/*
* Function(s) for dealing with potions
*
* Advanced Rogue
* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
#include "curses.h"
#include "rogue.h"
#include <stdlib.h>
#include <string.h>
void res_intelligence(void);
void res_wisdom(void);
/*
* Increase player's constitution
*/
void
add_const(bool cursed)
{
/* Do the potion */
if (cursed) {
msg("You feel less healthy now.");
pstats.s_const--;
if (pstats.s_const <= 0)
death(D_CONSTITUTION);
}
else {
msg("You feel healthier now.");
pstats.s_const = min(pstats.s_const + 1, 25);
}
/* Adjust the maximum */
if (max_stats.s_const < pstats.s_const)
max_stats.s_const = pstats.s_const;
}
/*
* Increase player's dexterity
*/
void
add_dexterity(bool cursed)
{
int ring_str; /* Value of ring strengths */
/* Undo any ring changes */
ring_str = ring_value(R_ADDHIT);
pstats.s_dext -= ring_str;
/* Now do the potion */
if (cursed) {
msg("You feel less dextrous now.");
pstats.s_dext--;
}
else {
msg("You feel more dextrous now. Watch those hands!");
pstats.s_dext = min(pstats.s_dext + 1, 25);
}
/* Adjust the maximum */
if (max_stats.s_dext < pstats.s_dext)
max_stats.s_dext = pstats.s_dext;
/* Now put back the ring changes */
if (ring_str)
pstats.s_dext += ring_str;
}
/*
* add_haste:
* add a haste to the player
*/
void
add_haste(bool blessed)
{
int hasttime;
if (blessed) hasttime = HASTETIME*2;
else hasttime = HASTETIME;
if (on(player, ISSLOW)) { /* Is person slow? */
extinguish(noslow);
noslow();
if (blessed) hasttime = HASTETIME/2;
else return;
}
if (on(player, ISHASTE)) {
msg("You faint from exhaustion.");
no_command += rnd(hasttime);
lengthen(nohaste, roll(hasttime,hasttime));
}
else {
turn_on(player, ISHASTE);
fuse(nohaste, 0, roll(hasttime, hasttime), AFTER);
}
}
/*
* Increase player's intelligence
*/
void
add_intelligence(bool cursed)
{
int ring_str; /* Value of ring strengths */
/* Undo any ring changes */
ring_str = ring_value(R_ADDINTEL);
pstats.s_intel -= ring_str;
/* Now do the potion */
if (cursed) {
msg("You feel slightly less intelligent now.");
pstats.s_intel--;
}
else {
msg("You feel more intelligent now. What a mind!");
pstats.s_intel = min(pstats.s_intel + 1, 25);
}
/* Adjust the maximum */
if (max_stats.s_intel < pstats.s_intel)
max_stats.s_intel = pstats.s_intel;
/* Now put back the ring changes */
if (ring_str)
pstats.s_intel += ring_str;
}
/*
* this routine makes the hero move slower
*/
void
add_slow(void)
{
if (on(player, ISHASTE)) { /* Already sped up */
extinguish(nohaste);
nohaste();
}
else {
msg("You feel yourself moving %sslower.",
on(player, ISSLOW) ? "even " : "");
if (on(player, ISSLOW))
lengthen(noslow, roll(HASTETIME,HASTETIME));
else {
turn_on(player, ISSLOW);
player.t_turn = TRUE;
fuse(noslow, 0, roll(HASTETIME,HASTETIME), AFTER);
}
}
}
/*
* Increase player's strength
*/
void
add_strength(bool cursed)
{
if (cursed) {
msg("You feel slightly weaker now.");
chg_str(-1);
}
else {
msg("You feel stronger now. What bulging muscles!");
chg_str(1);
}
}
/*
* Increase player's wisdom
*/
void
add_wisdom(bool cursed)
{
int ring_str; /* Value of ring strengths */
/* Undo any ring changes */
ring_str = ring_value(R_ADDWISDOM);
pstats.s_wisdom -= ring_str;
/* Now do the potion */
if (cursed) {
msg("You feel slightly less wise now.");
pstats.s_wisdom--;
}
else {
msg("You feel wiser now. What a sage!");
