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.
968 lines
22 KiB
C
968 lines
22 KiB
C
/*
|
||
* 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])() = {
|
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res_intelligence, res_strength, res_wisdom, res_dexterity,
|
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res_constitution, res_charisma
|
||
};
|
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|
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/*
|
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* Increase player's constitution
|
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*/
|
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|
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void
|
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add_constitution(int change)
|
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{
|
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/* Do the potion */
|
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if (change < 0) {
|
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msg("You feel less healthy now.");
|
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pstats.s_const += change;
|
||
if (pstats.s_const <= 0)
|
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death(D_CONSTITUTION);
|
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}
|
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else {
|
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msg("You feel healthier now.");
|
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pstats.s_const = min(pstats.s_const + change, 25);
|
||
}
|
||
|
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/* Adjust the maximum */
|
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if (max_stats.s_const < pstats.s_const)
|
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max_stats.s_const = pstats.s_const;
|
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}
|
||
|
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/*
|
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* Increase player's charisma
|
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*/
|
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|
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void
|
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add_charisma(int change)
|
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{
|
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/* Do the potion */
|
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if (change < 0) msg("You feel less attractive now.");
|
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else msg("You feel more attractive now.");
|
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|
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pstats.s_charisma += change;
|
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if (pstats.s_charisma > 25) pstats.s_charisma = 25;
|
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else if (pstats.s_charisma < 3) pstats.s_charisma = 3;
|
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|
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/* Adjust the maximum */
|
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if (max_stats.s_charisma < pstats.s_charisma)
|
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max_stats.s_charisma = pstats.s_charisma;
|
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}
|
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|
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/*
|
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* Increase player's dexterity
|
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*/
|
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|
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void
|
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add_dexterity(int change)
|
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{
|
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int ring_str; /* Value of ring strengths */
|
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|
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/* Undo any ring changes */
|
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ring_str = ring_value(R_ADDHIT);
|
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pstats.s_dext -= ring_str;
|
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|
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/* Now do the potion */
|
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if (change < 0) msg("You feel less dextrous now.");
|
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else msg("You feel more dextrous now. Watch those hands!");
|
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|
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pstats.s_dext += change;
|
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if (pstats.s_dext > 25) pstats.s_dext = 25;
|
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else if (pstats.s_dext < 3) pstats.s_dext = 3;
|
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|
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/* Adjust the maximum */
|
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if (max_stats.s_dext < pstats.s_dext)
|
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max_stats.s_dext = pstats.s_dext;
|
||
|
||
/* Now put back the ring changes */
|
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if (ring_str)
|
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pstats.s_dext += ring_str;
|
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}
|
||
|
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/*
|
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* add_haste:
|
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* add a haste to the player
|
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*/
|
||
|
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void
|
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add_haste(bool blessed)
|
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{
|
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int hasttime;
|
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|
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if (player.t_ctype == C_MONK) { /* monks cannot be slowed or hasted */
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msg(nothing);
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return;
|
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}
|
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if (blessed) hasttime = HASTETIME*2;
|
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else hasttime = HASTETIME;
|
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|
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if (on(player, ISSLOW)) { /* Is person slow? */
|
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extinguish(noslow);
|
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noslow();
|
||
|
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if (blessed) hasttime = HASTETIME/2;
|
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else return;
|
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}
|
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|
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if (on(player, ISHASTE)) {
|
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msg("You faint from exhaustion.");
|
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player.t_no_move += movement(&player) * rnd(hasttime);
|
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player.t_action = A_FREEZE;
|
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lengthen(nohaste, roll(hasttime,hasttime));
|
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}
|
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else {
|
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msg("You feel yourself moving %sfaster.", blessed ? "much " : "");
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turn_on(player, ISHASTE);
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fuse(nohaste, NULL, roll(hasttime, hasttime), AFTER);
|
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}
|
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}
|
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|
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/*
|
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* Increase player's intelligence
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*/
|
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void
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add_intelligence(int change)
|
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{
|
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int ring_str; /* Value of ring strengths */
|
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|
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/* Undo any ring changes */
|
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ring_str = ring_value(R_ADDINTEL);
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pstats.s_intel -= ring_str;
|
