Files
nethack/src/potion.c
Pasi Kallinen 486ed29077 Blessed potion of polymorph asks user for monster to poly into
... unless there's some other form that would override the choice,
such as a worn dragon armor, lycanthropy, or vampirism.

The polymorph will be in effect for 10-24 turns.
2022-07-14 14:04:27 +03:00

2787 lines
91 KiB
C

/* NetHack 3.7 potion.c $NHDT-Date: 1629497464 2021/08/20 22:11:04 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.201 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
static long itimeout(long);
static long itimeout_incr(long, int);
static void ghost_from_bottle(void);
static int drink_ok(struct obj *);
static void peffect_restore_ability(struct obj *);
static void peffect_hallucination(struct obj *);
static void peffect_water(struct obj *);
static void peffect_booze(struct obj *);
static void peffect_enlightenment(struct obj *);
static void peffect_invisibility(struct obj *);
static void peffect_see_invisible(struct obj *);
static void peffect_paralysis(struct obj *);
static void peffect_sleeping(struct obj *);
static int peffect_monster_detection(struct obj *);
static int peffect_object_detection(struct obj *);
static void peffect_sickness(struct obj *);
static void peffect_confusion(struct obj *);
static void peffect_gain_ability(struct obj *);
static void peffect_speed(struct obj *);
static void peffect_blindness(struct obj *);
static void peffect_gain_level(struct obj *);
static void peffect_healing(struct obj *);
static void peffect_extra_healing(struct obj *);
static void peffect_full_healing(struct obj *);
static void peffect_levitation(struct obj *);
static void peffect_gain_energy(struct obj *);
static void peffect_oil(struct obj *);
static void peffect_acid(struct obj *);
static void peffect_polymorph(struct obj *);
static boolean H2Opotion_dip(struct obj *, struct obj *, boolean,
const char *);
static short mixtype(struct obj *, struct obj *);
static int dip_ok(struct obj *);
static void hold_potion(struct obj *, const char *, const char *,
const char *);
static int potion_dip(struct obj *obj, struct obj *potion);
/* used to indicate whether quaff or dip has skipped an opportunity to
use a fountain or such, in order to vary the feedback if hero lacks
any potions [reinitialized every time it's used so does not need to
be placed in struct instance_globals g] */
static int drink_ok_extra = 0;
/* force `val' to be within valid range for intrinsic timeout value */
static long
itimeout(long val)
{
if (val >= TIMEOUT)
val = TIMEOUT;
else if (val < 1)
val = 0;
return val;
}
/* increment `old' by `incr' and force result to be valid intrinsic timeout */
static long
itimeout_incr(long old, int incr)
{
return itimeout((old & TIMEOUT) + (long) incr);
}
/* set the timeout field of intrinsic `which' */
void
set_itimeout(long *which, long val)
{
*which &= ~TIMEOUT;
*which |= itimeout(val);
}
/* increment the timeout field of intrinsic `which' */
void
incr_itimeout(long *which, int incr)
{
set_itimeout(which, itimeout_incr(*which, incr));
}
void
make_confused(long xtime, boolean talk)
{
long old = HConfusion;
if (Unaware)
talk = FALSE;
if (!xtime && old) {
if (talk)
You_feel("less %s now.", Hallucination ? "trippy" : "confused");
}
if ((xtime && !old) || (!xtime && old))
g.context.botl = TRUE;
set_itimeout(&HConfusion, xtime);
}
void
make_stunned(long xtime, boolean talk)
{
long old = HStun;
if (Unaware)
talk = FALSE;
if (!xtime && old) {
if (talk)
You_feel("%s now.",
Hallucination ? "less wobbly" : "a bit steadier");
}
if (xtime && !old) {
if (talk) {
if (u.usteed)
You("wobble in the saddle.");
else
You("%s...", stagger(g.youmonst.data, "stagger"));
}
}
if ((!xtime && old) || (xtime && !old))
g.context.botl = TRUE;
set_itimeout(&HStun, xtime);
}
/* Sick is overloaded with both fatal illness and food poisoning (via
u.usick_type bit mask), but delayed killer can only support one or
the other at a time. They should become separate intrinsics.... */
void
make_sick(long xtime,
const char *cause, /* sickness cause */
boolean talk,
int type)
{
struct kinfo *kptr;
long old = Sick;
#if 0 /* tell player even if hero is unconscious */
if (Unaware)
talk = FALSE;
#endif
if (xtime > 0L) {
if (Sick_resistance)
return;
if (!old) {
/* newly sick */
You_feel("deathly sick.");
} else {
/* already sick */
if (talk)
You_feel("%s worse.", xtime <= Sick / 2L ? "much" : "even");
}
set_itimeout(&Sick, xtime);
u.usick_type |= type;
g.context.botl = TRUE;
} else if (old && (type & u.usick_type)) {
/* was sick, now not */
u.usick_type &= ~type;
if (u.usick_type) { /* only partly cured */
if (talk)
You_feel("somewhat better.");
set_itimeout(&Sick, Sick * 2); /* approximation */
} else {
if (talk)
You_feel("cured. What a relief!");
Sick = 0L; /* set_itimeout(&Sick, 0L) */
}
g.context.botl = TRUE;
}
kptr = find_delayed_killer(SICK);
if (Sick) {
exercise(A_CON, FALSE);
/* setting delayed_killer used to be unconditional, but that's
not right when make_sick(0) is called to cure food poisoning
if hero was also fatally ill; this is only approximate */
if (xtime || !old || !kptr) {
int kpfx = ((cause && !strcmp(cause, "#wizintrinsic"))
? KILLED_BY : KILLED_BY_AN);
delayed_killer(SICK, kpfx, cause);
}
} else
dealloc_killer(kptr);
}
void
make_slimed(long xtime, const char *msg)
{
long old = Slimed;
#if 0 /* tell player even if hero is unconscious */
if (Unaware)
msg = 0;
#endif
set_itimeout(&Slimed, xtime);
if ((xtime != 0L) ^ (old != 0L)) {
g.context.botl = TRUE;
if (msg)
pline("%s", msg);
}
if (!Slimed) {
dealloc_killer(find_delayed_killer(SLIMED));
/* fake appearance is set late in turn-to-slime countdown */
if (U_AP_TYPE == M_AP_MONSTER
&& g.youmonst.mappearance == PM_GREEN_SLIME) {
g.youmonst.m_ap_type = M_AP_NOTHING;
g.youmonst.mappearance = 0;
}
}
}
/* start or stop petrification */
void
make_stoned(long xtime, const char *msg, int killedby, const char *killername)
{
long old = Stoned;
#if 0 /* tell player even if hero is unconscious */
if (Unaware)
msg = 0;
#endif
set_itimeout(&Stoned, xtime);
if ((xtime != 0L) ^ (old != 0L)) {
g.context.botl = TRUE;
if (msg)
pline("%s", msg);
}
if (!Stoned)
dealloc_killer(find_delayed_killer(STONED));
else if (!old)
delayed_killer(STONED, killedby, killername);
}
void
make_vomiting(long xtime, boolean talk)
{
long old = Vomiting;
if (Unaware)
talk = FALSE;
set_itimeout(&Vomiting, xtime);
g.context.botl = TRUE;
if (!xtime && old)
if (talk)
You_feel("much less nauseated now.");
}
static const char vismsg[] = "vision seems to %s for a moment but is %s now.";
static const char eyemsg[] = "%s momentarily %s.";
void
make_blinded(long xtime, boolean talk)
{
long old = Blinded;
boolean u_could_see, can_see_now;
const char *eyes;
/* we need to probe ahead in case the Eyes of the Overworld
are or will be overriding blindness */
u_could_see = !Blind;
Blinded = xtime ? 1L : 0L;
can_see_now = !Blind;
Blinded = old; /* restore */
if (Unaware)
talk = FALSE;
if (can_see_now && !u_could_see) { /* regaining sight */
if (talk) {
if (Hallucination)
pline("Far out! Everything is all cosmic again!");
else
You("can see again.");
}
} else if (old && !xtime) {
/* clearing temporary blindness without toggling blindness */
if (talk) {
if (!haseyes(g.youmonst.data)) {
strange_feeling((struct obj *) 0, (char *) 0);
} else if (Blindfolded) {
eyes = body_part(EYE);
if (eyecount(g.youmonst.data) != 1)
eyes = makeplural(eyes);
Your(eyemsg, eyes, vtense(eyes, "itch"));
} else { /* Eyes of the Overworld */
Your(vismsg, "brighten", Hallucination ? "sadder" : "normal");
}
}
}
if (u_could_see && !can_see_now) { /* losing sight */
if (talk) {
if (Hallucination)
pline("Oh, bummer! Everything is dark! Help!");
else
pline("A cloud of darkness falls upon you.");
}
/* Before the hero goes blind, set the ball&chain variables. */
if (Punished)
set_bc(0);
} else if (!old && xtime) {
/* setting temporary blindness without toggling blindness */
if (talk) {
if (!haseyes(g.youmonst.data)) {
strange_feeling((struct obj *) 0, (char *) 0);
} else if (Blindfolded) {
eyes = body_part(EYE);
if (eyecount(g.youmonst.data) != 1)
eyes = makeplural(eyes);
Your(eyemsg, eyes, vtense(eyes, "twitch"));
} else { /* Eyes of the Overworld */
Your(vismsg, "dim", Hallucination ? "happier" : "normal");
}
}
}
set_itimeout(&Blinded, xtime);
if (u_could_see ^ can_see_now) { /* one or the other but not both */
toggle_blindness();
}
}
/* blindness has just started or just ended--caller enforces that;
called by Blindf_on(), Blindf_off(), and make_blinded() */
void
toggle_blindness(void)
{
boolean Stinging = (uwep && (EWarn_of_mon & W_WEP) != 0L);
/* blindness has just been toggled */
g.context.botl = TRUE; /* status conditions need update */
g.vision_full_recalc = 1; /* vision has changed */
/* this vision recalculation used to be deferred until moveloop(),
but that made it possible for vision irregularities to occur
(cited case was force bolt hitting an adjacent potion of blindness
and then a secret door; hero was blinded by vapors but then got the
message "a door appears in the wall" because wall spot was IN_SIGHT) */
vision_recalc(0);
if (Blind_telepat || Infravision || Stinging)
see_monsters(); /* also counts EWarn_of_mon monsters */
/*
* Avoid either of the sequences
* "Sting starts glowing", [become blind], "Sting stops quivering" or
* "Sting starts quivering", [regain sight], "Sting stops glowing"
* by giving "Sting is quivering" when becoming blind or
* "Sting is glowing" when regaining sight so that the eventual
* "stops" message matches the most recent "Sting is ..." one.
