Beispiel #1
0
static int
modify_damage(int dmg, string type, object foe, string loc, 
              int prot, int resist, int vuln, int ac, object wpn) 
{
    object env;
    if (!objectp(env = environment())) {
        return 0;
    }
    if (lower_case(type) == "fire") {
        tell_room(env, "The demon does not seem to be affected by the fire.\n");
        heal_self(dmg / 2);
        return -dmg;
    }
    if (is_evil(wpn)) {
        return -dmg / 2;
    }
    if (dmg > 30) {
        command("scream ago");
    }
    if (resist < -10) {
        command("cackle");
    }
    if (prot < -20) {
        command("hydr ehv");
    }
    if (dmg < 10 && random(100) > 25) {
        return 0;
    }
    if (is_good(wpn)) {
        tell_object(foe, "Your " + wpn->query_name() + " rips straight " +
                    "through the demon's skin!\n");
        return 2 * dmg;
    } 
    if (is_good(foe)) {
        tell_object(foe, "You rip straight through the demon's skin.\n");
        return dmg;
    }
    return 0;
}
Beispiel #2
0
/*
 * quaff:
 *	Let the hero drink a potion
 */
int quaff()
{
	struct object *obj;
	struct linked_list *item, *titem;
	struct thing *th;
	int wh;
	char buf[LINLEN];
	bool bless, curse;

	/*
	 * Make certain that it is somethings that we want to drink
	 */
	if ((item = get_item("quaff", POTION)) == NULL)
		return 0;
	obj = OBJPTR(item);
	if (obj->o_type != POTION) {
		msg("That's undrinkable!");
		after = FALSE;
		return 0;
	}
	wh = obj->o_which;
	bless = o_on(obj, ISBLESS);
	curse = o_on(obj, ISCURSED);
	del_pack(item);		/* get rid of it */

	/*
	 * Calculate the effect it has on the poor guy.
	 */
	switch(wh) {
	case P_CONFUSE:
		if (!bless) {
			if (pl_on(ISINVINC))
				msg("You remain level-headed.");
			else {
				chg_abil(WIS,-1,TRUE);		/* confuse his mind */
				if (pl_off(ISHUH)) {
					msg("Wait, what's going on here. Huh? What? Who?");
					if (pl_on(ISHUH))
						lengthen(unconfuse,rnd(8)+HUHDURATION);
					else
						fuse(unconfuse,TRUE,rnd(8)+HUHDURATION);
					player.t_flags |= ISHUH;
				}
			}
			p_know[P_CONFUSE] = TRUE;
		}
	when P_POISON:
		if (!bless) {
			if (pl_off(ISINVINC) && !iswearing(R_SUSTSTR) &&
			  !iswearing(R_SUSAB)) {
				chg_abil(CON,-1,TRUE);		
				chg_abil(STR,-(rnd(3)+1),TRUE);
				msg("You feel very sick now.");
			}
			else
				msg("You feel momentarily sick.");
			p_know[P_POISON] = TRUE;
		}
	when P_HEALING:
		if (!curse) {
			heal_self(4, TRUE);
			msg("You begin to feel better.");
			if (!iswearing(R_SLOW))
				notslow(FALSE);
			sight(FALSE);
			p_know[P_HEALING] = TRUE;
		}
	when P_STRENGTH:
		if (!curse) {
			msg("You feel stronger, now.  What bulging muscles!");
			chg_abil(STR,1,TRUE);
			p_know[P_STRENGTH] = TRUE;
		}
	when P_MFIND:
		/*
		 * Potion of monster detection - find all monsters
		 */
		if (mlist != NULL && !curse) {
			dispmons();
			mpos = 0;
			msg("You begin to sense the presence of monsters--More--");
			p_know[P_MFIND] = TRUE;
			wait_for(cw,' ');
			msg("");		/* clear line */
		}
		else
			msg("You have a strange feeling for a moment, then it passes.");
	when P_TFIND:
		/*
		 * Potion of magic detection.  Show the potions and scrolls
		 */
		if (lvl_obj != NULL && !curse) {
			struct linked_list *mobj;
			struct object *tp;
			bool show;

			show = FALSE;
			wclear(hw);
			for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj)) {
				tp = OBJPTR(mobj);
				if (is_magic(tp)) {
					show = TRUE;
					mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC);
				}
			}
			for(titem = mlist; titem != NULL; titem = next(titem)) {
				struct linked_list *pitem;