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|
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/* Now do the potion */
|
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if (change < 0) msg("You feel slightly less intelligent now.");
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else msg("You feel more intelligent now. What a mind!");
|
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|
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pstats.s_intel += change;
|
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if (pstats.s_intel > 25) pstats.s_intel = 25;
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else if (pstats.s_intel < 3) pstats.s_intel = 3;
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|
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/* Adjust the maximum */
|
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if (max_stats.s_intel < pstats.s_intel)
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max_stats.s_intel = pstats.s_intel;
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|
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/* Now put back the ring changes */
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if (ring_str)
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pstats.s_intel += ring_str;
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}
|
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|
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/*
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* this routine makes the hero move slower
|
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*/
|
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void
|
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add_slow(void)
|
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{
|
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/* monks cannot be slowed or hasted */
|
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if (player.t_ctype == C_MONK || ISWEARING(R_FREEDOM)) {
|
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msg(nothing);
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return;
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}
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|
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if (on(player, ISHASTE)) { /* Already sped up */
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extinguish(nohaste);
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nohaste();
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}
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else {
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msg("You feel yourself moving %sslower.",
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on(player, ISSLOW) ? "even " : "");
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if (on(player, ISSLOW))
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lengthen(noslow, roll(HASTETIME,HASTETIME));
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else {
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turn_on(player, ISSLOW);
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fuse(noslow, NULL, roll(HASTETIME,HASTETIME), AFTER);
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}
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}
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}
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/*
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* Increase player's strength
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*/
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|
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void
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add_strength(int change)
|
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{
|
||
|
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if (change < 0) {
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msg("You feel slightly weaker now.");
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chg_str(change);
|
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}
|
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else {
|
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msg("You feel stronger now. What bulging muscles!");
|
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chg_str(change);
|
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}
|
||
}
|
||
|
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/*
|
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* Increase player's wisdom
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*/
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|
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void
|
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add_wisdom(int change)
|
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{
|
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int ring_str; /* Value of ring strengths */
|
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|
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/* Undo any ring changes */
|
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ring_str = ring_value(R_ADDWISDOM);
|
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pstats.s_wisdom -= ring_str;
|
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|
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/* Now do the potion */
|
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if (change < 0) msg("You feel slightly less wise now.");
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else msg("You feel wiser now. What a sage!");
|
||
|
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pstats.s_wisdom += change;
|
||
if (pstats.s_wisdom > 25) pstats.s_wisdom = 25;
|
||
else if (pstats.s_wisdom < 3) pstats.s_wisdom = 3;
|
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|
||
/* Adjust the maximum */
|
||
if (max_stats.s_wisdom < pstats.s_wisdom)
|
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max_stats.s_wisdom = pstats.s_wisdom;
|
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|
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/* Now put back the ring changes */
|
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if (ring_str)
|
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pstats.s_wisdom += ring_str;
|
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}
|
||
|
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void
|
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quaff(int which, int kind, int flags, bool is_potion)
|
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{
|
||
register struct object *obj;
|
||
register struct linked_list *item, *titem;
|
||
register struct thing *th;
|
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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) {
|
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int units;
|
||
|
||
item = get_item(pack, "quaff", QUAFFABLE, FALSE, FALSE);
|
||
|
||
/*
|
||
* Make certain that it is somethings that we want to drink
|
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*/
|
||
if (item == NULL)
|
||
return;
|
||
|
||
/* How long does it take to quaff? */
|
||
units = usage_time(item);
|
||
if (units < 0) return;
|
||
|
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player.t_using = item; /* Remember what it is */
|
||
player.t_no_move = units * movement(&player);
|
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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;
|
||
}
|
||
}
|
||
|
||
|
||
/*
|
||
* res_intelligence:
|
||
* Restore player's intelligence
|
||
*/
|
||
|
||
void
|
||
res_intelligence(int howmuch)
|
||
{
|
||
short save_max;
|
||
int ring_str;
|
||
|
||
if (howmuch <= 0) return;
|
||
|
||
/* Discount the ring value */
|
||
ring_str = ring_value(R_ADDINTEL);
|
||
pstats.s_intel -= ring_str;
|
||
|
||
pstats.s_intel = min(pstats.s_intel + howmuch, max_stats.s_intel);
|
||
|
||
/* Redo the rings */
|
||
if (ring_str) {
|
||
save_max = max_stats.s_intel;
|
||
pstats.s_intel += ring_str;
|
||
max_stats.s_intel = save_max;
|
||
}
|
||
}
|
||
|
||
/*
|
||
* res_wisdom:
|
||
* Restore player's wisdom
|
||
*/
|
||
|
||
void
|
||
res_wisdom(int howmuch)
|
||
{
|
||
short save_max;
|
||
int ring_str;
|
||
|
||
if (howmuch <= 0) return;
|
||
|
||
/* Discount the ring value */
|
||
ring_str = ring_value(R_ADDWISDOM);
|
||
pstats.s_wisdom -= ring_str;
|
||
|
||
pstats.s_wisdom = min(pstats.s_wisdom + howmuch, max_stats.s_wisdom);
|
||
|
||
/* Redo the rings */
|
||
if (ring_str) {
|
||
save_max = max_stats.s_wisdom;
|
||
pstats.s_wisdom += ring_str;
|
||
max_stats.s_wisdom = save_max;
|
||
}
|
||
}
|
||
|
||
/*
|
||
* res_constitution:
|
||
* Restore the players constitution.
|
||
*/
|
||
|
||
void
|
||
res_constitution(int howmuch)
|
||
{
|
||
if (howmuch > 0)
|
||
pstats.s_const = min(pstats.s_const + howmuch, max_stats.s_const);
|
||
}
|
||
|
||
/*
|
||
* res_charisma:
|
||
* Restore the players charisma.
|
||
*/
|
||
|
||
void
|
||
res_charisma(int howmuch)
|
||
{
|
||
if (howmuch > 0)
|
||
pstats.s_charisma =
|
||
min(pstats.s_charisma + howmuch, max_stats.s_charisma);
|
||
}
|