annotate urogue/potions.c @ 295:1e1c81fbb533

Rogue V5: fix elemental wands. Bolts often failed to hit, due to some struct members not being initialized. Reported by 'LazyCat' from RogueTemple.
author John "Elwin" Edwards
date Fri, 12 Jan 2018 18:02:39 -0500
parents c495a4f288c6
children 0250220d8cdd
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1 /*
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2 potions.c - Functions for dealing with potions
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <string.h>
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20 #include <stdlib.h>
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21 #include "rogue.h"
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22
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23 /*
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24 quaff - drink a potion (or effect a potion-like spell)
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25
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26 quaffer: who does it
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27 which: which P_POTION (-1 means ask from pack)
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28 flags: ISBLESSED, ISCURSED
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29 */
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30
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31 void
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32 quaff(struct thing *quaffer, int which, int flags)
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33 {
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34 struct object *obj;
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35 struct thing *th;
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36 struct stats *curp = &(quaffer->t_stats);
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37 struct stats *maxp = &(quaffer->maxstats);
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38 int blessed = flags & ISBLESSED;
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39 int cursed = flags & ISCURSED;
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40 int is_potion = (which < 0 ? TRUE : FALSE);
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41
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42 struct linked_list *item, *titem;
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43 char buf[2 * LINELEN];
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44
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45 if (quaffer != &player)
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46 {
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47 monquaff(quaffer, which, flags);
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48 return;
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49 }
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50
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51 if (is_potion) /* A regular potion */
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52 {
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53 if ((item = get_item("quaff", POTION)) == NULL)
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54 return;
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55
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56 obj = OBJPTR(item);
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57
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58 if (obj->o_type != POTION)
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59 {
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60 msg("You can't drink that!");
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61 return;
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62 }
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63
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64 /* Calculate its effect */
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65
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66 flags = obj->o_flags;
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67 cursed = obj->o_flags & ISCURSED;
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68 blessed = obj->o_flags & ISBLESSED;
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69 which = obj->o_which;
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70
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71 /* remove it from the pack */
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72
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73 rem_pack(obj);
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74 discard(item);
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75 updpack();
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76 }
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77
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78 switch(which)
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79 {
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80 case P_CLEAR:
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81 if (cursed)
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82 {
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83 if (off(player, ISCLEAR))
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84 {
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85 msg("Wait, what's going on here. Huh? What? Who?");
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86
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87 if (on(player, ISHUH))
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88 lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION);
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89 else
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90 light_fuse(FUSE_UNCONFUSE, 0, rnd(8) + HUHDURATION, AFTER);
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91
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92 turn_on(player, ISHUH);
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93 }