view arogue5/potions.c @ 162:600873555ec0

Don't swap signal handlers in md_shellescape(). md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the previous handlers, and restores them after the shell exits. But it mixed up the two handlers. Since the signals were usually handled by the same function, this fix doesn't have much effect, but anything that makes signal code less confusing is a good thing.
author John "Elwin" Edwards
date Mon, 08 Jun 2015 10:01:25 -0400
parents 34a87d84ea31
children 56e748983fa8
line wrap: on
line source

/*
 * Function(s) for dealing with potions
 *
 * 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 "curses.h"
#include "rogue.h"
#include <stdlib.h>
#include <string.h>



/*
 * Increase player's constitution
 */

add_const(cursed)
bool cursed;
{
    /* Do the potion */
    if (cursed) {
	msg("You feel less healthy now.");
	pstats.s_const--;
	if (pstats.s_const <= 0)
	    death(D_CONSTITUTION);
    }
    else {
	msg("You feel healthier now.");
	pstats.s_const = min(pstats.s_const + 1, 25);
    }

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

add_dexterity(cursed)
bool cursed;
{
    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 (cursed) {
	msg("You feel less dextrous now.");
	pstats.s_dext--;
    }
    else {
	msg("You feel more dextrous now.  Watch those hands!");
	pstats.s_dext = min(pstats.s_dext + 1, 25);
    }

    /* 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
 */

add_haste(blessed)
bool blessed;
{
    int hasttime;

    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.");
	no_command += rnd(hasttime);
	lengthen(nohaste, roll(hasttime,hasttime));
    }
    else {
	turn_on(player, ISHASTE);
	fuse(nohaste, 0, roll(hasttime, hasttime), AFTER);
    }
}

/*
 * Increase player's intelligence
 */
add_intelligence(cursed)
bool cursed;
{
    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 (cursed) {
	msg("You feel slightly less intelligent now.");
	pstats.s_intel--;
    }
    else {
	msg("You feel more intelligent now.  What a mind!");
	pstats.s_intel = min(pstats.s_intel + 1, 25);
    }

    /* 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 
 */
add_slow()
{
    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);
	    player.t_turn = TRUE;
	    fuse(noslow, 0, roll(HASTETIME,HASTETIME), AFTER);
	}
    }
}

/*
 * Increase player's strength
 */

add_strength(cursed)
bool cursed;
{

    if (cursed) {
	msg("You feel slightly weaker now.");
	chg_str(-1);
    }
    else {
	msg("You feel stronger now.  What bulging muscles!");
	chg_str(1);
    }
}

/*
 * Increase player's wisdom
 */

add_wisdom(cursed)
bool cursed;
{
    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 (cursed) {
	msg("You feel slightly less wise now.");
	pstats.s_wisdom--;
    }
    else {
	msg("You feel wiser now.  What a sage!");
	pstats.s_wisdom = min(pstats.s_wisdom + 1, 25);
    }

    /* 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;
}


/* 
 * Lower a level of experience 
 */

lower_level(who)
short who;
{
    int fewer, nsides = 0;

    if (--pstats.s_lvl == 0)
	death(who);		/* All levels gone */
    msg("You suddenly feel less skillful.");
    pstats.s_exp /= 2;
    switch (player.t_ctype) {
	case C_FIGHTER:	nsides = HIT_FIGHTER;
	when C_MAGICIAN:nsides = HIT_MAGICIAN;
	when C_CLERIC:	nsides = HIT_CLERIC;
	when C_THIEF:	nsides = HIT_THIEF;
    }
    fewer = max(1, roll(1,nsides) + const_bonus());
    pstats.s_hpt -= fewer;
    max_stats.s_hpt -= fewer;
    if (pstats.s_hpt < 1)
	pstats.s_hpt = 1;
    if (max_stats.s_hpt < 1)
	death(who);
}

quaff(which, flag, is_potion)
int which;
int flag;
bool is_potion;
{
    register struct object *obj = NULL;
    register struct linked_list *item, *titem;
    register struct thing *th;
    bool cursed, blessed;
    char buf[LINELEN];

    blessed = FALSE;
    cursed = FALSE;
    item = NULL;

    if (which < 0) {	/* figure out which ourselves */
	item = get_item(pack, "quaff", POTION);
	/*
	 * Make certain that it is somethings that we want to drink
	 */
	if (item == NULL)
	    return;

	obj = OBJPTR(item);
	/* remove it from the pack */
	inpack--;
	detach(pack, item);

