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/*
* File: transfor.cc
* Summary: Misc function related to player transformations.
* Written by: Linley Henzell
*
* Change History (most recent first):
*
* <2> 5/26/99 JDJ transform() and untransform() set you.wield_change so
* the weapon line updates.
* <1> -/--/-- LRH Created
*/
#include "AppHdr.h"
#include "transfor.h"
#include <stdio.h>
#include <string.h>
#include "externs.h"
#include "it_use2.h"
#include "itemname.h"
#include "items.h"
#include "misc.h"
#include "player.h"
#include "skills2.h"
#include "stuff.h"
extern unsigned char your_sign; // defined in view.cc
extern unsigned char your_colour; // defined in view.cc
void drop_everything(void);
void extra_hp(int amount_extra);
bool remove_equipment(FixedVector < char, 8 > &remove_stuff)
{
char str_pass[ ITEMNAME_SIZE ];
// if we're removing body armour, the cloak will come off as well -- bwr
if (remove_stuff[EQ_BODY_ARMOUR] == 1 && you.equip[EQ_BODY_ARMOUR] != -1)
remove_stuff[EQ_CLOAK] = 1;
// if we're removing gloves, the weapon will come off as well -- bwr
if (remove_stuff[EQ_GLOVES] == 1 && you.equip[EQ_GLOVES] != -1)
remove_stuff[EQ_WEAPON] = 1;
if (remove_stuff[EQ_WEAPON] == 1 && you.equip[EQ_WEAPON] != -1)
{
unwield_item(you.equip[EQ_WEAPON]);
you.equip[EQ_WEAPON] = -1;
mpr("You are empty-handed.");
you.wield_change = true;
}
for (int i = EQ_CLOAK; i < EQ_LEFT_RING; i++)
{
if (remove_stuff[i] == 0 || you.equip[i] == -1)
continue;
in_name( you.equip[i], DESC_CAP_YOUR, str_pass );
snprintf( info, INFO_SIZE, "%s falls away.", str_pass );
mpr(info);
unwear_armour( you.equip[i] );
you.equip[i] = -1;
}
return true;
} // end remove_equipment()
// Returns true if any piece of equipment that has to be removed is cursed.
// Useful for keeping low level transformations from being too useful.
static bool check_for_cursed_equipment( FixedVector < char, 8 > &remove_stuff )
{
for (int i = EQ_WEAPON; i < EQ_LEFT_RING; i++)
{
if (remove_stuff[i] == 0 || you.equip[i] == -1)
continue;
if (item_cursed( you.inv[ you.equip[i] ] ))
{
mpr( "Your cursed equipment won't allow you to complete the "
"transformation." );
return (true);
}
}
return (false);
} // end check_for_cursed_equipment()
bool transform(int pow, char which_trans)
{
if (you.species == SP_MERFOLK && player_is_swimming()
&& which_trans != TRAN_DRAGON)
{
// This might by overkill, but it's okay because obviously
// whatever magical ability that let's them walk on land is
// removed when they're in water (in this case, their natural
// form is completely over-riding any other... goes well with
// the forced transform when entering water)... but merfolk can
// transform into dragons, because dragons fly. -- bwr
mpr("You cannot transform out of your normal form while in water.");
return (false);
}
// This must occur before the untransform() and the is_undead check.
