view rogue3/potions.c @ 87:f871cb0539d3

Don't set the player's ISRUN flag. rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
author John "Elwin" Edwards
date Tue, 13 Aug 2013 09:19:56 -0700
parents 527e2150eaf0
children e7862a021609
line wrap: on
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/*
 * 	@(#)potions.c	3.1	3.1	5/7/81
 * Function(s) for dealing with potions
 *
 * 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 <stdlib.h>
#include <string.h>
#include "rogue.h"

void
quaff()
{
    struct object *obj;
    struct linked_list *item, *titem;
    struct thing *th;
    char buf[80];

    item = get_item("quaff", POTION);
    /*
     * Make certain that it is somethings that we want to drink
     */
    if (item == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (obj->o_type != POTION)
    {
	if (!terse)
	    msg("Yuk! Why would you want to drink that?");
	else
	    msg("That's undrinkable");
	return;
    }
    if (obj == cur_weapon)
	cur_weapon = NULL;

    /*
     * Calculate the effect it has on the poor guy.
     */
    switch(obj->o_which)
    {
	case P_CONFUSE:
	    if (off(player, ISHUH))
		msg("Wait, what's going on here. Huh? What? Who?");

	    if (on(player, ISHUH))
		lengthen(unconfuse, rnd(8)+HUHDURATION);
	    else
	        fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER);

	    player.t_flags |= ISHUH;
	    p_know[P_CONFUSE] = TRUE;
	when P_POISON:
	    if (!ISWEARING(R_SUSTSTR))
	    {
		chg_str(-(rnd(3)+1));
		msg("You feel very sick now.");
	    }
	    else
		msg("You feel momentarily sick");
	    p_know[P_POISON] = TRUE;
	when P_HEALING:
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
		pstats.s_hpt = ++max_hp;
	    msg("You begin to feel better.");
	    sight();
	    p_know[P_HEALING] = TRUE;
	when P_STRENGTH:
	    msg("You feel stronger, now.  What bulging muscles!");
	    chg_str(1);
	    p_know[P_STRENGTH] = TRUE;
	when P_MFIND:
	    /*
	     * Potion of monster detection, if there are monters, detect them
	     */
	    if (mlist != NULL)
	    {
		wclear(hw);
		overwrite(mw, hw);
		show_win(hw,
		    "You begin to sense the presence of monsters.--More--");
		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)
	    {
		struct linked_list *mobj;
		struct object *tp;
		int show;

		show = FALSE;
		wclear(hw);
		for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj))
		{
		    tp = (struct object *) ldata(mobj);
		    if (is_magic(tp))
		    {
			show = TRUE;
			mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC);
		    }
		    p_know[P_TFIND] = TRUE;
		}
		for (titem = mlist; titem != NULL; titem = next(titem))
		{
		    struct linked_list *pitem;

		    th = (struct thing *) ldata(titem);
		    for (pitem = th->t_pack; pitem != NULL; pitem = next(pitem))
		    {
			if (is_magic(OBJPTR(pitem)))
			{
			    show = TRUE;
			    mvwaddch(hw, th->t_pos.y, th->t_pos.x, MAGIC);
			}
			p_know[P_TFIND] = TRUE;
		    }
		}
		if (show)
		{
		    show_win(hw, 
			"You sense the presence of magic on this level.--More--");
		    break;
		}
	    }
	    msg("You have a strange feeling for a moment, then it passes.");
	when P_PARALYZE:
	    msg("You can't move.");
	    no_command = HOLDTIME;
	    p_know[P_PARALYZE] = TRUE;
	when P_SEEINVIS:
	    msg("This potion tastes like %s juice.", fruit);
	    if (off(player, CANSEE))
	    {
		player.t_flags |= CANSEE;
		fuse(unsee, 0, SEEDURATION, AFTER);
		light(&hero);
	    }
	    sight();
	when P_RAISE:
	    msg("You suddenly feel much more skillful");
	    p_know[P_RAISE] = TRUE;
	    raise_level();
	when P_XHEAL:
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp)
		pstats.s_hpt = ++max_hp;
	    msg("You begin to feel much better.");
	    p_know[P_XHEAL] = TRUE;
	    sight();
	when P_HASTE:
	    add_haste(TRUE);
	    msg("You feel yourself moving much faster.");
	    p_know[P_HASTE] = TRUE;
	when P_RESTORE:
	    msg("Hey, this tastes great.  It make you feel warm all over.");
	    if (pstats.s_str.st_str < max_stats.s_str.st_str ||
		(pstats.s_str.st_str == 18 &&
		 pstats.s_str.st_add < max_stats.s_str.st_add))
	    pstats.s_str = max_stats.s_str;
	when P_BLIND:
	    msg("A cloak of darkness falls around you.");
	    if (off(player, ISBLIND))
	    {
		player.t_flags |= ISBLIND;
		fuse(sight, 0, SEEDURATION, AFTER);
		look(FALSE);
	    }
	    p_know[P_BLIND] = TRUE;
	when P_NOP:
	    msg("This potion tastes extremely dull.");
	otherwise:
	    msg("What an odd tasting potion!");
	    return;
    }
    status();
    if (p_know[obj->o_which] && p_guess[obj->o_which])
    {
	free(p_guess[obj->o_which]);
	p_guess[obj->o_which] = NULL;
    }
    else if (!p_know[obj->o_which] && askme && p_guess[obj->o_which] == NULL)
    {
	msg(terse ? "Call it: " : "What do you want to call it? ");
	if (get_str(buf, cw) == NORM)
	{
	    p_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1);
	    if (p_guess[obj->o_which] != NULL)
		strcpy(p_guess[obj->o_which], buf);
	}
    }
    /*
     * Throw the item away
     */
    inpack--;
    if (obj->o_count > 1)
	obj->o_count--;
    else
    {
	detach(pack, item);
        discard(item);
    }
}