	/*
	 * Calculate the effect it has on the poor guy.
	 */
	cursed = (obj->o_flags & ISCURSED) != 0;
	blessed = (obj->o_flags & ISBLESSED) != 0;

	which = obj->o_which;
    }
    else {
	cursed = flag & ISCURSED;
	blessed = flag & ISBLESSED;
    }

    switch(which)
    {
	case P_CLEAR:
	    if (cursed) {
		if (off(player, ISCLEAR))
		{
		    msg("Wait, what's going on here. Huh? What? Who?");
		    if (find_slot(unconfuse))
			lengthen(unconfuse, rnd(8)+HUHDURATION);
		    else
			fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER);
		    turn_on(player, ISHUH);
		}
		else msg("You feel dizzy for a moment, but it quickly passes.");
	    }
	    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, 0, 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) == FALSE)
			    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) {
		if (!save(VS_POISON, &player, 0)) {
		    msg("You feel very sick now.");
		    pstats.s_hpt /= 2;
		    pstats.s_const--;
		    if (pstats.s_const <= 0 || pstats.s_hpt <= 0) 
			death(D_POISON);
		}
		else msg("You feel momentarily sick.");
	    }
	    else {
		if (blessed) {
		    if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_stats.s_hpt)
			pstats.s_hpt = ++max_stats.s_hpt;
		    if (on(player, ISHUH)) {
			extinguish(unconfuse);
			unconfuse();
		    }
		}
		else {
		    if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > 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:
	    {
		int ctype;

		/*
		 * if blessed then fix all attributes
		 */
		if (blessed) {
		    add_intelligence(FALSE);
		    add_dexterity(FALSE);
		    add_strength(FALSE);
		    add_wisdom(FALSE);
		    add_const(FALSE);
		}
		/* probably will be own ability */
		else {
		    if (rnd(100) < 70) 
			ctype = player.t_ctype;
		    else do {
			ctype = rnd(4);
			} while (ctype == player.t_ctype);

		    /* Small chance of doing constitution instead */
		    if (rnd(100) < 10) 
			add_const(cursed);
		    else switch (ctype) {
			case C_FIGHTER: add_strength(cursed);
			when C_MAGICIAN: add_intelligence(cursed);
			when C_CLERIC:	add_wisdom(cursed);
			when C_THIEF:	add_dexterity(cursed);
			otherwise:	msg("You're a strange type!");
		    }
		}
		if (is_potion) p_know[P_ABIL] = TRUE;
	    }
	when P_MFIND:
	    /*
	     * Potion of monster detection, if there are monters, detect them
	     */
	    if (mlist != NULL)
	    {
		overlay(mw, cw);
		draw(cw);
		msg("You begin to sense the presence of monsters.%s", morestr);
		draw(msgw);
		wait_for(cw,' ');
		msg("");
		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
	     */
	    if (lvl_obj != NULL)
	    {
		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);
		    }
		    if (is_potion) p_know[P_TFIND] = TRUE;
		}
		for (titem = mlist; titem != NULL; titem = next(titem)) {
		    register struct linked_list *pitem;

		    th = THINGPTR(titem);
		    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 (is_potion) p_know[P_TFIND] = TRUE;
		    }
		}
		if (show) {
		    overlay(hw,cw);
		    draw(cw);
		    msg("You sense the presence of magic on this level.%s", 
			morestr);
		    draw(msgw);
		    wait_for(cw,' ');
		    msg("");
		    break;
		}
	    }
	    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, 0, SEEDURATION, AFTER);
		    light(&hero);
		}
		else
		    lengthen(sight, SEEDURATION);
	    }
	    else {
		if (off(player, CANSEE)) {
		    turn_on(player, CANSEE);
		    msg("Your eyes begin to tingle.");
		    fuse(unsee, 0, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
		    light(&hero);
		}
		else if (find_slot(unsee) != FALSE)
		    lengthen(unsee, blessed ? SEEDURATION*3 : SEEDURATION);
		sight();
	    }
	when P_PHASE:
	    if (cursed) {
		msg("You can't move.");
		no_command = FREEZETIME;
	    }
	    else {
		int duration;

