view urogue/potions.c @ 267:911f0aa6e758

UltraRogue: flush output when exiting.
author John "Elwin" Edwards
date Sun, 26 Feb 2017 14:58:49 -0500
parents c495a4f288c6
children 0250220d8cdd
line wrap: on
line source

/*
    potions.c - Functions for dealing with potions
      
    UltraRogue: The Ultimate Adventure in the Dungeons of Doom
    Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
    All rights reserved.

    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
    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 <string.h>
#include <stdlib.h>
#include "rogue.h"

/*
    quaff - drink a potion (or effect a potion-like spell)

    quaffer: who does it
    which:   which P_POTION (-1 means ask from pack)
    flags:   ISBLESSED, ISCURSED
*/

void
quaff(struct thing *quaffer, int which, int flags)
{
    struct object   *obj;
    struct thing    *th;
    struct stats    *curp = &(quaffer->t_stats);
    struct stats    *maxp = &(quaffer->maxstats);
    int    blessed = flags & ISBLESSED;
    int    cursed = flags & ISCURSED;
    int    is_potion = (which < 0 ? TRUE : FALSE);

    struct linked_list  *item, *titem;
    char    buf[2 * LINELEN];

    if (quaffer != &player)
    {
        monquaff(quaffer, which, flags);
        return;
    }

    if (is_potion)      /* A regular potion */
    {
        if ((item = get_item("quaff", POTION)) == NULL)
            return;

        obj = OBJPTR(item);

        if (obj->o_type != POTION)
        {
            msg("You can't drink that!");
            return;
        }

        /* Calculate its effect */

        flags = obj->o_flags;
        cursed = obj->o_flags & ISCURSED;
        blessed = obj->o_flags & ISBLESSED;
        which = obj->o_which;

        /* remove it from the pack */

        rem_pack(obj);
        discard(item);
        updpack();
    }

    switch(which)
    {
        case P_CLEAR:
            if (cursed)
            {
                if (off(player, ISCLEAR))
                {
                    msg("Wait, what's going on here. Huh? What? Who?");

                    if (on(player, ISHUH))
                        lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION);
                    else
                        light_fuse(FUSE_UNCONFUSE, 0, rnd(8) + HUHDURATION, AFTER);

                    turn_on(player, ISHUH);
                }
                else
                    msg("You feel dizzy for a moment, but it passes.");
            }
            else
            {
                if (blessed) /* Make player immune for the whole game */
                {
                    extinguish_fuse(FUSE_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))
                    {
                        light_fuse(FUSE_UNCLRHEAD, 0, CLRDURATION, AFTER);
                        msg("A faint blue aura surrounds your head.");
                    }
                    else  /* If have fuse lengthen, else permanently clear */
                    {
                        if (find_slot(FUSE_UNCLRHEAD,FUSE) == NULL)
                            msg("Your blue aura continues to glow strongly.");
                        else
                        {
                            lengthen_fuse(FUSE_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_fuse(FUSE_UNCONFUSE);
                    unconfuse(NULL);
                }
            }
            break;

        case P_HEALING:
            if (cursed)
            {
                if (player.t_ctype != C_PALADIN
                    && !(player.t_ctype == C_NINJA
                    && curp->s_lvl > 12)
                    && !save(VS_POISON))
                {
                    feel_message();
                    curp->s_hpt /= 2;
                    curp->s_power /= 2;

                    if ((curp->s_hpt -= 1) <= 0)
                    {
                        death(D_POISON);
                        return;
                    }
                }
                else
                    msg("You feel momentarily sick.");
            }
            else
            {
                int nsides = (blessed ? 8 : 4);
                int hpt_gain = roll(curp->s_lvl, nsides);
                int power_gain = roll(curp->s_lvl, nsides);

                if (blessed && on(player, ISHUH))
                {
                    extinguish_fuse(FUSE_UNCONFUSE);
                    unconfuse(NULL);
                }

                curp->s_hpt = min(curp->s_hpt + hpt_gain, maxp->s_hpt);

                if (is_potion)  /* Do not bump power or maximums if spell */
                {
                    know_items[TYP_POTION][P_HEALING] = TRUE;
                    curp->s_power = min(curp->s_power + power_gain, maxp->s_power);

                    if (maxp->s_hpt == curp->s_hpt)
                        maxp->s_hpt = curp->s_hpt += roll(1, nsides);

                    if (maxp->s_power == curp->s_power)
                        maxp->s_power = curp->s_power += roll(1, nsides);
                }

