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/*
* File: it_use2.cc
* Summary: Functions for using wands, potions, and weapon/armour removal.4\3
* Written by: Linley Henzell
*
* Change History (most recent first):
*
* 26jun2000 jmf added ZAP_MAGMA
* <4> 19mar2000 jmf Added ZAP_BACKLIGHT and ZAP_SLEEP
* <3> 10/1/99 BCR Changed messages for speed and
* made amulet resist slow up speed
* <2> 5/20/99 BWR Fixed bug with RAP_METABOLISM
* and RAP_NOISES artefacts/
* <1> -/--/-- LRH Created
*/
#include "AppHdr.h"
#include "it_use2.h"
#include <string.h>
#include "externs.h"
#include "beam.h"
#include "effects.h"
#include "food.h"
#include "itemname.h"
#include "misc.h"
#include "mutation.h"
#include "player.h"
#include "randart.h"
#include "religion.h"
#include "skills2.h"
#include "spells2.h"
#include "spl-cast.h"
#include "stuff.h"
#include "view.h"
// From an actual potion, pow == 40 -- bwr
bool potion_effect( char pot_eff, int pow )
{
bool effect = true; // current behaviour is all potions id on quaffing
int new_value = 0;
unsigned char i;
if (pow > 150)
pow = 150;
switch (pot_eff)
{
case POT_HEALING:
mpr("You feel better.");
inc_hp(5 + random2(7), false);
// only fix rot when healed to full
if (you.hp == you.hp_max)
{
unrot_hp(1);
set_hp(you.hp_max, false);
}
you.poison = 0;
you.rotting = 0;
you.disease = 0;
you.conf = 0;
break;
case POT_HEAL_WOUNDS:
mpr("You feel much better.");
inc_hp(10 + random2avg(28, 3), false);
// only fix rot when healed to full
if (you.hp == you.hp_max)
{
unrot_hp( 2 + random2avg(5, 2) );
set_hp(you.hp_max, false);
}
break;
case POT_SPEED:
{
bool amu_eff = wearing_amulet( AMU_RESIST_SLOW );
if (amu_eff)
mpr( "Your amulet glows brightly." );
if (you.haste == 0 || you.slow)
mpr( "You feel yourself speed up." );
else if (you.haste > 80 + 20 * amu_eff)
mpr( "You already have as much speed as you can handle." );
else
{
mpr( "You feel as though your hasted speed will last longer." );
contaminate_player(1);
}
if (you.slow)
{
you.slow = 0;
if (you.haste == 0)
you.haste = 20 * amu_eff;
}
else
{
you.haste += 40 + random2(pow);
}
if (you.haste > 80 + 20 * amu_eff)
you.haste = 80 + 20 * amu_eff;
naughty(NAUGHTY_STIMULANTS, 4 + random2(4));
}
break;
case POT_MIGHT:
{
bool were_mighty = (you.might > 0);
if (!were_mighty)
mpr( "You feel very mighty all of a sudden." );
else
{
mpr( "You still feel pretty mighty." );
contaminate_player(1);
}
// conceivable max gain of +184 {dlb}
you.might += 35 + random2(pow);
if (!were_mighty)
modify_stat(STAT_STRENGTH, 5, true);
// files.cc permits values up to 215, but ... {dlb}
if (you.might > 80)
you.might = 80;
naughty(NAUGHTY_STIMULANTS, 4 + random2(4));
}
break;
case POT_GAIN_STRENGTH:
mutate(MUT_STRONG);
break;
case POT_GAIN_DEXTERITY:
mutate(MUT_AGILE);
break;
case POT_GAIN_INTELLIGENCE:
mutate(MUT_CLEVER);
break;
case POT_LEVITATION:
strcpy(info, "You feel");
strcat(info, (!player_is_levitating()) ? " very" : " more");
strcat(info, " buoyant.");
mpr(info);
if (!player_is_levitating())
mpr("You gently float upwards from the floor.");
you.levitation += 25 + random2(pow);
if (you.levitation > 100)
you.levitation = 100;
burden_change();
break;
case POT_POISON:
case POT_STRONG_POISON:
if (player_res_poison())
{
strcpy(info, "You feel ");
strcat(info, (pot_eff == POT_POISON) ? "slightly" : "extremely");
strcat(info, " nauseous.");
}
else
{
strcpy(info, "That liquid tasted ");
strcat(info, (pot_eff == POT_POISON) ? "very" : "extremely");
strcat(info, " nasty...");
poison_player( ((pot_eff == POT_POISON) ? 1 + random2avg(5, 2)
: 3 + random2avg(13, 2)) );
}
mpr(info);
break;
case POT_SLOWING:
if (wearing_amulet(AMU_RESIST_SLOW))
mpr("You feel momentarily lethargic.");
else if (you.slow >= 100)
mpr("You already are as slow as you could be.");
else
{
if (!you.slow)
mpr("You feel yourself slow down.");
else
mpr("You feel as though you will be slow longer.");
you.slow += 10 + random2(pow);
if (you.slow > 100)
you.slow = 100;
}
break;
case POT_PARALYSIS:
strcpy(info, "You ");
strcat(info, (you.paralysis) ? "still haven't" : "suddenly lose");
strcat(info, " the ability to move!");
mpr(info, MSGCH_WARN);
new_value = 2 + random2(6 + you.paralysis);
if (new_value > you.paralysis)
you.paralysis = new_value;
if (you.paralysis > 13)
you.paralysis = 13;
break;
case POT_CONFUSION:
confuse_player( 3 + random2(8) );
break;
case POT_INVISIBILITY:
mpr( (!you.invis) ? "You fade into invisibility!"
