comparison arogue5/potions.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
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children c49f7927b0fa
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62:0ef99244acb8 63:0ed67132cf10
1 /*
2 * Function(s) for dealing with potions
3 *
4 * Advanced Rogue
5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
6 * All rights reserved.
7 *
8 * Based on "Rogue: Exploring the Dungeons of Doom"
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
10 * All rights reserved.
11 *
12 * See the file LICENSE.TXT for full copyright and licensing information.
13 */
14
15 #include "curses.h"
16 #include "rogue.h"
17
18
19
20 /*
21 * Increase player's constitution
22 */
23
24 add_const(cursed)
25 bool cursed;
26 {
27 /* Do the potion */
28 if (cursed) {
29 msg("You feel less healthy now.");
30 pstats.s_const--;
31 if (pstats.s_const <= 0)
32 death(D_CONSTITUTION);
33 }
34 else {
35 msg("You feel healthier now.");
36 pstats.s_const = min(pstats.s_const + 1, 25);
37 }
38
39 /* Adjust the maximum */
40 if (max_stats.s_const < pstats.s_const)
41 max_stats.s_const = pstats.s_const;
42 }
43
44 /*
45 * Increase player's dexterity
46 */
47
48 add_dexterity(cursed)
49 bool cursed;
50 {
51 int ring_str; /* Value of ring strengths */
52
53 /* Undo any ring changes */
54 ring_str = ring_value(R_ADDHIT);
55 pstats.s_dext -= ring_str;
56
57 /* Now do the potion */
58 if (cursed) {
59 msg("You feel less dextrous now.");
60 pstats.s_dext--;
61 }
62 else {
63 msg("You feel more dextrous now. Watch those hands!");
64 pstats.s_dext = min(pstats.s_dext + 1, 25);
65 }
66
67 /* Adjust the maximum */
68 if (max_stats.s_dext < pstats.s_dext)
69 max_stats.s_dext = pstats.s_dext;
70
71 /* Now put back the ring changes */
72 if (ring_str)
73 pstats.s_dext += ring_str;
74 }
75
76 /*
77 * add_haste:
78 * add a haste to the player
79 */
80
81 add_haste(blessed)
82 bool blessed;
83 {
84 int hasttime;
85
86 if (blessed) hasttime = HASTETIME*2;
87 else hasttime = HASTETIME;
88
89 if (on(player, ISSLOW)) { /* Is person slow? */
90 extinguish(noslow);
91 noslow();
92
93 if (blessed) hasttime = HASTETIME/2;
94 else return;
95 }
96
97 if (on(player, ISHASTE)) {
98 msg("You faint from exhaustion.");
99 no_command += rnd(hasttime);
100 lengthen(nohaste, roll(hasttime,hasttime));
101 }
102 else {
103 turn_on(player, ISHASTE);
104 fuse(nohaste, 0, roll(hasttime, hasttime), AFTER);
105 }
106 }
107
108 /*
109 * Increase player's intelligence
110 */
111 add_intelligence(cursed)
112 bool cursed;
113 {
114 int ring_str; /* Value of ring strengths */
115
116 /* Undo any ring changes */
117 ring_str = ring_value(R_ADDINTEL);
118 pstats.s_intel -= ring_str;
119
120 /* Now do the potion */
121 if (cursed) {
122 msg("You feel slightly less intelligent now.");
123 pstats.s_intel--;
124 }
125 else {
126 msg("You feel more intelligent now. What a mind!");
127 pstats.s_intel = min(pstats.s_intel + 1, 25);
128 }
129
130 /* Adjust the maximum */
131 if (max_stats.s_intel < pstats.s_intel)
132 max_stats.s_intel = pstats.s_intel;
133
134 /* Now put back the ring changes */
135 if (ring_str)
136 pstats.s_intel += ring_str;
137 }
138
139 /*
140 * this routine makes the hero move slower
141 */
142 add_slow()
143 {
144 if (on(player, ISHASTE)) { /* Already sped up */
145 extinguish(nohaste);
146 nohaste();
147 }
148 else {
149 msg("You feel yourself moving %sslower.",
150 on(player, ISSLOW) ? "even " : "");
151 if (on(player, ISSLOW))
152 lengthen(noslow, roll(HASTETIME,HASTETIME));
153 else {
154 turn_on(player, ISSLOW);
155 player.t_turn = TRUE;
156 fuse(noslow, 0, roll(HASTETIME,HASTETIME), AFTER);
157 }
158 }
159 }
160
161 /*
162 * Increase player's strength
163 */
164
165 add_strength(cursed)
166 bool cursed;
167 {
168
169 if (cursed) {
170 msg("You feel slightly weaker now.");
171 chg_str(-1);
172 }
173 else {
174 msg("You feel stronger now. What bulging muscles!");
175 chg_str(1);
176 }
177 }
178
179 /*
180 * Increase player's wisdom
181 */
182
183 add_wisdom(cursed)
184 bool cursed;
185 {
186 int ring_str; /* Value of ring strengths */
187
188 /* Undo any ring changes */
189 ring_str = ring_value(R_ADDWISDOM);
190 pstats.s_wisdom -= ring_str;
191
192 /* Now do the potion */
193 if (cursed) {
194 msg("You feel slightly less wise now.");
195 pstats.s_wisdom--;
196 }
197 else {
198 msg("You feel wiser now. What a sage!");
199 pstats.s_wisdom = min(pstats.s_wisdom + 1, 25);
200 }
201
202 /* Adjust the maximum */
203 if (max_stats.s_wisdom < pstats.s_wisdom)