                msg("You begin to feel %sbetter.", blessed ? "much " : "");

                if (off(player, PERMBLIND))
                    sight(NULL);
            }
            break;

        case P_GAINABIL:
        {
            int   ctype;

            if (!is_potion || pstats.s_arm <= 0)
                feel_message();
            else
            {
                if (blessed)    /* add to all attributes */
                {
                    add_intelligence(FALSE);
                    add_dexterity(FALSE);
                    add_strength(FALSE);
                    add_wisdom(FALSE);
                    add_const(FALSE);
                }
                else
                {
                    if (rnd(100) < 70)
                    /* probably change own ability */
                        ctype = player.t_ctype;
                    else
                        switch(rnd(4))
                        {
                            case 0: ctype = C_FIGHTER;  break;
                            case 1: ctype = C_MAGICIAN; break;
                            case 2: ctype = C_CLERIC;   break;
                            case 3: ctype = C_THIEF;    break;
                        }
                        switch (ctype)
                        {
                            case C_FIGHTER:add_strength(cursed);        break;
                            case C_PALADIN:add_strength(cursed);        break;
                            case C_RANGER:add_strength(cursed);         break;
                            case C_MAGICIAN:add_intelligence(cursed);   break;
                            case C_ILLUSION:add_intelligence(cursed);   break;
                            case C_CLERIC:add_wisdom(cursed);           break;
                            case C_DRUID:add_wisdom(cursed);            break;
                            case C_THIEF:add_dexterity(cursed);         break;
                            case C_ASSASIN:add_dexterity(cursed);       break;
                            case C_NINJA:add_dexterity(cursed);         break;
                            default: msg("You're a strange type!");     break;
                        }
                    }

                    if (rnd(100) < 10)
                        add_const(cursed);

                    if (rnd(100) < 60)
                        curp->s_arm += (cursed ? 1 : -1);

                    if (!cursed)
                        know_items[TYP_POTION][P_GAINABIL] = TRUE;
                }
            }
            break;

        case P_MONSTDET:

            /*
             * Potion of monster detection, if there are monsters,
             * detect them
             */

            if (is_potion)
                know_items[TYP_POTION][P_MONSTDET] = TRUE;

            if (cursed)
            {
                int nm = roll(3, 6);
                int i;
                char    ch;
                struct room *rp;
                coord   pos;

                msg("You begin to sense the presence of monsters.");
                wclear(hw);

                for (i = 1; i < nm; i++)
                {
                    rp = &rooms[rnd_room()];
                    rnd_pos(rp, &pos);

                    if (rnd(2))
                        ch = 'a' + ucrnd(26);
                    else
                        ch = 'A' + ucrnd(26);

                    mvwaddch(hw, pos.y, pos.x, ch);
                }
                waddstr(cw, morestr);
                overlay(hw, cw);
                wrefresh(cw);
                wait_for(' ');
                msg("");
            }
            else if (mlist != NULL)
            {
                msg("You begin to sense the presence of monsters.");
                waddstr(cw, morestr);
                overlay(mw, cw);
                wrefresh(cw);
                wait_for(' ');
                msg("");

                if (blessed)
                    turn_on(player, BLESSMONS);
            }
            else
                nothing_message(flags);
            break;

        case P_TREASDET:

            /* Potion of magic detection.  Show the potions and scrolls */

            if (cursed)
            {
                int nm = roll(3, 3);
                int i;
                char    ch;
                struct room *rp;
                coord   pos;

                msg("You sense the presence of magic on this level.");
                wclear(hw);

                for (i = 1; i < nm; i++)
                {
                    rp = &rooms[rnd_room()];
                    rnd_pos(rp, &pos);

                    if (rnd(9) == 0)
                        ch = BMAGIC;
                    else if (rnd(9) == 0)
                        ch = CMAGIC;
                    else
                        ch = MAGIC;

                    mvwaddch(hw, pos.y, pos.x, ch);
                }
                waddstr(cw, morestr);

                overlay(hw, cw);
                wrefresh(cw);
                wait_for(' ');
                msg("");

                if (is_potion)
                    know_items[TYP_POTION][P_TREASDET] = TRUE;

                break;
            }

            if (blessed)
                turn_on(player, BLESSMAGIC);

            if (lvl_obj != NULL)
            {
                struct linked_list  *mobj;
                struct object   *tp;
                int showit;

                showit = FALSE;
                wclear(hw);

                for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj))
                {
                    tp = OBJPTR(mobj);

                    if (is_magic(tp))
                    {
                        char    mag_type = MAGIC;

