/*
* potions.c - Function(s) for dealing with potions
*
* Advanced Rogue
* Copyright (C) 1984, 1985, 1986 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.
*/
/*
* Function(s) for dealing with potions
*/
#include <stdlib.h>
#include "curses.h"
#include "rogue.h"
/*
* add_abil is an array of functions used to change attributes. It must be
* ordered according to the attribute definitions in rogue.h.
*/
void (*add_abil[NUMABILITIES])() = {
add_intelligence, add_strength, add_wisdom, add_dexterity,
add_constitution, add_charisma
};
/*
* res_abil is an array of functions used to change attributes. It must be
* ordered according to the attribute definitions in rogue.h.
*/
void (*res_abil[NUMABILITIES])() = {
res_intelligence, res_strength, res_wisdom, res_dexterity,
res_constitution, res_charisma
};
/*
* Increase player's constitution
*/
void
add_constitution(int change)
{
/* Do the potion */
if (change < 0) {
msg("You feel less healthy now.");
pstats.s_const += change;
if (pstats.s_const <= 0)
death(D_CONSTITUTION);
}
else {
msg("You feel healthier now.");
pstats.s_const = min(pstats.s_const + change, 25);
}
/* Adjust the maximum */
if (max_stats.s_const < pstats.s_const)
max_stats.s_const = pstats.s_const;
}
/*
* Increase player's charisma
*/
void
add_charisma(int change)
{
/* Do the potion */
if (change < 0) msg("You feel less attractive now.");
else msg("You feel more attractive now.");
pstats.s_charisma += change;
if (pstats.s_charisma > 25) pstats.s_charisma = 25;
else if (pstats.s_charisma < 3) pstats.s_charisma = 3;
/* Adjust the maximum */
if (max_stats.s_charisma < pstats.s_charisma)
max_stats.s_charisma = pstats.s_charisma;
}
/*
* Increase player's dexterity
*/
void
add_dexterity(int change)
{
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 (change < 0) msg("You feel less dextrous now.");
else msg("You feel more dextrous now. Watch those hands!");
pstats.s_dext += change;
if (pstats.s_dext > 25) pstats.s_dext = 25;
else if (pstats.s_dext < 3) pstats.s_dext = 3;
/* 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 (player.t_ctype == C_MONK) { /* monks cannot be slowed or hasted */
msg(nothing);
return;
}
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.");
player.t_no_move += movement(&player) * rnd(hasttime);
player.t_action = A_FREEZE;
lengthen(nohaste, roll(hasttime,hasttime));
}
else {
msg("You feel yourself moving %sfaster.", blessed ? "much " : "");
turn_on(player, ISHASTE);
fuse(nohaste, NULL, roll(hasttime, hasttime), AFTER);
}
}
/*
* Increase player's intelligence
*/
void
add_intelligence(int change)
{
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 (change < 0) msg("You feel slightly less intelligent now.");
else msg("You feel more intelligent now. What a mind!");
pstats.s_intel += change;
if (pstats.s_intel > 25) pstats.s_intel = 25;
else if (pstats.s_intel < 3) pstats.s_intel = 3;
/* 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)
{
/* monks cannot be slowed or hasted */
if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) {
msg(nothing);
return;
}
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);
fuse(noslow, NULL, roll(HASTETIME,HASTETIME), AFTER);
}
}
}
/*
* Increase player's strength
*/
void
add_strength(int change)
{
if (change < 0) {
msg("You feel slightly weaker now.");
chg_str(change);
}
else {
msg("You feel stronger now. What bulging muscles!");
chg_str(change);
}
}
/*
* Increase player's wisdom
*/
void
add_wisdom(int change)
{
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 (change < 0) msg("You feel slightly less wise now.");
else msg("You feel wiser now. What a sage!");
pstats.s_wisdom += change;
if (pstats.s_wisdom > 25) pstats.s_wisdom = 25;
else if (pstats.s_wisdom < 3) pstats.s_wisdom = 3;
/* 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;
}
void
quaff(int which, int kind, int flags, bool is_potion)
{
register struct object *obj;
register struct linked_list *item, *titem;
register struct thing *th;
bool cursed, blessed;
blessed = FALSE;
cursed = FALSE;
item = NULL;
if (which < 0) { /* figure out which ourselves */
/* This is a potion. */
if (player.t_action != C_QUAFF) {
int units;
item = get_item(pack, "quaff", QUAFFABLE, FALSE, FALSE);
/*