				th = THINGPTR(titem);
				for(pitem=th->t_pack;pitem!=NULL;pitem=next(pitem)) {
					if (is_magic(ldata(pitem))) {
						show = TRUE;
						mvwaddch(hw,th->t_pos.y, th->t_pos.x, MAGIC);
					}
				}
			}
			if (show) {
				msg("You begin to sense the presence of magic.");
				overlay(hw,cw);
				p_know[P_TFIND] = TRUE;
				break;
			}
		}
		msg("You have a strange feeling for a moment, then it passes.");
	when P_PARALYZE:
		if (!bless) {
			if (pl_on(ISINVINC))
				msg("You feel numb for a moment.");
			else {
				msg("You can't move.");
				player.t_nocmd = HOLDTIME;
			}
			p_know[P_PARALYZE] = TRUE;
		}
	when P_SEEINVIS:
		if (!curse) {
			int invlen = roll(40,20);

			msg("This potion tastes like %s juice.", fruit);
			if (pl_off(CANSEE)) {
				player.t_flags |= CANSEE;
				fuse(unsee, TRUE, invlen);
				light(&hero);
			}
			else
				lengthen(unsee, invlen);
			sight(FALSE);
		}
	when P_RAISE:
		if (!curse) {
			msg("You suddenly feel much more skillful.");
			p_know[P_RAISE] = TRUE;
			chg_abil(DEX,1,TRUE);
			chg_abil(WIS,1,TRUE);
			chg_abil(CON,1,TRUE);
			raise_level();
		}
	when P_XHEAL:
		if (!curse) {
			heal_self(8, TRUE);
			if (rnd(100) < 50)
				chg_abil(CON,1,TRUE);
			msg("You begin to feel much better.");
			p_know[P_XHEAL] = TRUE;
			if (!iswearing(R_SLOW))
				notslow(FALSE);
			unconfuse();
			extinguish(unconfuse);
			sight(FALSE);
		}
	when P_HASTE:
		if (!curse) {
			add_haste(TRUE);
			msg("You feel yourself moving much faster.");
			p_know[P_HASTE] = TRUE;
		}
	when P_INVINC:
		if (!curse) {
			int time = rnd(400) + 350;

			msg("You feel invincible.");
			if (player.t_flags & ISINVINC)
				lengthen(notinvinc,time);
			else
				fuse(notinvinc,TRUE,time);
			player.t_flags |= ISINVINC;
			p_know[P_INVINC] = TRUE;
		}
	when P_SMART:
		if (!curse) {
			msg("You feel more perceptive.");
			p_know[P_SMART] = TRUE;
			chg_abil(WIS,1,TRUE);
		}
	when P_RESTORE:
		if (!curse) {
			msg("Hey, this tastes great. You feel warm all over.");
			him->s_re = max_stats.s_re;
			him->s_ef = max_stats.s_re;
			ringabil();				/* add in rings */
			updpack();				/* update weight */
			p_know[P_RESTORE] = TRUE;
			extinguish(rchg_str);	/* kill restore in from ulodyte */
		}
	when P_BLIND:
		if (!bless) {
			if (pl_on(ISINVINC))
				msg("The light dims for a moment.");
			else {
				chg_abil(WIS,-1,TRUE);
				msg("A cloak of darkness falls around you.");
				if (pl_off(ISBLIND)) {
					player.t_flags |= ISBLIND;
					fuse(sight, TRUE, rnd(400) + 450);
					light(&hero);
				}
			}
			p_know[P_BLIND] = TRUE;
		}
	when P_ETH:
		if (!curse) {
			int ethlen = roll(40,20);

			msg("You feel more vaporous.");
			if (pl_on(ISETHER))
				lengthen(noteth,ethlen);
			else
				fuse(noteth,TRUE,ethlen);
			player.t_flags |= ISETHER;
			p_know[P_ETH] = TRUE;
		}
	when P_NOP:
		msg("This potion tastes extremely dull.");
	when P_DEX:
		if (!curse) {
			chg_abil(DEX,1,TRUE);		/* increase dexterity */
			p_know[P_DEX] = TRUE;
			msg("You feel much more agile.");
		}
	when P_REGEN:
		if (!curse) {
			int reglen = rnd(450) + 450;