		if (blessed) duration = 3;
		else duration = 1;

		if (on(player, CANINWALL))
		    lengthen(unphase, duration*PHASEDURATION);
		else {
		    fuse(unphase, 0, 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, 0, duration*FLYTIME, AFTER);
		turn_on(player, ISFLY);
	    }
	    if (say_message) 
		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(TRUE);
		if (blessed) raise_level(TRUE);
	    }
	when P_HASTE:
	    if (cursed) {	/* Slow player down */
		add_slow();
	    }
	    else {
		if (off(player, ISSLOW))
		    msg("You feel yourself moving %sfaster.",
			blessed ? "much " : "");
		add_haste(blessed);
		if (is_potion) p_know[P_HASTE] = TRUE;
	    }
	when P_RESTORE: {
	    register int i;

	    msg("Hey, this tastes great.  It make you feel warm all over.");
	    if (lost_str) {
		extinguish(res_strength);
		lost_str = 0;
	    }
	    for (i=0; i<lost_dext; i++)
		extinguish(un_itch);
	    lost_dext = 0;
	    res_strength();
	    res_wisdom();
	    res_dexterity(0);
	    res_intelligence();
	    pstats.s_const = max_stats.s_const;
	}
	when P_INVIS:
	    if (off(player, ISINVIS)) {
		turn_on(player, ISINVIS);
		msg("You have a tingling feeling all over your body");
		fuse(appear, 0, 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 */
	    }

	otherwise:
	    msg("What an odd tasting potion!");
	    return;
    }
    status(FALSE);
    if (is_potion && p_know[which] && p_guess[which])
    {
	free(p_guess[which]);
	p_guess[which] = NULL;
    }
    else if (is_potion && 
	     !p_know[which] && 
	     askme &&
	     (obj->o_flags & ISKNOW) == 0 &&
	     (obj->o_flags & ISPOST) == 0 &&
	     p_guess[which] == NULL)
    {
	msg(terse ? "Call it: " : "What do you want to call it? ");
	if (get_str(buf, msgw) == NORM)
	{
	    p_guess[which] = new((unsigned int) strlen(buf) + 1);
	    strcpy(p_guess[which], buf);
	}
    }
    if (item != NULL) o_discard(item);
    updpack(TRUE);
}


/*
 * res_dexterity:
 *	Restore player's dexterity
 *	if called with zero the restore fully
 */

res_dexterity(howmuch)
int howmuch;
{
    short save_max;
    int ring_str;

    /* Discount the ring value */
    ring_str = ring_value(R_ADDHIT);
    pstats.s_dext -= ring_str;

    if (pstats.s_dext < max_stats.s_dext ) {
	if (howmuch == 0)
	    pstats.s_dext = max_stats.s_dext;
	else
	    pstats.s_dext = min(pstats.s_dext+howmuch, max_stats.s_dext);
    }

    /* Redo the rings */
    if (ring_str) {
	save_max = max_stats.s_dext;
	pstats.s_dext += ring_str;
	max_stats.s_dext = save_max;
    }
}


/*
 * res_intelligence:
 *	Restore player's intelligence
 */

res_intelligence()
{
    short save_max;
    int ring_str;

    /* Discount the ring value */
    ring_str = ring_value(R_ADDINTEL);
    pstats.s_intel -= ring_str;

    if (pstats.s_intel < max_stats.s_intel ) pstats.s_intel = max_stats.s_intel;

    /* Redo the rings */
    if (ring_str) {
	save_max = max_stats.s_intel;
	pstats.s_intel += ring_str;
	max_stats.s_intel = save_max;
    }
}

/*
 * res_wisdom:
 *	Restore player's wisdom
 */

res_wisdom()
{
    short save_max;
    int ring_str;

    /* Discount the ring value */
    ring_str = ring_value(R_ADDWISDOM);
    pstats.s_wisdom -= ring_str;

    if (pstats.s_wisdom < max_stats.s_wisdom )
	pstats.s_wisdom = max_stats.s_wisdom;

    /* Redo the rings */
    if (ring_str) {
	save_max = max_stats.s_wisdom;
	pstats.s_wisdom += ring_str;
	max_stats.s_wisdom = save_max;
    }
}