* Make certain that it is somethings that we want to drink
*/
if (item == NULL)
return;
/* How long does it take to quaff? */
units = usage_time(item);
if (units < 0) return;
player.t_using = item; /* Remember what it is */
player.t_no_move = units * movement(&player);
if ((OBJPTR(item))->o_type == POTION) player.t_action = C_QUAFF;
else player.t_action = C_USE;
return;
}
/* We have waited our time, let's quaff the potion */
item = player.t_using;
player.t_using = NULL;
player.t_action = A_NIL;
obj = OBJPTR(item);
/* remove it from the pack */
inpack--;
detach(pack, item);
flags = obj->o_flags;
which = obj->o_which;
kind = obj->o_kind;
}
cursed = flags & ISCURSED;
blessed = flags & ISBLESSED;
switch(which) {
case P_CLEAR:
if (cursed) {
confus_player();
}
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, NULL, 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) == 0)
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) {
msg("You feel worse now.");
pstats.s_hpt -= roll(pstats.s_lvl, char_class[player.t_ctype].hit_pts);
if (pstats.s_hpt <= 0)
death(D_POISON);
}
else {
if (blessed) {
pstats.s_hpt += roll(pstats.s_lvl+1, char_class[player.t_ctype].hit_pts);
if (pstats.s_hpt > max_stats.s_hpt)
pstats.s_hpt = ++max_stats.s_hpt;
if (on(player, ISHUH)) {
extinguish(unconfuse);
unconfuse();
}
}
else {
pstats.s_hpt += roll(pstats.s_lvl+1, char_class[player.t_ctype].hit_pts/2);
if (pstats.s_hpt > 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:
/* If it is cursed, we take a point away */
if (cursed) {
if (ISWEARING(R_SUSABILITY)) {
msg(nothing);
break;
}
else add_abil[kind](-1);
}
/* Otherwise we add points */
else add_abil[kind](blessed ? 3 : 1);
if (is_potion) p_know[P_ABIL] = TRUE;
when P_MFIND:
/*
* Potion of monster detection, if there are monters, detect them
*/
if (mlist != NULL)
{
register struct thing *tp;
register struct linked_list *item;
msg("You begin to sense the presence of monsters.");
wclear(hw);
for (item=mlist; item!=NULL; item=next(item)) {
tp = THINGPTR(item);
if (on(*tp, NODETECT))
continue;
if (off(*tp, ISRUN))/* turn off only on sleeping ones */
turn_off(*tp, CANSURPRISE);
mvwaddch(hw, tp->t_pos.y, tp->t_pos.x,
monsters[tp->t_index].m_appear);
}
waddstr(msgw, morestr);
clearok(msgw, FALSE);
draw(msgw);
wait_for(' ');
msg("");
overlay(hw, cw);
draw(cw);
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
*/
{
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);
}
}
for (titem = mlist; titem != NULL; titem = next(titem)) {
register struct linked_list *pitem;
th = THINGPTR(titem);
if (on(*th, NODETECT)) continue;
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 (show) {
if (is_potion) p_know[P_TFIND] = TRUE;
msg("You sense the presence of magic on this level.");
waddstr(msgw, morestr);
clearok(msgw, FALSE);
draw(msgw);
wait_for(' ');
msg("");
overlay(hw,cw);
draw(cw);
break;
}
else
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, NULL, 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, NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
light(&hero);
}
else if (find_slot(unsee) != 0)
lengthen(unsee, blessed ? SEEDURATION*3 : SEEDURATION);
sight();
}
when P_PHASE:
if (cursed) {
msg("You can't move.");
player.t_no_move = movement(&player) * FREEZETIME;
player.t_action = A_FREEZE;
}
else {
int duration;
if (blessed) duration = 3;
else duration = 1;
if (on(player, CANINWALL))
lengthen(unphase, duration*PHASEDURATION);
else {
fuse(unphase, NULL, 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, NULL, duration*FLYTIME, AFTER);
turn_on(player, ISFLY);
}
if (say_message) {
if (is_potion) p_know[P_FLY] = TRUE;
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();
if (blessed) raise_level();
}
when P_HASTE:
if (cursed) { /* Slow player down */
add_slow();
}
else {
add_haste(blessed);
if (is_potion) p_know[P_HASTE] = TRUE;
}
when P_RESTORE: {
register int i, howmuch, strength_tally;
msg("Hey, this tastes great. It make you feel %swarm all over.",
blessed ? "really " : "");
howmuch = blessed ? 2 : 1;
for (i=0; i<NUMABILITIES; i++) {
if (i == A_STRENGTH) {
if (lost_str) {
if (lost_str > howmuch) {
lost_str -= howmuch;
/*
* Save the lost strength. We have to set
* temporarilty set it to 0 so that res_strength
* will not restore it.