pstats.s_wisdom = min(pstats.s_wisdom + 1, 25);
}
/* Adjust the maximum */
if (max_stats.s_wisdom < pstats.s_wisdom)
max_stats.s_wisdom = pstats.s_wisdom;
/* Now put back the ring changes */
if (ring_str)
pstats.s_wisdom += ring_str;
}
/*
* Lower a level of experience
*/
void
lower_level(short who)
{
int fewer, nsides = 0;
if (--pstats.s_lvl == 0)
death(who); /* All levels gone */
msg("You suddenly feel less skillful.");
pstats.s_exp /= 2;
switch (player.t_ctype) {
case C_FIGHTER: nsides = HIT_FIGHTER;
when C_MAGICIAN:nsides = HIT_MAGICIAN;
when C_CLERIC: nsides = HIT_CLERIC;
when C_THIEF: nsides = HIT_THIEF;
}
fewer = max(1, roll(1,nsides) + const_bonus());
pstats.s_hpt -= fewer;
max_stats.s_hpt -= fewer;
if (pstats.s_hpt < 1)
pstats.s_hpt = 1;
if (max_stats.s_hpt < 1)
death(who);
}
void
quaff(int which, int flag, bool is_potion)
{
register struct object *obj = NULL;
register struct linked_list *item, *titem;
register struct thing *th;
bool cursed, blessed;
char buf[LINELEN];
blessed = FALSE;
cursed = FALSE;
item = NULL;
if (which < 0) { /* figure out which ourselves */
item = get_item(pack, "quaff", POTION);
/*
* Make certain that it is somethings that we want to drink
*/
if (item == NULL)
return;
obj = OBJPTR(item);
/* remove it from the pack */
inpack--;
detach(pack, item);
/*
* Calculate the effect it has on the poor guy.
*/
cursed = (obj->o_flags & ISCURSED) != 0;
blessed = (obj->o_flags & ISBLESSED) != 0;
which = obj->o_which;
}
else {
cursed = flag & ISCURSED;
blessed = flag & ISBLESSED;
}
switch(which)
{
case P_CLEAR:
if (cursed) {
if (off(player, ISCLEAR))
{
msg("Wait, what's going on here. Huh? What? Who?");
if (find_slot(unconfuse))
lengthen(unconfuse, rnd(8)+HUHDURATION);
else
fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER);
turn_on(player, ISHUH);
}
else msg("You feel dizzy for a moment, but it quickly passes.");
}
else {
if (blessed) { /* Make player immune for the whole game */
extinguish(unclrhead); /* If we have a fuse, put it out */
msg("A strong blue aura surrounds your head.");
}
else { /* Just light a fuse for how long player is safe */
if (off(player, ISCLEAR)) {
fuse(unclrhead, 0, CLRDURATION, AFTER);
msg("A faint blue aura surrounds your head.");
}
else { /* If we have a fuse lengthen it, else we
* are permanently clear.
*/
if (find_slot(unclrhead) == FALSE)
msg("Your blue aura continues to glow strongly.");
else {
lengthen(unclrhead, CLRDURATION);
msg("Your blue aura brightens for a moment.");
}
}
}
turn_on(player, ISCLEAR);
/* If player is confused, unconfuse him */
if (on(player, ISHUH)) {
extinguish(unconfuse);
unconfuse();
}
}
when P_HEALING:
if (cursed) {
if (!save(VS_POISON, &player, 0)) {
msg("You feel very sick now.");
pstats.s_hpt /= 2;
pstats.s_const--;
if (pstats.s_const <= 0 || pstats.s_hpt <= 0)
death(D_POISON);
}
else msg("You feel momentarily sick.");
}
else {
if (blessed) {
if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_stats.s_hpt)
pstats.s_hpt = ++max_stats.s_hpt;
if (on(player, ISHUH)) {
extinguish(unconfuse);
unconfuse();
}
}
else {
if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_stats.s_hpt)
pstats.s_hpt = ++max_stats.s_hpt;
}
msg("You begin to feel %sbetter.",
blessed ? "much " : "");
sight();
if (is_potion) p_know[P_HEALING] = TRUE;
}
when P_ABIL:
{
int ctype;
/*
* if blessed then fix all attributes
