view srogue/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 3aa87373c908
children 94a0d9dd5ce1
line wrap: on
line source

/*
 * Functions for dealing with potions
 *
 * @(#)potions.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * 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 <stdlib.h>
#include <string.h>
#include "rogue.h"
#include "rogue.ext"

/*
 * quaff:
 *	Let the hero drink a potion
 */
quaff()
{
	reg struct object *obj;
	reg struct linked_list *item, *titem;
	reg struct thing *th;
	reg int wh;
	char buf[LINLEN];
	bool bless, curse;

	/*
	 * Make certain that it is somethings that we want to drink
	 */
	if ((item = get_item("quaff", POTION)) == NULL)
		return;
	obj = OBJPTR(item);
	if (obj->o_type != POTION) {
		msg("That's undrinkable!");
		after = FALSE;
		return;
	}
	wh = obj->o_which;
	bless = o_on(obj, ISBLESS);
	curse = o_on(obj, ISCURSED);
	del_pack(item);		/* get rid of it */

	/*
	 * Calculate the effect it has on the poor guy.
	 */
	switch(wh) {
	case P_CONFUSE:
		if (!bless) {
			if (pl_on(ISINVINC))
				msg("You remain level-headed.");
			else {
				chg_abil(WIS,-1,TRUE);		/* confuse his mind */
				if (pl_off(ISHUH)) {
					msg("Wait, what's going on here. Huh? What? Who?");
					if (pl_on(ISHUH))
						lengthen(unconfuse,rnd(8)+HUHDURATION);
					else
						fuse(unconfuse,TRUE,rnd(8)+HUHDURATION);
					player.t_flags |= ISHUH;
				}
			}
			p_know[P_CONFUSE] = TRUE;
		}
	when P_POISON:
		if (!bless) {
			if (pl_off(ISINVINC) && !iswearing(R_SUSTSTR) &&
			  !iswearing(R_SUSAB)) {
				chg_abil(CON,-1,TRUE);		
				chg_abil(STR,-(rnd(3)+1),TRUE);
				msg("You feel very sick now.");
			}
			else
				msg("You feel momentarily sick.");
			p_know[P_POISON] = TRUE;
		}
	when P_HEALING:
		if (!curse) {
			heal_self(4, TRUE);
			msg("You begin to feel better.");
			if (!iswearing(R_SLOW))
				notslow(FALSE);
			sight(FALSE);
			p_know[P_HEALING] = TRUE;
		}
	when P_STRENGTH:
		if (!curse) {
			msg("You feel stronger, now.  What bulging muscles!");
			chg_abil(STR,1,TRUE);
			p_know[P_STRENGTH] = TRUE;
		}
	when P_MFIND:
		/*
		 * Potion of monster detection - find all monsters
		 */
		if (mlist != NULL && !curse) {
			dispmons();
			mpos = 0;
			msg("You begin to sense the presence of monsters--More--");
			p_know[P_MFIND] = TRUE;
			wait_for(cw,' ');
			msg("");		/* clear line */
		}
		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 && !curse) {
			struct linked_list *mobj;
			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)) {
					show = TRUE;
					mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC);
				}
			}
			for(titem = mlist; titem != NULL; titem = next(titem)) {
				reg struct linked_list *pitem;

				th = THINGPTR(titem);
				for(pitem=th->t_pack;pitem!=NULL;pitem=next(pitem)) {
					if (is_magic(ldata(pitem))) {
						show = TRUE;
						mvwaddch(hw,th->t_pos.y, th->t_pos.x, MAGIC);
					}
				}
			}
			if (show) {
				msg("You begin to sense the presence of magic.");
				overlay(hw,cw);
				p_know[P_TFIND] = TRUE;
				break;
			}
		}
		msg("You have a strange feeling for a moment, then it passes.");
	when P_PARALYZE:
		if (!bless) {
			if (pl_on(ISINVINC))
				msg("You feel numb for a moment.");
			else {
				msg("You can't move.");
				player.t_nocmd = HOLDTIME;
			}
			p_know[P_PARALYZE] = TRUE;
		}
	when P_SEEINVIS:
		if (!curse) {
			int invlen = roll(40,20);

