/* * Function(s) for dealing with potions * * @(#)potions.c 4.24 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include #include "rogue.h" /* * quaff: * Quaff a potion from the pack */ void quaff(void) { register THING *obj, *th; register bool discardit = FALSE; 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. */ switch (obj->o_which) { case P_CONFUSE: p_know[P_CONFUSE] = TRUE; if (!on(player, ISHUH)) { if (on(player, ISHUH)) lengthen(unconfuse, rnd(8)+HUHDURATION); else fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER); player.t_flags |= ISHUH; msg("wait, what's going on here. Huh? What? Who?"); } when P_POISON: p_know[P_POISON] = TRUE; if (!ISWEARING(R_SUSTSTR)) { chg_str(-(rnd(3)+1)); msg("you feel very sick now"); } else msg("you feel momentarily sick"); when P_HEALING: p_know[P_HEALING] = 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: p_know[P_STRENGTH] = 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 (mlist == NULL) msg("you have a strange feeling for a moment"); else p_know[P_MFIND] |= turn_see(FALSE); when P_TFIND: /* * Potion of magic detection. Show the potions and scrolls */ if (lvl_obj != NULL) { register THING *tp; register bool show; show = FALSE; wclear(hw); for (tp = lvl_obj; tp != NULL; tp = next(tp)) { if (is_magic(tp)) { show = TRUE; mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC); p_know[P_TFIND] = TRUE; } } for (th = mlist; th != NULL; th = next(th)) { for (tp = th->t_pack; tp != NULL; tp = next(tp)) { if (is_magic(tp)) { show = TRUE; mvwaddch(hw, th->t_pos.y, th->t_pos.x, MAGIC); p_know[P_TFIND] = TRUE; } } } if (show) { show_win(hw, "You sense the presence of magic on this level.--More--"); break; } } msg("you have a strange feeling for a moment, then it passes"); when P_PARALYZE: p_know[P_PARALYZE] = TRUE; no_command = HOLDTIME; player.t_flags &= ~ISRUN; msg("you can't move"); when P_SEEINVIS: if (!on(player, CANSEE)) { fuse(unsee, 0, SEEDURATION, AFTER); look(FALSE); invis_on(); } sight(); msg("this potion tastes like %s juice", fruit); when P_RAISE: p_know[P_RAISE] = TRUE; msg("you suddenly feel much more skillful"); raise_level(); when P_XHEAL: p_know[P_XHEAL] = 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(); msg("you begin to feel much better"); when P_HASTE: p_know[P_HASTE] = TRUE; 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_ac); if (ISRING(RIGHT, R_ADDSTR)) add_str(&pstats.s_str, -cur_ring[RIGHT]->o_ac); 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_ac); if (ISRING(RIGHT, R_ADDSTR)) add_str(&pstats.s_str, cur_ring[RIGHT]->o_ac); msg("hey, this tastes great. It make you feel warm all over"); when P_BLIND: p_know[P_BLIND] = TRUE; if (!on(player, ISBLIND)) { player.t_flags |= ISBLIND; fuse(sight, 0, SEEDURATION, AFTER); look(FALSE); } msg("a cloak of darkness falls around you"); when P_NOP: msg("this potion tastes extremely dull"); otherwise: msg("what an odd tasting potion!"); return; } status(); /* * Throw the item away */ inpack--; if (obj->o_count > 1) obj->o_count--; else { detach(pack, obj); discardit = TRUE; } call_it(p_know[obj->o_which], &p_guess[obj->o_which]); if (discardit) discard(obj); } /* * invis_on: * Turn on the ability to see invisible */ void invis_on(void) { register THING *th; player.t_flags |= CANSEE; for (th = mlist; th != NULL; th = next(th)) if (on(*th, ISINVIS) && see_monst(th)) { move(th->t_pos.y, th->t_pos.x); addch(th->t_disguise); } } /* * see_monst: * Put on or off seeing monsters on this level */ bool turn_see(bool turn_off) { register THING *mp; register bool 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) || inch() == (unsigned char)mp->t_type); if (turn_off) { if (!can_see) addch(mp->t_oldch); } else { if (!can_see) standout(); addch(mp->t_type); 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), to be used as a fuse. */ void turn_see_off(void) { turn_see(TRUE); }