/*
* Function(s) for dealing with potions
*
* @(#)potions.c 4.46 (Berkeley) 06/07/83
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 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 <ctype.h>
#include "rogue.h"
typedef struct PACT
{
const int pa_flags;
void (*pa_daemon)();
const int pa_time;
const char *pa_high, *pa_straight;
} PACT;
static const PACT p_actions[] =
{
{ ISHUH, unconfuse, HUHDURATION, /* P_CONFUSE */
"what a tripy feeling!",
"wait, what's going on here. Huh? What? Who?" },
{ ISHALU, come_down, SEEDURATION, /* P_LSD */
"Oh, wow! Everything seems so cosmic!",
"Oh, wow! Everything seems so cosmic!" },
{ 0, NULL, 0 }, /* P_POISON */
{ 0, NULL, 0 }, /* P_STRENGTH */
{ CANSEE, unsee, SEEDURATION, /* P_SEEINVIS */
prbuf,
prbuf },
{ 0, NULL, 0 }, /* P_HEALING */
{ 0, NULL, 0 }, /* P_MFIND */
{ 0, NULL, 0 }, /* P_TFIND */
{ 0, NULL, 0 }, /* P_RAISE */
{ 0, NULL, 0 }, /* P_XHEAL */
{ 0, NULL, 0 }, /* P_HASTE */
{ 0, NULL, 0 }, /* P_RESTORE */
{ ISBLIND, sight, SEEDURATION, /* P_BLIND */
"oh, bummer! Everything is dark! Help!",
"a cloak of darkness falls around you" },
{ ISLEVIT, land, HEALTIME, /* P_LEVIT */
"oh, wow! You're floating in the air!",
"you start to float in the air" }
};
/*
* quaff:
* Quaff a potion from the pack
*/
void
quaff(void)
{
THING *obj, *tp, *mp;
int discardit = FALSE;
int show, trip;
obj = get_item("quaff", POTION);
/*
* Make certain that it is somethings that we want to drink
*/
if (obj == NULL)
return;
if (obj->o_type != POTION)
{
if (!terse)
msg("yuk! Why would you want to drink that?");
else
msg("that's undrinkable");
return;
}
if (obj == cur_weapon)
cur_weapon = NULL;
/*
* Calculate the effect it has on the poor guy.
*/
trip = on(player, ISHALU);
discardit = (obj->o_count == 1);
leave_pack(obj, FALSE, FALSE);
switch (obj->o_which)
{
case P_CONFUSE:
do_pot(P_CONFUSE, !trip);
when P_POISON:
pot_info[P_POISON].oi_know = TRUE;
if (ISWEARING(R_SUSTSTR))
msg("you feel momentarily sick");
else
{
chg_str(-(rnd(3) + 1));
msg("you feel very sick now");
come_down();
}
when P_HEALING:
pot_info[P_HEALING].oi_know = TRUE;
if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
pstats.s_hpt = ++max_hp;
sight();
msg("you begin to feel better");
when P_STRENGTH:
pot_info[P_STRENGTH].oi_know = TRUE;
chg_str(1);
msg("you feel stronger, now. What bulging muscles!");
when P_MFIND:
player.t_flags |= SEEMONST;
fuse(turn_see_off, TRUE, HUHDURATION, AFTER);
if (!turn_see(FALSE))
msg("you have a %s feeling for a moment, then it passes",
choose_str("normal", "strange"));
when P_TFIND:
/*
* Potion of magic detection. Show the potions and scrolls
*/
show = FALSE;
if (lvl_obj != NULL)
{
wclear(hw);
for (tp = lvl_obj; tp != NULL; tp = next(tp))
{
if (is_magic(tp))
{
show = TRUE;
wmove(hw, tp->o_pos.y, tp->o_pos.x);
waddch(hw, MAGIC);
pot_info[P_TFIND].oi_know = TRUE;
}
}
for (mp = mlist; mp != NULL; mp = next(mp))
{
for (tp = mp->t_pack; tp != NULL; tp = next(tp))
{
if (is_magic(tp))
{
show = TRUE;
wmove(hw, mp->t_pos.y, mp->t_pos.x);
waddch(hw, MAGIC);
}
}
}
}
if (show)
{
pot_info[P_TFIND].oi_know = TRUE;
show_win("You sense the presence of magic on this level.--More--");
}
else
msg("you have a %s feeling for a moment, then it passes",
choose_str("normal", "strange"));
when P_LSD:
if (!trip)
{
if (on(player, SEEMONST))
turn_see(FALSE);
start_daemon(visuals, 0, BEFORE);
seenstairs = seen_stairs();
}
do_pot(P_LSD, TRUE);
when P_SEEINVIS:
sprintf(prbuf, "this potion tastes like %s juice", fruit);
show = on(player, CANSEE);
do_pot(P_SEEINVIS, FALSE);
if (!show)
invis_on();
sight();
when P_RAISE:
pot_info[P_RAISE].oi_know = TRUE;
msg("you suddenly feel much more skillful");