                        if (blessed)
                            if (tp->o_flags & ISCURSED)
                                mag_type = CMAGIC;
                            else if (tp->o_flags & ISBLESSED)
                                mag_type = BMAGIC;

                        showit = TRUE;
                        mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, mag_type);
                    }
                }

                for (titem = mlist; titem != NULL; titem = next(titem))
                {
                    struct linked_list  *pitem;

                    th = THINGPTR(titem);

                    for (pitem = th->t_pack; pitem != NULL; pitem = next(pitem))
                    {
                        if (is_magic(OBJPTR(pitem)))
                        {
                            showit = TRUE;
                            mvwaddch(hw, th->t_pos.y, th->t_pos.x,MAGIC);
                        }
                    }
                }

                if (showit)
                {
                    msg("You sense the presence of magic on this level.");

                    if (is_potion)
                        know_items[TYP_POTION][P_TREASDET] = TRUE;

                    waddstr(cw, morestr);
                    overlay(hw, cw);
                    wrefresh(cw);
                    wait_for(' ');
                    msg("");
                    break;
                }
            }
            nothing_message(flags);
            break;

        case P_SEEINVIS:
            if (cursed)
            {
                if (off(player, ISBLIND) && !is_wearing(R_SEEINVIS))
                {
                    msg("A cloak of darkness falls around you.");
                    turn_on(player, ISBLIND);
                    light_fuse(FUSE_SIGHT, 0, SEEDURATION, AFTER);
                    look(FALSE);
                }
                else
                    msg("Your eyes stop tingling for a moment.");
            }
            else if (off(player, PERMBLIND))
            {
                if (is_potion)
                    know_items[TYP_POTION][P_SEEINVIS] = TRUE;

                if (off(player, CANSEE))
                {
                    turn_on(player, CANSEE);
                    msg("Your eyes begin to tingle.");
                    light_fuse(FUSE_UNSEE, 0, blessed ? SEEDURATION * 3 : SEEDURATION, AFTER);
                    light(&hero);
                }
                else if (find_slot(FUSE_UNSEE,FUSE) != NULL)
                {
                    nothing_message(ISNORMAL);
                    lengthen_fuse(FUSE_UNSEE, blessed ? SEEDURATION * 3 : SEEDURATION);
                }
                sight(NULL);
            }
            break;

        case P_PHASE:

            if (cursed)
            {
                msg("You can't move.");
                no_command = HOLDTIME;
            }
            else
            {
                short   duration = (blessed ? 3 : 1);

                if (is_potion)
                    know_items[TYP_POTION][P_PHASE] = TRUE;

                if (on(player, CANINWALL))
                    lengthen_fuse(FUSE_UNPHASE, duration * PHASEDURATION);
                else
                {
                    light_fuse(FUSE_UNPHASE, 0, duration * PHASEDURATION, AFTER);
                    turn_on(player, CANINWALL);
                }
                msg("You feel %slight-headed!", blessed ? "very " : "");
            }
            break;

        case P_RAISELEVEL:

            if (cursed || (!is_potion && pstats.s_lvl > 20))
                lower_level(D_POTION);
            else
            {
                msg("You suddenly feel %smore skillful.", blessed ? "much " : "");
                know_items[TYP_POTION][P_RAISELEVEL] = TRUE;
                raise_level();

                if (blessed)
                    raise_level();
            }
            break;

        case P_HASTE:
            if (cursed)     /* Slow player down */
            {
                if (on(player, ISHASTE))
                {
                    extinguish_fuse(FUSE_NOHASTE);
                    nohaste(NULL);
                }
                else
                {
                    msg("You feel yourself moving %sslower.",
                        on(player, ISSLOW) ? "even " : "");

                    if (on(player, ISSLOW))
                        lengthen_fuse(FUSE_NOSLOW, rnd(4) + 4);
                    else if (!is_wearing(R_FREEDOM))
                    {
                        turn_on(player, ISSLOW);
                        player.t_turn = TRUE;
                        light_fuse(FUSE_NOSLOW, 0, rnd(4) + 4, AFTER);
                    }
                }
            }
            else
            {
                if (off(player, ISSLOW))
                    msg("You feel yourself moving %sfaster.",
                        blessed ? "much " : "");