*/
strength_tally = lost_str;
lost_str = 0;
res_strength(howmuch);
lost_str = strength_tally;
}
else {
lost_str = 0;
extinguish(res_strength);
res_strength(howmuch);
}
}
else res_strength(howmuch);
}
else res_abil[i](howmuch);
}
}
when P_INVIS:
if (off(player, ISINVIS)) {
turn_on(player, ISINVIS);
msg("You have a tingling feeling all over your body");
fuse(appear, NULL, 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 */
}
when P_FFIND:
{
register struct linked_list *nitem;
register struct object *nobj;
bool show;
show = FALSE;
wclear(hw);
for (nitem = lvl_obj; nitem != NULL; nitem = next(nitem)) {
nobj = OBJPTR(nitem);
if (nobj->o_type == FOOD) {
show = TRUE;
mvwaddch(hw, nobj->o_pos.y, nobj->o_pos.x, FOOD);
}
}
for (nitem = mlist; nitem != NULL; nitem = next(nitem)) {
register struct linked_list *pitem;
register struct thing *th;
th = THINGPTR(nitem);
if (on(*th, NODETECT)) continue;
for(pitem = th->t_pack; pitem != NULL; pitem = next(pitem)){
nobj = OBJPTR(pitem);
if (nobj->o_type == FOOD) {
show = TRUE;
mvwaddch(hw, th->t_pos.y, th->t_pos.x, FOOD);
}
}
}
if (show) {
if (is_potion) p_know[P_FFIND] = TRUE;
msg("Your nose tingles.");
msg("You sense the presence of food on this level.");
waddstr(msgw, morestr);
clearok(msgw, FALSE);
draw(msgw);
wait_for(' ');
msg("");
overlay(hw,cw);
draw(cw);
}
else
msg("You have a strange feeling for a moment, then it passes.");
}
when P_SKILL:
if (cursed) {
msg("You feel less skillful.");
/* Does he currently have an artifical skill? */
if (!find_slot(unskill)) { /* No skill */
pstats.s_lvladj = -2;
pstats.s_lvl += pstats.s_lvladj;
fuse(unskill, NULL, SKILLDURATION, AFTER);
}
else { /* Has an artifical skill */
/* Is the skill beneficial? */
if (pstats.s_lvladj > 0) {
/* Decrease the previous skill advantage */
pstats.s_lvl -= 2;
pstats.s_lvladj -= 2;
/* If there is now a negative skill, lengthen time */
if (pstats.s_lvladj < 0)
lengthen(unskill, SKILLDURATION);
/* If there is no skill advantage, unfuse us */
else if (pstats.s_lvladj == 0) extinguish(unskill);
}
else { /* Already bad */
/* Make it a little worse, and lengthen it */
pstats.s_lvl--;
pstats.s_lvladj--;
lengthen(unskill, SKILLDURATION);
}
}
/* Is our level too low now? */
if (pstats.s_lvl < 1) death(D_POTION);
}
else {
int adjust;
msg("You feel more skillful.");
/* Get the adjustment */
adjust = blessed ? 3 : 2;
/* Does he currently have an artifical skill? */
if (!find_slot(unskill)) {
pstats.s_lvladj = adjust;
pstats.s_lvl += pstats.s_lvladj;
fuse(unskill, NULL,
blessed ? SKILLDURATION*2 : SKILLDURATION, AFTER);
}
else { /* Has an artifical skill */
/* Is the skill detrimental? */
if (pstats.s_lvladj < 0) {
/* Decrease the previous skill advantage */
pstats.s_lvl += adjust;
pstats.s_lvladj += adjust;
/* If there is now a positive skill, lengthen time */
if (pstats.s_lvladj < 0)
lengthen(unskill, SKILLDURATION);
/* If there is no skill advantage, unfuse us */
else if (pstats.s_lvladj == 0) extinguish(unskill);
}
else { /* Already good */
/*
* Make the skill the maximum of the current good
* skill and what the adjust would give him.