raise_level();
when P_XHEAL:
pot_info[P_XHEAL].oi_know = TRUE;
if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp)
{
if (pstats.s_hpt > max_hp + pstats.s_lvl + 1)
++max_hp;
pstats.s_hpt = ++max_hp;
}
sight();
come_down();
msg("you begin to feel much better");
when P_HASTE:
pot_info[P_HASTE].oi_know = TRUE;
after = FALSE;
if (add_haste(TRUE))
msg("you feel yourself moving much faster");
when P_RESTORE:
if (ISRING(LEFT, R_ADDSTR))
add_str(&pstats.s_str, -cur_ring[LEFT]->o_arm);
if (ISRING(RIGHT, R_ADDSTR))
add_str(&pstats.s_str, -cur_ring[RIGHT]->o_arm);
if (pstats.s_str < max_stats.s_str)
pstats.s_str = max_stats.s_str;
if (ISRING(LEFT, R_ADDSTR))
add_str(&pstats.s_str, cur_ring[LEFT]->o_arm);
if (ISRING(RIGHT, R_ADDSTR))
add_str(&pstats.s_str, cur_ring[RIGHT]->o_arm);
msg("hey, this tastes great. It make you feel warm all over");
when P_BLIND:
do_pot(P_BLIND, TRUE);
when P_LEVIT:
do_pot(P_LEVIT, TRUE);
#ifdef MASTER
otherwise:
msg("what an odd tasting potion!");
return;
#endif
}
status();
/*
* Throw the item away
*/
call_it(&pot_info[obj->o_which]);
if (discardit)
discard(obj);
return;
}
/*
* is_magic:
* Returns true if an object radiates magic
*/
int
is_magic(const THING *obj)
{
switch (obj->o_type)
{
case ARMOR:
return ((obj->o_flags&ISPROT) || obj->o_arm != a_class[obj->o_which]);
case WEAPON:
return (obj->o_hplus != 0 || obj->o_dplus != 0);
case POTION:
case SCROLL:
case STICK:
case RING:
case AMULET:
return TRUE;
}
return FALSE;
}
/*
* invis_on:
* Turn on the ability to see invisible
*/
void
invis_on(void)
{
THING *mp;
player.t_flags |= CANSEE;
for (mp = mlist; mp != NULL; mp = next(mp))
if (on(*mp, ISINVIS) && see_monst(mp) && !on(player, ISHALU))
mvaddch(mp->t_pos.y, mp->t_pos.x, mp->t_disguise);
}
/*
* turn_see:
* Put on or off seeing monsters on this level
*/
int
turn_see(int turn_off)
{
THING *mp;
int can_see, add_new;
add_new = FALSE;
for (mp = mlist; mp != NULL; mp = next(mp))
{
move(mp->t_pos.y, mp->t_pos.x);
can_see = see_monst(mp);
if (turn_off)
{
if (!can_see)
addch(mp->t_oldch);
}
else
{
if (!can_see)
standout();
if (!on(player, ISHALU))
addch(mp->t_type);
else
addch(rnd(26) + 'A');
if (!can_see)
{
standend();
add_new++;
}
}
}
if (turn_off)
player.t_flags &= ~SEEMONST;
else
player.t_flags |= SEEMONST;
return add_new;
}
/*
* A wrapper for turn_see(TRUE), intended to be a fuse.
*/
void
turn_see_off(void)
{
turn_see(TRUE);
}
/*
* seen_stairs:
* Return TRUE if the player has seen the stairs
*/
int
seen_stairs(void)
{
THING *tp;
move(stairs.y, stairs.x);
if (CCHAR( inch() ) == STAIRS) /* it's on the map */
return TRUE;
if (ce(hero, stairs)) /* It's under him */
return TRUE;
/*
* if a monster is on the stairs, this gets hairy
*/
if ((tp = moat(stairs.y, stairs.x)) != NULL)
{
if (see_monst(tp) && on(*tp, ISRUN)) /* if it's visible and awake */
return TRUE; /* it must have moved there */
if (on(player, SEEMONST) /* if she can detect monster */
&& tp->t_oldch == STAIRS) /* and there once were stairs */
return TRUE; /* it must have moved there */
}
return FALSE;
}
/*
* raise_level:
* The guy just magically went up a level.
*/
void
raise_level(void)
{
pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
check_level();
}
/*
* do_pot:
* Do a potion with standard setup. This means it uses a fuse and
* turns on a flag
*/
void
do_pot(int type, int knowit)
{
const PACT *pp;
int t;
pp = &p_actions[type];
if (!pot_info[type].oi_know)
pot_info[type].oi_know = knowit;
t = spread(pp->pa_time);
if (!on(player, pp->pa_flags))
{
player.t_flags |= pp->pa_flags;
fuse(pp->pa_daemon, 0, t, AFTER);
look(FALSE);
}
else
lengthen(pp->pa_daemon, t);
msg(choose_str(pp->pa_high, pp->pa_straight));
}