*/
if (Stinging)
Sting_effects(-1);
/* update dknown flag for inventory picked up while blind */
if (!Blind)
learn_unseen_invent();
}
DISABLE_WARNING_FORMAT_NONLITERAL
boolean
make_hallucinated(
long xtime, /* nonzero if this is an attempt to turn on hallucination */
boolean talk,
long mask) /* nonzero if resistance status should change by mask */
{
long old = HHallucination;
boolean changed = 0;
const char *message, *verb;
if (Unaware)
talk = FALSE;
message = (!xtime) ? "Everything %s SO boring now."
: "Oh wow! Everything %s so cosmic!";
verb = (!Blind) ? "looks" : "feels";
if (mask) {
if (HHallucination)
changed = TRUE;
if (!xtime)
EHalluc_resistance |= mask;
else
EHalluc_resistance &= ~mask;
} else {
if (!EHalluc_resistance && (!!HHallucination != !!xtime))
changed = TRUE;
set_itimeout(&HHallucination, xtime);
/* clearing temporary hallucination without toggling vision */
if (!changed && !HHallucination && old && talk) {
if (!haseyes(g.youmonst.data)) {
strange_feeling((struct obj *) 0, (char *) 0);
} else if (Blind) {
const char *eyes = body_part(EYE);
if (eyecount(g.youmonst.data) != 1)
eyes = makeplural(eyes);
Your(eyemsg, eyes, vtense(eyes, "itch"));
} else { /* Grayswandir */
Your(vismsg, "flatten", "normal");
}
}
}
if (changed) {
/* in case we're mimicking an orange (hallucinatory form
of mimicking gold) update the mimicking's-over message */
if (!Hallucination)
eatmupdate();
if (u.uswallow) {
swallowed(0); /* redraw swallow display */
} else {
/* The see_* routines should be called *before* the pline. */
see_monsters();
see_objects();
see_traps();
}
/* for perm_inv and anything similar
(eg. Qt windowport's equipped items display) */
update_inventory();
g.context.botl = TRUE;
if (talk)
pline(message, verb);
}
return changed;
}
RESTORE_WARNING_FORMAT_NONLITERAL
void
make_deaf(long xtime, boolean talk)
{
long old = HDeaf;
if (Unaware)
talk = FALSE;
set_itimeout(&HDeaf, xtime);
if ((xtime != 0L) ^ (old != 0L)) {
g.context.botl = TRUE;
if (talk)
You(old ? "can hear again." : "are unable to hear anything.");
}
}
/* set or clear "slippery fingers" */
void
make_glib(int xtime)
{
g.context.botl |= (!Glib ^ !!xtime);
set_itimeout(&Glib, xtime);
/* may change "(being worn)" to "(being worn; slippery)" or vice versa */
if (uarmg)
update_inventory();
}
void
self_invis_message(void)
{
pline("%s %s.",
Hallucination ? "Far out, man! You"
: "Gee! All of a sudden, you",
See_invisible ? "can see right through yourself"
: "can't see yourself");
}
static void
ghost_from_bottle(void)
{
struct monst *mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NOMSG);
if (!mtmp) {
pline("This bottle turns out to be empty.");
return;
}
if (Blind) {
pline("As you open the bottle, %s emerges.", something);
return;
}
pline("As you open the bottle, an enormous %s emerges!",
Hallucination ? rndmonnam(NULL) : (const char *) "ghost");
if (Verbose(3, ghost_from_bottle))
You("are frightened to death, and unable to move.");
nomul(-3);
g.multi_reason = "being frightened to death";
g.nomovemsg = "You regain your composure.";
}
/* getobj callback for object to drink from, which also does double duty as
the callback for dipping into (both just allow potions). */
static int
drink_ok(struct obj *obj)
{
/* getobj()'s callback to test whether hands/self is a valid "item" to
pick is used here to communicate the fact that player has already
passed up an opportunity to perform the action (drink or dip) on a
non-inventory dungeon feature, so if there are no potions in invent
the message will be "you have nothing /else/ to {drink | dip into}";
if player used 'm' prefix to bypass dungeon features, drink_ok_extra
will be 0 and the potential "else" will be omitted */
if (!obj)
return drink_ok_extra ? GETOBJ_EXCLUDE_NONINVENT : GETOBJ_EXCLUDE;
if (obj->oclass == POTION_CLASS)
return GETOBJ_SUGGEST;
return GETOBJ_EXCLUDE;
}
/* "Quaffing is like drinking, except you spill more." - Terry Pratchett */
/* the #quaff command */
int
dodrink(void)
{
struct obj *otmp;
if (Strangled) {
pline("If you can't breathe air, how can you drink liquid?");
return ECMD_OK;
}
drink_ok_extra = 0;
/* preceding 'q'/#quaff with 'm' skips the possibility of drinking
from fountains, sinks, and surrounding water plus the prompting
which those entail; optional for interactive use, essential for
context-sensitive inventory item action 'quaff' */
if (!iflags.menu_requested) {
/* Is there a fountain to drink from here? */
if (IS_FOUNTAIN(levl[u.ux][u.uy].typ)
/* not as low as floor level but similar restrictions apply */
&& can_reach_floor(FALSE)) {
if (yn("Drink from the fountain?") == 'y') {
drinkfountain();
return ECMD_TIME;
}
++drink_ok_extra;
}
/* Or a kitchen sink? */
if (IS_SINK(levl[u.ux][u.uy].typ)
/* not as low as floor level but similar restrictions apply */
&& can_reach_floor(FALSE)) {
if (yn("Drink from the sink?") == 'y') {
drinksink();
return ECMD_TIME;
}
++drink_ok_extra;
}
/* Or are you surrounded by water? */
if (Underwater && !u.uswallow) {
if (yn("Drink the water around you?") == 'y') {
pline("Do you know what lives in this water?");
return ECMD_TIME;
}
++drink_ok_extra;
}
}
otmp = getobj("drink", drink_ok, GETOBJ_NOFLAGS);
if (!otmp)
return ECMD_CANCEL;
/* quan > 1 used to be left to useup(), but we need to force
the current potion to be unworn, and don't want to do
that for the entire stack when starting with more than 1.
