- {
- int rtval = alchemist_recipes[al_idx].tval;
- int rsval = alchemist_recipes[al_idx].sval;
-
- /* Accept ego wands and staves since ego is extracted last */
- if (((!ego || tval == TV_WAND || tval == TV_STAFF) && rtval == tval && rsval == sval) ||
- ( ego && rtval == 1 && rsval == ego))
- {
- return TRUE;
- }
- }
- return FALSE;
-}
-
-
-/*
- * Hook to determine if an object can have things extracted from it.
- */
-bool_ item_tester_hook_extractable(object_type *o_ptr)
-{
-
- /* No artifacts */
- if (artifact_p(o_ptr)) return (FALSE);
-
- /* No cursed things */
- if (cursed_p(o_ptr)) return (FALSE);
-
- /* If we REALLY wanted to rebalance alchemists,
- * we'd test for 'fully identified this object kind' here.
- */
-
- return ((o_ptr->tval == TV_ROD_MAIN && o_ptr->pval != 0)
- || alchemist_exists(o_ptr->tval, o_ptr->sval, o_ptr->name2, o_ptr->name1));
-}
-
-/*
- * Hook to determine if an object is empowerable (NOT rechargeable)
- */
-bool_ item_tester_hook_empower(object_type *o_ptr)
-{
- int sval = -1;
- int lev = get_skill(SKILL_ALCHEMY);
- /* after level 25, can empower ego items to create artifacts
- * and double ego items.
- * after level 50, can empower artifacts to create powerful artifacts
- */
-
- /* Never Empower a cursed item */
- if ( cursed_p(o_ptr))
- {
- return FALSE;
- }
-
- /* Allow finalizing a self created artifact */
- if (artifact_p(o_ptr)
- && (o_ptr->art_flags4 & TR4_ART_EXP)
- && !(o_ptr->art_flags4 & TR4_ULTIMATE))
- return TRUE;
-
- switch ( o_ptr->tval)
- {
- /* Empowerable objects: Traditional alchemist stuff */
- case TV_WAND:
- sval = SV_WAND_NOTHING;
- break;
- case TV_RING:
- sval = SV_RING_NOTHING;
- break;
- case TV_STAFF:
- sval = SV_STAFF_NOTHING;
- break;
- case TV_BOTTLE:
- sval = 1;
- break;
- case TV_AMULET:
- sval = SV_AMULET_NOTHING;
- break;
- case TV_SCROLL:
- sval = SV_SCROLL_NOTHING;
- break;
- case TV_ROD:
- sval = SV_ROD_NOTHING;
- break;
- case TV_ROD_MAIN:
- sval = -1;
- break;
- case TV_BOOK:
- sval = -1;
- break;
-
- /* Ego item stuff */
- /* Disallow ego dragon armour before you can create artifacts.*/
- case TV_DRAG_ARMOR:
- if ( lev < 25)
- return FALSE;
- /* FALL THROUGH! no break here. */
-
- /* weapons */
-
- case TV_DAEMON_BOOK:
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_AXE:
- case TV_MSTAFF:
-
- /* misc other items */
- case TV_BOW:
- case TV_BOOMERANG:
- case TV_INSTRUMENT:
- case TV_DIGGING:
- case TV_LITE:
-
- /* Ammo */
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
-
- /* Armor of various sorts */
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
-
- /* Disallow ANY creation of ego items below level 5*/
- if ( lev < 5)
- return FALSE;
-
- /* empowering an ego item creates an artifact or a
- * double ego item, disallow below level 25 */
- if ( lev < 25 && o_ptr->name2)
- return FALSE;
-
- /* Disallow double-ego and artifact unless the character has
- * the artifact creation ability. */
- if (!has_ability(AB_CREATE_ART) &&
- (artifact_p(o_ptr) || (o_ptr->name2 && o_ptr->name2b)))
- return FALSE;
-
- /* Otherwise... */
- return TRUE;
-
- default:
- return FALSE;
- }
-
- /* Return to the traditional alchemist objects.
- * All ego items and artifacts returning TRUE are accepted as artifactable
- * at level 25. If we want double ego non wieldable items (Fireproof Staff
- * of Plenty) the artifactable test in do_cmd_alchemist() must be changed,
- * e.g. checking if the item is wearable.
- * For now, we disallow non-wearable ego-items and artifacts here.
- */
-
- if ((o_ptr->name2 || artifact_p(o_ptr)) &&
- o_ptr->tval != TV_RING && o_ptr->tval != TV_AMULET)
- return FALSE;
-
- /* return true if it's a 'of nothing' item;
- * does nothing for TV_ROD_MAIN and TV_BOOK
- */
- return (sval == o_ptr->sval
-
- /* or if it's artifactable */
- || ((lev >= 50 || (lev >= 25 && !artifact_p(o_ptr))) &&
- (o_ptr->tval == TV_RING || o_ptr->tval == TV_AMULET))
-
- /* or if it's egoable (note that normal egos start at level 5, wands and such start at 15) */
- || (!o_ptr->name2 && lev >= 15));
-}
-
-/* Extract a rod tip from a rod */
-void rod_tip_extract(object_type *o_ptr)
-{
- object_type *q_ptr;
- object_type forge;
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Paranoia, return if it's a rod of nothing */
- if (o_ptr->pval == SV_ROD_NOTHING)
- return;
-
- /* Extract the rod tip */
- object_prep(q_ptr, lookup_kind(TV_ROD, o_ptr->pval));
-
- q_ptr->number = o_ptr->number;
-
- object_aware(q_ptr);
- object_known(q_ptr);
- (void)inven_carry(q_ptr, FALSE);
-
- /* Remove it from the rod */
- o_ptr->pval = SV_ROD_NOTHING;
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
-}
-
-
-/* Begin & finish an art */
-void do_cmd_toggle_artifact(object_type *o_ptr)
-{
- char o_name[80];
-
- if (!(o_ptr->art_flags4 & TR4_ART_EXP))
- {
- bool_ okay = TRUE;
-
- if ( !alchemist_has_stone())
- {
- msg_print("Creating an artifact will result into a permanent loss of 10 hp.");
- if (!get_check("Are you sure you want to do that?")) return;
- }
-
- if (!magic_essence(get_skill(SKILL_ALCHEMY)))
- {
- msg_format("You need %d magic essences.", get_skill(SKILL_ALCHEMY));
- return;
- }
-
- /* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
-
- if (o_ptr->number > 1)
- {
- msg_print("Not enough energy to enchant more than one object!");
- msg_format("%d of your %s %s destroyed!", (o_ptr->number) - 1, o_name, (o_ptr->number > 2 ? "were" : "was"));
- o_ptr->number = 1;
- }
- okay = TRUE;
-
- if (!okay) return;
-
- /* he/she got warned */
- p_ptr->hp_mod -= 10;
-
- /* Ok toggle it */
- o_ptr->art_flags4 |= TR4_ART_EXP;
- o_ptr->name2 = 0;
- o_ptr->name2b = 0;
- o_ptr->art_name = quark_add("Becoming");
-
- /* Copy the object_kind flags to the artifact flags.
- * Note that this is only needed so that flags set in the
- * 'kind' area are visible when finalizing the artifact.
- */
- {
- u32b f1, f2, f3, f4, f5, esp;
-
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- o_ptr->art_flags1 |= f1;
- o_ptr->art_flags2 |= f2;
- o_ptr->art_flags3 |= f3;
- o_ptr->art_flags4 |= f4;
- o_ptr->art_flags5 |= f5;
- o_ptr->art_esp |= esp;
- }
-
- p_ptr->update |= (PU_HP);
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
- }
- else
- {
- do_cmd_create_artifact(o_ptr);
- }
-}
-
-/*
- * Test to see if they have all the ingredients to create an item.
- * (doesn't count base item)
- * creates 'tocreate' items (may be -1, but no more than that!)
- * if tocreate=0, will return true if the player has enough
- * in their p_ptr->inventory to empower that item.
- */
-bool_ alchemist_items_check(int tval, int sval, int ego, int tocreate, bool_ message)
-{
- int al_idx, j;
- bool_ exists = FALSE;
-
-
- for ( al_idx = 0 ; al_idx < max_al_idx ; al_idx++ )
- if ((ego && alchemist_recipes[al_idx].sval == ego
- && alchemist_recipes[al_idx].tval == 1 )
- || (!ego && alchemist_recipes[al_idx].sval == sval
- && alchemist_recipes[al_idx].tval == tval))
- {
- exists = TRUE;
- /* Create the essences */
- if (tocreate > 0)
- {
- object_type forge;
- object_type *o_ptr = &forge;
-
- object_wipe(o_ptr);
- object_prep(o_ptr, lookup_kind(TV_BATERIE, alchemist_recipes[al_idx].sval_essence));
- o_ptr->number = alchemist_recipes[al_idx].qty * tocreate;
- /* Don't bother with apply_magic */
-
- /* Randomly decrease the number of essences created */
- if ( randint(3) == 1
- && randint(52) > get_skill(SKILL_ALCHEMY)
- && !alchemist_has_stone())
- o_ptr->number /= randint(2) + 1;
- if ( o_ptr->number == 0)
- continue;
- object_aware(o_ptr);
- object_known(o_ptr);
- if (inven_carry_okay(o_ptr))
- {
- int i;
- inven_carry(o_ptr, FALSE);
- for (i = 0; i < INVEN_WIELD ; i++)
- if (p_ptr->inventory[i].tval == o_ptr->tval && p_ptr->inventory[i].sval == o_ptr->sval)
- {
- if ( message )
- inven_item_describe(i);
- break;
- }
-
- }
- else
- drop_near(o_ptr, 0, p_ptr->py, p_ptr->px);
-
- o_ptr->ident |= IDENT_STOREB;
- }
- else if ( tocreate < -1)
- {
- /*It's not valid to create more than one
- * thing at a time, so if it's less than -1,
- * it must be time to display a recipe
- */
- msg_format("%d essences of %d",
- alchemist_recipes[al_idx].qty,
- al_idx);
- }
- else /* Destroy the essences (tocreate == -1)
- * or check for existence(tocreate == 0)*/
- {
- int rqty = alchemist_recipes[al_idx].qty;
- for (j = 0; j < INVEN_WIELD; j++)
- {
- object_type *o_ptr = &p_ptr->inventory[j];
- if (o_ptr->k_idx
- && (o_ptr->tval == TV_BATERIE )
- && (o_ptr->sval == alchemist_recipes[al_idx].sval_essence )
- && (o_ptr->number >= rqty ))
- {
- /* At this point, the item is required, destroy it. */
- if ( tocreate )
- {
- inc_stack_size_ex(j, 0 - rqty, OPTIMIZE, message ? DESCRIBE : NO_DESCRIBE);
- }
-
- /* When we find enough of the item, break out of the
- * 'search through the p_ptr->inventory' loop */
- break;
- }
- }
- if ( j == INVEN_WIELD)
- /* This ingredient was not found, cannot do recipe */
- return FALSE;
- }/*destroying items, or just checking for existence */
- }
- return exists;
-}
-
-/* This function lists all the ingredients
- * needed to create something.
- */
-void alchemist_display_recipe(int tval, int sval, int ego)
-{
- int al_idx;
- int row = 1, col = 15;
- char o_name[80];
- char ch;
- object_type *o_ptr, forge;
-
- /* Display the ingredients for a recipe */
- for ( al_idx = 0 ; al_idx < max_al_idx ; al_idx++ )
- if ((ego && alchemist_recipes[al_idx].sval == ego
- && alchemist_recipes[al_idx].tval == 1 )
- || (!ego && alchemist_recipes[al_idx].sval == sval
- && alchemist_recipes[al_idx].tval == tval))
- {
- int qty = alchemist_recipes[al_idx].qty;
- c_prt(TERM_GREEN,
- format(" %d essence%s %s ", qty,
- qty > 1 ? "s" : "",
- k_name + k_info[lookup_kind(TV_BATERIE, alchemist_recipes[al_idx].sval_essence)].name ),
- row++, col);
- }
-
- c_prt(TERM_WHITE, " ", row++, col);
-
- if (!ego)
- {
- /* Find the name of that object */
- o_ptr = &forge;
- object_prep(o_ptr, lookup_kind(tval, sval));
- o_ptr->name2 = ego;
- hack_apply_magic_power = -99;
- apply_magic(o_ptr, get_skill(SKILL_ALCHEMY) * 2, FALSE, FALSE, FALSE);
- object_aware(o_ptr);
- object_known(o_ptr);
- /* the 0 mode means only the text, leaving off any numbers */
- object_desc(o_name, o_ptr, FALSE, 0);
- }
- else
- {
- /* Display the ego item name */
- strcpy(o_name, e_name + e_info[ego].name);
- }
-
- /* Display a short message about it, and wait for a key. */
- (void)get_com(format("ingredients needed to create a %s", o_name), &ch);
-
-}
-
-/*
- *
- * The alchemist_recipe_select was copied from
- * wiz_create_itemtype
- * and then changed quite a bit.
- *
- */
-
-/*
- The select array is a simple array of 'use this char to select item x'
- It has 88 items (three columns of 20 each)
- selectitem is initilized with the reverse mappings:
- selectitem[selectchar[x]] == x is always true.
- */
-char selectchar[] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*():;,.<=>[]{}/=?+'~";
-byte selectitem[256];
-
-void strip_and_print(char *str, int color, int num)
-{
- int row = 2 + (num % 20), col = 40 * (num / 20);
- int ch, max_len = 0;
- char buf[80];
- char *string;
-
- if (num > 60)
- {
- msg_print("Attempting to display too many items!");
- return;
- }
- ch = selectchar[num];
- if (selectitem[ch] != num)
- {
- int i;
- for ( i = 0 ; i < 256 ; i++)
- selectitem[i] = 0xff;
- for ( i = 0 ; selectchar[i] ; i++)
- selectitem[(byte)selectchar[i]] = i;
- }
-
- /* Skip past leading characters */
- while ((*str == ' ') || (*str == '&')) str++;
-
- /* Copy useful chars */
- for (string = buf; *str; str++)
- if (*str != '~') *string++ = *str;
-
- /* Terminate the new name */
- *string = '\0';
-
- /* strip the name down to size
- if (76-col < (signed)max_len)
- max_len = 76-col;
- else
- max_len = 30-6;*/
- max_len = 39;
-
- string = buf;
- if (strlen(string) > (unsigned)max_len)
- string = string + (strlen(string) - max_len);
-
- /* Print it */
- c_prt(color, format("[%c] %s", ch, string), row, col);
-}
-
-/* Display a list of recipes that need a particular essence.
- * Note that we display a list of essences first,
- * so in effect, this is the alchemist's recipe book.