                add_haste(blessed);

                if (is_potion)
                    know_items[TYP_POTION][P_HASTE] = TRUE;
            }
            break;

        case P_RESTORE:
        {
            int i;

            msg("You are surrounded by an orange mist.");

            if (is_potion)
                know_items[TYP_POTION][P_RESTORE] = TRUE;

            if (lost_str)
            {
                for (i = 0; i < lost_str; i++)
                    extinguish_fuse(FUSE_RES_STRENGTH);

                lost_str = 0;
            }
            res_strength(NULL);

            if (lost_dext)
            {
                for (i = 0; i < lost_dext; i++)
                    extinguish_fuse(FUSE_UNITCH);

                lost_dext = 0;
            }

            res_dexterity();
            res_wisdom();
            res_intelligence();
            curp->s_const = maxp->s_const;
        }
        break;

        case P_INVIS:

            if (cursed)
            {
                msg("You feel very noticable.");
                quaff(&player, P_SHIELD, ISCURSED);
            }
            else if (off(player, ISINVIS))
            {
                turn_on(player, ISINVIS);

                if (on(player, ISDISGUISE))
                {
                    turn_off(player, ISDISGUISE);
                    extinguish_fuse(FUSE_UNDISGUISE);
                    msg("Your skin feels itchy for a moment.");
                }
                msg("You have a tingling feeling all over your body.");
                light_fuse(FUSE_APPEAR, 0, blessed ? WANDERTIME * 3 : WANDERTIME, AFTER);
                PLAYER = IPLAYER;
                light(&hero);

                if (is_potion)
                    know_items[TYP_POTION][P_INVIS] = TRUE;
            }
            else
                lengthen_fuse(FUSE_APPEAR, blessed ? WANDERTIME * 3 : WANDERTIME);

            break;

        case P_SMELL:

            if (cursed)
            {
                if (on(player, CANSCENT))
                {
                    turn_off(player, CANSCENT);
                    extinguish_fuse(FUSE_UNSCENT);
                    msg("You no longer smell monsters around you.");
                }
                else if (on(player, ISUNSMELL))
                {
                    lengthen_fuse(FUSE_UNSCENT, PHASEDURATION);
                    msg("You feel your nose tingle.");
                }
                else
                {
                    turn_on(player, ISUNSMELL);
                    light_fuse(FUSE_SCENT, 0, PHASEDURATION, AFTER);
                    msg("You can't smell anything now.");
                }
            }
            else
            {
                short   duration = (blessed ? 3 : 1);

                if (is_potion)
                    know_items[TYP_POTION][P_SMELL] = TRUE;

                if (on(player, CANSCENT))
                    lengthen_fuse(FUSE_UNSCENT, duration * PHASEDURATION);
                else
                {
                    light_fuse(FUSE_UNSCENT, 0, duration * PHASEDURATION, AFTER);
                    turn_on(player, CANSCENT);
                }
                msg("You begin to smell monsters all around you.");
            }
            break;

        case P_HEAR:

            if (cursed)
            {
                if (on(player, CANHEAR))
                {
                    turn_off(player, CANHEAR);
                    extinguish_fuse(FUSE_HEAR);
                    msg("You no longer hear monsters around you.");
                }
                else if (on(player, ISDEAF))
                {
                    lengthen_fuse(FUSE_HEAR, PHASEDURATION);
                    msg("You feel your ears burn.");
                }
                else
                {
                    light_fuse(FUSE_HEAR, 0, PHASEDURATION, AFTER);
                    turn_on(player, ISDEAF);
                    msg("You are surrounded by a sudden silence.");
                }
            }
            else
            {
                short   duration = (blessed ? 3 : 1);

                if (is_potion)
                    know_items[TYP_POTION][P_HEAR] = TRUE;

                if (on(player, CANHEAR))
                    lengthen_fuse(FUSE_UNHEAR, duration * PHASEDURATION);
                else
                {
                    light_fuse(FUSE_UNHEAR, 0, duration * PHASEDURATION, AFTER);
                    turn_on(player, CANHEAR);
                }
                msg("You begin to hear monsters all around you.");
            }
            break;

        case P_SHERO:
            if (cursed)
            {
                if (on(player, SUPERHERO))
                {
                    msg("You feel ordinary again.");
                    turn_off(player, SUPERHERO);
                    extinguish_fuse(FUSE_UNSHERO);
                    extinguish_fuse(FUSE_UNBHERO);
                }
                else if (on(player, ISUNHERO))
                {
                    msg("Your feeling of vulnerability increases.");
                    lengthen_fuse(FUSE_SHERO, 5 + rnd(5));
                }
                else
                {
                    msg("You feel suddenly vulnerable.");

