annotate urogue/potions.c @ 268:4ab49e42dd6a

UltraRogue: add logging. The log file's name is temporarily defined in main.c.
author John "Elwin" Edwards
date Sun, 26 Feb 2017 16:51:29 -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 }