: "You feel safely hidden away." );
// now multiple invisiblity casts aren't as good -- bwr
if (!you.invis)
you.invis = 15 + random2(pow);
else
you.invis += random2(pow);
if (you.invis > 100)
you.invis = 100;
break;
// carnivore check here? {dlb}
case POT_PORRIDGE: // oatmeal - always gluggy white/grey?
mpr("That potion was really gluggy!");
lessen_hunger(6000, true);
break;
case POT_DEGENERATION:
mpr("There was something very wrong with that liquid!");
lose_stat(STAT_RANDOM, 1 + random2avg(4, 2));
break;
// Don't generate randomly - should be rare and interesting
case POT_DECAY:
strcpy(info, "You feel ");
strcat(info, (you.is_undead) ? "terrible."
: "your flesh start to rot away!");
mpr(info);
if (!you.is_undead)
you.rotting += 10 + random2(10);
break;
case POT_WATER:
mpr("This tastes like water.");
// we should really separate thirst from hunger {dlb}
// Thirst would just be annoying for the player, the
// 20 points here doesn't represesent real food anyways -- bwr
lessen_hunger(20, true);
break;
case POT_EXPERIENCE:
if (you.experience_level < 27)
{
mpr("You feel more experienced!");
you.experience = 1 + exp_needed( 2 + you.experience_level );
level_change();
}
else
mpr("A flood of memories washes over you.");
break; // I'll let this slip past robe of archmagi
case POT_MAGIC:
mpr( "You feel magical!" );
new_value = 5 + random2avg(19, 2);
// increase intrinsic MP points
if (you.magic_points + new_value > you.max_magic_points)
{
new_value = (you.max_magic_points - you.magic_points)
+ (you.magic_points + new_value - you.max_magic_points) / 4 + 1;
}
inc_mp( new_value, true );
break;
case POT_RESTORE_ABILITIES:
// messaging taken care of within function {dlb}
// not quite true... if no stat's are restore = no message, and
// that's just confusing when trying out random potions (this one
// still auto-identifies so we know what the effect is, but it
// shouldn't require bringing up the descovery screen to do that -- bwr
if (restore_stat(STAT_ALL, false) == false)
mpr( "You feel refreshed." );
break;
case POT_BERSERK_RAGE:
go_berserk(true);
break;
case POT_CURE_MUTATION:
mpr("It has a very clean taste.");
for (i = 0; i < 7; i++)
{
if (random2(10) > i)
delete_mutation(100);
}
break;
case POT_MUTATION:
mpr("You feel extremely strange.");
for (i = 0; i < 3; i++)
{
mutate(100, false);
}
naughty(NAUGHTY_STIMULANTS, 4 + random2(4));
break;
}
return (effect);
} // end potion_effect()
void unwield_item(char unw)
{
you.special_wield = SPWLD_NONE;
you.wield_change = true;
if (you.inv[unw].base_type == OBJ_WEAPONS)
{
if (is_fixed_artefact( you.inv[unw] ))
{
switch (you.inv[unw].special)
{
case SPWPN_SINGING_SWORD:
mpr("The Singing Sword sighs.");
break;
case SPWPN_WRATH_OF_TROG:
mpr("You feel less violent.");
break;
case SPWPN_SCYTHE_OF_CURSES:
case SPWPN_STAFF_OF_OLGREB:
you.inv[unw].plus = 0;
you.inv[unw].plus2 = 0;
break;
case SPWPN_STAFF_OF_WUCAD_MU:
you.inv[unw].plus = 0;
you.inv[unw].plus2 = 0;
miscast_effect(SPTYP_DIVINATION, 9, 90, 100);
break;
default:
break;
}
return;
}
int brand = get_weapon_brand( you.inv[unw] );
if (is_random_artefact( you.inv[unw] ))
unuse_randart(unw);
if (brand != SPWPN_NORMAL)
{
in_name(unw, DESC_CAP_YOUR, str_pass);
strcpy(info, str_pass);
switch (brand)
{
case SPWPN_FLAMING:
strcat(info, " stops flaming.");
mpr(info);
break;
case SPWPN_FREEZING:
case SPWPN_HOLY_WRATH:
strcat(info, " stops glowing.");
mpr(info);
break;
case SPWPN_ELECTROCUTION:
strcat(info, " stops crackling.");
mpr(info);
break;
case SPWPN_VENOM:
strcat(info, " stops dripping with poison.");
mpr(info);
break;
case SPWPN_PROTECTION:
mpr("You feel less protected.");
you.redraw_armour_class = 1;
break;
case SPWPN_VAMPIRICISM:
mpr("You feel the strange hunger wane.");
break;
/* case 8: draining
case 9: speed, 10 slicing etc */
case SPWPN_DISTORTION:
// Removing the translocations skill reduction of effect,
// it might seem sensible, but this brand is supposted
// to be dangerous because it does large bonus damage,
// as well as free teleport other side effects, and
// even with the miscast effects you can rely on the
// occasional spatial bonus to mow down some opponents.