[Drinking a wielded potion of polymorph can trigger a shape
change which causes hero's weapon to be dropped. In 3.4.x,
that led to an "object lost" panic since subsequent useup()
was no longer dealing with an inventory item. Unwearing
the current potion is intended to keep it in inventory.] */
if (otmp->quan > 1L) {
otmp = splitobj(otmp, 1L);
otmp->owornmask = 0L; /* rest of original stuck unaffected */
} else if (otmp->owornmask) {
remove_worn_item(otmp, FALSE);
}
otmp->in_use = TRUE; /* you've opened the stopper */
if (objdescr_is(otmp, "milky")
&& !(g.mvitals[PM_GHOST].mvflags & G_GONE)
&& !rn2(POTION_OCCUPANT_CHANCE(g.mvitals[PM_GHOST].born))) {
ghost_from_bottle();
useup(otmp);
return ECMD_TIME;
} else if (objdescr_is(otmp, "smoky")
&& !(g.mvitals[PM_DJINNI].mvflags & G_GONE)
&& !rn2(POTION_OCCUPANT_CHANCE(g.mvitals[PM_DJINNI].born))) {
djinni_from_bottle(otmp);
useup(otmp);
return ECMD_TIME;
}
return dopotion(otmp);
}
int
dopotion(struct obj *otmp)
{
int retval;
otmp->in_use = TRUE;
g.potion_nothing = g.potion_unkn = 0;
if ((retval = peffects(otmp)) >= 0)
return retval ? ECMD_TIME : ECMD_OK;
if (g.potion_nothing) {
g.potion_unkn++;
You("have a %s feeling for a moment, then it passes.",
Hallucination ? "normal" : "peculiar");
}
if (otmp->dknown && !objects[otmp->otyp].oc_name_known) {
if (!g.potion_unkn) {
makeknown(otmp->otyp);
more_experienced(0, 10);
} else
trycall(otmp);
}
useup(otmp);
return ECMD_TIME;
}
/* potion or spell of restore ability; for spell, otmp is a temporary
spellbook object that will be blessed if hero is skilled in healing */
static void
peffect_restore_ability(struct obj *otmp)
{
g.potion_unkn++;
if (otmp->cursed) {
pline("Ulch! This makes you feel mediocre!");
return;
} else {
int i, ii;
/* unlike unicorn horn, overrides Fixed_abil;
does not recover temporary strength loss due to hunger
or temporary dexterity loss due to wounded legs */
pline("Wow! This makes you feel %s!",
(!otmp->blessed) ? "good"
: unfixable_trouble_count(FALSE) ? "better"
: "great");
i = rn2(A_MAX); /* start at a random point */
for (ii = 0; ii < A_MAX; ii++) {
int lim = AMAX(i);
/* this used to adjust 'lim' for A_STR when u.uhs was
WEAK or worse, but that's handled via ATEMP(A_STR) now */
if (ABASE(i) < lim) {
ABASE(i) = lim;
g.context.botl = 1;
/* only first found if not blessed */
if (!otmp->blessed)
break;
}
if (++i >= A_MAX)
i = 0;
}
/* when using the potion (not the spell) also restore lost levels,
to make the potion more worth keeping around for players with
the spell or with a unihorn; this is better than full healing
in that it can restore all of them, not just half, and a
blessed potion restores them all at once */
if (otmp->otyp == POT_RESTORE_ABILITY && u.ulevel < u.ulevelmax) {
do {
pluslvl(FALSE);
} while (u.ulevel < u.ulevelmax && otmp->blessed);
}
}
}
static void
peffect_hallucination(struct obj *otmp)
{
if (Halluc_resistance) {
g.potion_nothing++;
return;
} else if (Hallucination) {
g.potion_nothing++;
}
(void) make_hallucinated(itimeout_incr(HHallucination,
rn1(200, 600 - 300 * bcsign(otmp))),
TRUE, 0L);
if ((otmp->blessed && !rn2(3)) || (!otmp->cursed && !rn2(6))) {
You("perceive yourself...");
display_nhwindow(WIN_MESSAGE, FALSE);
enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS);
Your("awareness re-normalizes.");
exercise(A_WIS, TRUE);
}
}
static void
peffect_water(struct obj *otmp)
{
if (!otmp->blessed && !otmp->cursed) {
pline("This tastes like %s.", hliquid("water"));
u.uhunger += rnd(10);
newuhs(FALSE);
return;
}
g.potion_unkn++;
if (mon_hates_blessings(&g.youmonst) /* undead or demon */
|| u.ualign.type == A_CHAOTIC) {
if (otmp->blessed) {
pline("This burns like %s!", hliquid("acid"));
exercise(A_CON, FALSE);
if (u.ulycn >= LOW_PM) {
Your("affinity to %s disappears!",
makeplural(mons[u.ulycn].pmnames[NEUTRAL]));
if (g.youmonst.data == &mons[u.ulycn])
you_unwere(FALSE);
set_ulycn(NON_PM); /* cure lycanthropy */
}
losehp(Maybe_Half_Phys(d(2, 6)), "potion of holy water",
KILLED_BY_AN);
} else if (otmp->cursed) {
You_feel("quite proud of yourself.");
healup(d(2, 6), 0, 0, 0);
if (u.ulycn >= LOW_PM && !Upolyd)
you_were();
exercise(A_CON, TRUE);
}
} else {
if (otmp->blessed) {
You_feel("full of awe.");
make_sick(0L, (char *) 0, TRUE, SICK_ALL);
exercise(A_WIS, TRUE);
exercise(A_CON, TRUE);
if (u.ulycn >= LOW_PM)
you_unwere(TRUE); /* "Purified" */
/* make_confused(0L, TRUE); */
} else {
if (u.ualign.type == A_LAWFUL) {
pline("This burns like %s!", hliquid("acid"));
losehp(Maybe_Half_Phys(d(2, 6)), "potion of unholy water",
KILLED_BY_AN);
} else
You_feel("full of dread.");
if (u.ulycn >= LOW_PM && !Upolyd)
you_were();
exercise(A_CON, FALSE);
}
}
}
static void
peffect_booze(struct obj *otmp)
{
g.potion_unkn++;
pline("Ooph! This tastes like %s%s!",
otmp->odiluted ? "watered down " : "",
Hallucination ? "dandelion wine" : "liquid fire");
if (!otmp->blessed) {
/* booze hits harder if drinking on an empty stomach */
make_confused(itimeout_incr(HConfusion, d(2 + u.uhs, 8)), FALSE);
}
/* the whiskey makes us feel better */
if (!otmp->odiluted)
healup(1, 0, FALSE, FALSE);
u.uhunger += 10 * (2 + bcsign(otmp));
newuhs(FALSE);
exercise(A_WIS, FALSE);
if (otmp->cursed) {
You("pass out.");
g.multi = -rnd(15);
g.nomovemsg = "You awake with a headache.";
}
}
static void
peffect_enlightenment(struct obj *otmp)
{
if (otmp->cursed) {
g.potion_unkn++;
You("have an uneasy feeling...");
exercise(A_WIS, FALSE);
} else {
if (otmp->blessed) {
(void) adjattrib(A_INT, 1, FALSE);
(void) adjattrib(A_WIS, 1, FALSE);
}
do_enlightenment_effect();
}
}
static void
peffect_invisibility(struct obj *otmp)
{
boolean is_spell = (otmp->oclass == SPBOOK_CLASS);
/* spell cannot penetrate mummy wrapping */
if (is_spell && BInvis && uarmc->otyp == MUMMY_WRAPPING) {
You_feel("rather itchy under %s.", yname(uarmc));
return;
}
if (Invis || Blind || BInvis) {
g.potion_nothing++;
} else {
self_invis_message();
}
if (otmp->blessed)
HInvis |= FROMOUTSIDE;
else
incr_itimeout(&HInvis, rn1(15, 31));
newsym(u.ux, u.uy); /* update position */
if (otmp->cursed) {
pline("For some reason, you feel your presence is known.");
aggravate();
}
}
static void
peffect_see_invisible(struct obj *otmp)
{
int msg = Invisible && !Blind;
g.potion_unkn++;
if (otmp->cursed)
pline("Yecch! This tastes %s.",
Hallucination ? "overripe" : "rotten");
else
pline(
Hallucination
? "This tastes like 10%% real %s%s all-natural beverage."
: "This tastes like %s%s.",
otmp->odiluted ? "reconstituted " : "", fruitname(TRUE));
if (otmp->otyp == POT_FRUIT_JUICE) {
u.uhunger += (otmp->odiluted ? 5 : 10) * (2 + bcsign(otmp));
newuhs(FALSE);
return;
}
if (!otmp->cursed) {
/* Tell them they can see again immediately, which
* will help them identify the potion...
*/
make_blinded(0L, TRUE);
}
if (otmp->blessed)
HSee_invisible |= FROMOUTSIDE;
else
incr_itimeout(&HSee_invisible, rn1(100, 750));
set_mimic_blocking(); /* do special mimic handling */
see_monsters(); /* see invisible monsters */
newsym(u.ux, u.uy); /* see yourself! */
if (msg && !Blind) { /* Blind possible if polymorphed */
You("can see through yourself, but you are visible!");
g.potion_unkn--;
}
}
static void
peffect_paralysis(struct obj *otmp)
{
if (Free_action) {
You("stiffen momentarily.");
} else {
if (Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz))
You("are motionlessly suspended.");
else if (u.usteed)
You("are frozen in place!");
else
Your("%s are frozen to the %s!", makeplural(body_part(FOOT)),
surface(u.ux, u.uy));
nomul(-(rn1(10, 25 - 12 * bcsign(otmp))));
g.multi_reason = "frozen by a potion";
g.nomovemsg = You_can_move_again;
exercise(A_DEX, FALSE);
}
}
static void
peffect_sleeping(struct obj *otmp)
{
if (Sleep_resistance || Free_action) {
monstseesu(M_SEEN_SLEEP);
You("yawn.");
} else {
You("suddenly fall asleep!");
fall_asleep(-rn1(10, 25 - 12 * bcsign(otmp)), TRUE);
}
}
static int
peffect_monster_detection(struct obj *otmp)
{
if (otmp->blessed) {
int i, x, y;
if (Detect_monsters)
g.potion_nothing++;
g.potion_unkn++;
/* after a while, repeated uses become less effective */
if ((HDetect_monsters & TIMEOUT) >= 300L)
i = 1;
else
i = rn1(40, 21);
incr_itimeout(&HDetect_monsters, i);
for (x = 1; x < COLNO; x++) {
for (y = 0; y < ROWNO; y++) {
if (levl[x][y].glyph == GLYPH_INVISIBLE) {
unmap_object(x, y);
newsym(x, y);
}
if (MON_AT(x, y))
g.potion_unkn = 0;
}
}
/* if swallowed or underwater, fall through to uncursed case */
if (!u.uswallow && !Underwater) {
see_monsters();
if (g.potion_unkn)
You_feel("lonely.");
return 0;
}
}
if (monster_detect(otmp, 0))
return 1; /* nothing detected */
exercise(A_WIS, TRUE);
return 0;
}