			if (pl_on(ISREGEN))
				lengthen(notregen, reglen);
			else
				fuse(notregen, TRUE, reglen);
			player.t_flags |= ISREGEN;
			msg("You feel yourself improved.");
			p_know[P_REGEN] = TRUE;
		}
	when P_DECREP:
	case P_SUPHERO: {
		int howmuch = rnd(3) + 1;

		if (wh == P_DECREP) {
			if (!bless) {
				if (iswearing(R_SUSAB) || pl_on(ISINVINC)) {
					msg("You feel momentarily woozy.");
					howmuch = 0;
				}
				else {
					msg("You feel crippled.");
					howmuch = -howmuch;
					if (!iswearing(R_SUSTSTR))
						chg_abil(STR,howmuch,TRUE);
				}
			}
			else
				howmuch = 0;
		}
		else {			/* potion of superhero */
			if (curse)
				howmuch = 0;
			msg("You feel invigorated.");
			chg_abil(STR,howmuch,TRUE);
		}
		chg_abil(CON,howmuch,TRUE);
		chg_abil(DEX,howmuch,TRUE);
		chg_abil(WIS,howmuch,TRUE);		/* change abilities */
		p_know[wh] = TRUE;
	}
	otherwise:
		msg("What an odd tasting potion!");
		return 0;
	}
	nochange = FALSE;
	if (p_know[wh] && p_guess[wh]) {
		free(p_guess[wh]);
		p_guess[wh] = NULL;
	}
	else if(!p_know[wh] && p_guess[wh] == NULL) {
		strcpy(buf, p_colors[wh]);
		msg(callit);
		if (get_str(buf, cw) == NORM) {
			p_guess[wh] = new(strlen(buf) + 1);
			strcpy(p_guess[wh], buf);
		}
Beispiel #3
0
/**
 * Apply side effects from a spell attack to the player
 *
 * \param spell is the attack type
 * \param dam is the amount of damage caused by the attack
 * \param m_idx is the attacking monster
 * \param rlev is its level
 * \param seen is whether @ can see it
 */
static void do_side_effects(int spell, int dam, int m_idx, bool seen)
{
	monster_type *m_ptr = cave_monster(cave, m_idx);
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	const struct spell_effect *re_ptr;
	const struct mon_spell *rs_ptr = &mon_spell_table[spell];

	int i, choice[99], dur = 0, j = 0, count = 0;
	s32b d = 0;

	bool sustain = FALSE, perma = FALSE, chosen[RSE_MAX] = { 0 };

	/* Extract the monster level */
	int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);

	/* First we note all the effects we'll be doing. */
	for (re_ptr = spell_effect_table; re_ptr->index < RSE_MAX; re_ptr++) {
		if ((re_ptr->method && (re_ptr->method == rs_ptr->index)) ||
				(re_ptr->gf && (re_ptr->gf == rs_ptr->gf))) {

			/* If we have a choice of effects, we create a cum freq table */
			if (re_ptr->chance) {
				for (i = j; i < (j + re_ptr->chance); i++)
					choice[i] = re_ptr->index;
				j = i;
			}
			else
				chosen[re_ptr->index] = TRUE;
		}
	}

	/* If we have built a cum freq table, choose an effect from it */
	if (j)
		chosen[choice[randint0(j)]] = TRUE;

	/* Now we cycle through again to activate the chosen effects */
	for (re_ptr = spell_effect_table; re_ptr->index < RSE_MAX; re_ptr++) {
		if (chosen[re_ptr->index]) {

			/*
			 * Check for resistance - there are three possibilities:
			 * 1. Immunity to the attack type if side_immune is TRUE
			 * 2. Resistance to the attack type if it affords no immunity
			 * 3. Resistance to the specific side-effect
			 *
			 * TODO - add interesting messages to the RSE_ and GF_ tables
			 * to replace the generic ones below. (See #1376)
			 */
			if (re_ptr->res_flag)
				update_smart_learn(m_ptr, p_ptr, re_ptr->res_flag);

			if ((rs_ptr->gf && check_side_immune(rs_ptr->gf)) ||
					check_state(p_ptr, re_ptr->res_flag, p_ptr->state.flags)) {
				msg("You resist the effect!");
				continue;
			}