- */
-void alchemist_recipe_book(void)
-{
- int num, max_num, i, al_idx, bat, kidx;
- int choice[61], choice2[61];
- int mod40;
- bool_ essence[MAX_BATERIE_SVAL + 1];
- char ch;
-
- /* Save and clear the screen */
- character_icky = TRUE;
- Term_save();
-
- while ( TRUE )
- {
- Term_clear();
-
- num = 0;
-
- /* Display bateries */
-
- /* start with assumption that the alchemist knows about no recipes */
- for (i = 0; i < MAX_BATERIE_SVAL + 1 ; i++)
- essence[i] = FALSE;
-
- /* cycle through all alchemist recipes */
- for (al_idx = 0 ; al_idx < max_al_idx ; al_idx++)
- /* if we aren't already going to display this essence */
- if (!essence[alchemist_recipes[al_idx].sval_essence])
- {
-
- /*Note that we don't display artifact recipes here...*/
- /*This is partially because artifacts often require exotic
- ingredients as well */
-
- if (!alchemist_recipes[al_idx].tval)
- continue;
-
- if (alchemist_recipes[al_idx].tval == 1)
- {
- if (alchemist_known_egos[alchemist_recipes[al_idx].sval / 32]
- & (1 << (alchemist_recipes[al_idx].sval % 32)) )
- essence[alchemist_recipes[al_idx].sval_essence] = TRUE;
- continue;
- }
-
- kidx = lookup_kind(alchemist_recipes[al_idx].tval, alchemist_recipes[al_idx].sval);
- if (alchemist_recipes[al_idx].tval != 1 && k_info[kidx].know)
- essence[alchemist_recipes[al_idx].sval_essence] = TRUE;
-
- }
- for (num = 0, i = 0; i < MAX_BATERIE_SVAL + 7 ; i++)
- if (essence[i] || i > MAX_BATERIE_SVAL)
- {
- int kidx = lookup_kind(TV_BATERIE, i);
- if (i > MAX_BATERIE_SVAL)
- {
- switch (i)
- {
- case (MAX_BATERIE_SVAL + 1): strip_and_print("Scrolls", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 2): strip_and_print("Potions", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 3): strip_and_print("Wands", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 4): strip_and_print("Rings", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 5): strip_and_print("Staves", TERM_WHITE, num);
- break;
- case (MAX_BATERIE_SVAL + 6): strip_and_print("Amulets", TERM_WHITE, num);
- break;
- default:
- continue;
- }
- }
- else
- /* add this essence to the list*/
- strip_and_print(k_name + k_info[kidx].name, TERM_WHITE, num);
-
- choice[num++] = i;
- }
- max_num = num;
- if ( max_num == 0)
- {
- /*Note that this should never actually happen, as any skill
- at alchemy automatically gets you some recipes, and this
- procedure shouldn't be called for players without alchemist skill
- */
- msg_print("You don't know any recipes!");
- msg_print("You can't be an alchemist without recipes!");
- break;
- }
-
- while (num == 0xff || num >= max_num)
- {
- ch = selectchar[max_num - 1];
- /* Choose! */
- if ( max_num == 0 ||
- !get_com(format("Which Type of Recipe?[a-%c]", selectchar[max_num - 1]), &ch))
- break;
-
- /* Analyze choice - note that the cast to byte prevents overflow*/
- num = selectitem[(byte)ch];
-
- }
- /* This break, and the break for no recipes above,
- are the only exits from this procedure.
- */
- if ( num == 0xff || num >= max_num)
- break;
-
- /* Save the baterie index */
- bat = choice[num];
- num = 0;
-
- /*Display the 'type of object' recipe screen*/
- if (bat > MAX_BATERIE_SVAL)
- {
- int tval;
- switch (bat)
- {
- case MAX_BATERIE_SVAL + 1:
- tval = TV_SCROLL;
- break;
- case MAX_BATERIE_SVAL + 2:
- tval = TV_POTION;
- break;
- case MAX_BATERIE_SVAL + 3:
- tval = TV_WAND;
- break;
- case MAX_BATERIE_SVAL + 4:
- tval = TV_RING;
- break;
- case MAX_BATERIE_SVAL + 5:
- tval = TV_STAFF;
- break;
- case MAX_BATERIE_SVAL + 6:
- tval = TV_AMULET;
- break;
- }
- Term_load();
- alchemist_recipe_select(&tval, 0, FALSE, TRUE);
- Term_save();
- continue;
- }
- mod40 = 0;
- while ( TRUE )
- {
- int skipped;
-
- Term_clear();
- num = 0;
-
- if (mod40)
- {
- strip_and_print("--MORE--", TERM_WHITE, num);
- choice[num] = -2;
- choice2[num++] = 0;
- }
-
- /* Display all items made with this essence */
- for ( al_idx = 0 , skipped = 0 ; al_idx < max_al_idx ; al_idx++)
- if ( alchemist_recipes[al_idx].sval_essence == bat)
- {
- int sval = alchemist_recipes[al_idx].sval;
- int tval = alchemist_recipes[al_idx].tval;
- char names[200] = "";
-
- if (alchemist_recipes[al_idx].tval == 1)
- {
- /* Ego items */
- ego_item_type *e_ptr = &e_info[sval];
- int j, k;
-
- if ( !(alchemist_known_egos[sval / 32] & (1 << (sval % 32))))
- continue;
-
- for ( j = 0 ; j < 6 && e_ptr->tval[j] ; j ++ )
- {
- if ( j > 0 && e_ptr->tval[j] == e_ptr->tval[j - 1])
- continue;
- for ( k = 0; tvals[k].tval; k++)
- if (tvals[k].tval == e_ptr->tval[j])
- {
- strcat(names, tvals[k].desc);
- strcat(names, ", ");
- break;
- }
- }
- strcat(names, e_name + e_ptr->name);
- }
- else
- {
- /* Normal Items */
- int kidx = lookup_kind(tval, sval);
- int k;
- if ( !k_info[kidx].know )
- continue;
-
- for ( k = 0; tvals[k].tval; k++)
- if (tvals[k].tval == tval)
- {
- strcat(names, tvals[k].desc);
- break;
- }
- strcat(names, " of ");
- strcat(names, k_name + k_info[kidx].name);
-
- }
-
- /*Skip the first mod40 pages of recipes*/
- if (skipped++ < mod40*38)
- continue;
-
- /* add this object kind to the list*/
- strip_and_print(names, TERM_WHITE, num);
- choice[num] = tval;
- choice2[num++] = sval;
- if (num > 38)
- {
- strip_and_print("--MORE--", TERM_WHITE, num);
- choice[num] = -1;
- choice2[num++] = 0;
- break;
- }
-
- }/*Loop through tidx/sidx*/
-
- max_num = num;
- while (num == 0xff || num >= max_num)
- {
- ch = selectchar[max_num - 1];
- /* Choose! */
- if ( max_num == 0 || !get_com(
- format("Examine which recipe?[%c-%c]", selectchar[0], ch)
- , &ch))
- {
- break;
- }
-
- /* Analyze choice */
- num = selectitem[(byte)ch];
- }
-
- if ( choice[num] < 0)
- {
- if (choice[num] < -1)
- mod40--;
- else
- mod40++;
- continue;
- }
-
- if ( num == 0xff || num >= max_num)
- break;
-
- /* Display the recipe */
- if (choice[num] == 1)
- alchemist_display_recipe(0, 0, choice2[num]);
- else
- alchemist_display_recipe(choice[num], choice2[num], 0);
- }
- /*
- break is at top of loop, after essence list
- if( num < 0 || num >= max_num)
- break;
- */
-
- }/*show recipes*/
-
- /* Restore screen contents */
- Term_load();
- character_icky = FALSE;
-}
-
-/* Display a list of known recipies that can be made with
- * materials on hand (including the passed tval). Also
- * calls the recipe_display function, if requested by the
- * player or there aren't enough essences to make the
- * requested object.
- *
- * Note: sval is ignored if !ego, tval is the only determinant
- * of what recipies are available otherwise.
- *
- * This function needs to be able to scroll a list, because
- * there are SO MANY potions. :)
- */
-int alchemist_recipe_select(int *tval, int sval, int ego, bool_ recipe)
-{
- int i, mod40 = 0, num, max_num = 0;
-
- cptr tval_desc2 = "";
- char ch;
- bool_ done = FALSE;
-
- int choice[60];
- int validc[60];
-
- char *string;
-
-
- /* Save and clear the screen */
- character_icky = TRUE;
- Term_save();
- Term_clear();
-
- /* Base object type chosen, fill in tval */
- for ( num = 0 ; num < 40 ; num ++)
- if (tvals[num].tval == *tval)
- {
- tval_desc2 = tvals[num].desc;
- }
-
- while (!done)
- {
- Term_clear();
- if (ego)
- {
- /* Find matching ego items */
- for (num = 0, i = 1; (num < 40) && (i < max_e_idx) ; i++)
- {
- int j;
- ego_item_type *e_ptr = &e_info[i];
-
- /* Skip if unknown ego type */
- if ( !(alchemist_known_egos[i / 32] & (1 << (i % 32))))
- continue;
-
- /* search in permitted tvals/svals for allowed egos */
- for ( j = 0 ; j < 6 ; j ++ )
- if ( e_ptr->tval[j] == *tval
- && sval >= e_ptr->min_sval[j]
- && sval <= e_ptr->max_sval[j])
- {
- int color = TERM_GREEN;
-
- /*Reject if not opposite end of name
- prefixes only on postfix egos,
- postfixes only on prefix egos.
- */
- if (ego != -1 && e_ptr->before == e_info[ego].before)
- continue;
-
- /*Color it red of the alchemist doesn't have the essences to create it*/
- if (!alchemist_items_check(*tval, 0, i, 0, TRUE))
- color = TERM_RED;
-
- /* add this ego to the list*/
- strip_and_print(e_name + e_info[i].name, color, num);
- validc[num] = color;
- choice[num++] = i;
- break;
- }
- }
- }
- else
- {
- char skipped = 0;
- num = 0;
- if (mod40 != 0)
- {
- strip_and_print("--MORE--", TERM_WHITE, num);
- validc[num] = TERM_WHITE;
- choice[num++] = -1;
- }
-
- for (i = 1; (num < 39) && (i < max_k_idx); i++)
- {
- object_kind *k_ptr = &k_info[i];
-
- /* Analyze matching items */
- if (k_ptr->tval == *tval || (k_ptr->tval == TV_POTION2 && *tval == TV_POTION))
- {
- char color = TERM_GREEN;
- /* Hack -- Skip instant artifacts */
- if (k_ptr->flags3 & (TR3_INSTA_ART)) continue;
-
- /*Don't display recipes that the alchemist doesn't know about*/
- if (!k_ptr->know && !wizard) continue;
-
- /*Skip recipes that are somehow known, but don't exist*/
- if (!alchemist_exists(k_ptr->tval, k_ptr->sval, 0, 0))
- continue;
-
- /* Skip the first 39 if they hit 'more' */
- if (skipped++ < mod40*39)
- continue;
-
- /* Color 'unable to create' items different */
- if (!alchemist_items_check(k_ptr->tval, k_ptr->sval, 0, 0, TRUE))
- color = TERM_RED;
-
- /* Acquire the "name" of object "i" */
- /* and print it in it's place */
- strip_and_print(k_name + k_ptr->name, color, num);
-
- /* Remember the object index */
- validc[num] = color;
- choice[num++] = i;
- }
- }
- if (num == 39)
- {
- strip_and_print("--MORE--", TERM_WHITE, num);
- validc[num] = TERM_WHITE;
- choice[num++] = -1;
- }
- }
-
- /* We need to know the maximal possible remembered object_index */
- max_num = num;
- string = "What Kind of %s? (* to see recipe) [%c-%c,*]";
- num = 0xff;
-
- /* Pretend they're all undoable if we where called to display recipes */
- if (recipe)
- {
- for ( num = 0 ; num < max_num ; num++)
- if (validc[num] != TERM_WHITE) validc[num] = TERM_RED;
- string = "show which %s recipe? [%c-%c]";
- }
-
- while (num == 0xff || num >= max_num)
- {
- ch = selectchar[max_num - 1];
- /* Choose! */
- if ( max_num == 0 || !get_com(format(string, tval_desc2, selectchar[0], ch), &ch))
- {
- break;
- }
-
- /* Extra breaks for recipe */
- if (recipe && (ch == '\r' || ch == ' ' || ch == ESCAPE ))
- break;
-
- /* Analyze choice */
- num = selectitem[(byte)ch];
-
- /* Pretend that we don't have enough essences for anything */
- if (ch == '*' )
- {
- for ( num = 0 ; num < max_num ; num++)
- if (validc[num] != TERM_WHITE) validc[num] = TERM_RED;
- string = "Show which %s recipe? [%c-%c]";
- }
- }
- if ( num == 0xff || max_num == 0 || num >= max_num)
- break;
-
- if ( validc[num] == TERM_WHITE )
- {
- if (num == 0)
- mod40--;
- else
- mod40++;
- if ( mod40 < 0)
- mod40 = 0;
- continue;
- }
-
- /* If we don't have enough essences, or user asked for recipes */
- if ( validc[num] != TERM_GREEN )
- {
- /* Display the recipe */
- if (ego)
- alchemist_display_recipe(*tval, sval, choice[num]);
- else
- alchemist_display_recipe(k_info[choice[num]].tval, k_info[choice[num]].sval, 0);
- }
- else
- done = TRUE;
-
- }/*while(!done)*/
-
- /* Restore screen contents */
- Term_load();
- character_icky = FALSE;
-
- /* User abort, or no choices */
- if (max_num == 0 || num == 0xff || num >= max_num)
- {
- if (max_num == 0)
- msg_print("You don't know of anything you can make using that.");
- return ( -1);
- }
- if ( validc[num] != TERM_GREEN )
- return ( -1);
-
- /* And return successful */
- if ( ego )
- return choice[num];
-
- /* Set the tval, should be the same unless they selected a potion2 */
- if (*tval != k_info[choice[num]].tval && *tval != TV_POTION)
- msg_print("Coding error: tval != TV_POTION");
- *tval = k_info[choice[num]].tval;
- return ( k_info[choice[num]].sval );
-}
-
-/* Set the 'known' flags for all objects with a level <= lev
- * This lets the budding alchemist create basic items.
- */
-void alchemist_learn_all(int lev)
-{
- int i;
-
- if ( !get_skill(SKILL_ALCHEMY) )
- return;
-
- /* msg_format("You learn about level %d items",lev); */
-
- for ( i = 0 ; i < max_k_idx ; i++ )
- if ( k_info[i].level <= lev )
- if (alchemist_exists(k_info[i].tval, k_info[i].sval, 0, 0))
- k_info[i].know = TRUE;
-}
-
-void alchemist_learn_ego(int ego)
-{
- char *name;
- int i;
-
- /* some Paranoia*/
- if ( !ego || ego >= max_e_idx )
- return;
-
- /* Get the ego items name */
- name = e_name + e_info[ego].name;
- while (strchr(name, ' '))
- name = strchr(name, ' ') + 1;
-
- /* Don't learn about egos without recipes, and
- * always learn about the passed ego item. */
- if (alchemist_exists(0, 0, ego, 0))
- {
- alchemist_known_egos[ego / 32] |= (1 << (ego % 32));
- /* msg_format("You learn about '%s' ego items.",e_name+e_info[ego].name); */
- }
- else
- {
- return;
- }
-
- /* Don't mass learn about egos that have no name. */
- if ( name[0] == 0 )
- {
- return;
- }
-
- /* Look through all ego's for matching name */
- /* Note that the original ego is marked here too */
- for ( i = 0 ; i < max_e_idx ; i++ )
- if ( strstr(e_name + e_info[i].name, name) != NULL /*Last word of name exists in this ego's name*/
- && alchemist_exists(0, 0, i, 0) /*There exists a recipe for this*/
- && !(alchemist_known_egos[i / 32] & (1 << (i % 32)) ) ) /*Not already known*/
- /*&& (e_name+e_info[i].name)[0])non-blank name*/
- {
- alchemist_known_egos[i / 32] |= (1 << (i % 32));
- /* msg_format("You learn about '%s' ego items.",e_name+e_info[i].name); */
- }
-
- return;
-}
-
-/* Alchemist has learned about a new item.
- * Learn about not only it, but ALL egos with the
- * same name.
- */
-int alchemist_learn_object(object_type *o_ptr)
-{
-
- /* Allow alchemist to create this item,
- and.. learn about it even if the player
- doesn't currently have the alchemy skill
- */
- k_info[o_ptr->k_idx].know = TRUE;
-
- /* Not Paranoia, identify_fully calls this always */
- if ( !get_skill(SKILL_ALCHEMY) )
- return FALSE;
-
- if ( artifact_p(o_ptr) )
- {
- char o_name[80];
- u32b f1, f2, f3, f4, f5, esp;
- object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-
- /* Randarts and normal artifacts both*/
- alchemist_known_artifacts[0] |= f1;
- alchemist_known_artifacts[1] |= f2;
- alchemist_known_artifacts[2] |= f3;
- alchemist_known_artifacts[3] |= f4;
- alchemist_known_artifacts[4] |= f5;
- alchemist_known_artifacts[5] |= esp;
-
- object_desc(o_name, o_ptr, 1, 0);
- msg_format("You learn all about the abilities of %s!", o_name);
- }
- if (o_ptr->name2)
- alchemist_learn_ego(o_ptr->name2);
-
- if (o_ptr->name2b)
- alchemist_learn_ego(o_ptr->name2b);
-
- return (TRUE);
-}
-
-/* Alchemist has gained a level - set the ego flags
- * for all egos <= lev/4.