204 max_stats.s_wisdom = pstats.s_wisdom;
205
206 /* Now put back the ring changes */
207 if (ring_str)
208 pstats.s_wisdom += ring_str;
209 }
210
211
212 /*
213 * Lower a level of experience
214 */
215
216 lower_level(who)
217 short who;
218 {
219 int fewer, nsides = 0;
220
221 if (--pstats.s_lvl == 0)
222 death(who); /* All levels gone */
223 msg("You suddenly feel less skillful.");
224 pstats.s_exp /= 2;
225 switch (player.t_ctype) {
226 case C_FIGHTER: nsides = HIT_FIGHTER;
227 when C_MAGICIAN:nsides = HIT_MAGICIAN;
228 when C_CLERIC: nsides = HIT_CLERIC;
229 when C_THIEF: nsides = HIT_THIEF;
230 }
231 fewer = max(1, roll(1,nsides) + const_bonus());
232 pstats.s_hpt -= fewer;
233 max_stats.s_hpt -= fewer;
234 if (pstats.s_hpt < 1)
235 pstats.s_hpt = 1;
236 if (max_stats.s_hpt < 1)
237 death(who);
238 }
239
240 quaff(which, flag, is_potion)
241 int which;
242 int flag;
243 bool is_potion;
244 {
245 register struct object *obj = NULL;
246 register struct linked_list *item, *titem;
247 register struct thing *th;
248 bool cursed, blessed;
249 char buf[LINELEN];
250
251 blessed = FALSE;
252 cursed = FALSE;
253 item = NULL;
254
255 if (which < 0) { /* figure out which ourselves */
256 item = get_item(pack, "quaff", POTION);
257 /*
258 * Make certain that it is somethings that we want to drink
259 */
260 if (item == NULL)
261 return;
262
263 obj = OBJPTR(item);
264 /* remove it from the pack */
265 inpack--;
266 detach(pack, item);
267
268 /*
269 * Calculate the effect it has on the poor guy.
270 */
271 cursed = (obj->o_flags & ISCURSED) != 0;
272 blessed = (obj->o_flags & ISBLESSED) != 0;
273
274 which = obj->o_which;
275 }
276 else {
277 cursed = flag & ISCURSED;
278 blessed = flag & ISBLESSED;
279 }
280
281 switch(which)
282 {
283 case P_CLEAR:
284 if (cursed) {
285 if (off(player, ISCLEAR))
286 {
287 msg("Wait, what's going on here. Huh? What? Who?");
288 if (find_slot(unconfuse))
289 lengthen(unconfuse, rnd(8)+HUHDURATION);
290 else
291 fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER);
292 turn_on(player, ISHUH);
293 }
294 else msg("You feel dizzy for a moment, but it quickly passes.");
295 }
296 else {
297 if (blessed) { /* Make player immune for the whole game */
298 extinguish(unclrhead); /* If we have a fuse, put it out */
299 msg("A strong blue aura surrounds your head.");
300 }
301 else { /* Just light a fuse for how long player is safe */
302 if (off(player, ISCLEAR)) {
303 fuse(unclrhead, 0, CLRDURATION, AFTER);
304 msg("A faint blue aura surrounds your head.");
305 }
306 else { /* If we have a fuse lengthen it, else we
307 * are permanently clear.
308 */
309 if (find_slot(unclrhead) == FALSE)
310 msg("Your blue aura continues to glow strongly.");
311 else {
312 lengthen(unclrhead, CLRDURATION);
313 msg("Your blue aura brightens for a moment.");
314 }
315 }
316 }
317 turn_on(player, ISCLEAR);
318 /* If player is confused, unconfuse him */
319 if (on(player, ISHUH)) {
320 extinguish(unconfuse);
321 unconfuse();
322 }
323 }
324 when P_HEALING:
325 if (cursed) {
326 if (!save(VS_POISON, &player, 0)) {
327 msg("You feel very sick now.");
328 pstats.s_hpt /= 2;
329 pstats.s_const--;
330 if (pstats.s_const <= 0 || pstats.s_hpt <= 0)
331 death(D_POISON);
332 }
333 else msg("You feel momentarily sick.");
334 }
335 else {
336 if (blessed) {
337 if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_stats.s_hpt)
338 pstats.s_hpt = ++max_stats.s_hpt;
339 if (on(player, ISHUH)) {
340 extinguish(unconfuse);
341 unconfuse();
342 }
343 }
344 else {
345 if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_stats.s_hpt)
346 pstats.s_hpt = ++max_stats.s_hpt;
347 }
348 msg("You begin to feel %sbetter.",
349 blessed ? "much " : "");
350 sight();
351 if (is_potion) p_know[P_HEALING] = TRUE;
352 }
353 when P_ABIL:
354 {
355 int ctype;
356
357 /*
358 * if blessed then fix all attributes
359 */
360 if (blessed) {
361 add_intelligence(FALSE);
362 add_dexterity(FALSE);
363 add_strength(FALSE);
364 add_wisdom(FALSE);
365 add_const(FALSE);
366 }
367 /* probably will be own ability */
368 else {
369 if (rnd(100) < 70)
370 ctype = player.t_ctype;
371 else do {
372 ctype = rnd(4);
373 } while (ctype == player.t_ctype);
374
375 /* Small chance of doing constitution instead */
376 if (rnd(100) < 10)
377 add_const(cursed);
378 else switch (ctype) {
379 case C_FIGHTER: add_strength(cursed);
380 when C_MAGICIAN: add_intelligence(cursed);
381 when C_CLERIC: add_wisdom(cursed);
382 when C_THIEF: add_dexterity(cursed);
383 otherwise: msg("You're a strange type!");