summaryrefslogtreecommitdiffstats
path: root/stone_soup/crawl-ref/source/it_use2.cc
blob: d03abea16ea705a141e0ac1c2d5264c389252b66 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
/*
 *  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 <stdio.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:
        haste_player( 40 + random2(pow) );
        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;

            did_god_conduct( DID_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())
        {
            snprintf( info, INFO_SIZE, "You feel %s nauseous.",
                        (pot_eff == POT_POISON) ? "slightly" : "quite" );

            mpr(info);
        }
        else
        {
            snprintf( info, INFO_SIZE, "That liquid tasted %s nasty...",
                        (pot_eff == POT_POISON) ? "very" : "extremely" );

            mpr(info);

            poison_player( ((pot_eff == POT_POISON) ? 1 + random2avg(5, 2) 
                                                    : 3 + random2avg(13, 2)) );
        }
        break;

    case POT_SLOWING:
        slow_player( 10 + random2(pow) );
        break;

    case POT_PARALYSIS:
        snprintf( info, INFO_SIZE, "You %s the ability to move!",
                    (you.paralysis) ? "still haven't" : "suddenly lose" );

        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:
        if (you.is_undead)
            mpr( "You feel terrible." );
        else
            rot_player( 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);
        }

        did_god_conduct(DID_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, "the Staff of Wucad Mu" );
                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)
        {
            char str_pass[ ITEMNAME_SIZE ];
            in_name(unw, DESC_CAP_YOUR, str_pass);
            strcpy(info, str_pass);

            switch (brand)
            {
            case SPWPN_SWORD_OF_CEREBOV:
            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, "a distortion effect" );
                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()