static int
peffect_object_detection(struct obj *otmp)
{
if (object_detect(otmp, 0))
return 1; /* nothing detected */
exercise(A_WIS, TRUE);
return 0;
}
static void
peffect_sickness(struct obj *otmp)
{
pline("Yecch! This stuff tastes like poison.");
if (otmp->blessed) {
pline("(But in fact it was mildly stale %s.)", fruitname(TRUE));
if (!Role_if(PM_HEALER)) {
/* NB: blessed otmp->fromsink is not possible */
losehp(1, "mildly contaminated potion", KILLED_BY_AN);
}
} else {
if (Poison_resistance)
pline("(But in fact it was biologically contaminated %s.)",
fruitname(TRUE));
if (Role_if(PM_HEALER)) {
pline("Fortunately, you have been immunized.");
} else {
char contaminant[BUFSZ];
int typ = rn2(A_MAX);
Sprintf(contaminant, "%s%s",
(Poison_resistance) ? "mildly " : "",
(otmp->fromsink) ? "contaminated tap water"
: "contaminated potion");
if (!Fixed_abil) {
poisontell(typ, FALSE);
(void) adjattrib(typ, Poison_resistance ? -1 : -rn1(4, 3),
1);
}
if (!Poison_resistance) {
if (otmp->fromsink)
losehp(rnd(10) + 5 * !!(otmp->cursed), contaminant,
KILLED_BY);
else
losehp(rnd(10) + 5 * !!(otmp->cursed), contaminant,
KILLED_BY_AN);
} else {
/* rnd loss is so that unblessed poorer than blessed */
losehp(1 + rn2(2), contaminant,
(otmp->fromsink) ? KILLED_BY : KILLED_BY_AN);
}
exercise(A_CON, FALSE);
}
}
if (Hallucination) {
You("are shocked back to your senses!");
(void) make_hallucinated(0L, FALSE, 0L);
}
}
static void
peffect_confusion(struct obj *otmp)
{
if (!Confusion) {
if (Hallucination) {
pline("What a trippy feeling!");
g.potion_unkn++;
} else
pline("Huh, What? Where am I?");
} else
g.potion_nothing++;
make_confused(itimeout_incr(HConfusion,
rn1(7, 16 - 8 * bcsign(otmp))),
FALSE);
}
static void
peffect_gain_ability(struct obj *otmp)
{
if (otmp->cursed) {
pline("Ulch! That potion tasted foul!");
g.potion_unkn++;
} else if (Fixed_abil) {
g.potion_nothing++;
} else { /* If blessed, increase all; if not, try up to */
int itmp; /* 6 times to find one which can be increased. */
int ii, i = -1; /* increment to 0 */
for (ii = A_MAX; ii > 0; ii--) {
i = (otmp->blessed ? i + 1 : rn2(A_MAX));
/* only give "your X is already as high as it can get"
message on last attempt (except blessed potions) */
itmp = (otmp->blessed || ii == 1) ? 0 : -1;
if (adjattrib(i, 1, itmp) && !otmp->blessed)
break;
}
}
}
static void
peffect_speed(struct obj *otmp)
{
boolean is_speed = (otmp->otyp == POT_SPEED);
/* skip when mounted; heal_legs() would heal steed's legs */
if (is_speed && Wounded_legs && !otmp->cursed && !u.usteed) {
heal_legs(0);
g.potion_unkn++;
return;
}
if (!Very_fast) { /* wwf@doe.carleton.ca */
You("are suddenly moving %sfaster.", Fast ? "" : "much ");
} else {
Your("%s get new energy.", makeplural(body_part(LEG)));
g.potion_unkn++;
}
exercise(A_DEX, TRUE);
incr_itimeout(&HFast, rn1(10, 100 + 60 * bcsign(otmp)));
}
static void
peffect_blindness(struct obj *otmp)
{
if (Blind)
g.potion_nothing++;
make_blinded(itimeout_incr(Blinded,
rn1(200, 250 - 125 * bcsign(otmp))),
(boolean) !Blind);
}
DISABLE_WARNING_FORMAT_NONLITERAL
static void
peffect_gain_level(struct obj *otmp)
{
if (otmp->cursed) {
g.potion_unkn++;
/* they went up a level */
if ((ledger_no(&u.uz) == 1 && u.uhave.amulet)
|| Can_rise_up(u.ux, u.uy, &u.uz)) {
static const char riseup[] = "rise up, through the %s!";
if (ledger_no(&u.uz) == 1) {
You(riseup, ceiling(u.ux, u.uy));
goto_level(&earth_level, FALSE, FALSE, FALSE);
} else {
int newlev = depth(&u.uz) - 1;
d_level newlevel;
get_level(&newlevel, newlev);
if (on_level(&newlevel, &u.uz)) {
pline("It tasted bad.");
return;
} else
You(riseup, ceiling(u.ux, u.uy));
goto_level(&newlevel, FALSE, FALSE, FALSE);
}
} else
You("have an uneasy feeling.");
return;
}
pluslvl(FALSE);
/* blessed potions place you at a random spot in the
middle of the new level instead of the low point */
if (otmp->blessed)
u.uexp = rndexp(TRUE);
}
RESTORE_WARNING_FORMAT_NONLITERAL
static void
peffect_healing(struct obj *otmp)
{
You_feel("better.");
healup(d(6 + 2 * bcsign(otmp), 4), !otmp->cursed ? 1 : 0,
!!otmp->blessed, !otmp->cursed);
exercise(A_CON, TRUE);
}
static void
peffect_extra_healing(struct obj *otmp)
{
You_feel("much better.");
healup(d(6 + 2 * bcsign(otmp), 8),
otmp->blessed ? 5 : !otmp->cursed ? 2 : 0, !otmp->cursed,
TRUE);
(void) make_hallucinated(0L, TRUE, 0L);
exercise(A_CON, TRUE);
exercise(A_STR, TRUE);
/* blessed potion also heals wounded legs unless riding (where leg
wounds apply to the steed rather than to the hero) */
if (Wounded_legs && (otmp->blessed && !u.usteed))
heal_legs(0);
}
static void
peffect_full_healing(struct obj *otmp)
{
You_feel("completely healed.");
healup(400, 4 + 4 * bcsign(otmp), !otmp->cursed, TRUE);
/* Restore one lost level if blessed */
if (otmp->blessed && u.ulevel < u.ulevelmax) {
/* when multiple levels have been lost, drinking
multiple potions will only get half of them back */
u.ulevelmax -= 1;
pluslvl(FALSE);
}
(void) make_hallucinated(0L, TRUE, 0L);
exercise(A_STR, TRUE);
exercise(A_CON, TRUE);
/* blessed potion heals wounded legs even when riding (so heals steed's
legs--it's magic); uncursed potion heals hero's legs unless riding */
if (Wounded_legs && (otmp->blessed || (!otmp->cursed && !u.usteed)))
heal_legs(0);
}
static void
peffect_levitation(struct obj *otmp)
{
/*
* BLevitation will be set if levitation is blocked due to being
* inside rock (currently or formerly in phazing xorn form, perhaps)
* but it doesn't prevent setting or incrementing Levitation timeout
* (which will take effect after escaping from the rock if it hasn't
* expired by then).
*/
if (!Levitation && !BLevitation) {
/* kludge to ensure proper operation of float_up() */
set_itimeout(&HLevitation, 1L);
float_up();
/* This used to set timeout back to 0, then increment it below
for blessed and uncursed effects. But now we leave it so
that cursed effect yields "you float down" on next turn.
Blessed and uncursed get one extra turn duration. */
} else /* already levitating, or can't levitate */
g.potion_nothing++;
if (otmp->cursed) {
stairway *stway;
/* 'already levitating' used to block the cursed effect(s)
aside from ~I_SPECIAL; it was not clear whether that was
intentional; either way, it no longer does (as of 3.6.1) */
HLevitation &= ~I_SPECIAL; /* can't descend upon demand */
if (BLevitation) {
; /* rising via levitation is blocked */
} else if ((stway = stairway_at(u.ux, u.uy)) != 0 && stway->up) {
(void) doup();
/* in case we're already Levitating, which would have
resulted in incrementing 'nothing' */
g.potion_nothing = 0; /* not nothing after all */
} else if (has_ceiling(&u.uz)) {
int dmg = rnd(!uarmh ? 10 : !is_metallic(uarmh) ? 6 : 3);
You("hit your %s on the %s.", body_part(HEAD),
ceiling(u.ux, u.uy));
losehp(Maybe_Half_Phys(dmg), "colliding with the ceiling",
KILLED_BY);
g.potion_nothing = 0; /* not nothing after all */
}
} else if (otmp->blessed) {
/* at this point, timeout is already at least 1 */
incr_itimeout(&HLevitation, rn1(50, 250));
/* can descend at will (stop levitating via '>') provided timeout
is the only factor (ie, not also wearing Lev ring or boots) */
HLevitation |= I_SPECIAL;
} else /* timeout is already at least 1 */
incr_itimeout(&HLevitation, rn1(140, 10));
if (Levitation && IS_SINK(levl[u.ux][u.uy].typ))
spoteffects(FALSE);
/* levitating blocks flying */
float_vs_flight();
}
static void
peffect_gain_energy(struct obj *otmp)
{
int num;
if (otmp->cursed)
You_feel("lackluster.");
else
pline("Magical energies course through your body.");
/* old: num = rnd(5) + 5 * otmp->blessed + 1;
* blessed: +7..11 max & current (+9 avg)
* uncursed: +2.. 6 max & current (+4 avg)
* cursed: -2.. 6 max & current (-4 avg)
* new: (3.6.0)
* blessed: +3..18 max (+10.5 avg), +9..54 current (+31.5 avg)
* uncursed: +2..12 max (+ 7 avg), +6..36 current (+21 avg)
* cursed: -1.. 6 max (- 3.5 avg), -3..18 current (-10.5 avg)
*/
num = d(otmp->blessed ? 3 : !otmp->cursed ? 2 : 1, 6);
if (otmp->cursed)
num = -num; /* subtract instead of add when cursed */
u.uenmax += num;
if (u.uenmax > u.uenpeak)
u.uenpeak = u.uenmax;
else if (u.uenmax <= 0)
u.uenmax = 0;
u.uen += 3 * num;
if (u.uen > u.uenmax)
u.uen = u.uenmax;
else if (u.uen <= 0)
u.uen = 0;
g.context.botl = 1;
exercise(A_WIS, TRUE);
}
static void
peffect_oil(struct obj *otmp)
{
boolean good_for_you = FALSE, vulnerable;
if (otmp->lamplit) {
if (likes_fire(g.youmonst.data)) {
pline("Ahh, a refreshing drink.");
good_for_you = TRUE;
} else {
/*
* Note: if poly'd into green slime, hero ought to take
* extra damage, but drinking potions in that form isn't
* possible so there's no need to try to handle that.