if (you.attribute[ATTR_TRANSFORMATION] == which_trans)
{
if (you.duration[DUR_TRANSFORMATION] < 100)
{
mpr( "You extend your transformation's duration." );
you.duration[DUR_TRANSFORMATION] += random2(pow);
if (you.duration[DUR_TRANSFORMATION] > 100)
you.duration[DUR_TRANSFORMATION] = 100;
return (true);
}
else
{
mpr( "You cannot extend your transformation any further!" );
return (false);
}
}
if (you.attribute[ATTR_TRANSFORMATION] != TRAN_NONE)
untransform();
if (you.is_undead)
{
mpr("Your unliving flesh cannot be transformed in this way.");
return (false);
}
//jmf: silently discard this enchantment
you.duration[DUR_STONESKIN] = 0;
FixedVector < char, 8 > rem_stuff;
for (int i = EQ_WEAPON; i < EQ_RIGHT_RING; i++)
rem_stuff[i] = 1;
you.redraw_evasion = 1;
you.redraw_armour_class = 1;
you.wield_change = true;
/* Remember, it can still fail in the switch below... */
switch (which_trans)
{
case TRAN_SPIDER: // also AC +3, ev +3, fast_run
if (check_for_cursed_equipment( rem_stuff ))
return (false);
mpr("You turn into a venomous arachnid creature.");
remove_equipment( rem_stuff );
you.attribute[ATTR_TRANSFORMATION] = TRAN_SPIDER;
you.duration[DUR_TRANSFORMATION] = 10 + random2(pow) + random2(pow);
if (you.duration[DUR_TRANSFORMATION] > 60)
you.duration[DUR_TRANSFORMATION] = 60;
modify_stat( STAT_DEXTERITY, 5, true );
your_sign = 's';
your_colour = BROWN;
return (true);
case TRAN_ICE_BEAST: // also AC +3, cold +3, fire -1, pois +1
mpr( "You turn into a creature of crystalline ice." );
rem_stuff[ EQ_CLOAK ] = 0;
remove_equipment( rem_stuff );
you.attribute[ATTR_TRANSFORMATION] = TRAN_ICE_BEAST;
you.duration[DUR_TRANSFORMATION] = 30 + random2(pow) + random2(pow);
if (you.duration[ DUR_TRANSFORMATION ] > 100)
you.duration[ DUR_TRANSFORMATION ] = 100;
extra_hp(12); // must occur after attribute set
if (you.duration[DUR_ICY_ARMOUR])
mpr( "Your new body merges with your icy armour." );
your_sign = 'I';
your_colour = WHITE;
return (true);
case TRAN_BLADE_HANDS:
rem_stuff[EQ_CLOAK] = 0;
rem_stuff[EQ_HELMET] = 0;
rem_stuff[EQ_BOOTS] = 0;
rem_stuff[EQ_BODY_ARMOUR] = 0;
if (check_for_cursed_equipment( rem_stuff ))
return (false);
mpr("Your hands turn into razor-sharp scythe blades.");
remove_equipment( rem_stuff );
you.attribute[ATTR_TRANSFORMATION] = TRAN_BLADE_HANDS;
you.duration[DUR_TRANSFORMATION] = 10 + random2(pow);
if (you.duration[ DUR_TRANSFORMATION ] > 100)
you.duration[ DUR_TRANSFORMATION ] = 100;
return (true);
case TRAN_STATUE: // also AC +20, ev -5, elec +1, pois +1, neg +1, slow
if (you.species == SP_GNOME && coinflip())
mpr( "Look, a garden gnome. How cute!" );
else if (player_genus(GENPC_DWARVEN) && one_chance_in(10))
mpr( "You inwardly fear your resemblance to a lawn ornament." );
else
mpr( "You turn into a living statue of rough stone." );
rem_stuff[ EQ_WEAPON ] = 0; /* can still hold a weapon */
rem_stuff[ EQ_CLOAK ] = 0;
rem_stuff[ EQ_HELMET ] = 0;
rem_stuff[ EQ_BOOTS ] = 0;
// too stiff to make use of shields, gloves, or armour -- bwr
remove_equipment( rem_stuff );
you.attribute[ATTR_TRANSFORMATION] = TRAN_STATUE;
you.duration[DUR_TRANSFORMATION] = 20 + random2(pow) + random2(pow);
if (you.duration[ DUR_TRANSFORMATION ] > 100)
you.duration[ DUR_TRANSFORMATION ] = 100;
modify_stat( STAT_DEXTERITY, -2, true );
modify_stat( STAT_STRENGTH, 2, true );
extra_hp(15); // must occur after attribute set
if (you.duration[DUR_STONEMAIL] || you.duration[DUR_STONESKIN])
mpr( "Your new body merges with your stone armour." );
your_sign = '8';
your_colour = LIGHTGREY;
return (true);
case TRAN_DRAGON: // also AC +10, ev -3, cold -1, fire +2, pois +1, flight
