server-1.12/types/potion/potion.c

244 lines
9.1 KiB
C

/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2007 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/** @file potion.c
* The implementation of the Potion class of objects.
*/
#include <global.h>
#include <ob_methods.h>
#include <ob_types.h>
#include <sounds.h>
#include <sproto.h>
static method_ret potion_type_apply(ob_methods *context, object *potion,
object *applier, int aflags);
/**
* Initializer for the potion object type.
*/
void init_type_potion(void) {
register_apply(POTION, potion_type_apply);
}
/**
* Handles applying a potion.
* @param context The method context
* @param potion The potion to apply
* @param applier The object attempting to apply the potion
* @param aflags Special flags (always apply/unapply)
* @return METHOD_OK unless failure for some reason.
*/
static method_ret potion_type_apply(ob_methods *context, object *potion,
object *applier, int aflags) {
int got_one = 0, i;
object *force;
if (applier->type == PLAYER) {
if (!QUERY_FLAG(potion, FLAG_IDENTIFIED))
identify(potion);
}
handle_apply_yield(potion);
/* Potion of restoration - only for players */
if (applier->type == PLAYER && (potion->attacktype&AT_DEPLETE)) {
object *depl;
archetype *at;
if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) {
drain_stat(applier);
fix_object(applier);
decrease_ob(potion);
return METHOD_OK;
}
if ((at = find_archetype(ARCH_DEPLETION)) == NULL) {
LOG(llevError, "Could not find archetype depletion\n");
return METHOD_ERROR;
}
depl = present_arch_in_ob(at, applier);
if (depl != NULL
&& (potion->level != 0 && potion->level >= applier->level)) {
for (i = 0; i < NUM_STATS; i++)
if (get_attr_value(&depl->stats, i)) {
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_STAT_GAIN,
restore_msg[i], NULL);
}
remove_ob(depl);
free_object(depl);
fix_object(applier);
}
else
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"You potion had no effect.", NULL);
decrease_ob(potion);
return METHOD_OK;
}
/* improvement potion - only for players */
if (applier->type == PLAYER && potion->attacktype&AT_GODPOWER) {
for (i = 1; i < MIN(11, applier->level); i++) {
if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) {
if (applier->contr->levhp[i] != 1) {
applier->contr->levhp[i] = 1;
break;
}
if (applier->contr->levsp[i] != 1) {
applier->contr->levsp[i] = 1;
break;
}
if (applier->contr->levgrace[i] != 1) {
applier->contr->levgrace[i] = 1;
break;
}
} else {
if (applier->contr->levhp[i] < 9) {
applier->contr->levhp[i] = 9;
break;
}
if (applier->contr->levsp[i] < 6) {
applier->contr->levsp[i] = 6;
break;
}
if (applier->contr->levgrace[i] < 3) {
applier->contr->levgrace[i] = 3;
break;
}
}
}
/* Just makes checking easier */
if (i < MIN(11, applier->level))
got_one = 1;
if (!QUERY_FLAG(potion, FLAG_CURSED) && !QUERY_FLAG(potion, FLAG_DAMNED)) {
if (got_one) {
fix_object(applier);
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"The Gods smile upon you and remake you a little more in their image."
"You feel a little more perfect.", NULL);
} else
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"The potion had no effect - you are already perfect", NULL);
} else { /* cursed potion */
if (got_one) {
fix_object(applier);
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED,
"The Gods are angry and punish you.", NULL);
} else
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED,
"You are fortunate that you are so pathetic.", NULL);
}
decrease_ob(potion);
return METHOD_OK;
}
/* A potion that casts a spell. Healing, restore spellpoint
* (power potion) and heroism all fit into this category.
* Given the spell object code, there is no limit to the number
* of spells that potions can be cast, but direction is
* problematic to try and imbue fireball potions for example.
*/
if (potion->inv) {
if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) {
object *fball;
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED,
"Yech! Your lungs are on fire!", NULL);
/* Explodes a fireball centered at player */
fball = create_archetype(EXPLODING_FIREBALL);
fball->dam_modifier = random_roll(1, applier->level, applier, PREFER_LOW)/5+1;
fball->stats.maxhp = random_roll(1, applier->level, applier, PREFER_LOW)/10+2;
fball->x = applier->x;
fball->y = applier->y;
insert_ob_in_map(fball, applier->map, NULL, 0);
} else if (potion->subtype == POT_THROW) {
/* FIXME: This doesn't really work. We want vials to automatically
* be thrown when the player applies them.
*/
object* skop = find_skill_by_name(applier, skill_names[SK_THROWING]);
if (skop) {
do_throw(applier, applier, potion, applier->direction, skop);
}
} else {
cast_spell(applier, potion, potion->direction, potion->inv, NULL);
}
decrease_ob(potion);
/* if youre dead, no point in doing this... */
if (!QUERY_FLAG(applier, FLAG_REMOVED))
fix_object(applier);
return METHOD_OK;
}
/* Deal with protection potions */
force = NULL;
for (i = 0; i < NROFATTACKS; i++) {
if (potion->resist[i]) {
if (!force)
force = create_archetype(FORCE_NAME);
memcpy(force->resist, potion->resist, sizeof(potion->resist));
force->type = POTION_EFFECT;
break; /* Only need to find one protection since we cappliery entire batch */
}
}
/* This is a protection potion */
if (force) {
/* cursed items last longer */
if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) {
force->stats.food *= 10;
for (i = 0; i < NROFATTACKS; i++)
if (force->resist[i] > 0)
force->resist[i] = -force->resist[i]; /* prot => vuln */
}
force->speed_left = -1;
force = insert_ob_in_ob(force, applier);
CLEAR_FLAG(potion, FLAG_APPLIED);
SET_FLAG(force, FLAG_APPLIED);
change_abil(applier, force);
decrease_ob(potion);
return METHOD_OK;
}
/* Only thing left are the stat potions */
if (applier->type == PLAYER) { /* only for players */
if ((QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED))
&& potion->value != 0)
CLEAR_FLAG(potion, FLAG_APPLIED);
else
SET_FLAG(potion, FLAG_APPLIED);
if (!change_abil(applier, potion))
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"Nothing happened.", NULL);
}
/* CLEAR_FLAG is so that if the character has other potions
* that were grouped with the one consumed, his
* stat will not be raised by them. fix_object just clears
* up all the stats.
*/
CLEAR_FLAG(potion, FLAG_APPLIED);
fix_object(applier);
decrease_ob(potion);
return METHOD_OK;
}