// It's far too powerful without a real risk, especially
// if it's to be allowed as a player spell. -- bwr
// int effect = 9 - random2avg( you.skills[SK_TRANSLOCATIONS] * 2, 2 );
miscast_effect(SPTYP_TRANSLOCATION, 9, 90, 100);
break;
// when more are added here, *must* duplicate unwielding
// effect in vorpalise weapon scroll effect in read_scoll
} // end switch
if (you.duration[DUR_WEAPON_BRAND])
{
you.duration[DUR_WEAPON_BRAND] = 0;
set_item_ego_type( you.inv[unw], OBJ_WEAPONS, SPWPN_NORMAL );
mpr("Your branding evaporates.");
}
} // end if
}
if (player_equip( EQ_STAFF, STAFF_POWER ))
{
// XXX: Ugly hack so that thhis currently works (don't want to
// mess with the fact that currently this function doesn't
// actually unwield the item, but we need it out of the player's
// hand for this to work. -- bwr
int tmp = you.equip[ EQ_WEAPON ];
you.equip[ EQ_WEAPON ] = -1;
calc_mp();
you.equip[ EQ_WEAPON ] = tmp;
}
return;
} // end unwield_item()
// This does *not* call ev_mod!
void unwear_armour(char unw)
{
you.redraw_armour_class = 1;
you.redraw_evasion = 1;
switch (get_armour_ego_type( you.inv[unw] ))
{
case SPARM_RUNNING:
mpr("You feel rather sluggish.");
break;
case SPARM_FIRE_RESISTANCE:
mpr("\"Was it this warm in here before?\"");
break;
case SPARM_COLD_RESISTANCE:
mpr("You catch a bit of a chill.");
break;
case SPARM_POISON_RESISTANCE:
if (!player_res_poison())
mpr("You feel less healthy.");
break;
case SPARM_SEE_INVISIBLE:
if (!player_see_invis())
mpr("You feel less perceptive.");
break;
case SPARM_DARKNESS: // I do not understand this {dlb}
if (you.invis)
you.invis = 1;
break;
case SPARM_STRENGTH:
modify_stat(STAT_STRENGTH, -3, false);
break;
case SPARM_DEXTERITY:
modify_stat(STAT_DEXTERITY, -3, false);
break;
case SPARM_INTELLIGENCE:
modify_stat(STAT_INTELLIGENCE, -3, false);
break;
case SPARM_PONDEROUSNESS:
mpr("That put a bit of spring back into your step.");
// you.speed -= 2;
break;
case SPARM_LEVITATION:
//you.levitation++;
if (you.levitation)
you.levitation = 1;
break;
case SPARM_MAGIC_RESISTANCE:
mpr("You feel less resistant to magic.");
break;
case SPARM_PROTECTION:
mpr("You feel less protected.");
break;
case SPARM_STEALTH:
mpr("You feel less stealthy.");
break;
case SPARM_RESISTANCE:
mpr("You feel hot and cold all over.");
break;
case SPARM_POSITIVE_ENERGY:
mpr("You feel vulnerable.");
break;
case SPARM_ARCHMAGI:
mpr("You feel strangely numb.");
break;
}
if (is_random_artefact( you.inv[unw] ))
unuse_randart(unw);
return;
} // end unwear_armour()
void unuse_randart(unsigned char unw)
{
ASSERT( is_random_artefact( you.inv[unw] ) );
FixedVector< char, RA_PROPERTIES > proprt;
randart_wpn_properties( you.inv[unw], proprt );
if (proprt[RAP_AC])
you.redraw_armour_class = 1;
if (proprt[RAP_EVASION])
you.redraw_evasion = 1;
// modify ability scores
modify_stat( STAT_STRENGTH, -proprt[RAP_STRENGTH], true );
modify_stat( STAT_INTELLIGENCE, -proprt[RAP_INTELLIGENCE], true );
modify_stat( STAT_DEXTERITY, -proprt[RAP_DEXTERITY], true );
if (proprt[RAP_NOISES] != 0)
you.special_wield = SPWLD_NONE;
} // end unuse_randart()
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