if (you.species == SP_MERFOLK && player_is_swimming())
mpr("You fly out of the water as you turn into a fearsome dragon!");
else
mpr("You turn into a fearsome dragon!");
remove_equipment(rem_stuff);
you.attribute[ATTR_TRANSFORMATION] = TRAN_DRAGON;
you.duration[DUR_TRANSFORMATION] = 20 + random2(pow) + random2(pow);
if (you.duration[ DUR_TRANSFORMATION ] > 100)
you.duration[ DUR_TRANSFORMATION ] = 100;
modify_stat( STAT_STRENGTH, 10, true );
extra_hp(16); // must occur after attribute set
your_sign = 'D';
your_colour = GREEN;
return (true);
case TRAN_LICH:
// also AC +3, cold +1, neg +3, pois +1, is_undead, res magic +50,
// spec_death +1, and drain attack (if empty-handed)
if (you.deaths_door)
{
mpr( "The transformation conflicts with an enchantment "
"already in effect." );
return (false);
}
mpr("Your body is suffused with negative energy!");
// undead cannot regenerate -- bwr
if (you.duration[DUR_REGENERATION])
{
mpr( "You stop regenerating.", MSGCH_DURATION );
you.duration[DUR_REGENERATION] = 0;
}
// silently removed since undead automatically resist poison -- bwr
you.duration[DUR_RESIST_POISON] = 0;
/* no remove_equip */
you.attribute[ATTR_TRANSFORMATION] = TRAN_LICH;
you.duration[DUR_TRANSFORMATION] = 20 + random2(pow) + random2(pow);
if (you.duration[ DUR_TRANSFORMATION ] > 100)
you.duration[ DUR_TRANSFORMATION ] = 100;
modify_stat( STAT_STRENGTH, 3, true );
your_sign = 'L';
your_colour = LIGHTGREY;
you.is_undead = US_UNDEAD;
you.hunger_state = HS_SATIATED; // no hunger effects while transformed
set_redraw_status( REDRAW_HUNGER );
return (true);
case TRAN_AIR:
// also AC 20, ev +20, regen/2, no hunger, fire -2, cold -2, air +2,
// pois +1, spec_earth -1
mpr( "You feel diffuse..." );
remove_equipment(rem_stuff);
drop_everything();
you.attribute[ATTR_TRANSFORMATION] = TRAN_AIR;
you.duration[DUR_TRANSFORMATION] = 35 + random2(pow) + random2(pow);
if (you.duration[ DUR_TRANSFORMATION ] > 150)
you.duration[ DUR_TRANSFORMATION ] = 150;
modify_stat( STAT_DEXTERITY, 8, true );
your_sign = '#';
your_colour = DARKGREY;
return (true);
case TRAN_SERPENT_OF_HELL:
// also AC +10, ev -5, fire +2, pois +1, life +2, slow
mpr( "You transform into a huge demonic serpent!" );
remove_equipment(rem_stuff);
you.attribute[ATTR_TRANSFORMATION] = TRAN_SERPENT_OF_HELL;
you.duration[DUR_TRANSFORMATION] = 20 + random2(pow) + random2(pow);
if (you.duration[ DUR_TRANSFORMATION ] > 120)
you.duration[ DUR_TRANSFORMATION ] = 120;
modify_stat( STAT_STRENGTH, 13, true );
extra_hp(17); // must occur after attribute set
your_sign = 'S';
your_colour = RED;
return (true);
}
return (false);
} // end transform()
void untransform(void)
{
FixedVector < char, 8 > rem_stuff;
for (int i = EQ_WEAPON; i < EQ_RIGHT_RING; i++)
rem_stuff[i] = 0;
you.redraw_evasion = 1;
you.redraw_armour_class = 1;
you.wield_change = true;
your_sign = '@';
your_colour = LIGHTGREY;
// must be unset first or else infinite loops might result -- bwr
const int old_form = you.attribute[ ATTR_TRANSFORMATION ];
you.attribute[ ATTR_TRANSFORMATION ] = TRAN_NONE;
you.duration[ DUR_TRANSFORMATION ] = 0;
switch (old_form)
{
case TRAN_SPIDER:
mpr("Your transformation has ended.", MSGCH_DURATION);
modify_stat( STAT_DEXTERITY, -5, true );
break;
case TRAN_BLADE_HANDS:
mpr( "Your hands revert to their normal proportions.", MSGCH_DURATION );
you.wield_change = true;
break;
case TRAN_STATUE:
mpr( "You revert to your normal fleshy form.", MSGCH_DURATION );
modify_stat( STAT_DEXTERITY, 2, true );
modify_stat( STAT_STRENGTH, -2, true );
// Note: if the core goes down, the combined effect soon disappears,