                    if (curp->s_hpt == 1)
                    {
                        death(D_POTION);
                        return;
                    }

                    curp->s_hpt /= 2;
                    chg_str(-2, FALSE, TRUE);
                    chg_dext(-2, FALSE, TRUE);
                    no_command = 3 + rnd(HEROTIME);
                    turn_on(player, ISUNHERO);
                    light_fuse(FUSE_SHERO, 0, HEROTIME + rnd(HEROTIME), AFTER);
                }
            }
            else
            {
                if (on(player, ISFLEE))
                {
                    turn_off(player, ISFLEE);
                    msg("You regain your composure.");
                }

                if (on(player, ISUNHERO))
                {
                    extinguish_fuse(FUSE_SHERO);
                    shero(NULL);
                }
                else if (on(player, SUPERHERO))
                {
                    if (find_slot(FUSE_UNBHERO,FUSE))
                        lengthen_fuse(FUSE_UNBHERO, HEROTIME+2*rnd(HEROTIME));
                    else if (find_slot(FUSE_UNSHERO,FUSE) && !blessed)
                        lengthen_fuse(FUSE_UNSHERO,HEROTIME+2*rnd(HEROTIME));
                    else
                    {
                        extinguish_fuse(FUSE_UNSHERO);
                        unshero(NULL);
                        light_fuse(FUSE_UNBHERO,0, 2 * (HEROTIME + rnd(HEROTIME)), AFTER);
                    }
                    msg("Your feeling of invulnerablity grows stronger.");
                }
                else
                {
                    turn_on(player, SUPERHERO);
                    chg_str(10, FALSE, FALSE);
                    chg_dext(5, FALSE, FALSE);
                    quaff(quaffer, P_HASTE, ISBLESSED);
                    quaff(quaffer, P_CLEAR, ISNORMAL);

                    if (blessed)
                    {
                        light_fuse(FUSE_UNBHERO, 0, HEROTIME + rnd(HEROTIME), AFTER);
                        msg("You suddenly feel invincible.");
                    }
                    else
                    {
                        light_fuse(FUSE_UNSHERO, 0, HEROTIME + rnd(HEROTIME), AFTER);
                        msg("You suddenly feel invulnerable.");
                    }

                    if (is_potion)
                        know_items[TYP_POTION][P_SHERO] = TRUE;
                }
            }
            break;

        case P_DISGUISE:
            if (off(player, ISDISGUISE) && off(player, ISINVIS))
            {
                turn_on(player, ISDISGUISE);
                msg("Your body shimmers a moment and then changes.");
                light_fuse(FUSE_UNDISGUISE, 0, blessed ? GONETIME * 3 : GONETIME, AFTER);

                if (rnd(2))
                    PLAYER = 'a' + ucrnd(26);
                else
                    PLAYER = 'A' + ucrnd(26);

                light(&hero);

                if (is_potion)
                    know_items[TYP_POTION][P_DISGUISE] = TRUE;
            }
            else if (off(player, ISINVIS))
                lengthen_fuse(FUSE_UNDISGUISE,blessed?GONETIME * 3 : GONETIME);
            else
                msg("You have an itchy feeling under your skin.");

            break;

        case P_FIRERESIST:
            if (cursed)
            {
                if (!is_wearing(R_FIRERESIST))
                {
                    msg("Your teeth start clattering.");

                    if (on(player, ISHASTE))
                    {
                        extinguish_fuse(FUSE_NOHASTE);
                        nohaste(NULL);
                    }
                    else
                    {
                        msg("You feel yourself moving %sslower.",
                            on(player, ISSLOW) ? "even "  : "");

                        if (on(player, ISSLOW))
                            lengthen_fuse(FUSE_NOSLOW, rnd(4) + 4);
                        else if (!is_wearing(R_FREEDOM))
                        {
                            turn_on(player, ISSLOW);
                            player.t_turn = TRUE;
                            light_fuse(FUSE_NOSLOW, 0, rnd(4) + 4, AFTER);
                        }
                    }
                }
                else
                    msg("You feel a brief chill.");
            }
            else
            {
                if (is_potion)
                    know_items[TYP_POTION][P_FIRERESIST] = TRUE;