*/
if (blessed) {
add_intelligence(FALSE);
add_dexterity(FALSE);
add_strength(FALSE);
add_wisdom(FALSE);
add_const(FALSE);
}
/* probably will be own ability */
else {
if (rnd(100) < 70)
ctype = player.t_ctype;
else do {
ctype = rnd(4);
} while (ctype == player.t_ctype);
/* Small chance of doing constitution instead */
if (rnd(100) < 10)
add_const(cursed);
else switch (ctype) {
case C_FIGHTER: add_strength(cursed);
when C_MAGICIAN: add_intelligence(cursed);
when C_CLERIC: add_wisdom(cursed);
when C_THIEF: add_dexterity(cursed);
otherwise: msg("You're a strange type!");
}
}
if (is_potion) p_know[P_ABIL] = TRUE;
}
when P_MFIND:
/*
* Potion of monster detection, if there are monters, detect them
*/
if (mlist != NULL)
{
overlay(mw, cw);
draw(cw);
msg("You begin to sense the presence of monsters.%s", morestr);
draw(msgw);
wait_for(cw,' ');
msg("");
if (is_potion) p_know[P_MFIND] = TRUE;
}
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)
{
register struct linked_list *mobj;
register 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)) {
char mag_type=MAGIC;
/* Mark cursed items or bad weapons */
if ((tp->o_flags & ISCURSED) ||
(tp->o_type == WEAPON &&
(tp->o_hplus < 0 || tp->o_dplus < 0)))
mag_type = CMAGIC;
else if ((tp->o_flags & ISBLESSED) ||
(tp->o_type == WEAPON &&
(tp->o_hplus > 0 || tp->o_dplus > 0)))
mag_type = BMAGIC;
show = TRUE;
mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, mag_type);
}
if (is_potion) p_know[P_TFIND] = TRUE;
}
for (titem = mlist; titem != NULL; titem = next(titem)) {
register struct linked_list *pitem;
th = THINGPTR(titem);
for(pitem = th->t_pack; pitem != NULL; pitem = next(pitem)){
tp = OBJPTR(pitem);
if (is_magic(tp)) {
char mag_type=MAGIC;
/* Mark cursed items or bad weapons */
if ((tp->o_flags & ISCURSED) ||
(tp->o_type == WEAPON &&
(tp->o_hplus < 0 || tp->o_dplus < 0)))
mag_type = CMAGIC;
else if ((tp->o_flags & ISBLESSED) ||
(tp->o_type == WEAPON &&
(tp->o_hplus > 0 || tp->o_dplus > 0)))
mag_type = BMAGIC;
show = TRUE;
mvwaddch(hw, th->t_pos.y, th->t_pos.x, mag_type);
}
if (is_potion) p_know[P_TFIND] = TRUE;
}
}
if (show) {
overlay(hw,cw);
draw(cw);
msg("You sense the presence of magic on this level.%s",
morestr);
draw(msgw);
wait_for(cw,' ');
msg("");
break;
}
}
msg("You have a strange feeling for a moment, then it passes.");
when P_SEEINVIS:
if (cursed) {
if (!find_slot(sight))
{
msg("A cloak of darkness falls around you.");
turn_on(player, ISBLIND);
fuse(sight, 0, SEEDURATION, AFTER);
light(&hero);
}
else
lengthen(sight, SEEDURATION);
}
else {
if (off(player, CANSEE)) {
turn_on(player, CANSEE);
msg("Your eyes begin to tingle.");
fuse(unsee, 0, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
light(&hero);
}
else if (find_slot(unsee) != FALSE)
lengthen(unsee, blessed ? SEEDURATION*3 : SEEDURATION);
sight();
}
when P_PHASE:
if (cursed) {
msg("You can't move.");
no_command = FREEZETIME;
}
else {
int duration;
if (blessed) duration = 3;
else duration = 1;
if (on(player, CANINWALL))
lengthen(unphase, duration*PHASEDURATION);
else {
fuse(unphase, 0, duration*PHASEDURATION, AFTER);
turn_on(player, CANINWALL);
}
msg("You feel %slight-headed!",
blessed ? "very " : "");
}
when P_FLY: {
int duration;
bool say_message;
say_message = TRUE;
if (blessed) duration = 3;
else duration = 1;
if (on(player, ISFLY)) {