			/* Allow saving throw if available */
			if (re_ptr->save &&
					randint0(100) < p_ptr->state.skills[SKILL_SAVE]) {
				msg("You avoid the effect!");
				continue;
			}

			/* Implement the effect */
			if (re_ptr->timed) {

				/* Calculate base duration (m_bonus is not used) */
				dur = randcalc(re_ptr->base, 0, RANDOMISE);

				/* Calculate the damage-dependent duration (m_bonus is
				 * used as a cap) */
				dur += damcalc(re_ptr->dam.dice, re_ptr->dam.sides *
						dam / 100, RANDOMISE);

				if (re_ptr->dam.m_bonus && (dur > re_ptr->dam.m_bonus))
					dur = re_ptr->dam.m_bonus;

				/* Apply the effect - we have already checked for resistance */
				(void)player_inc_timed(p_ptr, re_ptr->flag, dur, TRUE, FALSE);

			} else {
				switch (re_ptr->flag) {
					case S_INV_DAM:
						if (dam > 0)
							inven_damage(p_ptr, re_ptr->gf, MIN(dam *
								randcalc(re_ptr->dam, 0, RANDOMISE), 300));
						break;

					case S_TELEPORT: /* m_bonus is used as a clev filter */
						if (!re_ptr->dam.m_bonus || 
								randint1(re_ptr->dam.m_bonus) > p_ptr->lev)
							teleport_player(randcalc(re_ptr->base, 0,
								RANDOMISE));
						break;

					case S_TELE_TO:
						teleport_player_to(m_ptr->fy, m_ptr->fx);
						break;

					case S_TELE_LEV:
						teleport_player_level();
						break;

					case S_TELE_SELF:
						teleport_away(m_ptr, randcalc(re_ptr->base, 0,
							RANDOMISE));
						break;

					case S_DRAIN_LIFE:
						d = re_ptr->base.base + (p_ptr->exp *
							re_ptr->base.sides / 100) * MON_DRAIN_LIFE;

						msg("You feel your life force draining away!");
						player_exp_lose(p_ptr, d, FALSE);
						break;

					case S_DRAIN_STAT: /* m_bonus is used as a flag */
						if (re_ptr->dam.m_bonus > 0)
							sustain = TRUE;

						if (abs(re_ptr->dam.m_bonus) > 1)
							perma = TRUE;

						drain_stats(randcalc(re_ptr->base, 0, RANDOMISE),
							sustain, perma);
						break;

					case S_SWAP_STAT:
						swap_stats();
						break;

					case S_DRAIN_ALL:
						msg("You're not as powerful as you used to be...");

						for (i = 0; i < A_MAX; i++)
							player_stat_dec(p_ptr, i, FALSE);
						break;

					case S_DISEN:
						(void)apply_disenchant(0);
						break;

					case S_DRAIN_MANA:
						drain_mana(m_idx, rlev, seen);
						break;

					case S_HEAL:
						heal_self(m_idx, rlev, seen);
						break;

					case S_DARKEN:
						(void)unlight_area(0, 3);
						break;

					case S_TRAPS:
						(void)trap_creation();
						break;

					case S_AGGRAVATE:
						aggravate_monsters(m_idx);
						break;

					case S_KIN:
						summon_kin_type = r_ptr->d_char;
					case S_MONSTER:	case S_MONSTERS:
					case S_SPIDER: case S_HOUND: case S_HYDRA: case S_AINU:
					case S_ANIMAL:
					case S_DEMON: case S_HI_DEMON:
					case S_UNDEAD: case S_HI_UNDEAD: case S_WRAITH:
					case S_DRAGON: case S_HI_DRAGON:
					case S_UNIQUE:
						count = summon_monster_aux(re_ptr->flag, m_idx, rlev, re_ptr->base.base);

						/* In the special case that uniques or wraiths were summoned but all were dead
							S_HI_UNDEAD is used instead */
						if ((!count) && ((re_ptr->flag == S_WRAITH) || (re_ptr->flag == S_UNIQUE)))
							count = summon_monster_aux(S_HI_UNDEAD, m_idx, rlev, re_ptr->base.base);

						if (count && p_ptr->timed[TMD_BLIND])
							msgt(rs_ptr->msgt, "You hear %s appear nearby.",
								(count > 1 ? "many things" : "something"));

					default:
						break;
				}		
			}
		}
	}
	return;
}