view arogue7/potions.c @ 291:5b6855d5d089

Fix a portability issue with md_hasclreol(). Some games' implementation of md_hasclreol() poked around in ncurses internals, which does not work for some ncurses build configuration. Most games did not actually call md_hasclreol(), so it was removed. There is a standard terminfo function which can retrieve the value of the clr_eol capability, so this was used for rogue5.
author John "Elwin" Edwards
date Wed, 27 Dec 2017 10:26:06 -0500
parents e1cd27c5464f
children
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/*
 * potions.c  -  Function(s) for dealing with potions
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 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.
 */

/*
 * Function(s) for dealing with potions
 */

#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.
 */

void (*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.
 */

void (*res_abil[NUMABILITIES])() = {
    res_intelligence, res_strength, res_wisdom, res_dexterity,
    res_constitution, res_charisma
};

/*
 * Increase player's constitution
 */

void
add_constitution(int change)
{
    /* Do the potion */
    if (change < 0) {
	msg("You feel less healthy now.");
	pstats.s_const += change;
	if (pstats.s_const <= 0)
	    death(D_CONSTITUTION);
    }
    else {
	msg("You feel healthier now.");
	pstats.s_const = min(pstats.s_const + change, 25);
    }

    /* Adjust the maximum */
    if (max_stats.s_const < pstats.s_const)
	max_stats.s_const = pstats.s_const;
}

/*
 * Increase player's charisma
 */

void
add_charisma(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 > 25) pstats.s_charisma = 25;
    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;
}

/*
 * Increase player's dexterity
 */

void
add_dexterity(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 > 25) pstats.s_dext = 25;
    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;
}

/*
 * add_haste:
 *	add a haste to the player
 */

void
add_haste(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, NULL, roll(hasttime, hasttime), AFTER);
    }
}

/*
 * Increase player's intelligence
 */
void
add_intelligence(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 > 25) pstats.s_intel = 25;
    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;
}

/*
 * this routine makes the hero move slower 
 */
void
add_slow(void)
{
    /* 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, NULL, roll(HASTETIME,HASTETIME), AFTER);
	}
    }
}

/*
 * Increase player's strength
 */

void
add_strength(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);
    }
}

/*
 * Increase player's wisdom
 */

void
add_wisdom(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 > 25) pstats.s_wisdom = 25;
    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;
}

void
quaff(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, 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 <= 0) 
		    death(D_POISON);
	    }
	    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;
		    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;

		msg("You begin to sense the presence of monsters.");
		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);
		}
		waddstr(msgw, morestr);
		clearok(msgw, FALSE);
		draw(msgw);
		wait_for(' ');
		msg("");
		overlay(hw, cw);
		draw(cw);
		if (is_potion) p_know[P_MFIND] = TRUE;
	    }
	    else
		msg("You have a strange feeling for a moment, then it passes.");