*/
pstats.s_lvl -= pstats.s_lvladj;
pstats.s_lvladj = max(pstats.s_lvladj, adjust);
pstats.s_lvl += pstats.s_lvladj;
lengthen(unskill,
blessed ? SKILLDURATION*2 : SKILLDURATION);
}
}
}
when P_FIRE: {
int duration;
bool say_message;
say_message = TRUE;
if (blessed) duration = 3;
else duration = 1;
if (on(player, NOFIRE)) {
if (find_slot(nofire))
lengthen(nofire, duration*FIRETIME);
else {
msg("Nothing happens."); /* has on a ring */
say_message = FALSE;
}
}
else {
fuse(nofire, NULL, duration*FIRETIME, AFTER);
turn_on(player, NOFIRE);
}
if (say_message) {
if (is_potion) p_know[P_FIRE] = TRUE;
msg("You feel %sfire resistant", blessed ? "very " : "");
}
}
when P_COLD: {
int duration;
bool say_message;
say_message = TRUE;
if (blessed) duration = 3;
else duration = 1;
if (on(player, NOCOLD)) {
if (find_slot(nocold))
lengthen(nocold, duration*COLDTIME);
else {
msg("Nothing happens."); /* has on a ring */
say_message = FALSE;
}
}
else {
fuse(nocold, NULL, duration*COLDTIME, AFTER);
turn_on(player, NOCOLD);
}
if (say_message) {
if (is_potion) p_know[P_COLD] = TRUE;
msg("You feel %scold resistant", blessed ? "very " : "");
}
}
when P_LIGHTNING: {
int duration;
bool say_message;
say_message = TRUE;
if (blessed) duration = 3;
else duration = 1;
if (on(player, NOBOLT)) {
if (find_slot(nobolt))
lengthen(nobolt, duration*BOLTTIME);
}
else {
fuse(nobolt, NULL, duration*BOLTTIME, AFTER);
turn_on(player, NOBOLT);
}
if (say_message)
msg("Your skin turns %sblue!", blessed ? "very " : "");
}
when P_POISON:
if (!save(VS_POISON, &player, -2)) {
msg("You feel very sick now.");
pstats.s_hpt /= 2;
if (!ISWEARING(R_SUSABILITY))
pstats.s_const--;
}
else {
msg("You feel sick now.");
pstats.s_hpt -= (pstats.s_hpt / 4);
}
if (pstats.s_const <= 0 || pstats.s_hpt <= 0)
death(D_POISON);
otherwise:
msg("What an odd tasting potion!");
return;
}
status(FALSE);
if (is_potion && item && p_know[which] && p_guess[which])
{
free(p_guess[which]);
p_guess[which] = NULL;
}
else if (is_potion &&
!p_know[which] &&
item &&
askme &&
(flags & ISKNOW) == 0 &&
(flags & ISPOST) == 0 &&
p_guess[which] == NULL) {
nameitem(item, FALSE);
}
if (item != NULL) o_discard(item);
updpack(TRUE, &player);
}
/*
* res_dexterity:
* Restore player's dexterity
* if called with zero the restore fully
*/
void
res_dexterity(int howmuch)
{
short save_max;
int ring_str;
if (howmuch < 0) return;
/* 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(int howmuch)
{
short save_max;
int ring_str;
if (howmuch <= 0) return;
/* Discount the ring value */
ring_str = ring_value(R_ADDINTEL);
pstats.s_intel -= ring_str;
pstats.s_intel = min(pstats.s_intel + howmuch, 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(int howmuch)
{
short save_max;
int ring_str;
if (howmuch <= 0) return;
/* Discount the ring value */
ring_str = ring_value(R_ADDWISDOM);
pstats.s_wisdom -= ring_str;
pstats.s_wisdom = min(pstats.s_wisdom + howmuch, 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;
}
}
/*
* res_constitution:
* Restore the players constitution.
*/
void
res_constitution(int howmuch)
{
if (howmuch > 0)
pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const);
}
/*
* res_charisma:
* Restore the players charisma.
*/
void
res_charisma(int howmuch)
{
if (howmuch > 0)
pstats.s_charisma =
min(pstats.s_charisma + howmuch, max_stats.s_charisma);
}