			msg("This potion tastes like %s juice.", fruit);
			if (pl_off(CANSEE)) {
				player.t_flags |= CANSEE;
				fuse(unsee, TRUE, invlen);
				light(&hero);
			}
			else
				lengthen(unsee, invlen);
			sight(FALSE);
		}
	when P_RAISE:
		if (!curse) {
			msg("You suddenly feel much more skillful.");
			p_know[P_RAISE] = TRUE;
			chg_abil(DEX,1,TRUE);
			chg_abil(WIS,1,TRUE);
			chg_abil(CON,1,TRUE);
			raise_level();
		}
	when P_XHEAL:
		if (!curse) {
			heal_self(8, TRUE);
			if (rnd(100) < 50)
				chg_abil(CON,1,TRUE);
			msg("You begin to feel much better.");
			p_know[P_XHEAL] = TRUE;
			if (!iswearing(R_SLOW))
				notslow(FALSE);
			unconfuse();
			extinguish(unconfuse);
			sight(FALSE);
		}
	when P_HASTE:
		if (!curse) {
			add_haste(TRUE);
			msg("You feel yourself moving much faster.");
			p_know[P_HASTE] = TRUE;
		}
	when P_INVINC:
		if (!curse) {
			int time = rnd(400) + 350;

			msg("You feel invincible.");
			if (player.t_flags & ISINVINC)
				lengthen(notinvinc,time);
			else
				fuse(notinvinc,TRUE,time);
			player.t_flags |= ISINVINC;
			p_know[P_INVINC] = TRUE;
		}
	when P_SMART:
		if (!curse) {
			msg("You feel more perceptive.");
			p_know[P_SMART] = TRUE;
			chg_abil(WIS,1,TRUE);
		}
	when P_RESTORE:
		if (!curse) {
			msg("Hey, this tastes great. You feel warm all over.");
			him->s_re = max_stats.s_re;
			him->s_ef = max_stats.s_re;
			ringabil();				/* add in rings */
			updpack();				/* update weight */
			p_know[P_RESTORE] = TRUE;
			extinguish(rchg_str);	/* kill restore in from ulodyte */
		}
	when P_BLIND:
		if (!bless) {
			if (pl_on(ISINVINC))
				msg("The light dims for a moment.");
			else {
				chg_abil(WIS,-1,TRUE);
				msg("A cloak of darkness falls around you.");
				if (pl_off(ISBLIND)) {
					player.t_flags |= ISBLIND;
					fuse(sight, TRUE, rnd(400) + 450);
					light(&hero);
				}
			}
			p_know[P_BLIND] = TRUE;
		}
	when P_ETH:
		if (!curse) {
			int ethlen = roll(40,20);

			msg("You feel more vaporous.");
			if (pl_on(ISETHER))
				lengthen(noteth,ethlen);
			else
				fuse(noteth,TRUE,ethlen);
			player.t_flags |= ISETHER;
			p_know[P_ETH] = TRUE;
		}
	when P_NOP:
		msg("This potion tastes extremely dull.");
	when P_DEX:
		if (!curse) {
			chg_abil(DEX,1,TRUE);		/* increase dexterity */
			p_know[P_DEX] = TRUE;
			msg("You feel much more agile.");
		}
	when P_REGEN:
		if (!curse) {
			int reglen = rnd(450) + 450;

			if (pl_on(ISREGEN))
				lengthen(notregen, reglen);
			else
				fuse(notregen, TRUE, reglen);
			player.t_flags |= ISREGEN;
			msg("You feel yourself improved.");
			p_know[P_REGEN] = TRUE;
		}
	when P_DECREP:
	case P_SUPHERO: {
		int howmuch = rnd(3) + 1;

		if (wh == P_DECREP) {
			if (!bless) {
				if (iswearing(R_SUSAB) || pl_on(ISINVINC)) {
					msg("You feel momentarily woozy.");
					howmuch = 0;
				}
				else {
					msg("You feel crippled.");
					howmuch = -howmuch;
					if (!iswearing(R_SUSTSTR))
						chg_abil(STR,howmuch,TRUE);
				}
			}
			else
				howmuch = 0;
		}
		else {			/* potion of superhero */
			if (curse)
				howmuch = 0;
			msg("You feel invigorated.");
			chg_abil(STR,howmuch,TRUE);
		}
		chg_abil(CON,howmuch,TRUE);
		chg_abil(DEX,howmuch,TRUE);
		chg_abil(WIS,howmuch,TRUE);		/* change abilities */
		p_know[wh] = TRUE;
	}
	otherwise:
		msg("What an odd tasting potion!");
		return;
	}
	nochange = FALSE;
	if (p_know[wh] && p_guess[wh]) {
		free(p_guess[wh]);
		p_guess[wh] = NULL;
	}
	else if(!p_know[wh] && p_guess[wh] == NULL) {
		strcpy(buf, p_colors[wh]);
		msg(callit);
		if (get_str(buf, cw) == NORM) {
			p_guess[wh] = new(strlen(buf) + 1);
			strcpy(p_guess[wh], buf);
		}
	}
}