- */
-void alchemist_gain_level(int lev)
-{
- object_type forge;
- object_type *o_ptr = &forge;
-
- if ( lev == 0)
- {
- /* Learn about potions of Detonation */
- k_info[417].know = TRUE;
- }
- if ( lev == 5)
- {
- int ego;
- int egos[] = {
- 7/*armor of resist fire*/
- , 18/*shield of resist fire*/
- , 74/*shocking weapon*/
- , 75/*fiery weapon*/
- , 76/*frozen weapon*/
- , 77/*Venomous weapon*/
- , 78/*Chaotic weapon*/
- , 115/*projectile of venom*/
- , 116/*projectile of Acid*/
- , 122/*projectile of flame*/
- , 123/*projectile of frost*/
- , 137/*Lite of fearlessness*/
- , 0 /*terminator*/
- };
- object_wipe(o_ptr);
- /* learn about some basic ego items */
- /* Note that this is just to get you started. */
- for ( ego = 0 ; egos[ego] ; ego++)
- {
- o_ptr->name2 = egos[ego];
- alchemist_learn_object(o_ptr);
- }
- msg_print("You recall your old master teaching you about elemental item infusing.");
- }
- if ( lev == 10)
- {
- /*For 'hard rooms' Players only, learn about diggers.*/
- if (ironman_rooms)
- {
- msg_print("There's gotta be an easier way to get into all these vaults!");
- object_wipe(o_ptr);
- o_ptr->name2 = 101; /* Ego item, 'of digging' */
- alchemist_learn_object(o_ptr);
- }
- }
- if ( lev == 25)
- {
- msg_print("You recall your old master reminiscing about legendary infusings");
- msg_print("and the Philosophers' stone.");
-
- /* No auto-learn on artifacts - by this level, you'll have *ID*'d several */
- }
- if ( lev == 25)
- {
- msg_print("You wonder about shocking daggers of slay evil.");
- }
- if ( lev == 50)
- {
- /* learn about Temporary item creation */
- /* Note that this is the ONLY way to learn this,
- because spells which create a temporary item
- also fully ID it. */
- alchemist_known_artifacts[4] |= TR5_TEMPORARY;
- msg_print("It suddenly occurs to you that artifacts don't *HAVE* to be permanent...");
- }
-
- /* Every Four Levels, learn about items that are
- * less than that.
- * Note that this isn't a significant effect after the
- * first few levels, as the level at which you are learning
- * things here quickly drops behind the level at which you
- * are finding items.
- */
- if ( (lev & 0x3) != 0 )
- return;
- lev = (lev >> 2) + 1;
- alchemist_learn_all(lev);
-
-}
-
-/* This, in combination with some code in loadsave.c,
- insures that alchemist_gain_level is called EXACTLY
- once with each possible value during the characters
- lifetime.
- */
-void alchemist_check_level()
-{
- u32b lev = get_skill(SKILL_ALCHEMY);
- if ( alchemist_gained > lev )
- return;
- /*Paranoia*/
- if ( !lev )
- return;
- while ( alchemist_gained <= lev )
- alchemist_gain_level(alchemist_gained++);
-}
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'alchemist'.
- */
-void do_cmd_alchemist(void)
-{
- int item, ext = 0;
- int value, basechance;
- int askill;
- bool_ repeat = 0;
- char ch;
-
- object_type *o_ptr, *q_ptr;
- object_type forge, forge2;
- byte carry_o_ptr = FALSE;
-
- cptr q, s;
-
- /* With the new skill system, we can no longer depend on
- * check_exp to handle the changes and learning involved in
- * gaining levels.
- * So we'll have to check for it here.
- */
- alchemist_check_level();
- askill = get_skill(SKILL_ALCHEMY);
-
-
- q_ptr = &forge;
-
- o_ptr = &p_ptr->inventory[INVEN_HANDS];
- if ((o_ptr->tval != TV_GLOVES) || (o_ptr->sval != SV_SET_OF_LEATHER_GLOVES))
- {
- msg_print("You must wear gloves in order to do alchemy.");
- return;
- }
-
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- while (TRUE)
- {
- if (!get_com("[P]ower, [R]echarge or [L]eech an item, [E]xtract essences, or recipe [B]ook?", &ch))
- {
- ext = 0;
- break;
- }
- if (ch == ' ' )
- {
- ext = 0;
- break;
- }
- if (ch == 'P' || ch == 'p')
- {
- ext = 1;
- break;
- }
- if (ch == 'E' || ch == 'e')
- {
- ext = 2;
- break;
- }
- if (ch == 'R' || ch == 'r')
- {
- ext = 3;
- break;
- }
- if (ch == 'L' || ch == 'l')
- {
- ext = 2;
- repeat = 1;
- break;
- }
- if (ch == 'B' || ch == 'b')
- {
- ext = 4;
- break;
- }
- }
-
- /**********Add a power*********/
- if (ext == 1)
- {
- int i, qty, tval, sval = 0, ego = 0;
- char o_name[200];
-
- /* Get an item */
- q = "Empower which item? ";
- s = "You have no empowerable items.";
- item_tester_hook = item_tester_hook_empower;
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Create an artifact from an ego or double ego item,
- * from a previous artifact, or finish an artifact
- */
- if ((askill >= 25) && (artifact_p(o_ptr) || o_ptr->name2) && has_ability(AB_CREATE_ART))
- {
- if (get_check("Create an artifact?"))
- {
- do_cmd_toggle_artifact(o_ptr);
- return;
- }
- /* Don't change artifacts or double ego items further */
- else if (artifact_p(o_ptr) || (o_ptr->name2 && o_ptr->name2b))
- return;
- }
- /*Ok, now we have the item, so we can now pick recipes.
- Note: No recipe is known unless we have 'extracted' from
- that object type. I.E. the 'know' flag (also greater identify)
- is set.
- */
-
- /* Here we're not setting what kind of ego item it IS,
- * where' just deciding that it CAN be an ego item */
- if ( o_ptr->name2 ) /* creating a DUAL ego */
- ego = TRUE;
- if ( o_ptr->tval < 40 && o_ptr->tval != TV_BOTTLE)
- ego = TRUE;
- if ( o_ptr->tval == TV_ROD_MAIN || o_ptr->tval == TV_DAEMON_BOOK || o_ptr->tval == TV_BOOK)
- ego = TRUE;
-
- sval = o_ptr->sval;
- if (!ego)
- {
- switch ( o_ptr->tval)
- {
- case TV_WAND:
- sval = SV_WAND_NOTHING;
- break;
- case TV_RING:
- sval = SV_RING_NOTHING;
- break;
- case TV_STAFF:
- sval = SV_STAFF_NOTHING;
- break;
- case TV_BOTTLE:
- sval = 1;
- break;
- case TV_AMULET:
- sval = SV_AMULET_NOTHING;
- break;
- case TV_SCROLL:
- sval = SV_SCROLL_NOTHING;
- break;
- case TV_ROD:
- sval = SV_ROD_NOTHING;
- break;
- }
- }
- if ( o_ptr->sval != sval )
- ego = TRUE;
-
- tval = o_ptr->tval;
- sval = o_ptr->sval;
-
- /*HACK - bottles don't have the same tval as potions*/
- /*Everything else will have the same tval after empowering*/
- if (tval == TV_BOTTLE) tval = TV_POTION;
- if (ego)
- if (o_ptr->name2)
- ego = alchemist_recipe_select(&tval, sval, o_ptr->name2, FALSE);
- else
- ego = alchemist_recipe_select(&tval, sval, -1, FALSE);
- else
- sval = alchemist_recipe_select(&tval, 0, 0, FALSE);
-
- if ( sval < 0 || ego < 0)
- return;
-
- /* Check to make sure we have enough essences */
- /* theoretically this is taken care of by recipe_select*/
- /* but we'll double check just for paranoia. */
- if (!alchemist_items_check(tval, sval, ego, 0, TRUE))
- {
- msg_print("You do not have enough essences.");
- return;
- }
-
- /* Take a turn */
- energy_use = 100;
-
- /* Use up the essences */
- (void)alchemist_items_check(tval, sval, ego, -1, TRUE);
-
- /* Enchant stacks of ammunition at a time */
- if ( o_ptr->tval == TV_SHOT || o_ptr->tval == TV_ARROW || o_ptr->tval == TV_BOLT )
- {
- qty = 1;
- while (qty < o_ptr->number && alchemist_items_check(tval, sval, ego, -1, FALSE))
- qty++;
- }
- else
- qty = 1;
-
- /* Copy the object */
- q_ptr = &forge;
- object_copy(q_ptr, o_ptr);
-
- if ( o_ptr->tval == TV_WAND)
- {
- /* distribute charges on wands */
- q_ptr->pval = o_ptr->pval / o_ptr->number;
- o_ptr->pval -= q_ptr->pval;
- }
-
- o_ptr = q_ptr;
- o_ptr->number = qty;
- carry_o_ptr = TRUE;
-
- /* Destroy the initial object */
- inc_stack_size(item, -qty);
-
-
- if ( ego )
- {
- int pval, pval2;
- s32b pval3;
-
- pval = o_ptr->pval;
- pval2 = o_ptr->pval2;
- pval3 = o_ptr->pval3;
-
- if (o_ptr->name2)
- o_ptr->name2b = ego;
- else
- o_ptr->name2 = ego;
- o_ptr->pval = randint(e_info[ego].max_pval - 1) + 1;
- /* dilemma - how to prevent creation of cursed items,
- * without allowing the creation of artifacts?
- * We can't, unless we want to finalize the ego flags ourselves.
- */
- apply_magic(o_ptr, askill * 2, FALSE, FALSE, FALSE);
- /* Remember what the old pval was, so that we can re-apply it. */
- if ( o_ptr->tval == TV_WAND
- || o_ptr->tval == TV_RING
- || o_ptr->tval == TV_AMULET
- || o_ptr->tval == TV_STAFF)
- {
- o_ptr->pval = pval;
- o_ptr->pval2 = pval2;
- o_ptr->pval3 = pval3;
- }
- else if (o_ptr->tval == TV_ROD_MAIN)
- {
- o_ptr->pval = pval;
- }
- else if ((o_ptr->tval == TV_BOOK) && (o_ptr->sval == 255))
- {
- o_ptr->pval = pval;
- }
- else if (o_ptr->tval == TV_SHOT
- || o_ptr->tval == TV_ARROW
- || o_ptr->tval == TV_BOLT)
- {
- o_ptr->pval2 = pval2;
- }
- else if (o_ptr->tval == TV_INSTRUMENT)
- {
- o_ptr->pval2 = pval2;
- }
-
- /* Calculate failure rate, lev=val/2500+5 */
- value = MIN(e_info[o_ptr->name2].cost, 50000);
- if (o_ptr->name2b) value += MIN(e_info[o_ptr->name2b].cost, 50000);
- basechance = (value / 1000 + 5 - get_skill_scale(SKILL_ALCHEMY, 100) ) * 10;
- if ( basechance < 0) basechance = 0;
- if ( basechance > 100) basechance = 100;
-
- value = object_value_real(o_ptr);
-
- }
- else /* not an ego item */
- {
- o_ptr = &forge;
- object_wipe(o_ptr);
- object_prep(o_ptr, lookup_kind(tval, sval));
- hack_apply_magic_power = -99;
- apply_magic(o_ptr, askill * 2, FALSE, FALSE, FALSE);
- if ( o_ptr->tval == TV_WAND || o_ptr->tval == TV_STAFF)
- o_ptr->pval = 0;
- value = object_value_real(o_ptr);
-
- basechance = k_info[o_ptr->k_idx].level - askill * 2;
- basechance *= 10;
-
- /* Can't fail more that 100% of the time... */
- if (basechance > 100)
- basechance = 100;
- /* Always success in creation of potion of detonations */
- if (o_ptr->tval == TV_POTION && o_ptr->sval == SV_POTION_DETONATIONS)
- {
- basechance /= 10;
- }
- }
-
- /* Use up gold to create items */
- /* this has the effect of making the alchemist
- chronically short of funds, unless he finds the
- philosopher's stone. It also means the easiest
- things to make are 'bad', like a potion of
- detonations...
- */
- /* Problem - to restrictive. We need something
- which requires less money. But at the same time,
- we don't want an 'easy cash' situation. Maybe something
- like '10% * level difference', meaning at skill level 5,
- level one items are free? But egos are frequently level
- zero! Maybe egos are forced to level 25? with a cost ceiling?
- I mean, Potions and scrolls are really the problem causing the
- 'easy cash' situation, it's ego items. Ego items require
- relatively few essences, and the rewards are HUGE. Most powerful
- potions and scrolls require rare essences. Maybe force all egos
- to require a magic essence? But then you'd get lots of magic
- from distilling them. Maybe consumed in the creation? then when
- you got a powerful item, you could make one ego item...
- But if making things doesn't take gold, what about the cash
- does the Philosopher's stone do?
- Time*/
-
- /* 0% failure if you have the stone */
- if ( alchemist_has_stone())
- basechance = 0;
-
- if (basechance > 0 && value)
- {
- char string[80];
- string[0] = '0';
- string[1] = 0;
-
- msg_format("The chance of success is only %d%%!", 100-basechance);
- get_string("How much gold do you want to add?", string, 50);
- i = atoi(string);
- /* Note: don't trust the user to enter a positive number... */
- if ( i < 0)
- i = 0;
- if ( i > p_ptr->au)
- i = p_ptr->au;
-
- if (i)
- {
- basechance = basechance - (i * 20) / value;
- msg_format("The chance of success improved to %d%%.", 100-basechance);
- }
-
- if (randint(100) < basechance )
- /*creation failed, even with the extra gold...*/
- carry_o_ptr = FALSE;
-
- /* Redraw gold */
- p_ptr->au -= i;
- p_ptr->redraw |= (PR_GOLD);
- }
-
- /* Set fully identified
- * After all, the player just made it...
- */
- object_aware(o_ptr);
- object_known(o_ptr);
- o_ptr->ident |= IDENT_MENTAL;
- o_ptr->found = OBJ_FOUND_SELFMADE;
-
- object_desc(o_name, o_ptr, FALSE, 0);
-
- if ( carry_o_ptr)
- {
- msg_format("You have successfully created %s %s",
- (o_ptr->number > 1 ? "some" : (is_a_vowel(o_name[0]) ? "an" : "a")),
- o_name);
-
- if (inven_carry_okay(o_ptr))
- inven_carry(o_ptr, FALSE);
- else
- {
- drop_near(o_ptr, 0, p_ptr->py, p_ptr->px);
- msg_format("You drop the %s", o_name);
- }
- carry_o_ptr = FALSE;
- }
- else /* don't carry, or in other words... */
- {
- int level = k_info[o_ptr->k_idx].level;
- if (o_ptr->name1) /* created ego item */
- level += e_info[o_ptr->name2].level;
-
- msg_format("Your attempt backfires! Your %s explodes!", o_name);
- take_hit(damroll(3, level - askill ) , "Alchemical Explosion");
- p_ptr->redraw |= (PR_HP);
- }
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Optimize the entire p_ptr->inventory - needed because we
- don't know how many essences where used, and we may
- have 'used up' a wielded item as well.
- */
- for ( item = 0 ; item < INVEN_TOTAL ; item++ )
- inven_item_optimize(item);
-
- /**********Extract a power*********/
- }
- else if (ext == 2)
- {
- int ego;
- bool_ discharge_stick = FALSE;
-
- /* s_ptr holds the empty items */
- object_type *s_ptr = NULL;
- bool_ carry_s_ptr = FALSE;
-
- item_tester_hook = item_tester_hook_extractable;
-
- /* Get an item */
- q = "Extract from which item? ";
- s = "You have no item to extract power from.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* This is to prevent creating magic essences by extracting
- * from a recharged wand of dragon breath or something.
- */
- if (( o_ptr->tval == TV_WAND || o_ptr->tval == TV_STAFF )
- && o_ptr->art_flags4 & TR4_RECHARGED)
- {
- msg_print("You cannot extract essences after it's been magically recharged.");
- return;
- }
-
- /* Take a turn */
- energy_use = 100;
-
- /* Handle Rods before the loop, since they don't stack */
- if (o_ptr->tval == TV_ROD_MAIN && o_ptr->pval != SV_ROD_NOTHING)
- {
- rod_tip_extract(o_ptr);
- return;
- }
-
- do
- { /* Repeat (for leech command) */
-
- /* Create the items.