if (find_slot(land))
lengthen(land, duration*FLYTIME);
else {
msg("Nothing happens."); /* Flying by cloak */
say_message = FALSE;
}
}
else {
fuse(land, 0, duration*FLYTIME, AFTER);
turn_on(player, ISFLY);
}
if (say_message)
msg("You feel %slighter than air!", blessed ? "much " : "");
}
when P_RAISE:
if (cursed) lower_level(D_POTION);
else {
msg("You suddenly feel %smore skillful",
blessed ? "much " : "");
p_know[P_RAISE] = TRUE;
raise_level(TRUE);
if (blessed) raise_level(TRUE);
}
when P_HASTE:
if (cursed) { /* Slow player down */
add_slow();
}
else {
if (off(player, ISSLOW))
msg("You feel yourself moving %sfaster.",
blessed ? "much " : "");
add_haste(blessed);
if (is_potion) p_know[P_HASTE] = TRUE;
}
when P_RESTORE: {
register int i;
msg("Hey, this tastes great. It make you feel warm all over.");
if (lost_str) {
extinguish(res_strength);
lost_str = 0;
}
for (i=0; i<lost_dext; i++)
extinguish(un_itch);
lost_dext = 0;
res_strength();
res_wisdom();
res_dexterity(0);
res_intelligence();
pstats.s_const = max_stats.s_const;
}
when P_INVIS:
if (off(player, ISINVIS)) {
turn_on(player, ISINVIS);
msg("You have a tingling feeling all over your body");
fuse(appear, 0, blessed ? GONETIME*3 : GONETIME, AFTER);
PLAYER = IPLAYER;
light(&hero);
}
else {
if (find_slot(appear)) {
msg("Your tingling feeling surges.");
lengthen(appear, blessed ? GONETIME*3 : GONETIME);
}
else msg("Nothing happens."); /* Using cloak */
}
otherwise:
msg("What an odd tasting potion!");
return;
}
status(FALSE);
if (is_potion && p_know[which] && p_guess[which])
{
free(p_guess[which]);
p_guess[which] = NULL;
}
else if (is_potion &&
!p_know[which] &&
askme &&
(obj->o_flags & ISKNOW) == 0 &&
(obj->o_flags & ISPOST) == 0 &&
p_guess[which] == NULL)
{
msg(terse ? "Call it: " : "What do you want to call it? ");
if (get_str(buf, msgw) == NORM)
{
p_guess[which] = new((unsigned int) strlen(buf) + 1);
strcpy(p_guess[which], buf);
}
}
if (item != NULL) o_discard(item);
updpack(TRUE);
}
/*
* res_dexterity:
* Restore player's dexterity
* if called with zero the restore fully
*/
void
res_dexterity(int howmuch)
{
short save_max;
int ring_str;
/* Discount the ring value */
ring_str = ring_value(R_ADDHIT);
pstats.s_dext -= ring_str;
if (pstats.s_dext < max_stats.s_dext ) {
if (howmuch == 0)
pstats.s_dext = max_stats.s_dext;
else
pstats.s_dext = min(pstats.s_dext+howmuch, max_stats.s_dext);
}
/* Redo the rings */
if (ring_str) {
save_max = max_stats.s_dext;
pstats.s_dext += ring_str;
max_stats.s_dext = save_max;
}
}
/*
* res_intelligence:
* Restore player's intelligence
*/
void
res_intelligence(void)
{
short save_max;
int ring_str;
/* Discount the ring value */
ring_str = ring_value(R_ADDINTEL);
pstats.s_intel -= ring_str;
if (pstats.s_intel < max_stats.s_intel ) pstats.s_intel = max_stats.s_intel;
/* Redo the rings */
if (ring_str) {
save_max = max_stats.s_intel;
pstats.s_intel += ring_str;
max_stats.s_intel = save_max;
}
}
/*
* res_wisdom:
* Restore player's wisdom
*/
void
res_wisdom(void)
{
short save_max;
int ring_str;
/* Discount the ring value */
ring_str = ring_value(R_ADDWISDOM);
pstats.s_wisdom -= ring_str;
if (pstats.s_wisdom < max_stats.s_wisdom )
pstats.s_wisdom = max_stats.s_wisdom;
/* Redo the rings */
if (ring_str) {
save_max = max_stats.s_wisdom;
pstats.s_wisdom += ring_str;
max_stats.s_wisdom = save_max;
}
}