*/
You("burn your %s.", body_part(FACE));
/* fire damage */
vulnerable = !Fire_resistance || Cold_resistance;
losehp(d(vulnerable ? 4 : 2, 4),
"quaffing a burning potion of oil",
KILLED_BY);
}
/*
* This is slightly iffy because the burning isn't being
* spread across the body. But the message is "the slime
* that covers you burns away" and having that follow
* "you burn your face" seems consistent enough.
*/
burn_away_slime();
} else if (otmp->cursed) {
pline("This tastes like castor oil.");
} else {
pline("That was smooth!");
}
exercise(A_WIS, good_for_you);
}
static void
peffect_acid(struct obj *otmp)
{
if (Acid_resistance) {
/* Not necessarily a creature who _likes_ acid */
pline("This tastes %s.", Hallucination ? "tangy" : "sour");
} else {
int dmg;
pline("This burns%s!",
otmp->blessed ? " a little" : otmp->cursed ? " a lot"
: " like acid");
dmg = d(otmp->cursed ? 2 : 1, otmp->blessed ? 4 : 8);
losehp(Maybe_Half_Phys(dmg), "potion of acid", KILLED_BY_AN);
exercise(A_CON, FALSE);
}
if (Stoned)
fix_petrification();
g.potion_unkn++; /* holy/unholy water can burn like acid too */
}
static void
peffect_polymorph(struct obj *otmp)
{
You_feel("a little %s.", Hallucination ? "normal" : "strange");
if (!Unchanging) {
if (!otmp->blessed || (u.umonnum != u.umonster))
polyself(POLY_NOFLAGS);
else {
polyself(POLY_CONTROLLED|POLY_LOW_CTRL);
if (u.mtimedone && u.umonnum != u.umonster)
u.mtimedone = min(u.mtimedone, rn2(15) + 10);
}
}
}
int
peffects(struct obj *otmp)
{
switch (otmp->otyp) {
case POT_RESTORE_ABILITY:
case SPE_RESTORE_ABILITY:
peffect_restore_ability(otmp);
break;
case POT_HALLUCINATION:
peffect_hallucination(otmp);
break;
case POT_WATER:
peffect_water(otmp);
break;
case POT_BOOZE:
peffect_booze(otmp);
break;
case POT_ENLIGHTENMENT:
peffect_enlightenment(otmp);
break;
case SPE_INVISIBILITY:
case POT_INVISIBILITY:
peffect_invisibility(otmp);
break;
case POT_SEE_INVISIBLE: /* tastes like fruit juice in Rogue */
case POT_FRUIT_JUICE:
peffect_see_invisible(otmp);
break;
case POT_PARALYSIS:
peffect_paralysis(otmp);
break;
case POT_SLEEPING:
peffect_sleeping(otmp);
break;
case POT_MONSTER_DETECTION:
case SPE_DETECT_MONSTERS:
if (peffect_monster_detection(otmp))
return 1;
break;
case POT_OBJECT_DETECTION:
case SPE_DETECT_TREASURE:
if (peffect_object_detection(otmp))
return 1;
break;
case POT_SICKNESS:
peffect_sickness(otmp);
break;
case POT_CONFUSION:
peffect_confusion(otmp);
break;
case POT_GAIN_ABILITY:
peffect_gain_ability(otmp);
break;
case POT_SPEED:
case SPE_HASTE_SELF:
peffect_speed(otmp);
break;
case POT_BLINDNESS:
peffect_blindness(otmp);
break;
case POT_GAIN_LEVEL:
peffect_gain_level(otmp);
break;
case POT_HEALING:
peffect_healing(otmp);
break;
case POT_EXTRA_HEALING:
peffect_extra_healing(otmp);
break;
case POT_FULL_HEALING:
peffect_full_healing(otmp);
break;
case POT_LEVITATION:
case SPE_LEVITATION:
peffect_levitation(otmp);
break;
case POT_GAIN_ENERGY: /* M. Stephenson */
peffect_gain_energy(otmp);
break;
case POT_OIL: /* P. Winner */
peffect_oil(otmp);
break;
case POT_ACID:
peffect_acid(otmp);
break;
case POT_POLYMORPH:
peffect_polymorph(otmp);
break;
default:
impossible("What a funny potion! (%u)", otmp->otyp);
return 0;
}
return -1;
}
void
healup(int nhp, int nxtra, boolean curesick, boolean cureblind)
{
if (nhp) {
if (Upolyd) {
u.mh += nhp;
if (u.mh > u.mhmax)
u.mh = (u.mhmax += nxtra);
} else {
u.uhp += nhp;
if (u.uhp > u.uhpmax) {
u.uhp = (u.uhpmax += nxtra);
if (u.uhpmax > u.uhppeak)
u.uhppeak = u.uhpmax;
}
}
}
if (cureblind) {
/* 3.6.1: it's debatible whether healing magic should clean off
mundane 'dirt', but if it doesn't, blindness isn't cured */
u.ucreamed = 0;
make_blinded(0L, TRUE);
/* heal deafness too */
make_deaf(0L, TRUE);
}
if (curesick) {
make_vomiting(0L, TRUE);
make_sick(0L, (char *) 0, TRUE, SICK_ALL);
}
g.context.botl = 1;
return;
}
void
strange_feeling(struct obj *obj, const char *txt)
{
if (flags.beginner || !txt)
You("have a %s feeling for a moment, then it passes.",
Hallucination ? "normal" : "strange");
else
pline1(txt);
if (!obj) /* e.g., crystal ball finds no traps */
return;
if (obj->dknown)
trycall(obj);
useup(obj);
}
const char *bottlenames[] = { "bottle", "phial", "flagon", "carafe",
"flask", "jar", "vial" };
const char *hbottlenames[] = {
"jug", "pitcher", "barrel", "tin", "bag", "box", "glass", "beaker",
"tumbler", "vase", "flowerpot", "pan", "thingy", "mug", "teacup",
"teapot", "keg", "bucket", "thermos", "amphora", "wineskin", "parcel",
"bowl", "ampoule"
};
const char *
bottlename(void)
{
if (Hallucination)
return hbottlenames[rn2(SIZE(hbottlenames))];
else
return bottlenames[rn2(SIZE(bottlenames))];
}
/* handle item dipped into water potion or steed saddle splashed by same */
static boolean
H2Opotion_dip(
struct obj *potion, /* water */
struct obj *targobj, /* item being dipped into the water */
boolean useeit, /* will hero see the glow/aura? */
const char *objphrase) /* "Your widget glows" or "Steed's saddle glows" */
{
void (*func)(struct obj *) = (void (*)(struct obj *)) 0;
const char *glowcolor = 0;
#define COST_alter (-2)
#define COST_none (-1)
int costchange = COST_none;
boolean altfmt = FALSE, res = FALSE;
if (!potion || potion->otyp != POT_WATER)
return FALSE;
if (potion->blessed) {
if (targobj->cursed) {
func = uncurse;
glowcolor = NH_AMBER;
costchange = COST_UNCURS;
} else if (!targobj->blessed) {
func = bless;
glowcolor = NH_LIGHT_BLUE;
costchange = COST_alter;
altfmt = TRUE; /* "with a <color> aura" */
}
} else if (potion->cursed) {
if (targobj->blessed) {
func = unbless;
glowcolor = "brown";
costchange = COST_UNBLSS;
} else if (!targobj->cursed) {
func = curse;
glowcolor = NH_BLACK;
costchange = COST_alter;
altfmt = TRUE;
}
} else {
/* dipping into uncursed water; carried() check skips steed saddle */
if (carried(targobj)) {
if (water_damage(targobj, 0, TRUE) != ER_NOTHING)
res = TRUE;
}
}
if (func) {
/* give feedback before altering the target object;
this used to set obj->bknown even when not seeing
the effect; now hero has to see the glow, and bknown
is cleared instead of set if perception is distorted */
if (useeit) {
glowcolor = hcolor(glowcolor);
if (altfmt)
pline("%s with %s aura.", objphrase, an(glowcolor));
else
pline("%s %s.", objphrase, glowcolor);
iflags.last_msg = PLNMSG_OBJ_GLOWS;
targobj->bknown = !Hallucination;
} else {
/* didn't see what happened: forget the BUC state if that was
known unless the bless/curse state of the water is known;