- * we don't care if they drop to the ground,
- * and if no action was taken, return
- */
- ego = 0;
- if ( o_ptr->name2)
- ego = o_ptr->name2;
-
- /* For ego staves and wands (not of nothing), discharge before extracting the ego */
- discharge_stick = (o_ptr->pval > 0 &&
- ((o_ptr->tval == TV_STAFF && o_ptr->sval != SV_STAFF_NOTHING) ||
- (o_ptr->tval == TV_WAND && o_ptr->sval != SV_WAND_NOTHING)));
- if (discharge_stick)
- ego = 0;
-
- if (!alchemist_items_check(o_ptr->tval, o_ptr->sval, ego, 1, TRUE))
- {
- msg_print("You cannot extract anything from that item.");
- return;
- }
-
- if (o_ptr->name2b && !alchemist_items_check(o_ptr->tval, o_ptr->sval, o_ptr->name2b, 1, TRUE))
- {
- /* do nothing - if the second ego can't be extracted
- because there is no recipe for it, simply destroy it
- */
- }
-
- /* Once in three times, learn how to make the item */
- /* Sorry for the complicated if! Basically, if it's an
- * unknown regular item or an unknown ego item, there's
- * a one in 3 chance that it'll be id'd */
- if (((!ego && !k_info[o_ptr->k_idx].know)
- || (ego && !(alchemist_known_egos[ego / 32] & (1 << (ego % 32)))))
- && randint(3) == 1)
- {
- msg_print("While destroying it, you gain insight into this item.");
- /* If over level 10, the player has a chance of 'greater ID'
- * on extracted items
- */
- if (askill > 9)
- object_out_desc(o_ptr, NULL, FALSE, TRUE);
- alchemist_learn_object(o_ptr);
- }
-
- /* Always learn what kind of thing it is */
- object_known(o_ptr);
- object_aware(o_ptr);
-
- /* If it's a wand or staff with charges (but not of nothing),
- * decrease number of charges, unstacking if needed.
- * Otherwise, create the 'of nothing' item and destroy the old one.
- */
- if (discharge_stick)
- {
- /* Unstack staves */
- if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
- {
- /* Create one local copy of the staff */
- q_ptr = &forge2;
- object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
- q_ptr->number = 1;
-
- /* Unstack the copied staff */
- o_ptr->number--;
-
- /* Use the local copy of the staff */
- o_ptr = q_ptr;
- carry_o_ptr = TRUE;
- }
- /* remove one charge */
- o_ptr->pval--;
- }
- else
- {
- /* Create the empty, plain item */
- /* If the item was already created, increase the number */
- if (carry_s_ptr)
- {
- s_ptr->number++;
- }
- else
- {
- /* Otherwise we must create a local copy of the empty item */
- int tval, sval;
- bool_ create_item = TRUE;
-
- tval = o_ptr->tval;
- if ( !ego && (tval == TV_POTION || tval == TV_POTION2))
- tval = TV_BOTTLE;
-
- sval = o_ptr->sval;
-
- if (!ego)
- {
- switch ( tval)
- {
- case TV_WAND:
- sval = SV_WAND_NOTHING;
- break;
- case TV_RING:
- sval = SV_RING_NOTHING;
- break;
- case TV_STAFF:
- sval = SV_STAFF_NOTHING;
- break;
- case TV_BOTTLE:
- sval = 1;
- break;
- case TV_AMULET:
- sval = SV_AMULET_NOTHING;
- break;
- case TV_SCROLL:
- sval = SV_SCROLL_NOTHING;
- break;
- case TV_ROD:
- sval = SV_ROD_NOTHING;
- break;
- default:
- create_item = FALSE;
- }
- }
-
- if (create_item)
- {
- /* Create the empty item */
- s_ptr = &forge;
- object_wipe(s_ptr);
- object_prep(s_ptr, lookup_kind(tval, sval));
- s_ptr->number = 1;
-
- /* Force creation of non ego non cursed */
- hack_apply_magic_power = -99;
- apply_magic(s_ptr, 0, FALSE, FALSE, FALSE);
-
- /* Hack -- remove possible curse */
- if (cursed_p(s_ptr))
- {
- s_ptr->art_flags3 &= ~(TR3_CURSED | TR3_HEAVY_CURSE);
- s_ptr->ident &= ~(IDENT_CURSED);
- }
-
- /* Restore pvals (e.g. charges ==0) of the item */
- if (ego && ((tval == TV_WAND) || (tval == TV_STAFF) ||
- (tval == TV_RING) || (tval == TV_AMULET)))
- {
- s_ptr->pval = o_ptr->pval;
- s_ptr->pval2 = o_ptr->pval2;
- s_ptr->pval3 = o_ptr->pval3;
- }
- /* Restore the spell stored in a random book */
- else if ((o_ptr->tval == TV_BOOK) && (o_ptr->sval == 255))
- {
- s_ptr->pval = o_ptr->pval;
- }
- /* Restore the type of explosive ammo */
- else if (o_ptr->tval == TV_SHOT || o_ptr->tval == TV_ARROW
- || o_ptr->tval == TV_BOLT)
- {
- s_ptr->pval2 = o_ptr->pval2;
- }
- /* Restore the music stored in an instrument */
- else if (o_ptr->tval == TV_INSTRUMENT)
- {
- s_ptr->pval2 = o_ptr->pval2;
- }
-
- object_aware(s_ptr);
- object_known(s_ptr);
- s_ptr->ident |= IDENT_STOREB;
-
- /* The empty item will be added to the p_ptr->inventory later */
- carry_s_ptr = TRUE;
- }
- }
-
- /* Now, we can delete the original (leeched) object.
- * Is o_ptr an p_ptr->inventory / floor item or a local copy?
- */
- if (!carry_o_ptr)
- {
- /* Break the leech-loop if it was the last item */
- if (o_ptr->number == 1)
- repeat = 0;
-
- inc_stack_size(item, -1);
- }
- else
- {
- /* Forget the local object */
- carry_o_ptr = FALSE;
-
- /* reset o_ptr to the original stack,
- * which contains at least another item */
- o_ptr = get_object(item);
- }
- }
- }
- while ( repeat == 1);
-
- /* If we carry empty items, add them to the p_ptr->inventory */
- if (carry_s_ptr)
- inven_carry(s_ptr, TRUE);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /******* Recharge an item *******/
- }
- else if (ext == 3)
- {
- int item;
-
- cptr q, s;
-
- item_tester_hook = item_tester_hook_recharge;
-
- /* Get an item */
- q = "Recharge which item? ";
- s = "You have no rechargable items.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR ))) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- /* Make sure we have enough essences to recharge this */
- if (!alchemist_items_check(o_ptr->tval, o_ptr->sval, 0, 0, TRUE))
- {
- msg_print("You don't have the essences to recharge this item.");
- return;
- }
-
- /* Take a turn */
- energy_use = 100;
-
- /* Destroy the essences */
- (void)alchemist_items_check(o_ptr->tval, o_ptr->sval, 0, -1, TRUE);
-
- if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
- {
- /* Unstack staves */
- /* Get local object */
- q_ptr = &forge2;
-
- /* Obtain a local object */
- object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
- q_ptr->number = 1;
-
- /* Unstack the used item */
- o_ptr->number--;
-
- o_ptr = q_ptr;
- carry_o_ptr = TRUE;
- }
- o_ptr->pval++;
- }
- else if ( ext == 4)
- {
- alchemist_recipe_book();
- }
- /* Just in case - */
- if (carry_o_ptr)
- {
- /* the o_ptr item was probably an unstacked staff
- * Anyway, we need to add it to the p_ptr->inventory */
- if (inven_carry_okay(o_ptr))
- inven_carry(o_ptr, TRUE);
- else
- drop_near(o_ptr, 0, p_ptr->py, p_ptr->px);
- }
-}
-
-
-/*
- * Command to ask favors from your god.
- */
-void do_cmd_pray(void)
-{
- if (p_ptr->pgod == GOD_NONE)
- {
- msg_print("Pray hard enough and your prayers might be answered.");
- return;
- }
- else
- {
- if (!p_ptr->praying)
- msg_format("You start praying to %s.", deity_info[p_ptr->pgod].name);
- else
- msg_format("You stop praying to %s.", deity_info[p_ptr->pgod].name);
- p_ptr->praying = !p_ptr->praying;
-
- /* Update stuffs */
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_POWERS |
- PU_SANITY | PU_BODY);
-
- p_ptr->redraw |= PR_PIETY | PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP;
- energy_use = 100;
- }
-}
-
-
-/*
- * Return percentage chance of spell failure.
- */
-int spell_chance_random(random_spell* rspell)
-{
- int chance, minfail;
-
-
- /* Extract the base spell failure rate */
- chance = rspell->level + 10;
-
- /* Reduce failure rate by "effective" level adjustment */
- chance -= 3 * (get_skill(SKILL_THAUMATURGY) - rspell->level);
-
- /* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
-
- /* Not enough mana to cast */
- if (rspell->mana > p_ptr->csp)
- {
- chance += 5 * (rspell->mana - p_ptr->csp);
- }
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];
-
- /* Failure rate */
- return clamp_failure_chance(chance, minfail);
-}
-
-
-
-
-/*
- * Print a batch of spells.
- */
-static void print_spell_batch(int batch, int max)
-{
- char buff[80];
-
- random_spell* rspell;
-
- int i;
-
-
- prt(format(" %-30s Lev Fail Mana Damage ", "Name"), 1, 20);
-
- for (i = 0; i < max; i++)
- {
- rspell = &random_spells[batch * 10 + i];
-
- if (rspell->untried)
- {
- strnfmt(buff, 80, " %c) %-30s (Spell untried) ",
- I2A(i), rspell->name);
-
- }
- else
- {
- strnfmt(buff, 80, " %c) %-30s %3d %4d%% %3d %3dd%d ",
- I2A(i), rspell->name,
- rspell->level, spell_chance_random(rspell), rspell->mana,
- rspell->dam_dice, rspell->dam_sides);
- }
-
- prt(buff, 2 + i, 20);
- }
-
- prt("", 2 + i, 20);
-}
-
-
-
-/*
- * List ten random spells and ask to pick one.
- */
-static random_spell* select_spell_from_batch(int batch, bool_ quick)
-{
- char tmp[160];
-
- char out_val[30];
-
- char which;
-
- int mut_max = 10;
-
- random_spell* ret;
-
-
- /* Enter "icky" mode */
- character_icky = TRUE;
-
- /* Save the screen */
- Term_save();
-
- if (spell_num < (batch + 1) * 10)
- {
- mut_max = spell_num - batch * 10;
- }
-
- strnfmt(tmp, 160, "(a-%c, * to list, A-%cto browse, / to rename, - to comment) Select a power: ",
- I2A(mut_max - 1), I2A(mut_max - 1) - 'a' + 'A');
-
- prt(tmp, 0, 0);
-
- if (quick)
- {
- print_spell_batch(batch, mut_max);
- }
-
- while (1)
- {
- /* Get a command */
- which = inkey();
-
- /* Abort */
- if (which == ESCAPE)
- {
- /* No selection */
- ret = NULL;
-
- /* Leave the command loop */
- break;
-
- }
-
- /* List */
- if (which == '*' || which == '?' || which == ' ')
- {
- /* Print power list */
- print_spell_batch(batch, mut_max);
-
- /* Wait for next command */
- continue;
- }
-
- /* Accept default */
- if (which == '\r')
- {
- /* There are no other choices */
- if (mut_max == 1)
- {
- ret = &random_spells[batch * 10];
-
- /* Leave the command loop */
- break;
- }
-
- /* Wait for next command */
- continue;
- }
-
- /* Rename */
- if (which == '/')
- {
- prt("Rename which power: ", 0, 0);
- which = tolower(inkey());
-
- if (isalpha(which) && (A2I(which) <= mut_max))
- {
- strcpy(out_val, random_spells[batch*10 + A2I(which)].name);
- if (get_string("Name this power: ", out_val, 29))
- {
- strcpy(random_spells[batch*10 + A2I(which)].name, out_val);
- }
- prt(tmp, 0, 0);
- }
- else
- {
- bell();
- prt(tmp, 0, 0);
- }
-
- /* Wait for next command */
- continue;
- }
-
- /* Comment */
- if (which == '-')
- {
- prt("Comment which power: ", 0, 0);
- which = tolower(inkey());
-
- if (isalpha(which) && (A2I(which) <= mut_max))
- {
- strcpy(out_val, random_spells[batch*10 + A2I(which)].desc);
- if (get_string("Comment this power: ", out_val, 29))
- {
- strcpy(random_spells[batch*10 + A2I(which)].desc, out_val);
- }
- prt(tmp, 0, 0);
- }
- else
- {
- bell();
- prt(tmp, 0, 0);
- }
-
- /* Wait for next command */
- continue;
- }
-
- if (isalpha(which) && isupper(which))
- {
- which = tolower(which);
- c_prt(TERM_L_BLUE, format("%s : %s", random_spells[batch*10 + A2I(which)].name, random_spells[batch*10 + A2I(which)].desc), 0, 0);
- inkey();
- prt(tmp, 0, 0);
- continue;
- }
- else if (isalpha(which) && (A2I(which) < mut_max))
- {
- /* Pick the power */
- ret = &random_spells[batch * 10 + A2I(which)];
-
- /* Leave the command loop */
- break;
- }
- else
- {
- bell();
- }
- }
-
- /* Restore the screen */
- Term_load();
-
- /* Leave "icky" mode */
- character_icky = FALSE;
-
- /* Return selection */
- return (ret);
-}
-
-
-/*
- * Pick a random spell from a menu
- */
-random_spell* select_spell(bool_ quick)
-{
- char tmp[160];
-
- char which;
-
- int batch_max = (spell_num - 1) / 10;
-
- random_spell *ret;
-
-
- /* Too confused */
- if (p_ptr->confused)
- {
- msg_print("You can't use your powers while confused!");
- return NULL;
- }
-
- /* No spells available */
- if (spell_num == 0)
- {
- msg_print("There are no spells you can cast.");
- return NULL;
- }
-
- /* Enter "icky" mode */
- character_icky = TRUE;
-
- /* Save the screen */
- Term_save();
-
- strnfmt(tmp, 160, "(a-%c) Select batch of powers: ", I2A(batch_max));
-
- prt(tmp, 0, 0);
-
- while (1)
- {
- which = inkey();
-
- if (which == ESCAPE)
- {
- ret = NULL;
-
- break;
- }
-
- if (which == '\r')
- {
- if (batch_max == 0)
- {
- ret = select_spell_from_batch(0, quick);
-
- break;
- }
-
- continue;
- }
-
- which = tolower(which);
- if (isalpha(which) && (A2I(which) <= batch_max))
- {
- ret = select_spell_from_batch(A2I(which), quick);
-
- break;
- }
- else
- {
- bell();
- }
- }
-
- /* Restore the screen */
- Term_load();
-
- /* Leave "icky" mode */
- character_icky = FALSE;
-
- return (ret);
-}
-
-
-void do_cmd_powermage(void)
-{
- random_spell *s_ptr;
-
- u32b proj_flags;
-
- int dir, chance;
-
- int ty = 0, tx = 0;
-
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
-
- s_ptr = select_spell(FALSE);
-
- if (s_ptr == NULL) return;
-
- if (p_ptr->csp < s_ptr->mana)
- {
- msg_print("You do not have enough mana.");
- return;
- }
-
- /* Spell failure chance */
- chance = spell_chance_random(s_ptr);
-
- /* Failed spell */
- if (rand_int(100) < chance)
- {
