view arogue7/potions.c @ 238:e1cd27c5464f

arogue7, xrogue: improve the handling of the arguments to fuses. fuse() now expects a pointer as the argument to a fuse function. If this is one of the functions that takes int, fuse() follows the pointer and stores that value in the f_list slot, in the integer field of the argument union. When the fuse goes off, do_fuses() recognizes the function and passes it the integer field instead of the pointer. This has the disadvantage of hard-coding the functions that require int in daemon.c, but since the int is copied into f_list, it no longer has to be in static or global memory, which simplifies several files.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 17:40:00 -0500
parents f9ef86cf22b2
children
line wrap: on
line source

/*
 * 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.");
	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;
		    msg("You sense the presence of magic on this level.");
		    waddstr(msgw, morestr);
		    clearok(msgw, FALSE);
		    draw(msgw);
		    wait_for(' ');
		    msg("");
		    overlay(hw,cw);
		    draw(cw);
		    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, NULL, 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, NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
		    light(&hero);
		}
		else if (find_slot(unsee) != 0)
		    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, 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, 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();
		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 ? 2 : 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, 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 (show) {
		    if (is_potion) p_know[P_FFIND] = TRUE;
		    msg("Your nose tingles.");
		    msg("You sense the presence of food on this level.");
		    waddstr(msgw, morestr);
		    clearok(msgw, FALSE);
		    draw(msgw);
		    wait_for(' ');
		    msg("");
		    overlay(hw,cw);
		    draw(cw);
		}
		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, 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) death(D_POTION);
	    }
	    else {
		int adjust;

		msg("You feel more skillful.");

		/* Get the adjustment */
		adjust = blessed ? 3 : 2;

		/* Does he currently have an artifical skill? */
		if (!find_slot(unskill)) {
		    pstats.s_lvladj = adjust;
		    pstats.s_lvl += pstats.s_lvladj;
		    fuse(unskill, 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 = 3;
	    else duration = 1;

	    if (on(player, NOFIRE)) {
		if (find_slot(nofire))
		    lengthen(nofire, duration*FIRETIME);
		else {
		    msg("Nothing happens.");	/* has on a ring */
		    say_message = FALSE;
		}
	    }
	    else {
		fuse(nofire, NULL, duration*FIRETIME, AFTER);
		turn_on(player, NOFIRE);
	    }
	    if (say_message)  {
	        if (is_potion) p_know[P_FIRE] = TRUE;
		msg("You feel %sfire resistant", blessed ? "very " : "");
	    }
	}
	when P_COLD: {
	    int duration;
	    bool say_message;

	    say_message = TRUE;

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

	    if (on(player, NOCOLD)) {
		if (find_slot(nocold))
		    lengthen(nocold, duration*COLDTIME);
		else {
		    msg("Nothing happens.");	/* has on a ring */
		    say_message = FALSE;
		}
	    }
	    else {
		fuse(nocold, NULL, duration*COLDTIME, AFTER);
		turn_on(player, NOCOLD);
	    }
	    if (say_message)  {
	        if (is_potion) p_know[P_COLD] = TRUE;
		msg("You feel %scold resistant", blessed ? "very " : "");
	    }
	}
	when P_LIGHTNING: {
	    int duration;
	    bool say_message;

	    say_message = TRUE;

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

	    if (on(player, NOBOLT)) {
		if (find_slot(nobolt))
		    lengthen(nobolt, duration*BOLTTIME);
	    }
	    else {
		fuse(nobolt, NULL, duration*BOLTTIME, AFTER);
		turn_on(player, NOBOLT);
	    }
	    if (say_message) 
		msg("Your skin turns %sblue!", blessed ? "very " : "");
	}
	when P_POISON:
	    if (!save(VS_POISON, &player, -2)) {
		msg("You feel very sick now.");
		pstats.s_hpt /= 2;
		if (!ISWEARING(R_SUSABILITY))
		    pstats.s_const--;
	    }
	    else {
		msg("You feel sick now.");
		pstats.s_hpt -= (pstats.s_hpt / 4);
	    }
	    if (pstats.s_const <= 0 || pstats.s_hpt <= 0) 
		death(D_POISON);
	otherwise:
	    msg("What an odd tasting potion!");
	    return;
    }
    status(FALSE);
    if (is_potion && item && p_know[which] && p_guess[which])
    {
	free(p_guess[which]);
	p_guess[which] = NULL;
    }
    else if (is_potion			&& 
	     !p_know[which]		&& 
	     item			&&
	     askme			&&
	     (flags & ISKNOW) == 0	&&
	     (flags & ISPOST) == 0	&&
	     p_guess[which] == NULL) {
	nameitem(item, FALSE);
    }
    if (item != NULL) o_discard(item);
    updpack(TRUE, &player);
}

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

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

    if (howmuch < 0) return;

    /* 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;
    }
}