without this, hero would know the new state even without
seeing the glow; priest[ess] will immediately relearn it */
if (!potion->bknown || !potion->dknown)
targobj->bknown = 0;
/* [should the bknown+dknown exception require that water
be discovered or at least named?] */
}
/* potions of water are the only shop goods whose price depends
on their curse/bless state */
if (targobj->unpaid && targobj->otyp == POT_WATER) {
if (costchange == COST_alter)
/* added blessing or cursing; update shop
bill to reflect item's new higher price */
alter_cost(targobj, 0L);
else if (costchange != COST_none)
/* removed blessing or cursing; you
degraded it, now you'll have to buy it... */
costly_alteration(targobj, costchange);
}
/* finally, change curse/bless state */
(*func)(targobj);
res = TRUE;
}
return res;
}
/* used when blessed or cursed scroll of light interacts with artifact light;
if the lit object (Sunsword or gold dragon scales/mail) doesn't resist,
treat like dipping it in holy or unholy water (BUC change, glow message) */
void
impact_arti_light(
struct obj *obj, /* wielded Sunsword or worn gold dragon scales/mail */
boolean worsen, /* True: lower BUC state unless already cursed;
* False: raise BUC state unless already blessed */
boolean seeit) /* True: give "<obj> glows <color>" message */
{
struct obj *otmp;
/* if already worst/best BUC it can be, or if it resists, do nothing */
if ((worsen ? obj->cursed : obj->blessed) || obj_resists(obj, 25, 75))
return;
/* curse() and bless() take care of maybe_adjust_light() */
otmp = mksobj(POT_WATER, TRUE, FALSE);
if (worsen)
curse(otmp);
else
bless(otmp);
H2Opotion_dip(otmp, obj, seeit, seeit ? Yobjnam2(obj, "glow") : "");
dealloc_obj(otmp);
#if 0 /* defer this until caller has used up the scroll so it won't be
* visible; player was told that it disappeared as hero read it */
if (carried(obj)) /* carried() will always be True here */
update_inventory();
#endif
return;
}
/* potion obj hits monster mon, which might be youmonst; obj always used up */
void
potionhit(struct monst *mon, struct obj *obj, int how)
{
const char *botlnam = bottlename();
boolean isyou = (mon == &g.youmonst);
int distance, tx, ty;
struct obj *saddle = (struct obj *) 0;
boolean hit_saddle = FALSE, your_fault = (how <= POTHIT_HERO_THROW);
if (isyou) {
tx = u.ux, ty = u.uy;
distance = 0;
pline_The("%s crashes on your %s and breaks into shards.", botlnam,
body_part(HEAD));
losehp(Maybe_Half_Phys(rnd(2)),
(how == POTHIT_OTHER_THROW) ? "propelled potion" /* scatter */
: "thrown potion",
KILLED_BY_AN);
} else {
tx = mon->mx, ty = mon->my;
/* sometimes it hits the saddle */
if (((mon->misc_worn_check & W_SADDLE)
&& (saddle = which_armor(mon, W_SADDLE)))
&& (!rn2(10)
|| (obj->otyp == POT_WATER
&& ((rnl(10) > 7 && obj->cursed)
|| (rnl(10) < 4 && obj->blessed) || !rn2(3)))))
hit_saddle = TRUE;
distance = distu(tx, ty);
if (!cansee(tx, ty)) {
pline("Crash!");
} else {
char *mnam = mon_nam(mon);
char buf[BUFSZ];
if (hit_saddle && saddle) {
Sprintf(buf, "%s saddle",
s_suffix(x_monnam(mon, ARTICLE_THE, (char *) 0,
(SUPPRESS_IT | SUPPRESS_SADDLE),
FALSE)));
} else if (has_head(mon->data)) {
Sprintf(buf, "%s %s", s_suffix(mnam),
(g.notonhead ? "body" : "head"));
} else {
Strcpy(buf, mnam);
}
pline_The("%s crashes on %s and breaks into shards.", botlnam,
buf);
}
if (rn2(5) && mon->mhp > 1 && !hit_saddle)
mon->mhp--;
}
/* oil doesn't instantly evaporate; Neither does a saddle hit */
if (obj->otyp != POT_OIL && !hit_saddle && cansee(tx, ty))
pline("%s.", Tobjnam(obj, "evaporate"));
if (isyou) {
switch (obj->otyp) {
case POT_OIL:
if (obj->lamplit)
explode_oil(obj, u.ux, u.uy);
break;
case POT_POLYMORPH:
You_feel("a little %s.", Hallucination ? "normal" : "strange");
if (!Unchanging && !Antimagic)
polyself(POLY_NOFLAGS);
break;
case POT_ACID:
if (!Acid_resistance) {
int dmg;
pline("This burns%s!",
obj->blessed ? " a little"
: obj->cursed ? " a lot" : "");
dmg = d(obj->cursed ? 2 : 1, obj->blessed ? 4 : 8);
losehp(Maybe_Half_Phys(dmg), "potion of acid", KILLED_BY_AN);
}
break;
}
} else if (hit_saddle && saddle) {
char *mnam, buf[BUFSZ], saddle_glows[BUFSZ];
boolean affected = FALSE;
boolean useeit = !Blind && canseemon(mon) && cansee(tx, ty);
mnam = x_monnam(mon, ARTICLE_THE, (char *) 0,
(SUPPRESS_IT | SUPPRESS_SADDLE), FALSE);
Sprintf(buf, "%s", upstart(s_suffix(mnam)));
switch (obj->otyp) {
case POT_WATER:
Snprintf(saddle_glows, sizeof(saddle_glows), "%s %s",
buf, aobjnam(saddle, "glow"));
affected = H2Opotion_dip(obj, saddle, useeit, saddle_glows);
break;
case POT_POLYMORPH:
/* Do we allow the saddle to polymorph? */
break;
}
if (useeit && !affected)
pline("%s %s wet.", buf, aobjnam(saddle, "get"));
} else {
boolean angermon = your_fault, cureblind = FALSE;
switch (obj->otyp) {
case POT_FULL_HEALING:
cureblind = TRUE;
/*FALLTHRU*/
case POT_EXTRA_HEALING:
if (!obj->cursed)
cureblind = TRUE;
/*FALLTHRU*/
case POT_HEALING:
if (obj->blessed)
cureblind = TRUE;
if (mon->data == &mons[PM_PESTILENCE])
goto do_illness;
/*FALLTHRU*/
case POT_RESTORE_ABILITY:
case POT_GAIN_ABILITY:
do_healing:
angermon = FALSE;
if (mon->mhp < mon->mhpmax) {
mon->mhp = mon->mhpmax;
if (canseemon(mon))
pline("%s looks sound and hale again.", Monnam(mon));
}
if (cureblind)
mcureblindness(mon, canseemon(mon));
break;
case POT_SICKNESS:
if (mon->data == &mons[PM_PESTILENCE])
goto do_healing;
if (dmgtype(mon->data, AD_DISE)
/* won't happen, see prior goto */
|| dmgtype(mon->data, AD_PEST)
/* most common case */
|| resists_poison(mon)) {
if (canseemon(mon))
pline("%s looks unharmed.", Monnam(mon));
break;
}
do_illness:
if ((mon->mhpmax > 3) && !resist(mon, POTION_CLASS, 0, NOTELL))
mon->mhpmax /= 2;
if ((mon->mhp > 2) && !resist(mon, POTION_CLASS, 0, NOTELL))
mon->mhp /= 2;
if (mon->mhp > mon->mhpmax)
mon->mhp = mon->mhpmax;
if (canseemon(mon))
pline("%s looks rather ill.", Monnam(mon));
break;
case POT_CONFUSION:
case POT_BOOZE:
if (!resist(mon, POTION_CLASS, 0, NOTELL))
mon->mconf = TRUE;
break;
case POT_INVISIBILITY: {
boolean sawit = canspotmon(mon);
angermon = FALSE;
mon_set_minvis(mon);
if (sawit && !canspotmon(mon) && cansee(mon->mx, mon->my))
map_invisible(mon->mx, mon->my);
break;
}
case POT_SLEEPING:
/* wakeup() doesn't rouse victims of temporary sleep */
if (sleep_monst(mon, rnd(12), POTION_CLASS)) {
pline("%s falls asleep.", Monnam(mon));
slept_monst(mon);
}
break;
case POT_PARALYSIS:
if (mon->mcanmove) {
/* really should be rnd(5) for consistency with players
* breathing potions, but...