- int insanity = (p_ptr->msane - p_ptr->csane) * 100 / p_ptr->msane;
- char sfail[80];
-
- /* Flush input if told so */
- if (flush_failure) flush();
-
- /* Insane players can see something strange */
- if (rand_int(100) < insanity)
- {
- get_rnd_line("sfail.txt", sfail);
- msg_format("A cloud of %s appears above you.", sfail);
- }
-
- /* Normal failure messages */
- else
- {
- msg_print("You failed to get the spell off!");
- }
-
- sound(SOUND_FAIL);
-
- /* Let time pass */
- if (is_magestaff()) energy_use = 80;
- else energy_use = 100;
-
- /* Mana is spent anyway */
- p_ptr->csp -= s_ptr->mana;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-
- return;
- }
-
-
- p_ptr->csp -= s_ptr->mana;
-
- s_ptr->untried = FALSE;
- proj_flags = s_ptr->proj_flags;
-
- /* Hack -- Spell needs a target */
- if ((s_ptr->proj_flags & PROJECT_BEAM) ||
- (s_ptr->proj_flags & PROJECT_STOP))
- {
- if (!get_aim_dir(&dir)) return;
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
-
- /* Mega-Hack -- Beam spells should continue through
- * the target; bolt spells should stop at the
- * target. --dsb */
- if (s_ptr->proj_flags & PROJECT_BEAM)
- proj_flags |= PROJECT_THRU;
- }
- else
- {
- /* Use the given direction */
- ty = p_ptr->py + ddy[dir];
- tx = p_ptr->px + ddx[dir];
-
- /* Mega-Hack -- Both beam and bolt spells should
- * continue through this fake target. --dsb */
- proj_flags |= PROJECT_THRU;
- }
- }
-
- if (s_ptr->proj_flags & PROJECT_BLAST)
- {
- ty = p_ptr->py;
- tx = p_ptr->px;
- }
-
- if (s_ptr->proj_flags & PROJECT_VIEWABLE)
- {
- project_hack(s_ptr->GF, damroll(s_ptr->dam_dice, s_ptr->dam_sides));
- }
- else if (s_ptr->proj_flags & PROJECT_METEOR_SHOWER)
- {
- project_meteor(s_ptr->radius, s_ptr->GF,
- damroll(s_ptr->dam_dice, s_ptr->dam_sides),
- s_ptr->proj_flags);
- }
- else
- {
- project(0, s_ptr->radius, ty, tx,
- damroll(s_ptr->dam_dice, s_ptr->dam_sides),
- s_ptr->GF, proj_flags);
- }
-
- /* Take a turn */
- if (is_magestaff()) energy_use = 80;
- else energy_use = 100;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-}
-
-
-/*
- * Brand some ammunition. Used by Cubragol and a mage spell. The spell was
- * moved here from cmd6.c where it used to be for Cubragol only. I've also
- * expanded it to do either frost, fire or venom, at random. -GJW -KMW-
- */
-void brand_ammo(int brand_type, int bolts_only)
-{
- int a;
-
- for (a = 0; a < INVEN_PACK; a++)
- {
- object_type *o_ptr = &p_ptr->inventory[a];
-
- if (bolts_only && (o_ptr->tval != TV_BOLT)) continue;
-
- if (!bolts_only && (o_ptr->tval != TV_BOLT) &&
- (o_ptr->tval != TV_ARROW) && (o_ptr->tval != TV_SHOT))
- continue;
-
- if (!artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
- !cursed_p(o_ptr))
- break;
- }
-
- /* Enchant the ammo (or fail) */
- if ((a < INVEN_PACK) && (rand_int(100) < 50))
- {
- object_type *o_ptr = &p_ptr->inventory[a];
- char *ammo_name;
- char *aura_name;
- char msg[48];
- int aura_type, r;
-
- /* fire only */
- if (brand_type == 1) r = 0;
-
- /* cold only */
- else if (brand_type == 2) r = 99;
-
- /* No bias */
- else r = rand_int(100);
-
- if (r < 50)
- {
- aura_name = "fiery";
- aura_type = EGO_FLAME;
- }
- else
- {
- aura_name = "frosty";
- aura_type = EGO_FROST;
- }
-
- if (o_ptr->tval == TV_BOLT)
- {
- ammo_name = "bolts";
- }
- else if (o_ptr->tval == TV_ARROW)
- {
- ammo_name = "arrows";
- }
- else
- {
- ammo_name = "shots";
- }
-
- strnfmt(msg, 48, "Your %s are covered in a %s aura!",
- ammo_name, aura_name);
- msg_print(msg);
-
- o_ptr->name2 = aura_type;
-
- /* Apply the ego */
- apply_magic(o_ptr, dun_level, FALSE, FALSE, FALSE);
- o_ptr->discount = 100;
-
- enchant(o_ptr, rand_int(3) + 4, ENCH_TOHIT | ENCH_TODAM);
- }
- else
- {
- if (flush_failure) flush();
- msg_print("The enchantment failed.");
- }
-}
-
-
-/*
- * From Kamband by Ivan Tkatchev
- */
-void summon_monster(int sumtype)
-{
- /* Take a turn */
- energy_use = 100;
-
- if (p_ptr->inside_arena)
- {
- msg_print("This place seems devoid of life.");
- msg_print(NULL);
- return;
- }
-
- if (summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level + randint(5), sumtype, TRUE))
- {
- msg_print("You summon some help.");
- }
- else
- {
- msg_print("You called, but no help came.");
- }
-}
-
-
-
-/*
- * Use a class power of Possessor
- */
-void do_cmd_possessor()
-{
- char ch, ext;
-
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
-
- while (TRUE)
- {
- if (!get_com("Use your [R]ace powers or your [I]ncarnating powers?", &ch))
- {
- ext = 0;
- break;
- }
- if ((ch == 'R') || (ch == 'r'))
- {
- ext = 1;
- break;
- }
- if ((ch == 'I') || (ch == 'i'))
- {
- ext = 2;
- break;
- }
- }
-
- if (ext == 1)
- {
- bool_ use_great = FALSE;
-
- if (p_ptr->disembodied)
- {
- msg_print("You don't currently own a body to use.");
- return;
- }
-
- /* Do we have access to all the powers ? */
- if (get_skill_scale(SKILL_POSSESSION, 100) >= r_info[p_ptr->body_monster].level)
- use_great = TRUE;
-
- use_symbiotic_power(p_ptr->body_monster, use_great, FALSE, FALSE);
-
- if (p_ptr->csp < 0)
- {
- msg_print("You lose control of your body!");
- if (!do_cmd_leave_body(FALSE))
- {
- cmsg_print(TERM_VIOLET,
- "You are forced back into your body by your cursed items, "
- "you suffer a system shock!");
-
- p_ptr->chp = 1;
-
- /* Display the hitpoints */
- p_ptr->redraw |= (PR_HP);
- }
- }
- }
- else if (ext == 2)
- {
- if (p_ptr->disembodied)
- {
- do_cmd_integrate_body();
- }
- else
- {
- do_cmd_leave_body(TRUE);
- }
- }
- else
- {
- return;
- }
-
- /* Take a turn */
- energy_use = 100;
-}
-
-
-/*
- * Hook to determine if an object is contertible in an arrow/bolt
- */
-static bool_ item_tester_hook_convertible(object_type *o_ptr)
-{
- if ((o_ptr->tval == TV_JUNK) || (o_ptr->tval == TV_SKELETON)) return TRUE;
-
- /* Assume not */
- return (FALSE);
-}
-
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'archer'.
- */
-void do_cmd_archer(void)
-{
- int ext = 0;
- char ch;
-
- object_type forge;
- object_type *q_ptr;
-
- char com[80];
-
-
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- if (p_ptr->blind)
- {
- msg_print("You are blind!");
- return;
- }
-
-
- if (get_skill(SKILL_ARCHERY) >= 20)
- {
- strnfmt(com, 80, "Create [S]hots, [A]rrows or [B]olts? ");
- }
- else if (get_skill(SKILL_ARCHERY) >= 10)
- {
- strnfmt(com, 80, "Create [S]hots or [A]rrows? ");
- }
- else
- {
- strnfmt(com, 80, "Create [S]hots? ");
- }
-
- while (TRUE)
- {
- if (!get_com(com, &ch))
- {
- ext = 0;
- break;
- }
- if ((ch == 'S') || (ch == 's'))
- {
- ext = 1;
- break;
- }
- if (((ch == 'A') || (ch == 'a')) && (get_skill(SKILL_ARCHERY) >= 10))
- {
- ext = 2;
- break;
- }
- if (((ch == 'B') || (ch == 'b')) && (get_skill(SKILL_ARCHERY) >= 20))
- {
- ext = 3;
- break;
- }
- }
-
- /* Prepare for object creation */
- q_ptr = &forge;
-
- /**********Create shots*********/
- if (ext == 1)
- {
- int x, y, dir;
- cave_type *c_ptr;
-
- if (!get_rep_dir(&dir)) return;
- y = p_ptr->py + ddy[dir];
- x = p_ptr->px + ddx[dir];
- c_ptr = &cave[y][x];
- if (c_ptr->feat == FEAT_RUBBLE)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Hack -- Give the player some shots */
- object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(2, dun_level)));
- if (!artifact_p(q_ptr))
- q_ptr->number = (byte)rand_range(15, 30);
- else
- q_ptr->number = 1;
- object_aware(q_ptr);
- object_known(q_ptr);
- q_ptr->ident |= IDENT_MENTAL;
- apply_magic(q_ptr, dun_level, TRUE, TRUE, (magik(20)) ? TRUE : FALSE);
- q_ptr->discount = 90;
- q_ptr->found = OBJ_FOUND_SELFMADE;
-
- (void)inven_carry(q_ptr, FALSE);
-
- msg_print("You make some ammo.");
-
- (void)wall_to_mud(dir);
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
- p_ptr->window |= (PW_OVERHEAD);
- }
- }
-
- /**********Create arrows*********/
- else if (ext == 2)
- {
- int item;
-
- cptr q, s;
-
- item_tester_hook = item_tester_hook_convertible;
-
- /* Get an item */
- q = "Convert which item? ";
- s = "You have no item to convert.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Hack -- Give the player some arrows */
- object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, dun_level) + 1));
- q_ptr->number = (byte)rand_range(15, 25);
- if (!artifact_p(q_ptr))
- q_ptr->number = (byte)rand_range(15, 30);
- else
- q_ptr->number = 1;
- object_aware(q_ptr);
- object_known(q_ptr);
- q_ptr->ident |= IDENT_MENTAL;
- apply_magic(q_ptr, dun_level, TRUE, TRUE, (magik(20)) ? TRUE : FALSE);
- q_ptr->discount = 90;
- q_ptr->found = OBJ_FOUND_SELFMADE;
-
- msg_print("You make some ammo.");
-
- inc_stack_size(item, -1);
-
- (void)inven_carry(q_ptr, FALSE);
- }
-
- /**********Create bolts*********/
- else if (ext == 3)
- {
- int item;
-
- cptr q, s;
-
- item_tester_hook = item_tester_hook_convertible;
-
- /* Get an item */
- q = "Convert which item? ";
- s = "You have no item to convert.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Hack -- Give the player some bolts */
- object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, dun_level) + 1));
- q_ptr->number = (byte)rand_range(15, 25);
- if (!artifact_p(q_ptr))
- q_ptr->number = (byte)rand_range(15, 30);
- else
- q_ptr->number = 1;
- object_aware(q_ptr);
- object_known(q_ptr);
- q_ptr->ident |= IDENT_MENTAL;
- apply_magic(q_ptr, dun_level, TRUE, TRUE, (magik(20)) ? TRUE : FALSE);
- q_ptr->discount = 90;
- q_ptr->found = OBJ_FOUND_SELFMADE;
-
- msg_print("You make some ammo.");
-
- inc_stack_size(item, -1);
-
- (void)inven_carry(q_ptr, FALSE);
- }
-}
-
-/*
- * Control whether shots are allowed to pierce
- */
-void do_cmd_set_piercing(void)
-{
- char ch;
- char com[80];
-
- if ((get_skill(SKILL_BOW) <= 25) && (get_skill(SKILL_XBOW) <= 25) &&
- (get_skill(SKILL_SLING) <= 25))
- {
- msg_print("You can't fire piercing shots yet.");
- return;
- }
-
- strnfmt(com, 80, "Allow shots to pierce? ");
-
- while (TRUE)
- {
- if (!get_com(com, &ch))
- {
- break;
- }
- if ((ch == 'Y') || (ch == 'y'))
- {
- p_ptr->use_piercing_shots = 1;
- msg_print("Piercing shots activated.");
- break;
- }
- if ((ch == 'N') || (ch == 'n'))
- {
- p_ptr->use_piercing_shots = 0;
- msg_print("Piercing shots deactivated.");
- break;
- }
- }
-}
-/*
- * Helper function to describe necro powers
- */
-void necro_info(char *p, int power)
-{
- int plev = get_skill(SKILL_NECROMANCY);
-
- strcpy(p, "");
-
- switch (power)
- {
- case 0:
- {
- if (p_ptr->to_s)
- strnfmt(p, 80, " power %dd%d+%d", 2 + (plev * 2 / 3), 4, (p_ptr->to_s * 2));
- else
- strnfmt(p, 80, " power %dd%d", 2 + (plev * 2 / 3), 4);
- break;
- }
- case 2:
- {
- strnfmt(p, 80, " dur d%d+%d", 100 + (plev * 4), 200 + (plev * 3));
- break;
- }
- case 3:
- {
- strnfmt(p, 80, " dur d%d+%d", 30 + (plev * 2), 50 + plev);
- break;
- }
- }
-}
-
-
-/*
- * Cast a Necromancy spell
- */
-void do_cmd_necromancer(void)
-{
- int n = 0, b = 0;
- int chance;
- int dir;
- int minfail = 0;
- int plev = get_skill(SKILL_NECROMANCY);
- magic_power spell;
- int to_s2 = p_ptr->to_s / 2;
- int mto_s2 = p_ptr->to_s / 2;
-
-
- if (mto_s2 == 0) mto_s2 = 1;
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
- /* not if confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- /* get power */
- if (!get_magic_power(&n, necro_powers, MAX_NECRO_POWERS, necro_info,
- get_skill(SKILL_NECROMANCY), A_CON)) return;
-
- spell = necro_powers[n];
-
- /* Verify "dangerous" spells */
- if (spell.mana_cost > p_ptr->csp)
- {
- /* Warning */
- msg_print("You do not have enough mana to use this power.");
-
- /* Verify */
- if (!get_check("Attempt it anyway? ")) return;
- }
-
- /* Spell failure chance */
- chance = spell.fail;
-
- /* Reduce failure rate by "effective" level adjustment */
- chance -= 3 * (plev - spell.min_lev);
-
- /* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_CON]] - 1);
-
- /* Not enough mana to cast */
- if (spell.mana_cost > p_ptr->csp)
- {
- chance += 5 * (spell.mana_cost - p_ptr->csp);
- }
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[A_CON]];
-
- /* Failure rate */
- chance = clamp_failure_chance(chance, minfail);
-
- /* Failed spell */
- if (rand_int(100) < chance)
- {
- if (flush_failure) flush();
- msg_format("You failed to concentrate hard enough!");
- sound(SOUND_FAIL);
-
- if (randint(100) < (chance / 2))
- {
- /* Backfire */
- b = randint(100);
- if (b < 10)
- {
- msg_print("Oh, no! You become undead!");
-
- p_ptr->necro_extra |= CLASS_UNDEAD;
- p_ptr->necro_extra2 = 2 * plev;
- msg_format("You have to kill %d monster%s to be brought back to life.",
- p_ptr->necro_extra2,
- (p_ptr->necro_extra2 == 1) ? "" : "s");
-
- /* MEGA-HACK !!! */
- calc_hitpoints();
-
- /* Enforce maximum */
- p_ptr->chp = p_ptr->mhp;
- p_ptr->chp_frac = 0;
-
- /* Display the hitpoints */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- }
- else if (b < 40)
- {
- msg_print("Suddenly you feel that you're in a bad situation...");
