Crossfire Server, Trunk
potion.cpp
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
19 #include "global.h"
20 
21 #include <string.h>
22 
23 #include "ob_methods.h"
24 #include "ob_types.h"
25 #include "sounds.h"
26 #include "sproto.h"
27 
28 static method_ret potion_type_apply(object *potion, object *applier, int aflags);
29 
33 void init_type_potion(void) {
35 }
36 
44 static method_ret potion_type_apply(object *potion, object *applier, int aflags) {
45  int got_one = 0, i;
46  object *force;
47  (void)aflags;
48 
49  if (applier->type == PLAYER) {
50  if (!QUERY_FLAG(potion, FLAG_IDENTIFIED))
51  potion = identify(potion);
52  }
53 
54  play_sound_map(SOUND_TYPE_ITEM, applier, 0, "drink");
55  apply_handle_yield(potion);
56 
57  /* Potion of restoration - only for players */
58  if (applier->type == PLAYER && (potion->attacktype&AT_DEPLETE)) {
59  if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) {
60  drain_stat(applier);
61  fix_object(applier);
63  return METHOD_OK;
64  }
65 
66  if (remove_depletion(applier, potion->level) == 0)
68  "Your potion had no effect.");
69 
71  return METHOD_OK;
72  }
73 
74  /* improvement potion - only for players */
75  if (applier->type == PLAYER && potion->attacktype&AT_GODPOWER) {
76  for (i = 1; i < MIN(11, applier->level); i++) {
77  if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) {
78  if (applier->contr->levhp[i] != 1) {
79  applier->contr->levhp[i] = 1;
80  break;
81  }
82  if (applier->contr->levsp[i] != 1) {
83  applier->contr->levsp[i] = 1;
84  break;
85  }
86  if (applier->contr->levgrace[i] != 1) {
87  applier->contr->levgrace[i] = 1;
88  break;
89  }
90  } else {
91  if (applier->contr->levhp[i] < 9) {
92  applier->contr->levhp[i] = 9;
93  break;
94  }
95  if (applier->contr->levsp[i] < 6) {
96  applier->contr->levsp[i] = 6;
97  break;
98  }
99  if (applier->contr->levgrace[i] < 3) {
100  applier->contr->levgrace[i] = 3;
101  break;
102  }
103  }
104  }
105  /* Just makes checking easier */
106  if (i < MIN(11, applier->level))
107  got_one = 1;
108  if (!QUERY_FLAG(potion, FLAG_CURSED) && !QUERY_FLAG(potion, FLAG_DAMNED)) {
109  if (got_one) {
110  fix_object(applier);
112  "The Gods smile upon you and remake you a little more in their image. "
113  "You feel a little more perfect.");
114  } else
116  "The potion had no effect - you are already perfect");
117  } else { /* cursed potion */
118  if (got_one) {
119  fix_object(applier);
121  "The Gods are angry and punish you.");
122  } else
124  "You are fortunate that you are so pathetic.");
125  }
127  return METHOD_OK;
128  }
129 
130  /* A potion that casts a spell. Healing, restore spellpoint
131  * (power potion) and heroism all fit into this category.
132  * Given the spell object code, there is no limit to the number
133  * of spells that potions can be cast, but direction is
134  * problematic to try and imbue fireball potions for example.
135  */
136  if (potion->inv) {
137  if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) {
138  object *fball;
139 
141  "Yech! Your lungs are on fire!");
142  /* Explodes a fireball centered at player */
144  fball->dam_modifier = random_roll(1, applier->level, applier, PREFER_LOW)/5+1;
145  fball->stats.maxhp = random_roll(1, applier->level, applier, PREFER_LOW)/10+2;
146  object_insert_in_map_at(fball, applier->map, NULL, 0, applier->x, applier->y);
147  } else
148  cast_spell(applier, potion, applier->facing, potion->inv, NULL);
149 
151  /* if youre dead, no point in doing this... */
152  if (!QUERY_FLAG(applier, FLAG_REMOVED))
153  fix_object(applier);
154  return METHOD_OK;
155  }
156 
157  /* Deal with protection potions */
158  force = NULL;
159  for (i = 0; i < NROFATTACKS; i++) {
160  if (potion->resist[i]) {
161  if (!force)
163  memcpy(force->resist, potion->resist, sizeof(potion->resist));
164  force->type = POTION_RESIST_EFFECT;
165  force->speed = MOVE_PER_SECOND;
166  force->duration = 60;
167  break; /* Only need to find one protection since we cappliery entire batch */
168  }
169  }
170  /* This is a protection potion */
171  if (force) {
172  char name[MAX_BUF];
173  int resist = i;
174 
175  /* cursed items last longer */
176  if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) {
177  draw_ext_info_format(NDI_RED|NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "The %s was cursed!", potion->name);
178  force->duration *= 10;
179  for (i = 0; i < NROFATTACKS; i++)
180  if (force->resist[i] > 0)
181  force->resist[i] = -force->resist[i]; /* prot => vuln */
182  }
183  force->speed_left = -1;
184  /* set name for expiry messages */
185  snprintf(name, MAX_BUF, "resistance to %s", change_resist_msg[resist]);
186  free_string(force->name);
187  force->name = add_string(name);
189  force = object_insert_in_ob(force, applier);
190  CLEAR_FLAG(potion, FLAG_APPLIED);
192  change_abil(applier, force);
194 
195  if (potion->other_arch != NULL && applier->map != NULL) {
196  object_insert_in_map_at(arch_to_object(potion->other_arch), applier->map, NULL, INS_ON_TOP, applier->x, applier->y);
197  }
198 
199  return METHOD_OK;
200  }
201 
202  /* Only thing left are the stat potions */
203  if (applier->type == PLAYER) { /* only for players */
204  if ((QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED))
205  && potion->value != 0)
206  CLEAR_FLAG(potion, FLAG_APPLIED);
207  else
208  SET_FLAG(potion, FLAG_APPLIED);
209  if (!change_abil(applier, potion))
211  "Nothing happened.");
212  }
213 
214  /* CLEAR_FLAG is so that if the character has other potions
215  * that were grouped with the one consumed, his
216  * stat will not be raised by them. fix_object just clears
217  * up all the stats.
218  */
219  CLEAR_FLAG(potion, FLAG_APPLIED);
220  fix_object(applier);
222  return METHOD_OK;
223 }
potion_type_apply
static method_ret potion_type_apply(object *potion, object *applier, int aflags)
Definition: potion.cpp:44
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@ PLAYER
Definition: object.h:112
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Definition: living.h:41
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Definition: compat.h:21
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Definition: sounds.cpp:113
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Definition: player.h:187
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POTION_RESIST_EFFECT
@ POTION_RESIST_EFFECT
Definition: object.h:230
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#define NROFATTACKS
Definition: attack.h:17
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Definition: spell_util.cpp:1981
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#define object_decrease_nrof_by_one(xyz)
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@ POTION
Definition: object.h:116
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Definition: spells.h:174
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Definition: shstr.cpp:124
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