Mercurial > hg > early-roguelike
view xrogue/potions.c @ 200:1cd604c827a3
Advanced Rogue 7: initialize multiple variables.
MSVC complained that they might be used uninitialized. In some cases,
this might have been possible.
XRogue already has initializations for all these variables.
author | John "Elwin" Edwards |
---|---|
date | Wed, 12 Aug 2015 15:42:02 -0400 |
parents | ce0cf824c192 |
children | f54901b9c39b |
line wrap: on
line source
/* potions.c - Functions for dealing with potions XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T All rights reserved. Based on "Rogue: Exploring the Dungeons of Doom" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman All rights reserved. See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <curses.h> #include "rogue.h" /* * add_abil is an array of functions used to change attributes. It must be * ordered according to the attribute definitions in rogue.h. */ int (*add_abil[NUMABILITIES])() = { add_intelligence, add_strength, add_wisdom, add_dexterity, add_constitution, add_charisma }; /* * res_abil is an array of functions used to change attributes. It must be * ordered according to the attribute definitions in rogue.h. */ int (*res_abil[NUMABILITIES])() = { res_intelligence, res_strength, res_wisdom, res_dexterity, res_constitution, res_charisma }; /* * Increase player's constitution */ int add_constitution(change) int change; { /* Do the potion */ if (change < 0) { msg("You feel less healthy now."); pstats.s_const += change; if (pstats.s_const < 1) { pstats.s_hpt = -1; msg("You collapse! --More--"); wait_for(' '); death(D_CONSTITUTION); } } else { msg("You feel healthier now."); pstats.s_const = min(pstats.s_const + change, MAXATT); } /* Adjust the maximum */ if (max_stats.s_const < pstats.s_const) max_stats.s_const = pstats.s_const; return(0); } /* * Increase player's charisma */ int add_charisma(change) int change; { /* Do the potion */ if (change < 0) msg("You feel less attractive now."); else msg("You feel more attractive now."); pstats.s_charisma += change; if (pstats.s_charisma > MAXATT) pstats.s_charisma = MAXATT; else if (pstats.s_charisma < 3) pstats.s_charisma = 3; /* Adjust the maximum */ if (max_stats.s_charisma < pstats.s_charisma) max_stats.s_charisma = pstats.s_charisma; return(0); } /* * Increase player's dexterity */ int add_dexterity(change) int change; { int ring_str; /* Value of ring strengths */ /* Undo any ring changes */ ring_str = ring_value(R_ADDHIT); pstats.s_dext -= ring_str; /* Now do the potion */ if (change < 0) msg("You feel less dextrous now."); else msg("You feel more dextrous now. Watch those hands!"); pstats.s_dext += change; if (pstats.s_dext > MAXATT) pstats.s_dext = MAXATT; else if (pstats.s_dext < 3) pstats.s_dext = 3; /* Adjust the maximum */ if (max_stats.s_dext < pstats.s_dext) max_stats.s_dext = pstats.s_dext; /* Now put back the ring changes */ if (ring_str) pstats.s_dext += ring_str; return(0); } /* * add_haste: * add a haste to the player */ add_haste(blessed) bool blessed; { int hasttime; if (player.t_ctype == C_MONK) { /* monks cannot be slowed or hasted */ msg(nothing); return; } if (blessed) hasttime = HASTETIME*2; else hasttime = HASTETIME; if (on(player, ISSLOW)) { /* Is person slow? */ extinguish(noslow); noslow(); if (blessed) hasttime = HASTETIME/2; else return; } if (on(player, ISHASTE)) { msg("You faint from exhaustion."); player.t_no_move += movement(&player) * rnd(hasttime); player.t_action = A_FREEZE; lengthen(nohaste, roll(hasttime,hasttime)); } else { msg("You feel yourself moving %sfaster.", blessed ? "much " : ""); turn_on(player, ISHASTE); fuse(nohaste, (VOID *)NULL, roll(hasttime, hasttime), AFTER); } } /* * Increase player's intelligence */ int add_intelligence(change) int change; { int ring_str; /* Value of ring strengths */ /* Undo any ring changes */ ring_str = ring_value(R_ADDINTEL); pstats.s_intel -= ring_str; /* Now do the potion */ if (change < 0) msg("You feel slightly less intelligent now."); else msg("You feel more intelligent now. What a mind!"); pstats.s_intel += change; if (pstats.s_intel > MAXATT) pstats.s_intel = MAXATT; else if (pstats.s_intel < 3) pstats.s_intel = 3; /* Adjust the maximum */ if (max_stats.s_intel < pstats.s_intel) max_stats.s_intel = pstats.s_intel; /* Now put back the ring changes */ if (ring_str) pstats.s_intel += ring_str; return(0); } /* * this routine makes the hero move slower */ add_slow() { /* monks cannot be slowed or hasted */ if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) { msg(nothing); return; } if (on(player, ISHASTE)) { /* Already sped up */ extinguish(nohaste); nohaste(); } else { msg("You feel yourself moving %sslower.", on(player, ISSLOW) ? "even " : ""); if (on(player, ISSLOW)) lengthen(noslow, roll(HASTETIME,HASTETIME)); else { turn_on(player, ISSLOW); fuse(noslow, (VOID *)NULL, roll(HASTETIME,HASTETIME), AFTER); } } } /* * Increase player's strength */ int add_strength(change) int change; { if (change < 0) { msg("You feel slightly weaker now."); chg_str(change); } else { msg("You feel stronger now. What bulging muscles!"); chg_str(change); } return(0); } /* * Increase player's wisdom */ int add_wisdom(change) int change; { int ring_str; /* Value of ring strengths */ /* Undo any ring changes */ ring_str = ring_value(R_ADDWISDOM); pstats.s_wisdom -= ring_str; /* Now do the potion */ if (change < 0) msg("You feel slightly less wise now."); else msg("You feel wiser now. What a sage!"); pstats.s_wisdom += change; if (pstats.s_wisdom > MAXATT) pstats.s_wisdom = MAXATT; else if (pstats.s_wisdom < 3) pstats.s_wisdom = 3; /* Adjust the maximum */ if (max_stats.s_wisdom < pstats.s_wisdom) max_stats.s_wisdom = pstats.s_wisdom; /* Now put back the ring changes */ if (ring_str) pstats.s_wisdom += ring_str; return(0); } quaff(which, kind, flags, is_potion) int which; int kind; int flags; bool is_potion; { register struct object *obj; register struct linked_list *item, *titem; register struct thing *th; bool cursed, blessed; blessed = FALSE; cursed = FALSE; item = NULL; if (which < 0) { /* figure out which ourselves */ /* This is a potion. */ if (player.t_action != C_QUAFF) { int units; item = get_item(pack, "quaff", QUAFFABLE, FALSE, FALSE); /* * Make certain that it is somethings that we want to drink */ if (item == NULL) return; /* How long does it take to quaff? */ units = usage_time(item); if (units < 0) return; player.t_using = item; /* Remember what it is */ player.t_no_move = units * movement(&player); if ((OBJPTR(item))->o_type == POTION) player.t_action = C_QUAFF; else player.t_action = C_USE; return; } /* We have waited our time, let's quaff the potion */ item = player.t_using; player.t_using = NULL; player.t_action = A_NIL; obj = OBJPTR(item); /* remove it from the pack */ inpack--; detach(pack, item); flags = obj->o_flags; which = obj->o_which; kind = obj->o_kind; } cursed = flags & ISCURSED; blessed = flags & ISBLESSED; switch(which) { case P_CLEAR: if (cursed) { confus_player(); } else { if (blessed) { /* Make player immune for the whole game */ extinguish(unclrhead); /* If we have a fuse, put it out */ msg("A strong blue aura surrounds your head."); } else { /* Just light a fuse for how long player is safe */ if (off(player, ISCLEAR)) { fuse(unclrhead, (VOID *)NULL, CLRDURATION, AFTER); msg("A faint blue aura surrounds your head."); } else { /* If we have a fuse lengthen it, else we * are permanently clear. */ if (find_slot(unclrhead) == 0) msg("Your blue aura continues to glow strongly."); else { lengthen(unclrhead, CLRDURATION); msg("Your blue aura brightens for a moment."); } } } turn_on(player, ISCLEAR); /* If player is confused, unconfuse him */ if (on(player, ISHUH)) { extinguish(unconfuse); unconfuse(); } } when P_HEALING: if (cursed) { msg("You feel worse now."); pstats.s_hpt -= roll(pstats.s_lvl, char_class[player.t_ctype].hit_pts); if (pstats.s_hpt < 1) { pstats.s_hpt = -1; msg("You're life passes before your eyes.. --More--"); wait_for(' '); death(D_POTION); } } else { if (blessed) { pstats.s_hpt += roll(pstats.s_lvl+1, char_class[player.t_ctype].hit_pts); if (pstats.s_hpt > max_stats.s_hpt) { pstats.s_hpt = ++max_stats.s_hpt; pstats.s_hpt = ++max_stats.s_hpt; } if (on(player, ISHUH)) { extinguish(unconfuse); unconfuse(); } } else { pstats.s_hpt += roll(pstats.s_lvl+1, char_class[player.t_ctype].hit_pts/2); if (pstats.s_hpt > max_stats.s_hpt) pstats.s_hpt = ++max_stats.s_hpt; } msg("You begin to feel %sbetter.", blessed ? "much " : ""); sight(); if (is_potion) p_know[P_HEALING] = TRUE; } when P_ABIL: /* If it is cursed, we take a point away */ if (cursed) { if (ISWEARING(R_SUSABILITY)) { msg(nothing); break; } else (*add_abil[kind])(-1); } /* Otherwise we add points */ else (*add_abil[kind])(blessed ? 3 : 1); if (is_potion) p_know[P_ABIL] = TRUE; when P_MFIND: /* * Potion of monster detection, if there are monters, detect them */ if (mlist != NULL) { register struct thing *tp; register struct linked_list *item; wclear(hw); for (item=mlist; item!=NULL; item=next(item)) { tp = THINGPTR(item); if (on(*tp, NODETECT)) continue; if (off(*tp, ISRUN))/* turn off only on sleeping ones */ turn_off(*tp, CANSURPRISE); mvwaddch(hw, tp->t_pos.y, tp->t_pos.x, monsters[tp->t_index].m_appear); } rmmsg(); overlay(hw,cw); draw(cw); msg("You begin to sense the presence of monsters."); if (is_potion) p_know[P_MFIND] = TRUE; } else msg("You have a strange feeling for a moment, then it passes."); when P_TFIND: /* * Potion of magic detection. Show the potions and scrolls */ { register struct linked_list *mobj; register struct object *tp; bool show; show = FALSE; wclear(hw); for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj)) { tp = OBJPTR(mobj); if (is_magic(tp)) { char mag_type=MAGIC; /* Mark cursed items or bad weapons */ if ((tp->o_flags & ISCURSED) || (tp->o_type == WEAPON && (tp->o_hplus < 0 || tp->o_dplus < 0))) mag_type = CMAGIC; else if ((tp->o_flags & ISBLESSED) || (tp->o_type == WEAPON && (tp->o_hplus > 0 || tp->o_dplus > 0))) mag_type = BMAGIC; show = TRUE; mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, mag_type); } } for (titem = mlist; titem != NULL; titem = next(titem)) { register struct linked_list *pitem; th = THINGPTR(titem); if (on(*th, NODETECT)) continue; for(pitem = th->t_pack; pitem != NULL; pitem = next(pitem)){ tp = OBJPTR(pitem); if (is_magic(tp)) { char mag_type=MAGIC; /* Mark cursed items or bad weapons */ if ((tp->o_flags & ISCURSED) || (tp->o_type == WEAPON && (tp->o_hplus < 0 || tp->o_dplus < 0))) mag_type = CMAGIC; else if ((tp->o_flags & ISBLESSED) || (tp->o_type == WEAPON && (tp->o_hplus > 0 || tp->o_dplus > 0))) mag_type = BMAGIC; show = TRUE; mvwaddch(hw, th->t_pos.y, th->t_pos.x, mag_type); } } } if (show) { if (is_potion) p_know[P_TFIND] = TRUE; rmmsg(); overlay(hw,cw); draw(cw); msg("You sense the presence of magic on this level."); break; } else msg("You have a strange feeling for a moment, then it passes."); } when P_SEEINVIS: if (cursed) { if (!find_slot(sight)) { msg("A cloak of darkness falls around you."); turn_on(player, ISBLIND); fuse(sight, (VOID *)NULL, SEEDURATION, AFTER); light(&hero); } else msg("The darkness around you thickens. "); lengthen(sight, SEEDURATION); } else { if (off(player, CANSEE)) { turn_on(player, CANSEE); msg("Your eyes begin to tingle."); fuse(unsee, (VOID *)NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER); light(&hero); } else if (find_slot(unsee) != 0) { msg("You eyes continue to tingle."); lengthen(unsee, blessed ? SEEDURATION*3 : SEEDURATION); } sight(); } when P_PHASE: if (cursed) { msg("You can't move."); player.t_no_move = movement(&player) * FREEZETIME; player.t_action = A_FREEZE; } else { int duration; if (blessed) duration = 3; else duration = 1; if (on(player, CANINWALL)) lengthen(unphase, duration*PHASEDURATION); else { fuse(unphase, (VOID *)NULL, duration*PHASEDURATION, AFTER); turn_on(player, CANINWALL); } msg("You feel %slight-headed!", blessed ? "very " : ""); } when P_FLY: { int duration; bool say_message; say_message = TRUE; if (blessed) duration = 3; else duration = 1; if (on(player, ISFLY)) { if (find_slot(land)) lengthen(land, duration*FLYTIME); else { msg("Nothing happens."); /* Flying by cloak */ say_message = FALSE; } } else { fuse(land, (VOID *)NULL, duration*FLYTIME, AFTER); turn_on(player, ISFLY); } if (say_message) { if (is_potion) p_know[P_FLY] = TRUE; msg("You feel %slighter than air!", blessed ? "much " : ""); } } when P_RAISE: if (cursed) lower_level(D_POTION); else { msg("You suddenly feel %smore skillful", blessed ? "much " : ""); p_know[P_RAISE] = TRUE; raise_level(); do_panic(NULL); /* this startles them */ if (blessed) raise_level(); } when P_HASTE: if (cursed) { /* Slow player down */ add_slow(); } else { add_haste(blessed); if (is_potion) p_know[P_HASTE] = TRUE; } when P_RESTORE: { register int i, howmuch, strength_tally; msg("Hey, this tastes great. It make you feel %swarm all over.", blessed ? "really " : ""); howmuch = blessed ? 3 : 1; for (i=0; i<NUMABILITIES; i++) { if (i == A_STRENGTH) { if (lost_str) { if (lost_str > howmuch) { lost_str -= howmuch; /* * Save the lost strength. We have to set * temporarilty set it to 0 so that res_strength * will not restore it. */ strength_tally = lost_str; lost_str = 0; res_strength(howmuch); lost_str = strength_tally; } else { lost_str = 0; extinguish(res_strength); res_strength(howmuch); } } else res_strength(howmuch); } else (*res_abil[i])(howmuch); } } when P_INVIS: if (off(player, ISINVIS)) { turn_on(player, ISINVIS); msg("You have a tingling feeling all over your body"); fuse(appear, (VOID *)NULL, blessed ? GONETIME*3 : GONETIME, AFTER); PLAYER = IPLAYER; light(&hero); } else { if (find_slot(appear)) { msg("Your tingling feeling surges."); lengthen(appear, blessed ? GONETIME*3 : GONETIME); } else msg("Nothing happens."); /* Using cloak */ } when P_FFIND: { register struct linked_list *nitem; register struct object *nobj; bool show; show = FALSE; wclear(hw); for (nitem = lvl_obj; nitem != NULL; nitem = next(nitem)) { nobj = OBJPTR(nitem); if (nobj->o_type == FOOD) { show = TRUE; mvwaddch(hw, nobj->o_pos.y, nobj->o_pos.x, FOOD); } } for (nitem = mlist; nitem != NULL; nitem = next(nitem)) { register struct linked_list *pitem; register struct thing *th; th = THINGPTR(nitem); if (on(*th, NODETECT)) continue; for(pitem = th->t_pack; pitem != NULL; pitem = next(pitem)){ nobj = OBJPTR(pitem); if (nobj->o_type == FOOD) { show = TRUE; mvwaddch(hw, th->t_pos.y, th->t_pos.x, FOOD); } } } if (is_potion) p_know[P_FFIND] = TRUE; if (show) { rmmsg(); msg("Your nose tingles."); rmmsg(); overlay(hw,cw); draw(cw); msg("You sense the presence of food on this level."); } else msg("You have a strange feeling for a moment, then it passes."); } when P_SKILL: if (cursed) { msg("You feel less skillful."); /* Does he currently have an artifical skill? */ if (!find_slot(unskill)) { /* No skill */ pstats.s_lvladj = -2; pstats.s_lvl += pstats.s_lvladj; fuse(unskill, (VOID *)NULL, SKILLDURATION, AFTER); } else { /* Has an artifical skill */ /* Is the skill beneficial? */ if (pstats.s_lvladj > 0) { /* Decrease the previous skill advantage */ pstats.s_lvl -= 2; pstats.s_lvladj -= 2; /* If there is now a negative skill, lengthen time */ if (pstats.s_lvladj < 0) lengthen(unskill, SKILLDURATION); /* If there is no skill advantage, unfuse us */ else if (pstats.s_lvladj == 0) extinguish(unskill); } else { /* Already bad */ /* Make it a little worse, and lengthen it */ pstats.s_lvl--; pstats.s_lvladj--; lengthen(unskill, SKILLDURATION); } } /* Is our level too low now? */ if (pstats.s_lvl < 1) { pstats.s_hpt = -1; msg("You cough, choke, and finally die. --More--"); wait_for(' '); death(D_POTION); } } else { int adjust; msg("You feel more skillful."); max_stats.s_hpt++; pstats.s_hpt++; /* Get the adjustment */ if (blessed) adjust = rnd(4) + 2; else adjust = rnd(2) + 1; /* The Fighter likes this */ if (player.t_ctype == C_FIGHTER) { max_stats.s_hpt++; pstats.s_hpt++; adjust = rnd(2) + 1; } /* Does he currently have an artifical skill? */ if (!find_slot(unskill)) { pstats.s_lvladj = adjust; pstats.s_lvl += pstats.s_lvladj; fuse(unskill, (VOID *)NULL, blessed ? SKILLDURATION*2 : SKILLDURATION, AFTER); } else { /* Has an artifical skill */ /* Is the skill detrimental? */ if (pstats.s_lvladj < 0) { /* Decrease the previous skill advantage */ pstats.s_lvl += adjust; pstats.s_lvladj += adjust; /* If there is now a positive skill, lengthen time */ if (pstats.s_lvladj < 0) lengthen(unskill, SKILLDURATION); /* If there is no skill advantage, unfuse us */ else if (pstats.s_lvladj == 0) extinguish(unskill); } else { /* Already good */ /* * Make the skill the maximum of the current good * skill and what the adjust would give him. */ pstats.s_lvl -= pstats.s_lvladj; pstats.s_lvladj = max(pstats.s_lvladj, adjust); pstats.s_lvl += pstats.s_lvladj; lengthen(unskill, blessed ? SKILLDURATION*2 : SKILLDURATION); } } } when P_FIRE: { int duration; bool say_message; say_message = TRUE; if (blessed) duration = 8; else duration = 3; if (on(player, NOFIRE)) {