- summon_specific(p_ptr->py, p_ptr->px, max_dlv[dungeon_type],
- (plev >= 30) ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
- }
- else
- {
- msg_print("Your body is damaged by the horrible forces of the spell!");
- take_hit(damroll(5, plev), "using necromancy unwisely");
- }
- }
- }
- else
- {
- sound(SOUND_ZAP);
-
- /* spell code */
- switch (n)
- {
- /* Horrify */
- case 0:
- {
- int dam = damroll(2 + (plev * 2 / 3), 4) + (p_ptr->to_s * 2);
-
- if (plev > 45)
- {
- project_hack(GF_STUN, dam);
- project_hack(GF_TURN_ALL, dam);
- }
- else if (plev > 35)
- {
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_STUN, dir, dam, 3 + (plev / 10));
- fire_ball(GF_TURN_ALL, dir, dam, 3 + (plev / 10));
- }
- else if (plev > 20)
- {
- if (!get_aim_dir(&dir)) return;
- fire_beam(GF_STUN, dir, dam);
- fire_beam(GF_TURN_ALL, dir, dam);
- }
- else
- {
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_STUN, dir, dam);
- fire_bolt(GF_TURN_ALL, dir, dam);
- }
-
- break;
- }
-
- /* Raise Death */
- case 1:
- {
- fire_ball(GF_RAISE, 0, plev * 3, 1 + to_s2 + (plev / 10));
-
- break;
- }
-
- /* Conjures temporary weapon */
- case 2:
- {
- int dur = randint(100 + (plev * 4)) + 200 + (plev * 3);
- object_type forge, *o_ptr = &forge;
- int k_idx = test_item_name("& Necromantic Teeth~");
-
- k_allow_special[k_idx] = TRUE;
-
- object_prep(o_ptr, k_idx);
- apply_magic(o_ptr, plev * 2, TRUE, TRUE, TRUE);
-
- o_ptr->art_flags5 |= TR5_TEMPORARY;
- o_ptr->timeout = dur;
-
- /* These objects are "storebought" */
- o_ptr->ident |= IDENT_MENTAL;
- o_ptr->number = 1;
-
- object_aware(o_ptr);
- object_known(o_ptr);
- (void)inven_carry(o_ptr, FALSE);
-
- k_allow_special[k_idx] = FALSE;
-
- break;
- }
-
- /* Absorb souls */
- case 3:
- {
- set_absorb_soul(randint(30 + (plev * 2)) + 50 + plev);
- break;
- }
-
- /* Vampirism */
- case 4:
- {
- int i;
- if (!get_aim_dir(&dir)) return;
- for (i = 0; i < 1 + to_s2 + (plev / 15); i++)
- {
- if (drain_life(dir, 100))
- hp_player(100);
- }
-
- break;
- }
-
- /* Death */
- case 5:
- {
- if (get_check("Using the Death word will leave you undead, with 1 DP. Do you *really* want to use it? "))
- {
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_DEATH, dir, 1);
-
- p_ptr->necro_extra |= CLASS_UNDEAD;
- p_ptr->necro_extra2 = plev + (rand_int(plev / 2) - (plev / 4));
- msg_format("You have to kill %d monster%s to be brought back to life.", p_ptr->necro_extra2, (p_ptr->necro_extra2 == 1) ? "" : "s");
-
- /* MEGA-HACK !!! */
- calc_hitpoints();
-
- /* Enforce 1 DP */
- p_ptr->chp = p_ptr->mhp;
- p_ptr->chp_frac = 0;
-
- /* Display the hitpoints */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- }
-
- break;
- }
-
- default:
- {
- msg_print("Zap?");
-
- break;
- }
- }
- }
-
- /* Take a turn */
- if (is_magestaff()) energy_use = 80;
- else energy_use = 100;
-
- /* Sufficient mana */
- if (spell.mana_cost <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= spell.mana_cost;
- }
-
- /* Over-exert the player */
- else
- {
- int oops = spell.mana_cost - p_ptr->csp;
-
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
-
- /* Message */
- msg_print("You faint from the effort!");
-
- /* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1));
-
- /* Damage CON (possibly permanently) */
- if (rand_int(100) < 50)
- {
- bool_ perm = (rand_int(100) < 25);
-
- /* Message */
- msg_print("You have damaged your body!");
-
- /* Reduce constitution */
- (void)dec_stat(A_CON, 15 + randint(10), perm);
- }
- }
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-}
-
-/* Runecrafters -- Move this into variable.c XXX XXX XXX */
-static s32b rune_combine = 0;
-
-/*
- * Hook to determine if an object is "runestone"
- */
-static bool_ item_tester_hook_runestone(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_RUNE2) return (FALSE);
-
- if (o_ptr->sval != RUNE_STONE) return (FALSE);
-
- if (o_ptr->pval != 0) return (FALSE);
-
- /* Assume yes */
- return (TRUE);
-}
-
-
-static bool_ item_tester_hook_runestone_full(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_RUNE2) return (FALSE);
-
- if (o_ptr->sval != RUNE_STONE) return (FALSE);
-
- if (o_ptr->pval == 0) return (FALSE);
-
- /* Assume yes */
- return (TRUE);
-}
-
-
-/*
- * Hook to determine if an object is "rune-able"
- */
-static bool_ item_tester_hook_runeable1(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_RUNE1) return (FALSE);
-
- /* Assume yes */
- return (TRUE);
-}
-
-
-/*
- * Hook to determine if an object is "rune-able"
- */
-static bool_ item_tester_hook_runeable2(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_RUNE2) return (FALSE);
-
- if (o_ptr->sval == RUNE_STONE) return (FALSE);
-
- if (rune_combine & BIT(o_ptr->sval)) return (FALSE);
-
- /* Assume yes */
- return (TRUE);
-}
-
-
-/*
- * math.h(sqrt) is banned of angband so ... :)
- */
-s32b sroot(s32b n)
-{
- s32b i = n / 2;
-
- if (n < 2) return (n);
-
- while (1)
- {
- s32b err = (i - n / (i + 1)) / 2;
-
- if (!err) break;
-
- i -= err;
- }
-
- return ((n / i < i) ? (i - 1) : i);
-}
-
-
-/*
- * Damage formula, for runes
- */
-void rune_calc_power(s32b *power, s32b *powerdiv)
-{
- /* Not too weak power(paranoia) */
- *power = (*power < 1) ? 1 : *power;
- *power += 3;
-
- *power = 37 * sroot(*power) / 10;
-
- /* To reduce the high level power, while increasing the low levels */
- *powerdiv = *power / 3;
- if (*powerdiv < 1) *powerdiv = 1;
-
- /* Use the spell multiplicator */
- *power *= (p_ptr->to_s / 2) ? (p_ptr->to_s / 2) : 1;
-}
-
-
-/*
- * Return percentage chance of runespell failure.
- */
-int spell_chance_rune(rune_spell* spell)
-{
- int chance, minfail;
-
- s32b power = spell->mana, power_rune = 0, powerdiv = 0;
-
-
- if (spell->rune2 & RUNE_POWER_SURGE)
- {
- power_rune += 4;
- }
- if (spell->rune2 & RUNE_ARMAGEDDON)
- {
- power_rune += 3;
- }
- if (spell->rune2 & RUNE_SPHERE)
- {
- power_rune += 2;
- }
- if (spell->rune2 & RUNE_RAY)
- {
- power_rune += 1;
- }
-
- rune_calc_power(&power, &powerdiv);
-
- chance = (5 * power_rune) + (power);
-
- /* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 1);
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[A_DEX]];
-
- /* Return the chance */
- return clamp_failure_chance(chance, minfail);
-}
-
-
-/*
- * Combine the Runes
- */
-int rune_exec(rune_spell *spell, int cost)
-{
- int dir, power_rune = 0, mana_used, plev = get_skill(SKILL_RUNECRAFT);
-
- int chance;
-
- s32b power, powerdiv;
-
- int rad = 0, ty = -1, tx = -1, dam = 0, flg = 0;
-
-
- if (spell->rune2 & RUNE_POWER_SURGE)
- {
- power_rune += 4;
- }
- if (spell->rune2 & RUNE_ARMAGEDDON)
- {
- power_rune += 3;
- }
- if (spell->rune2 & RUNE_SPHERE)
- {
- power_rune += 2;
- }
- if (spell->rune2 & RUNE_RAY)
- {
- power_rune += 1;
- }
-
-
- power = spell->mana;
-
- if (cost && ((power * cost / 100) > p_ptr->csp - (power_rune * (plev / 5))))
- {
- power = p_ptr->csp - (power_rune * (plev / 5));
- mana_used = power + (power_rune * (plev / 5));
- }
- else
- {
- mana_used = (power * cost / 100) + (power_rune * (plev / 5));
- }
-
- rune_calc_power(&power, &powerdiv);
-
- dam = damroll(powerdiv, power);
-
- if (wizard) msg_format("Rune %dd%d = dam %d", powerdiv, power, dam);
-
- /* Extract the base spell failure rate */
- chance = spell_chance_rune(spell);
-
- /* Failure ? */
- if (rand_int(100) < chance)
- {
- int insanity = (p_ptr->msane - p_ptr->csane) * 100 / p_ptr->msane;
- char sfail[80];
-
- /* Flush input if told so */
- if (flush_failure) flush();
-
- /* Insane players can see something strange */
- if (rand_int(100) < insanity)
- {
- get_rnd_line("sfail.txt", sfail);
- msg_format("A cloud of %s appears above you.", sfail);
- }
-
- /* Normal failure messages */
- else
- {
- msg_print("You failed to get the spell off!");
- }
-
- sound(SOUND_FAIL);
-
- if (is_magestaff()) energy_use = 80;
- else energy_use = 100;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
- return (mana_used);
- }
-
- if (spell->rune2 & RUNE_POWER_SURGE)
- {
- flg |= (PROJECT_VIEWABLE);
- ty = p_ptr->py;
- tx = p_ptr->px;
- }
-
- if (spell->rune2 & RUNE_ARMAGEDDON)
- {
- flg |= (PROJECT_THRU);
- flg |= (PROJECT_KILL);
- flg |= (PROJECT_ITEM);
- flg |= (PROJECT_GRID);
- flg |= (PROJECT_METEOR_SHOWER);
- rad = (power / 8 == 0) ? 1 : power / 8;
- rad = (rad > 10) ? 10 : rad;
- ty = p_ptr->py;
- tx = p_ptr->px;
- }
-
- if (spell->rune2 & RUNE_SPHERE)
- {
- flg |= (PROJECT_THRU);
- flg |= (PROJECT_KILL);
- flg |= (PROJECT_ITEM);
- flg |= (PROJECT_GRID);
- rad = (power / 8 == 0) ? 1 : power / 8;
- rad = (rad > 10) ? 10 : rad;
- ty = p_ptr->py;
- tx = p_ptr->px;
- }
-
- if (spell->rune2 & RUNE_RAY)
- {
- flg |= (PROJECT_THRU);
- flg |= (PROJECT_KILL);
- flg |= (PROJECT_BEAM);
- ty = -1;
- tx = -1;
- }
- if (spell->rune2 & RUNE_ARROW)
- {
- flg |= (PROJECT_THRU);
- flg |= (PROJECT_STOP);
- flg |= (PROJECT_KILL);
- ty = -1;
- tx = -1;
- }
- if (spell->rune2 & RUNE_SELF)
- {
- flg |= (PROJECT_THRU);
- flg |= (PROJECT_STOP);
- flg |= (PROJECT_KILL);
- ty = p_ptr->py;
- tx = p_ptr->px;
- unsafe = TRUE;
- }
-
- if ((ty == -1) && (tx == -1))
- {
- if (!get_aim_dir(&dir)) return (mana_used);
-
- /* Use the given direction */
- tx = p_ptr->px + ddx[dir];
- ty = p_ptr->py + ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
- }
-
- if (flg & PROJECT_VIEWABLE)
- {
- project_hack(spell->type, dam);
- }
- else if (flg & PROJECT_METEOR_SHOWER)
- {
- project_meteor(rad, spell->type, dam, flg);
- }
- else project(0, rad, ty, tx, dam, spell->type, flg);
-
- if (unsafe) unsafe = FALSE;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-
- return (mana_used);
-}
-
-
-/*
- * Test if all runes needed at in the player p_ptr->inventory
- */
-bool_ test_runespell(rune_spell *spell)
-{
- int i;
-
- object_type *o_ptr;
-
- bool_ typeok = FALSE;
-
- int rune2 = 0;
-
-
- for (i = 0; i < INVEN_WIELD; i++)
- {
- o_ptr = &p_ptr->inventory[i];
-
- if (!o_ptr->k_idx) continue;
-
- /* Does the rune1(type) match ? */
- if ((o_ptr->tval == TV_RUNE1) && (o_ptr->sval == spell->type))
- {
- typeok = TRUE;
- }
-
- if ((o_ptr->tval == TV_RUNE2) && (o_ptr->sval != RUNE_STONE))
- {
- /* Add it to the list */
- rune2 |= 1 << o_ptr->sval;
- }
- }
-
- /* Need all runes to be present */
- return (typeok && ((rune2 & spell->rune2) == spell->rune2));
-}
-
-
-/*
- * Ask for rune, rune2 and mana
- */
-bool_ get_runespell(rune_spell *spell)
-{
- int item, power_rune = 0, rune2 = 0, plev = get_skill(SKILL_RUNECRAFT);
-
- s32b power;
-
- int type = 0;
-
- object_type *o_ptr;
-
- cptr q, s;
-
- bool_ OK = FALSE;
-
-
- rune_combine = 0;
-
- /* Restrict choices to unused runes */
- item_tester_hook = item_tester_hook_runeable1;
-
- /* Get an item */
- q = "Use which rune? ";
- s = "You have no rune to use.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item */
- o_ptr = get_object(item);
- type = o_ptr->sval;
-
- while (1)
- {
- /* Restrict choices to unused secondary runes */
- item_tester_hook = item_tester_hook_runeable2;
-
- OK = !get_item(&item, q, s, (USE_INVEN | USE_FLOOR));
-
- if (OK) break;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- rune_combine |= 1 << o_ptr->sval;
- rune2 |= 1 << o_ptr->sval;
- }
-
- if (!rune2)
- {
- msg_print("You have not selected a second rune!");
- return (FALSE);
- }
-
- power = get_quantity("Which amount of Mana?",
- p_ptr->csp - (power_rune * (plev / 5)));
- if (power < 1) power = 1;
-
- spell->mana = power;
- spell->type = type;
- spell->rune2 = rune2;
-
- return (TRUE);
-}
-
-
-void do_cmd_rune(void)
-{
- rune_spell spell;
-
-
- /* Require some mana */
- if (p_ptr->csp <= 0)
- {
- msg_print("You have no mana!");
- return;
- }
-
- /* Require lite */
- if (p_ptr->blind || no_lite())
- {
- msg_print("You cannot see!");
- return;
- }
-
- /* Not when confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- if (!get_runespell(&spell)) return;
-
- /* Execute at normal mana cost */
- p_ptr->csp -= rune_exec(&spell, 100);
-
- /* Safety :) */
- if (p_ptr->csp < 0) p_ptr->csp = 0;
-
- /* Take a turn */
- if (is_magestaff()) energy_use = 80;
- else energy_use = 100;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-}
-
-
-/*
- * Print a batch of runespells.
- */
-static void print_runespell_batch(int batch, int max)
-{
- char buff[80];
-
- rune_spell* spell;
-
- int i;
-
- s32b power, powerdiv;
-
- int p, dp;
-
-
- prt(format(" %-30s Fail Mana Power", "Name"), 1, 20);
-
- for (i = 0; i < max; i++)
- {
- spell = &rune_spells[batch * 10 + i];
-
- power = spell->mana;
- rune_calc_power(&power, &powerdiv);
- p = power;
- dp = powerdiv;
-
- strnfmt(buff, 80, " %c) %-30s %4d%% %4d %dd%d ", I2A(i), spell->name,
- spell_chance_rune(spell), spell->mana, dp, p);
-
- prt(buff, 2 + i, 20);
- }
- prt("", 2 + i, 20);
-}
-
-
-
-/*
- * List ten random spells and ask to pick one.