*/
paralyze_monst(mon, rnd(25));
}
break;
case POT_SPEED:
angermon = FALSE;
mon_adjust_speed(mon, 1, obj);
break;
case POT_BLINDNESS:
if (haseyes(mon->data)) {
int btmp = 64 + rn2(32)
+ rn2(32) * !resist(mon, POTION_CLASS, 0, NOTELL);
btmp += mon->mblinded;
mon->mblinded = min(btmp, 127);
mon->mcansee = 0;
}
break;
case POT_WATER:
if (mon_hates_blessings(mon) /* undead or demon */
|| is_were(mon->data) || is_vampshifter(mon)) {
if (obj->blessed) {
pline("%s %s in pain!", Monnam(mon),
is_silent(mon->data) ? "writhes" : "shrieks");
if (!is_silent(mon->data))
wake_nearto(tx, ty, mon->data->mlevel * 10);
mon->mhp -= d(2, 6);
/* should only be by you */
if (DEADMONSTER(mon))
killed(mon);
else if (is_were(mon->data) && !is_human(mon->data))
new_were(mon); /* revert to human */
} else if (obj->cursed) {
angermon = FALSE;
if (canseemon(mon))
pline("%s looks healthier.", Monnam(mon));
mon->mhp += d(2, 6);
if (mon->mhp > mon->mhpmax)
mon->mhp = mon->mhpmax;
if (is_were(mon->data) && is_human(mon->data)
&& !Protection_from_shape_changers)
new_were(mon); /* transform into beast */
}
} else if (mon->data == &mons[PM_GREMLIN]) {
angermon = FALSE;
(void) split_mon(mon, (struct monst *) 0);
} else if (mon->data == &mons[PM_IRON_GOLEM]) {
if (canseemon(mon))
pline("%s rusts.", Monnam(mon));
mon->mhp -= d(1, 6);
/* should only be by you */
if (DEADMONSTER(mon))
killed(mon);
}
break;
case POT_OIL:
if (obj->lamplit)
explode_oil(obj, tx, ty);
break;
case POT_ACID:
if (!resists_acid(mon) && !resist(mon, POTION_CLASS, 0, NOTELL)) {
pline("%s %s in pain!", Monnam(mon),
is_silent(mon->data) ? "writhes" : "shrieks");
if (!is_silent(mon->data))
wake_nearto(tx, ty, mon->data->mlevel * 10);
mon->mhp -= d(obj->cursed ? 2 : 1, obj->blessed ? 4 : 8);
if (DEADMONSTER(mon)) {
if (your_fault)
killed(mon);
else
monkilled(mon, "", AD_ACID);
}
}
break;
case POT_POLYMORPH:
(void) bhitm(mon, obj);
break;
/*
case POT_GAIN_LEVEL:
case POT_LEVITATION:
case POT_FRUIT_JUICE:
case POT_MONSTER_DETECTION:
case POT_OBJECT_DETECTION:
break;
*/
}
/* target might have been killed */
if (!DEADMONSTER(mon)) {
if (angermon)
wakeup(mon, TRUE);
else
mon->msleeping = 0;
}
}
/* Note: potionbreathe() does its own docall() */
if ((distance == 0 || (distance < 3 && rn2(5)))
&& (!breathless(g.youmonst.data) || haseyes(g.youmonst.data)))
potionbreathe(obj);
else if (obj->dknown && cansee(tx, ty))
trycall(obj);
if (*u.ushops && obj->unpaid) {
struct monst *shkp = shop_keeper(*in_rooms(u.ux, u.uy, SHOPBASE));
/* neither of the first two cases should be able to happen;
only the hero should ever have an unpaid item, and only
when inside a tended shop */
if (!shkp) /* if shkp was killed, unpaid ought to cleared already */
obj->unpaid = 0;
else if (g.context.mon_moving) /* obj thrown by monster */
subfrombill(obj, shkp);
else /* obj thrown by hero */
(void) stolen_value(obj, u.ux, u.uy, (boolean) shkp->mpeaceful,
FALSE);
}
obfree(obj, (struct obj *) 0);
}
/* vapors are inhaled or get in your eyes */
void
potionbreathe(struct obj *obj)
{
int i, ii, isdone, kn = 0;
boolean cureblind = FALSE;
unsigned already_in_use = obj->in_use;
/* potion of unholy water might be wielded; prevent
you_were() -> drop_weapon() from dropping it so that it
remains in inventory where our caller expects it to be */
obj->in_use = 1;
/* wearing a wet towel protects both eyes and breathing, even when
the breath effect might be beneficial; we still pass down to the
naming opportunity in case potion was thrown at hero by a monster */
switch (Half_gas_damage ? TOWEL : obj->otyp) {
case TOWEL:
pline("Some vapor passes harmlessly around you.");
break;
case POT_RESTORE_ABILITY:
case POT_GAIN_ABILITY:
if (obj->cursed) {
if (!breathless(g.youmonst.data)) {
pline("Ulch! That potion smells terrible!");
} else if (haseyes(g.youmonst.data)) {
const char *eyes = body_part(EYE);
if (eyecount(g.youmonst.data) != 1)
eyes = makeplural(eyes);
Your("%s %s!", eyes, vtense(eyes, "sting"));
}
break;
} else {
i = rn2(A_MAX); /* start at a random point */
for (isdone = ii = 0; !isdone && ii < A_MAX; ii++) {
if (ABASE(i) < AMAX(i)) {
ABASE(i)++;
/* only first found if not blessed */
isdone = !(obj->blessed);
g.context.botl = 1;
}
if (++i >= A_MAX)
i = 0;
}
}
break;
case POT_FULL_HEALING:
if (Upolyd && u.mh < u.mhmax)
u.mh++, g.context.botl = 1;
if (u.uhp < u.uhpmax)
u.uhp++, g.context.botl = 1;
cureblind = TRUE;
/*FALLTHRU*/
case POT_EXTRA_HEALING:
if (Upolyd && u.mh < u.mhmax)
u.mh++, g.context.botl = 1;
if (u.uhp < u.uhpmax)
u.uhp++, g.context.botl = 1;
if (!obj->cursed)
cureblind = TRUE;
/*FALLTHRU*/
case POT_HEALING:
if (Upolyd && u.mh < u.mhmax)
u.mh++, g.context.botl = 1;
if (u.uhp < u.uhpmax)
u.uhp++, g.context.botl = 1;
if (obj->blessed)
cureblind = TRUE;
if (cureblind) {
make_blinded(0L, !u.ucreamed);
make_deaf(0L, TRUE);
}
exercise(A_CON, TRUE);
break;
case POT_SICKNESS:
if (!Role_if(PM_HEALER)) {
if (Upolyd) {
if (u.mh <= 5)
u.mh = 1;
else
u.mh -= 5;
} else {
if (u.uhp <= 5)
u.uhp = 1;
else
u.uhp -= 5;
}
g.context.botl = 1;
exercise(A_CON, FALSE);
}
break;
case POT_HALLUCINATION:
You("have a momentary vision.");
break;
case POT_CONFUSION:
case POT_BOOZE:
if (!Confusion)
You_feel("somewhat dizzy.");
make_confused(itimeout_incr(HConfusion, rnd(5)), FALSE);
break;
case POT_INVISIBILITY:
if (!Blind && !Invis) {
kn++;
pline("For an instant you %s!",
See_invisible ? "could see right through yourself"
: "couldn't see yourself");
}
break;
case POT_PARALYSIS:
kn++;
if (!Free_action) {
pline("%s seems to be holding you.", Something);
nomul(-rnd(5));
g.multi_reason = "frozen by a potion";
g.nomovemsg = You_can_move_again;
exercise(A_DEX, FALSE);
} else
You("stiffen momentarily.");
break;
case POT_SLEEPING:
kn++;
if (!Free_action && !Sleep_resistance) {
You_feel("rather tired.");
nomul(-rnd(5));
g.multi_reason = "sleeping off a magical draught";
g.nomovemsg = You_can_move_again;
exercise(A_DEX, FALSE);
} else {
You("yawn.");
monstseesu(M_SEEN_SLEEP);
}
break;
case POT_SPEED:
if (!Fast)
Your("knees seem more flexible now.");
incr_itimeout(&HFast, rnd(5));
exercise(A_DEX, TRUE);
break;
case POT_BLINDNESS:
if (!Blind && !Unaware) {
kn++;
pline("It suddenly gets dark.");
}
make_blinded(itimeout_incr(Blinded, rnd(5)), FALSE);
if (!Blind && !Unaware)
Your1(vision_clears);
break;
case POT_WATER:
if (u.umonnum == PM_GREMLIN) {
(void) split_mon(&g.youmonst, (struct monst *) 0);
} else if (u.ulycn >= LOW_PM) {
/* vapor from [un]holy water will trigger
transformation but won't cure lycanthropy */
if (obj->blessed && g.youmonst.data == &mons[u.ulycn])
you_unwere(FALSE);
else if (obj->cursed && !Upolyd)
you_were();
}
break;
case POT_ACID:
case POT_POLYMORPH:
exercise(A_CON, FALSE);
break;
/*
case POT_GAIN_LEVEL:
case POT_GAIN_ENERGY:
case POT_LEVITATION:
case POT_FRUIT_JUICE:
case POT_MONSTER_DETECTION:
case POT_OBJECT_DETECTION:
case POT_OIL:
break;
*/
}
if (!already_in_use)
obj->in_use = 0;
/* note: no obfree() -- that's our caller's responsibility */
if (obj->dknown) {
if (kn)
makeknown(obj->otyp);
else
trycall(obj);
}
return;
}
/* returns the potion type when o1 is dipped in o2 */
static short
mixtype(struct obj *o1, struct obj *o2)
{
int o1typ = o1->otyp, o2typ = o2->otyp;
/* cut down on the number of cases below */
if (o1->oclass == POTION_CLASS
&& (o2typ == POT_GAIN_LEVEL || o2typ == POT_GAIN_ENERGY
|| o2typ == POT_HEALING || o2typ == POT_EXTRA_HEALING
|| o2typ == POT_FULL_HEALING || o2typ == POT_ENLIGHTENMENT
|| o2typ == POT_FRUIT_JUICE)) {
/* swap o1 and o2 */
o1typ = o2->otyp;
o2typ = o1->otyp;
}
switch (o1typ) {
case POT_HEALING:
if (o2typ == POT_SPEED)
return POT_EXTRA_HEALING;
/*FALLTHRU*/
case POT_EXTRA_HEALING:
case POT_FULL_HEALING:
if (o2typ == POT_GAIN_LEVEL || o2typ == POT_GAIN_ENERGY)
return (o1typ == POT_HEALING) ? POT_EXTRA_HEALING
: (o1typ == POT_EXTRA_HEALING) ? POT_FULL_HEALING
: POT_GAIN_ABILITY;
/*FALLTHRU*/
case UNICORN_HORN:
switch (o2typ) {
case POT_SICKNESS:
return POT_FRUIT_JUICE;
case POT_HALLUCINATION:
case POT_BLINDNESS:
case POT_CONFUSION:
return POT_WATER;
}
break;
case AMETHYST: /* "a-methyst" == "not intoxicated" */
if (o2typ == POT_BOOZE)
return POT_FRUIT_JUICE;
break;
case POT_GAIN_LEVEL:
case POT_GAIN_ENERGY:
switch (o2typ) {
case POT_CONFUSION:
return (rn2(3) ? POT_BOOZE : POT_ENLIGHTENMENT);
case POT_HEALING:
return POT_EXTRA_HEALING;
case POT_EXTRA_HEALING:
return POT_FULL_HEALING;
case POT_FULL_HEALING:
return POT_GAIN_ABILITY;
case POT_FRUIT_JUICE:
return POT_SEE_INVISIBLE;
case POT_BOOZE:
return POT_HALLUCINATION;
}
break;
case POT_FRUIT_JUICE:
switch (o2typ) {
case POT_SICKNESS:
return POT_SICKNESS;
case POT_ENLIGHTENMENT:
case POT_SPEED:
return POT_BOOZE;
case POT_GAIN_LEVEL:
case POT_GAIN_ENERGY:
return POT_SEE_INVISIBLE;
}
break;
case POT_ENLIGHTENMENT:
switch (o2typ) {
case POT_LEVITATION:
if (rn2(3))
return POT_GAIN_LEVEL;
break;
case POT_FRUIT_JUICE:
return POT_BOOZE;
case POT_BOOZE:
return POT_CONFUSION;
}
break;
}
return STRANGE_OBJECT;
}
/* getobj callback for object to be dipped (not the thing being dipped into,
* that uses drink_ok) */
static int
dip_ok(struct obj *obj)
{
/* dipping hands and gold isn't currently implemented */
if (!obj || obj->oclass == COIN_CLASS)
return GETOBJ_EXCLUDE;
if (inaccessible_equipment(obj, (const char *) 0, FALSE))
return GETOBJ_EXCLUDE_INACCESS;
return GETOBJ_SUGGEST;
}
/* call hold_another_object() to deal with a transformed potion; its weight
won't have changed but it might require an extra slot that isn't available
or it might merge into some other carried stack */
static void
hold_potion(struct obj *potobj, const char *drop_fmt, const char *drop_arg,
const char *hold_msg)
{
int cap = near_capacity(),
save_pickup_burden = flags.pickup_burden;
/* prevent a drop due to current setting of the 'pickup_burden' option */
if (flags.pickup_burden < cap)
flags.pickup_burden = cap;
/* remove from inventory after calculating near_capacity() */
obj_extract_self(potobj);
/* re-insert into inventory, possibly merging with compatible stack */
potobj = hold_another_object(potobj, drop_fmt, drop_arg, hold_msg);
flags.pickup_burden = save_pickup_burden;
update_inventory();
return;
}
/* #dip command - get item to dip, then get potion to dip it into */
int
dodip(void)
{
static const char Dip_[] = "Dip ";
struct obj *potion, *obj;
uchar here;
char qbuf[QBUFSZ], obuf[QBUFSZ];
const char *shortestname; /* last resort obj name for prompt */
if (!(obj = getobj("dip", dip_ok, GETOBJ_PROMPT)))
return ECMD_CANCEL;
if (inaccessible_equipment(obj, "dip", FALSE))
return ECMD_OK;
shortestname = (is_plural(obj) || pair_of(obj)) ? "them" : "it";
drink_ok_extra = 0;
/* preceding #dip with 'm' skips the possibility of dipping into
fountains and pools plus the prompting which those entail */
if (!iflags.menu_requested) {
/*
* Bypass safe_qbuf() since it doesn't handle varying suffix without
* an awful lot of support work. Format the object once, even though
* the fountain and pool prompts offer a lot more room for it.
