view xrogue/eat.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
parents e6179860cb76
children f54901b9c39b
line wrap: on
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/*
    eat.c  -  Functions for dealing with digestion

    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 <curses.h>
#include "rogue.h"

/*
 * eat:
 *      He wants to eat something, so let him try
 */

eat()
{
    register struct linked_list *item;
    int which;
    unsigned long temp;

    if (player.t_action != C_EAT) {
        if ((item = get_item(pack, "eat", FOOD, FALSE, FALSE)) == NULL)
            return;

        player.t_using = item;  /* Remember what it is */
        player.t_action = C_EAT;        /* We are eating */
        which = (OBJPTR(item))->o_which;
        player.t_no_move = max(foods[which].mi_food/100, 1) * movement(&player);
        return;
    }

    /* We have waited our time, let's eat the food */
    item = player.t_using;
    player.t_using = NULL;
    player.t_action = A_NIL;

    which = (OBJPTR(item))->o_which;
    if ((food_left += foods[which].mi_food) > STOMACHSIZE)
        food_left = STOMACHSIZE;
    del_pack(item);
    if (hungry_state == F_SATIATED && food_left == STOMACHSIZE && rnd(4) == 1) {
        pstats.s_hpt = -1;
        msg ("Cough!  Ack!  You choke on all that food and die!  --More--");
        wait_for(' ');
        death(D_FOOD_CHOKE);
    }
    if (food_left >= STOMACHSIZE-MORETIME) {
        hungry_state = F_SATIATED;
        msg ("You have trouble getting that food down!");
        msg ("Your stomach feels like it's about to burst!");
    }
    else if (which != E_SLIMEMOLD) {
        hungry_state = F_OKAY;
        switch (rnd(10)) {
        case 0: msg("Yuck, what a foul tasting %s! ", foods[which].mi_name);
        when 1: msg("Mmmm, what a tasty %s. ", foods[which].mi_name);
        when 2: msg("Wow, what a scrumptious %s! ", foods[which].mi_name);
        when 3: msg("Hmmm, %s heaven! ", foods[which].mi_name);
        when 4: msg("You've eaten better %s. ", foods[which].mi_name);
        when 5: msg("You smack your lips ");
        when 6: msg("Yum-yum-yum ");
        when 7: msg("Gulp! ");
        when 8: msg("Your tongue flips out! ");
        when 9: msg("You lick your chin ");
        }
    }
    updpack(TRUE, &player);
    switch(which) {
    case E_WHORTLEBERRY:    /* add 1 to intelligence */
        (*add_abil[A_INTELLIGENCE])(1);
    when E_SWEETSOP:    /* add 1 to strength */
    case E_SOURSOP: /* add 1 to strength */
        (*add_abil[A_STRENGTH])(1);
    when E_SAPODILLA:   /* add 1 to wisdom */
        (*add_abil[A_WISDOM])(1);
    when E_APPLE:   /* add 1 to dexterity */
        (*add_abil[A_DEXTERITY])(1);
    when E_PRICKLEY:    /* add 1 to constitution */
        (*add_abil[A_CONSTITUTION])(1);
    when E_PEACH:   /* add 1 to charisma */
        (*add_abil[A_CHARISMA])(1);
    when E_PITANGA: /* add 1 hit point */
        max_stats.s_hpt++;
        pstats.s_hpt = max_stats.s_hpt;
        msg("You feel a bit tougher now. ");
    when E_HAGBERRY:    /* armor class */
    case E_JABOTICABA:  /* armor class */
        pstats.s_arm--;
        msg("Your skin feels more resilient now. ");
    when E_STRAWBERRY:  /* add 10% experience points */
    case E_RAMBUTAN:    /* add 10% experience points */
        temp = pstats.s_exp/100 + 10;
        pstats.s_exp += temp;
        msg("You feel slightly more experienced now. ");
        check_level();
    when E_DEWBERRY:    /* encourage him to do more magic */
        if (chant_time > 0) {
            chant_time -= 80;
            if (chant_time < 0)
                chant_time = 0;
            msg("You feel you have more chant ability. ");
        }
        if (pray_time > 0) {
            pray_time -= 80;
            if (pray_time < 0)
                pray_time = 0;
            msg("You feel you have more prayer ability. ");
        }
        if (spell_power > 0) {
            spell_power -= 80;
            if (spell_power < 0)
                spell_power = 0;
            msg("You feel you have more spell casting ability. ");
        }
    when E_CANDLEBERRY: /* cure him */
        if (on(player, HASINFEST) || 
            on(player, HASDISEASE)|| 
            on(player, DOROT)) {
            if (on(player, HASDISEASE)) {
                extinguish(cure_disease);
                cure_disease();
            }
            if (on(player, HASINFEST)) {
                msg("You feel yourself improving. ");
                turn_off(player, HASINFEST);
                infest_dam = 0;
            }
            if (on(player, DOROT)) {
                msg("You feel your skin returning to normal. ");
                turn_off(player, DOROT);
            }
        }
    when E_SLIMEMOLD: /* monster food */
    msg("The slime-mold quivers around in your mouth. ");
        player.t_no_move = 3*movement(&player);
        if (off(player, HASDISEASE)) {
            if (ISWEARING(R_HEALTH) || player.t_ctype == C_PALADIN ||
                player.t_ctype == C_RANGER) {
        msg("You feel lousy. ");
            }
            else {
                turn_on(player, HASDISEASE);
                fuse(cure_disease, (VOID *)NULL, roll(HEALTIME,SICKTIME),AFTER);
                msg("You become ill. ");
            }
    }
        pstats.s_const -= rnd(2)+1;
    if (pstats.s_const <= 3) pstats.s_const = 3;
    
    otherwise: /* not all the foods have to do something */
        break;
    }
}