- */
-
-static rune_spell* select_runespell_from_batch(int batch, bool_ quick,
- int *s_idx)
-{
- char tmp[160];
-
- char out_val[30];
-
- char which;
-
- int mut_max = 10;
-
- rune_spell* ret;
-
-
- character_icky = TRUE;
- Term_save();
-
- if (rune_num < (batch + 1) * 10)
- {
- mut_max = rune_num - batch * 10;
- }
-
- strnfmt(tmp, 160, "(a-%c, * to list, / to rename, - to comment) Select a power: ",
- I2A(mut_max - 1));
-
- prt(tmp, 0, 0);
-
- if (quick)
- {
- print_runespell_batch(batch, mut_max);
- }
-
- while (1)
- {
- which = inkey();
-
- if (which == ESCAPE)
- {
- *s_idx = -1;
- ret = NULL;
- break;
- }
- else if ((which == '*') || (which == '?') || (which == ' '))
- {
- print_runespell_batch(batch, mut_max);
- }
- else if ((which == '\r') && (mut_max == 1))
- {
- *s_idx = batch * 10;
- ret = &rune_spells[batch * 10];
- break;
- }
- else if (which == '/')
- {
- prt("Rename which power: ", 0, 0);
- which = tolower(inkey());
-
- if (isalpha(which) && (A2I(which) <= mut_max))
- {
- strcpy(out_val, rune_spells[batch*10 + A2I(which)].name);
- if (get_string("Name this power: ", out_val, 29))
- {
- strcpy(rune_spells[batch*10 + A2I(which)].name, out_val);
- }
- prt(tmp, 0, 0);
- }
- else
- {
- bell();
- prt(tmp, 0, 0);
- }
- }
- else
- {
- which = tolower(which);
- if (isalpha(which) && (A2I(which) < mut_max))
- {
- *s_idx = batch * 10 + A2I(which);
- ret = &rune_spells[batch * 10 + A2I(which)];
- break;
- }
- else
- {
- bell();
- }
- }
- }
-
- Term_load();
- character_icky = FALSE;
-
- return (ret);
-}
-
-
-/*
- * Pick a random spell from a menu
- */
-
-rune_spell* select_runespell(bool_ quick, int *s_idx)
-{
- char tmp[160];
-
- char which;
-
- int batch_max = (rune_num - 1) / 10;
-
- if (rune_num == 0)
- {
- msg_print("There are no runespells you can cast.");
- return (NULL);
- }
-
- character_icky = TRUE;
- Term_save();
-
- strnfmt(tmp, 160, "(a-%c) Select batch of powers: ", I2A(batch_max));
-
- prt(tmp, 0, 0);
-
- while (1)
- {
- which = inkey();
-
- if (which == ESCAPE)
- {
- Term_load();
- character_icky = FALSE;
- return (NULL);
- }
- else if ((which == '\r') && (batch_max == 0))
- {
- Term_load();
- character_icky = FALSE;
- return (select_runespell_from_batch(0, quick, s_idx));
-
- }
- else
- {
- which = tolower(which);
- if (isalpha(which) && (A2I(which) <= batch_max))
- {
- Term_load();
- character_icky = FALSE;
- return (select_runespell_from_batch(A2I(which), quick, s_idx));
- }
- else
- {
- bell();
- }
- }
- }
-}
-
-
-/*
- * Cast a memorized runespell
- * Note that the only limits are antimagic & conf, NOT blind
- */
-void do_cmd_rune_cast()
-{
- rune_spell *s_ptr;
-
- int s_idx;
-
-
- /* Require some mana */
- if (p_ptr->csp <= 0)
- {
- msg_print("You have no mana!");
- return;
- }
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
- /* Not when confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- s_ptr = select_runespell(FALSE, &s_idx);
-
- if (s_ptr == NULL) return;
-
- /* Need the runes */
- if (!test_runespell(s_ptr))
- {
- msg_print("You lack some essential rune(s) for this runespell!");
- return;
- }
-
- /* Execute at normal mana cost */
- p_ptr->csp -= rune_exec(s_ptr, 100);
-
- /* Safety :) */
- if (p_ptr->csp < 0) p_ptr->csp = 0;
-
- /* Take a turn */
- if (is_magestaff()) energy_use = 80;
- else energy_use = 100;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-}
-
-
-/*
- * Cast a runespell from a carved runestone
- */
-void do_cmd_runestone()
-{
- rune_spell s_ptr;
-
- object_type *o_ptr;
-
- cptr q, s;
-
- int item;
-
-
- /* Require some mana */
- if (p_ptr->csp <= 0)
- {
- msg_print("You have no mana!");
- return;
- }
-
- /* Require lite */
- if (p_ptr->blind || no_lite())
- {
- msg_print("You cannot see!");
- return;
- }
-
- /* Not when confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
- /* Restrict choices to unused runes */
- item_tester_hook = item_tester_hook_runestone_full;
-
- /* Get an item */
- q = "Cast from which runestone? ";
- s = "You have no runestone to cast from.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- s_ptr.type = o_ptr->pval;
- s_ptr.rune2 = o_ptr->pval2;
- s_ptr.mana = o_ptr->pval3;
-
- /* Execute less mana */
- p_ptr->csp -= rune_exec(&s_ptr, 75);
-
- /* Safety :) */
- if (p_ptr->csp < 0) p_ptr->csp = 0;
-
- /* Take a turn */
- energy_use = 100;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-}
-
-
-/*
- * Add a runespell to the list
- */
-void do_cmd_rune_add_mem()
-{
- rune_spell s_ptr;
-
- rune_spell *ds_ptr = &rune_spells[rune_num];
-
-
- /* Not when confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
-
- if (rune_num >= MAX_RUNES)
- {
- msg_print("You have already learn the maximun number of runespells!");
- return;
- }
-
- if (!get_runespell(&s_ptr)) return;
-
- ds_ptr->type = s_ptr.type;
- ds_ptr->rune2 = s_ptr.rune2;
- ds_ptr->mana = s_ptr.mana;
- strcpy(ds_ptr->name, "Unnamed Runespell");
-
- get_string("Name this runespell: ", ds_ptr->name, 29);
-
- rune_num++;
-
- /* Take a turn */
- energy_use = 100;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-}
-
-
-/*
- * Carve a runespell onto a Runestone
- */
-void do_cmd_rune_carve()
-{
- rune_spell s_ptr;
-
- object_type *o_ptr;
-
- cptr q, s;
-
- int item, i;
-
- char out_val[80];
-
-
- /* Not when confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- /* Require lite */
- if (p_ptr->blind || no_lite())
- {
- msg_print("You cannot see!");
- return;
- }
-
- if (!get_check("Beware, this will destroy the involved runes, continue?"))
- {
- return;
- }
-
- if (!get_runespell(&s_ptr)) return;
-
- /* Restrict choices to unused runes */
- item_tester_hook = item_tester_hook_runestone;
-
- /* Get an item */
- q = "Use which runestone? ";
- s = "You have no runestone to use.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
- o_ptr->pval = s_ptr.type;
- o_ptr->pval2 = s_ptr.rune2;
- o_ptr->pval3 = s_ptr.mana;
-
- /* Start with nothing */
- strcpy(out_val, "");
-
- /* Use old inscription */
- if (o_ptr->note)
- {
- /* Start with the old inscription */
- strcpy(out_val, quark_str(o_ptr->note));
- }
-
- /* Get a new inscription (possibly empty) */
- if (get_string("Name this runestone: ", out_val, 80))
- {
- /* Save the inscription */
- o_ptr->note = quark_add(out_val);
-
- /* Combine the pack */
- p_ptr->notice |= (PN_COMBINE);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
- }
-
- /* Delete the runes */
- for (i = 0; i < INVEN_WIELD; i++)
- {
- o_ptr = &p_ptr->inventory[i];
-
- if (o_ptr->k_idx)
- {
- bool_ do_del = FALSE;
-
- if ((o_ptr->tval == TV_RUNE1) && (o_ptr->sval == s_ptr.type)) do_del = TRUE;
- if ((o_ptr->tval == TV_RUNE2) && (BIT(o_ptr->sval) & s_ptr.rune2)) do_del = TRUE;
-
- if (do_del)
- {
- inc_stack_size_ex(i, -1, OPTIMIZE, NO_DESCRIBE);
- }
- }
- }
-
- /* Take a turn -- Carving takes a LONG time */
- energy_use = 400;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-}
-
-
-/*
- * Remove a runespell
- */
-void do_cmd_rune_del()
-{
- rune_spell *s_ptr;
-
- int s_idx;
-
- int i;
-
-
- /* Not when confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- s_ptr = select_runespell(FALSE, &s_idx);
-
- if (s_ptr == NULL) return;
-
- /* Delete and move */
- for (i = s_idx + 1; i < rune_num; i++)
- {
- rune_spells[i - 1].type = rune_spells[i].type;
- rune_spells[i - 1].rune2 = rune_spells[i].rune2;
- rune_spells[i - 1].mana = rune_spells[i].mana;
- strcpy(rune_spells[i - 1].name, rune_spells[i].name);
- }
- rune_num--;
-
- /* Take a turn */
- energy_use = 100;
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->redraw |= (PR_MANA);
-}
-
-
-void do_cmd_rune_add()
-{
- int ext = 0;
-
- char ch;
-
-
- /* Select what to do */
- while (TRUE)
- {
- if (!get_com("Add to [M]emory(need runes to cast) or "
- "Carve a [R]unestone(less mana to cast)", &ch))
- {
- ext = 0;
- break;
- }
- if ((ch == 'M') || (ch == 'm'))
- {
- ext = 1;
- break;
- }
- if ((ch == 'R') || (ch == 'r'))
- {
- ext = 2;
- break;
- }
- }
-
- switch (ext)
- {
- /* Create a Spell in memory */
- case 1:
- {
- do_cmd_rune_add_mem();
- break;
- }
-
- /* Carve a Runestone */
- case 2:
- {
- do_cmd_rune_carve();
- break;
- }
- }
-}
-
-
-void do_cmd_runecrafter()
-{
- int ext = 0;
-
- char ch;
-
-
- /* Select what to do */
- while (TRUE)
- {
- if (!get_com("Rune Spell:[C]reate, [D]elete, C[a]st, D[i]rectly Cast "
- "or Use [R]unestone", &ch))
- {
- ext = 0;
- break;
- }
- if ((ch == 'C') || (ch == 'c'))
- {
- ext = 1;
- break;
- }
- if ((ch == 'D') || (ch == 'd'))
- {
- ext = 2;
- break;
- }
- if ((ch == 'A') || (ch == 'a'))
- {
- ext = 3;
- break;
- }
- if ((ch == 'I') || (ch == 'i'))
- {
- ext = 4;
- break;
- }
- if ((ch == 'R') || (ch == 'r'))
- {
- ext = 5;
- break;
- }
- }
-
- switch (ext)
- {
- /* Create a Spell */
- case 1:
- {
- do_cmd_rune_add();
- break;
- }
-
- /* Delete a Spell */
- case 2:
- {
- do_cmd_rune_del();
- break;
- }
-
- /* Cast a Spell */
- case 3:
- {
- do_cmd_rune_cast();
- break;
- }
-
- /* Directly Cast a Spell */
- case 4:
- {
- do_cmd_rune();
- break;
- }
-
- /* Cast a Runestone */
- case 5:
- {
- do_cmd_runestone();
- break;
- }
- }
-}
-
-
-void do_cmd_unbeliever_antimagic()
-{
- if (get_skill(SKILL_ANTIMAGIC) < 20)
- {
- msg_print("You must have at least a level 20 antimagic skill "
- "to be able to disrupt the magic continuum.");
- return;
- }
-
- if (p_ptr->antimagic_extra & CLASS_ANTIMAGIC)
- {
- p_ptr->antimagic_extra &= ~CLASS_ANTIMAGIC;
- msg_print("You stop disrupting the magic continuum.");
- }
- else
- {
- p_ptr->antimagic_extra |= CLASS_ANTIMAGIC;
- msg_print("You start disrupting the magic continuum.");
- }
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-}
-
-
-/*
- * Detect traps + kill traps
- */
-void do_cmd_unbeliever()
-{
- int ext = 0;
-
- char ch;
-
-
- /* Select what to do */
- while (TRUE)
- {
- if (!get_com("Disrupt [C]ontinuum or [D]etect Traps", &ch))
- {
- ext = 0;
- break;
- }
- if ((ch == 'C') || (ch == 'c'))
- {
- ext = 1;
- break;
- }
- if ((ch == 'D') || (ch == 'd'))
- {
- ext = 2;
- break;
- }
- }
-
- switch (ext)
- {
- /* Disrupt Continuum */
- case 1:
- {
- do_cmd_unbeliever_antimagic();
- break;
- }
-
- /* Detect Traps */
- case 2:
- {
- s16b skill = get_skill(SKILL_ANTIMAGIC);
-
- if (skill < 25)
- {
- msg_print("You cannot use your detection abilities yet.");
- break;
- }
-
- detect_traps(DEFAULT_RADIUS);
-
- if (skill >= 35) destroy_doors_touch();
-
- break;
- }
- }
-}
-
-/*
- * Hook to determine if an object is totemable
- */
-static bool_ item_tester_hook_totemable(object_type *o_ptr)
-{
- /* Only full corpse */
- if ((o_ptr->tval == TV_CORPSE) &&
- ((o_ptr->sval == SV_CORPSE_CORPSE) || (o_ptr->sval == SV_CORPSE_SKELETON)))
- {
- return (TRUE);
- }
-
- /* Assume not */
- return (FALSE);
-}
-
-
-/*
- * Summoners
- */
-void do_cmd_summoner_extract()
-{
- object_type *o_ptr, forge, *q_ptr;
-
- cptr q, s;
-
- int item, r;
-
- bool_ partial;
-
-
- /* Not when confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- /* Require lite */
- if (p_ptr->blind || no_lite())
- {
- msg_print("You cannot see!");
- return;
- }
-
- item_tester_hook = item_tester_hook_totemable;
-
- /* Get an item */
- q = "Use which corpse? ";
- s = "You have no corpse to use.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item */
- o_ptr = get_object(item);
-
-
- if (r_info[o_ptr->pval2].flags1 & RF1_UNIQUE)
- {
- partial = FALSE;
- }
- else
- {
- partial = get_check("Do you want to create a partial totem?");
- }
-
- r = o_ptr->pval2;
-
- inc_stack_size(item, -1);
-
- if (magik(r_info[o_ptr->pval2].level - get_skill(SKILL_SUMMON)))
- {
- msg_print("You failed to extract a totem.");
- energy_use += 100;
- return;
- }
-
- /* Prepare for object creation */
- q_ptr = &forge;
-
- /* Create the object */
- object_prep(q_ptr, lookup_kind(TV_TOTEM, partial ? 1 : 2));
- q_ptr->pval = r;
- q_ptr->pval2 = 0;
- q_ptr->number = 1;
- q_ptr->found = OBJ_FOUND_SELFMADE;
- object_aware(q_ptr);
- object_known(q_ptr);
- q_ptr->ident |= IDENT_MENTAL;
- (void)inven_carry(q_ptr, FALSE);
-
- msg_print("You extract a totem from the dead corpse.");
- energy_use += 100;
-}
-
-
-void summon_true(int r_idx, int item)
-{
- int i, status, x = 1, y = 1, rx, ry = 0, chance;
-
- bool_ used;
-
- monster_race *r_ptr = &r_info[r_idx];
-
-
- /* Uniques are less likely to be nice */
- if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Because it's unique, it will always be destroyed */
- used = TRUE;
-
- /* About twice as hard as non-uniques */
- chance = (get_skill(SKILL_SUMMON) * 70 / (r_ptr->level + 1));
-
- if (magik(chance))
- {
- status = MSTATUS_PET;
- }
- else
- {
- status = MSTATUS_ENEMY;
- }
- }
-
- /* Non-uniques are easier to handle */
- else
- {
- if (get_skill(SKILL_SUMMON) == 0)
- {
- used = TRUE;
- }
- else
- {
- /* It can be used multiple times */
- used = FALSE;
-
- /* But it is not 100% sure (note: skill > 0) */
- chance = (r_ptr->level * 25 / get_skill(SKILL_SUMMON));
- if (magik(chance)) used = TRUE;
- }
-
- chance = (get_skill(SKILL_SUMMON) * 130 / (r_ptr->level + 1));
-
- if (magik(chance))
- {
- status = MSTATUS_PET;
- }
- else
- {
- status = MSTATUS_ENEMY;
- }
- }
-
- /* Find a grid where the monster is summoned */
- for (i = 0; i < 40; i++)
- {
- rx = (rand_int(8) - 4) + p_ptr->px;
- ry = (rand_int(8) - 4) + p_ptr->py;
- if (in_bounds(ry, rx) && cave_empty_bold(ry, rx))
- {
- x = rx;
- y = ry;
- break;
- }
- }
-
- /* No room found */
- if (i == 40)
- {
- msg_print("The summoning fails due to lack of room.");
- return;
- }
-
- /* Summon the monster */
- bypass_r_ptr_max_num = TRUE;
- if (!(i = place_monster_one (y, x, r_idx, 0, 0, status)))
- {
- msg_print("The summoning fails.");
- }
- else
- {
- m_list[i].status = status;
- m_list[i].mflag |= MFLAG_NO_DROP;
- }
- bypass_r_ptr_max_num = FALSE;
-
- /* Destroy the totem if the used flag is set */
- if (used)
- {
- /* Eliminate the totem */
- inc_stack_size(item, -1);
- }
-
- /* Done */
- return;
-}
-
-
-void do_cmd_summoner_summon()
-{
- int item, x = 1, y = 1, rx, ry, m_idx = 0, i;
-
- cptr q, s;
-
- object_type *o_ptr;
-
- monster_type *m_ptr;
-
-
- /* Which Totem? */
- item_tester_tval = TV_TOTEM;
-
- q = "Summon from which Totem?";
- s = "There are no totems to summon from!";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Access the item */
- o_ptr = get_object(item);
-
- /* Take a turn */
- energy_use = 100;
-
- /* True Totems have their own function. */
- if (o_ptr->sval == 2)
- {
- summon_true(o_ptr->pval, item);
- return;
- }
-
- /* Handle partial totems */
-
- /* Find a grid where the monster is summoned */
- for (i = 0; i < 40; i++)
- {
- rx = (rand_int(8) - 4) + p_ptr->px;
- ry = (rand_int(8) - 4) + p_ptr->py;
- if (in_bounds(ry, rx) && cave_empty_bold(ry, rx))
- {
- x = rx;
- y = ry;
- break;
- }
- }
-
- /* No room found */
- if (i == 40)
- {
- msg_print("The summoning fails due to lack of room.");
- return;
- }
-
- /* Summon the monster */
- bypass_r_ptr_max_num = TRUE;
- place_monster_one_no_drop = TRUE;
- m_idx = place_monster_one(y, x, o_ptr->pval, 0, 0, MSTATUS_PET);
- bypass_r_ptr_max_num = FALSE;
-
- /* Failure. */
- if (!m_idx)
- {
- msg_print("The summoning fails.");
- }
-
- /* Mark the monster as a "partial" ally */
- m_ptr = &m_list[m_idx];
- m_ptr->mflag |= MFLAG_PARTIAL | MFLAG_NO_DROP;
-}
-
-
-void do_cmd_summoner(void)
-{
- int ext = 0;
-
- char ch;
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
- /* not if confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- /* not if blind */
- if (p_ptr->blind || no_lite())
- {
- msg_print("You cannot see!");
- return;
- }
-
- /* Select what to do */
- while (TRUE)
- {
- if (!get_com("[E]xtract a totem, [S]ummon", &ch))
- {
- ext = 0;
- break;
- }
- if ((ch == 'E') || (ch == 'e'))
- {
- ext = 1;
- break;
- }
- if ((ch == 's') || (ch == 'S'))
- {
- ext = 2;
- break;
- }
- }
-
- switch (ext)
- {
- case 1:
- {
- do_cmd_summoner_extract();
- break;
- }
-
- case 2:
- {
- do_cmd_summoner_summon();
- break;
- }
- }
-}
-
-
-/*
- * Fighters may invoke The Rush.