// but the reverse isn't true. -- bwr
if (you.duration[DUR_STONEMAIL])
you.duration[DUR_STONEMAIL] = 1;
if (you.duration[DUR_STONESKIN])
you.duration[DUR_STONESKIN] = 1;
break;
case TRAN_ICE_BEAST:
mpr( "You warm up again.", MSGCH_DURATION );
// Note: if the core goes down, the combined effect soon disappears,
// but the reverse isn't true. -- bwr
if (you.duration[DUR_ICY_ARMOUR])
you.duration[DUR_ICY_ARMOUR] = 1;
break;
case TRAN_DRAGON:
mpr( "Your transformation has ended.", MSGCH_DURATION );
modify_stat(STAT_STRENGTH, -10, true);
if (!player_is_levitating()
&& (grd[you.x_pos][you.y_pos] == DNGN_LAVA
|| grd[you.x_pos][you.y_pos] == DNGN_DEEP_WATER
|| grd[you.x_pos][you.y_pos] == DNGN_SHALLOW_WATER))
{
if (you.species == SP_MERFOLK
&& grd[you.x_pos][you.y_pos] != DNGN_LAVA)
{
mpr("You dive into the water and return to your normal form.");
merfolk_start_swimming();
}
if (grd[you.x_pos][you.y_pos] != DNGN_SHALLOW_WATER)
fall_into_a_pool( true, grd[you.x_pos][you.y_pos] );
}
break;
case TRAN_LICH:
mpr( "You feel yourself come back to life.", MSGCH_DURATION );
modify_stat(STAT_STRENGTH, -3, true);
you.is_undead = US_ALIVE;
break;
case TRAN_AIR:
mpr( "Your body solidifies.", MSGCH_DURATION );
modify_stat(STAT_DEXTERITY, -8, true);
break;
case TRAN_SERPENT_OF_HELL:
mpr( "Your transformation has ended.", MSGCH_DURATION );
modify_stat(STAT_STRENGTH, -13, true);
break;
}
// If nagas wear boots while transformed, they fall off again afterwards:
// I don't believe this is currently possible, and if it is we
// probably need something better to cover all possibilities. -bwr
if ((you.species == SP_NAGA || you.species == SP_CENTAUR)
&& you.equip[ EQ_BOOTS ] != -1
&& you.inv[ you.equip[EQ_BOOTS] ].plus2 != TBOOT_NAGA_BARDING)
{
rem_stuff[EQ_BOOTS] = 1;
remove_equipment(rem_stuff);
}
calc_hp();
} // end untransform()
// XXX: This whole system is a mess as it still relies on special
// cases to handle a large number of things (see wear_armour()) -- bwr
bool can_equip( char use_which )
{
// if more cases are added to this if must also change in
// item_use for naga barding
if (!player_is_shapechanged())
/* or a transformation which doesn't change overall shape */
{
if (use_which == EQ_BOOTS)
{
switch (you.species)
{
case SP_NAGA:
case SP_CENTAUR:
case SP_KENKU:
return (false);
default:
break;
}
}
else if (use_which == EQ_HELMET)
{
switch (you.species)
{
case SP_MINOTAUR:
case SP_KENKU:
return (false);
default:
break;
}
}
}
if (use_which == EQ_HELMET && you.mutation[MUT_HORNS])
return (false);
if (use_which == EQ_BOOTS && you.mutation[MUT_HOOVES])
return (false);
if (use_which == EQ_GLOVES && you.mutation[MUT_CLAWS] >= 3)
return (false);
switch (you.attribute[ATTR_TRANSFORMATION])
{
case TRAN_NONE:
case TRAN_LICH:
return (true);
case TRAN_BLADE_HANDS:
return (use_which != EQ_WEAPON
&& use_which != EQ_GLOVES
&& use_which != EQ_SHIELD);
case TRAN_STATUE:
return (use_which == EQ_WEAPON
|| use_which == EQ_CLOAK
|| use_which == EQ_HELMET);
case TRAN_ICE_BEAST:
return (use_which == EQ_CLOAK);
default:
return (false);
}
return (true);
} // end can_equip()
void extra_hp(int amount_extra) // must also set in calc_hp
{
calc_hp();
you.hp *= amount_extra;
you.hp /= 10;
deflate_hp(you.hp_max, false);
} // end extra_hp()
void drop_everything(void)
{
int i = 0;
if (inv_count() < 1)
return;
mpr( "You find yourself unable to carry your possessions!" );
for (i = 0; i < ENDOFPACK; i++)
{
if (is_valid_item( you.inv[i] ))
{
copy_item_to_grid( you.inv[i], you.x_pos, you.y_pos );
you.inv[i].quantity = 0;
}
}
return;
} // end drop_everything()
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