- */
-void do_cmd_blade(void)
-{
- /* Are we already Rushed? */
- if (p_ptr->rush)
- {
- msg_format("You have %d turns of The Rush remaining", p_ptr->rush);
- return;
- }
-
- /* Are you sure? */
- if (!get_check("Are you sure you want to invoke The Rush?")) return;
-
- /* Let's Rush! */
- set_rush(2 + p_ptr->lev / 2 + randint(p_ptr->lev / 2));
-}
-
-
-/*
- * Dodge Chance Feedback.
- */
-void use_ability_blade(void)
-{
- int chance = p_ptr->dodge_chance - ((dun_level * 5) / 6);
-
- if (chance < 0) chance = 0;
- if (wizard)
- {
- msg_format("You have exactly %d chances of dodging a level %d monster.", chance, dun_level);
- }
-
- if (chance < 5)
- {
- msg_format("You have almost no chance of dodging a level %d monster.", dun_level);
- }
- else if (chance < 10)
- {
- msg_format("You have a slight chance of dodging a level %d monster.", dun_level);
- }
- else if (chance < 20)
- {
- msg_format("You have a significant chance of dodging a level %d monster.", dun_level);
- }
- else if (chance < 40)
- {
- msg_format("You have a large chance of dodging a level %d monster.", dun_level);
- }
- else if (chance < 70)
- {
- msg_format("You have a high chance of dodging a level %d monster.", dun_level);
- }
- else
- {
- msg_format("You will usually dodge successfully a level %d monster.", dun_level);
- }
-
- return;
-}
-
-/*
- * Helper function to describe symbiotic powers
- */
-void symbiotic_info(char *p, int power)
-{
- int plev = get_skill(SKILL_SYMBIOTIC);
-
- strcpy(p, "");
-
- switch (power)
- {
- case 2:
- {
- strnfmt(p, 80, " power %d", plev * 3);
- break;
- }
- case 5:
- {
- strnfmt(p, 80, " heal %d%%", 15 + get_skill_scale(SKILL_SYMBIOTIC, 35));
- break;
- }
- }
-}
-
-
-/*
- * Cast a symbiotic spell
- */
-void do_cmd_symbiotic(void)
-{
- int n = 0;
- int chance;
- int minfail = 0;
- int plev = get_skill(SKILL_SYMBIOTIC);
- magic_power spell;
-
- /* Get the carried monster */
- object_type *o_ptr = &p_ptr->inventory[INVEN_CARRY];
-
- /* No magic */
- if (p_ptr->antimagic)
- {
- msg_print("Your anti-magic field disrupts any magic attempts.");
- return;
- }
-
- /* No magic */
- if (p_ptr->anti_magic)
- {
- msg_print("Your anti-magic shell disrupts any magic attempts.");
- return;
- }
-
- /* not if confused */
- if (p_ptr->confused)
- {
- msg_print("You are too confused!");
- return;
- }
-
- /* get power */
- if (!get_magic_power(&n, symbiotic_powers, MAX_SYMBIOTIC_POWERS, symbiotic_info,
- get_skill(SKILL_SYMBIOTIC), A_INT)) return;
-
- spell = symbiotic_powers[n];
-
- /* Verify "dangerous" spells */
- if (spell.mana_cost > p_ptr->csp)
- {
- /* Warning */
- msg_print("You do not have enough mana to use this power.");
-
- /* Verify */
- if (!get_check("Attempt it anyway? ")) return;
- }
-
- /* Spell failure chance */
- chance = spell.fail;
-
- /* Reduce failure rate by "effective" level adjustment */
- chance -= 3 * (plev - spell.min_lev);
-
- /* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);
-
- /* Not enough mana to cast */
- if (spell.mana_cost > p_ptr->csp)
- {
- chance += 5 * (spell.mana_cost - p_ptr->csp);
- }
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];
-
- /* Failure rate */
- chance = clamp_failure_chance(chance, minfail);
-
- /* Failed spell */
- if (rand_int(100) < chance)
- {
- if (flush_failure) flush();
- msg_format("You failed to concentrate hard enough!");
- sound(SOUND_FAIL);
- }
- else
- {
- sound(SOUND_ZAP);
-
- /* spell code */
- switch (n)
- {
- case 0:
- {
- int dir, x, y;
- cave_type *c_ptr;
- monster_type *m_ptr;
- monster_race *r_ptr;
- object_type *q_ptr;
- object_type forge;
-
- msg_print("Hypnotise which pet?");
- if (!get_rep_dir(&dir)) return;
- y = p_ptr->py + ddy[dir];
- x = p_ptr->px + ddx[dir];
- c_ptr = &cave[y][x];
- if (c_ptr->m_idx)
- {
- m_ptr = &m_list[c_ptr->m_idx];
- r_ptr = race_inf(m_ptr);
-
- if (!(r_ptr->flags1 & RF1_NEVER_MOVE))
- {
- msg_print("You can only hypnotise monsters that cannot move.");
- }
- else if (m_ptr->status < MSTATUS_PET)
- {
- msg_print("You can only hypnotise pets and companions.");
- }
- else if (r_ptr->flags9 & RF9_SPECIAL_GENE)
- {
- msg_print("You cannot hypnotise this monster.");
- }
- else
- {
- /* TODO fix this hack hack hack hackity hack with ToME 3 flags */
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_HYPNOS, 1));
- q_ptr->number = 1;
- q_ptr->pval = m_ptr->r_idx;
- q_ptr->pval2 = m_ptr->hp;
- q_ptr->pval3 = m_ptr->maxhp;
- /* overflow alert */
- q_ptr->exp = m_ptr->exp;
- q_ptr->elevel = m_ptr->level;
- object_aware(q_ptr);
- object_known(q_ptr);
-
- q_ptr->ident |= IDENT_STOREB;
-
- drop_near(q_ptr, 0, y, x);
-
- delete_monster(y, x);
- health_who = 0;
- }
- }
- else
- {
- msg_print("There is no pet here !");
- }
-
- break;
- }
-
- case 1:
- {
- monster_type *m_ptr;
- int m_idx;
- int item, x, y, d;
- object_type *o_ptr;
-
- cptr q, s;
-
- /* Restrict choices to monsters */
- item_tester_tval = TV_HYPNOS;
-
- /* Get an item */
- q = "Awaken which monster? ";
- s = "You have no monster to awaken.";
- if (!get_item(&item, q, s, (USE_FLOOR))) return;
-
- o_ptr = &o_list[0 - item];
-
- d = 2;
- while (d < 100)
- {
- scatter(&y, &x, p_ptr->py, p_ptr->px, d);
-
- if (cave_floor_bold(y, x) && (!cave[y][x].m_idx)) break;
-
- d++;
- }
-
- if (d >= 100) return;
-
- if ((m_idx = place_monster_one(y, x, o_ptr->pval, 0, FALSE, MSTATUS_PET)) == 0) return;
-
- /* TODO fix this hack hack hack hackity hack with ToME 3 flags */
- /* Have to be careful here; releasing the symbiote into a
- * dungeon with leveled monsters will level the symbiote
- * before we can get hold of it. We'll be nice and use the
- * larger of the saved exp and the exp that the newly-generated
- * monster starts with. */
- m_ptr = &m_list[m_idx];
- if (m_ptr->exp < o_ptr->exp)
- {
- m_ptr->exp = o_ptr->exp;
- monster_check_experience(m_idx, TRUE);
- if (m_ptr->level != o_ptr->elevel)
- cmsg_format(TERM_VIOLET, "ERROR: level-%d HYPNOS becomes level-%d symbiote", o_ptr->elevel, m_ptr->level);
- }
- m_ptr->hp = o_ptr->pval2;
- m_ptr->maxhp = o_ptr->pval3;
-
- floor_item_increase(0 - item, -1);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- break;
- }
-
- /* Charm */
- case 2:
- {
- int dir;
-
- if (!get_aim_dir(&dir)) return;
-
- fire_bolt(GF_CHARM_UNMOVING, dir, plev * 3);
-
- break;
- }
-
- /* Life Share */
- case 3:
- {
- s32b percent1, percent2;
-
- if (!o_ptr->k_idx)
- {
- msg_print("You are not in symbiosis.");
- break;
- }
-
- percent1 = p_ptr->chp;
- percent1 = (percent1 * 100) / p_ptr->mhp;
-
- percent2 = o_ptr->pval2;
- percent2 = (percent2 * 100) / o_ptr->pval3;
-
- /* Now get the average */
- percent1 = (percent1 + percent2) / 2;
-
- /* And set the hp of monster & player to it */
- p_ptr->chp = (percent1 * p_ptr->mhp) / 100;
- o_ptr->pval2 = (percent1 * o_ptr->pval3) / 100;
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Display the monster hitpoints */
- p_ptr->redraw |= (PR_MH);
-
- break;
- }
-
- /* Minor Symbiotic Powers */
- case 4:
- {
- if (!o_ptr->k_idx)
- {
- msg_print("You are not in symbiosis.");
- break;
- }
-
- if (0 > use_symbiotic_power(o_ptr->pval, FALSE, FALSE, TRUE))
- return;
-
- break;
- }
-
- /* Heal Symbiote */
- case 5:
- {
- int hp;
-
- if (!o_ptr->k_idx)
- {
- msg_print("You are not in symbiosis.");
- break;
- }
-
- hp = o_ptr->pval3 * (15 + get_skill_scale(SKILL_SYMBIOTIC, 35)) / 100;
- o_ptr->pval2 += hp;
- if (o_ptr->pval2 > o_ptr->pval3) o_ptr->pval2 = o_ptr->pval3;
-
- msg_format("%s is healed.", symbiote_name(TRUE));
-
- /* Display the monster hitpoints */
- p_ptr->redraw |= (PR_MH);
-
- break;
- }
-
-
- /* Major Symbiotic Powers */
- case 6:
- {
- if (!o_ptr->k_idx)
- {
- msg_print("You are not in symbiosis.");
- break;
- }
-
- if(0 > use_symbiotic_power(o_ptr->pval, TRUE, FALSE, TRUE))
- return;
-
- break;
- }
-
- /* Summon never-moving pet */
- case 7:
- {
- summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_MINE, FALSE);
-
- break;
- }
-
- /* Force Symbiosis */
- case 8:
- {
- int y, x;
- cave_type *c_ptr;
- monster_type *m_ptr;
-
- if (!tgt_pt(&x, &y)) return;
-
- c_ptr = &cave[y][x];
-
- if (!c_ptr->m_idx) break;
-
- m_ptr = &m_list[c_ptr->m_idx];
- use_symbiotic_power(m_ptr->r_idx, TRUE, FALSE, TRUE);
-
- break;
- }
-
-
- default:
- {
- msg_print("Zap?");
-
- break;
- }
- }
- }
-
- /* Take a turn */
- energy_use = 100;
-
- /* Sufficient mana */
- if (spell.mana_cost <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= spell.mana_cost;
- }
-
- /* Over-exert the player */
- else
- {
- int oops = spell.mana_cost - p_ptr->csp;
-
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
-
- /* Message */
- msg_print("You faint from the effort!");
-
- /* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1));
-
- /* Damage CON (possibly permanently) */
- if (rand_int(100) < 50)
- {
- bool_ perm = (rand_int(100) < 25);
-
- /* Message */
- msg_print("You have damaged your body!");
-
- /* Reduce constitution */
- (void)dec_stat(A_CHR, 15 + randint(10), perm);
- }
- }
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-}
-
-/*
- * Boulder creation .. sorry :)
- */
-void do_cmd_create_boulder()
-{
- int x, y, dir;
- cave_type *c_ptr;
-
- if (!get_rep_dir(&dir)) return;
- y = p_ptr->py + ddy[dir];
- x = p_ptr->px + ddx[dir];
- c_ptr = &cave[y][x];
-
- /* Granite -- How about other wall types? */
- if (((c_ptr->feat >= FEAT_WALL_EXTRA) && (c_ptr->feat <= FEAT_WALL_SOLID)) ||
- ((c_ptr->feat >= FEAT_MAGMA_H) && (c_ptr->feat <= FEAT_QUARTZ_K)) ||
- ((c_ptr->feat == FEAT_MAGMA) ||
- (c_ptr->feat == FEAT_QUARTZ)))
- {
- object_type forge;
- object_type *q_ptr;
-
- (void)wall_to_mud(dir);
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Hack -- Give the player some shots */
- object_prep(q_ptr, lookup_kind(TV_JUNK, SV_BOULDER));
- q_ptr->number = (byte)rand_range(2, 5);
- object_aware(q_ptr);
- object_known(q_ptr);
- q_ptr->ident |= IDENT_MENTAL;
- q_ptr->discount = 90;
- q_ptr->found = OBJ_FOUND_SELFMADE;
-
- (void)inven_carry(q_ptr, FALSE);
-
- msg_print("You make some boulders.");
-
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Take a turn */
- energy_use = 100;
- }
-}
-
-/*
- * Clamp failure chance
- */
-extern int clamp_failure_chance(int chance, int minfail)
-{
- if (minfail < 0) minfail = 0;
-
- /* Minimum failure rate */
- if (chance < minfail) chance = minfail;
-
- /* Stunning makes spells harder */
- if (p_ptr->stun > 50) chance += 25;
- else if (p_ptr->stun) chance += 15;
-
- /* Always a 5 percent chance of working */
- if (chance > 95) chance = 95;
-
- return chance;
-}