* 3.6.0 used thesimpleoname() unconditionally, which posed no risk
* of buffer overflow but drew bug reports because it omits user-
* supplied type name.
* getobj: "What do you want to dip <the object> into? [xyz or ?*] "
*/
Strcpy(obuf, short_oname(obj, doname, thesimpleoname,
/* 128 - (24 + 54 + 1) leaves 49 for <object> */
QBUFSZ - sizeof "What do you want to dip \
into? [abdeghjkmnpqstvwyzBCEFHIKLNOQRTUWXZ#-# or ?*] "));
here = levl[u.ux][u.uy].typ;
/* Is there a fountain to dip into here? */
if (!can_reach_floor(FALSE)) {
; /* can't dip something into fountain or pool if can't reach */
} else if (IS_FOUNTAIN(here)) {
Snprintf(qbuf, sizeof(qbuf), "%s%s into the fountain?", Dip_,
Verbose(3, dodip1) ? obuf : shortestname);
/* "Dip <the object> into the fountain?" */
if (yn(qbuf) == 'y') {
obj->pickup_prev = 0;
dipfountain(obj);
return ECMD_TIME;
}
++drink_ok_extra;
} else if (is_pool(u.ux, u.uy)) {
const char *pooltype = waterbody_name(u.ux, u.uy);
Snprintf(qbuf, sizeof(qbuf), "%s%s into the %s?", Dip_,
Verbose(3, dodip2) ? obuf : shortestname, pooltype);
/* "Dip <the object> into the {pool, moat, &c}?" */
if (yn(qbuf) == 'y') {
if (Levitation) {
floating_above(pooltype);
} else if (u.usteed && !is_swimmer(u.usteed->data)
&& P_SKILL(P_RIDING) < P_BASIC) {
rider_cant_reach(); /* not skilled enough to reach */
} else {
obj->pickup_prev = 0;
if (obj->otyp == POT_ACID)
obj->in_use = 1;
if (water_damage(obj, 0, TRUE) != ER_DESTROYED
&& obj->in_use)
useup(obj);
}
return ECMD_TIME;
}
++drink_ok_extra;
}
}
/* "What do you want to dip <the object> into? [xyz or ?*] " */
Snprintf(qbuf, sizeof qbuf, "dip %s into",
Verbose(3, dodip3) ? obuf : shortestname);
potion = getobj(qbuf, drink_ok, GETOBJ_NOFLAGS);
if (!potion)
return ECMD_CANCEL;
return potion_dip(obj, potion);
}
/* #altdip - #dip with "what to dip?" and "what to dip it into?" asked
in the opposite order; ignores floor water; used for context-sensitive
inventory item-action: the potion has already been selected and is in
cmdq ready to answer the first getobj() prompt */
int
dip_into(void)
{
struct obj *obj, *potion;
char qbuf[QBUFSZ];
if (!cmdq_peek()) {
impossible("dip_into: where is potion?");
return ECMD_FAIL;
}
/* note: drink_ok() callback for quaffing is also used to validate
a potion to dip into */
drink_ok_extra = 0; /* affects drink_ok(): haven't been asked about and
* declined to use a floor feature like a fountain */
potion = getobj("dip", drink_ok, GETOBJ_NOFLAGS);
if (!potion || potion->oclass != POTION_CLASS)
return ECMD_CANCEL;
/* "What do you want to dip into <the potion>? [abc or ?*] " */
Snprintf(qbuf, sizeof qbuf, "dip into %s%s",
is_plural(potion) ? "one of " : "", thesimpleoname(potion));
obj = getobj(qbuf, dip_ok, GETOBJ_PROMPT);
if (!obj)
return ECMD_CANCEL;
if (inaccessible_equipment(obj, "dip", FALSE))
return ECMD_OK;
return potion_dip(obj, potion);
}
/* called by dodip() or dip_into() after obj and potion have been chosen */
static int
potion_dip(struct obj *obj, struct obj *potion)
{
struct obj *singlepotion;
char qbuf[QBUFSZ];
short mixture;
if (potion == obj && potion->quan == 1L) {
pline("That is a potion bottle, not a Klein bottle!");
return ECMD_OK;
}
obj->pickup_prev = 0; /* no longer 'recently picked up' */
potion->in_use = TRUE; /* assume it will be used up */
if (potion->otyp == POT_WATER) {
boolean useeit = !Blind || (obj == ublindf && Blindfolded_only);
const char *obj_glows = Yobjnam2(obj, "glow");
if (H2Opotion_dip(potion, obj, useeit, obj_glows))
goto poof;
} else if (obj->otyp == POT_POLYMORPH || potion->otyp == POT_POLYMORPH) {
/* some objects can't be polymorphed */
if (obj_unpolyable(obj->otyp == POT_POLYMORPH ? potion : obj)) {
pline1(nothing_happens);
} else {
short save_otyp = obj->otyp;
/* KMH, conduct */
if (!u.uconduct.polypiles++)
livelog_printf(LL_CONDUCT, "polymorphed %s first item",
uhis());
obj = poly_obj(obj, STRANGE_OBJECT);
/*
* obj might be gone:
* poly_obj() -> set_wear() -> Amulet_on() -> useup()
* if obj->otyp is worn amulet and becomes AMULET_OF_CHANGE.
*/
if (!obj) {
makeknown(POT_POLYMORPH);
return ECMD_TIME;
} else if (obj->otyp != save_otyp) {
makeknown(POT_POLYMORPH);
useup(potion);
prinv((char *) 0, obj, 0L);
return ECMD_TIME;
} else {
pline("Nothing seems to happen.");
goto poof;
}
}
potion->in_use = FALSE; /* didn't go poof */
return ECMD_TIME;
} else if (obj->oclass == POTION_CLASS && obj->otyp != potion->otyp) {
int amt = (int) obj->quan;
boolean magic;
mixture = mixtype(obj, potion);
magic = (mixture != STRANGE_OBJECT) ? objects[mixture].oc_magic
: (objects[obj->otyp].oc_magic || objects[potion->otyp].oc_magic);
Strcpy(qbuf, "The"); /* assume full stack */
if (amt > (magic ? 3 : 7)) {
/* trying to dip multiple potions will usually affect only a
subset; pick an amount between 3 and 8, inclusive, for magic
potion result, between 7 and N for non-magic */
if (magic)
amt = rnd(min(amt, 8) - (3 - 1)) + (3 - 1); /* 1..6 + 2 */
else
amt = rnd(amt - (7 - 1)) + (7 - 1); /* 1..(N-6) + 6 */
if ((long) amt < obj->quan) {
obj = splitobj(obj, (long) amt);
Sprintf(qbuf, "%ld of the", obj->quan);
}
}
/* [N of] the {obj(s)} mix(es) with [one of] {the potion}... */
pline("%s %s %s with %s%s...", qbuf, simpleonames(obj),
otense(obj, "mix"), (potion->quan > 1L) ? "one of " : "",
thesimpleoname(potion));
/* get rid of 'dippee' before potential perm_invent updates */
useup(potion); /* now gone */
/* Mixing potions is dangerous...
KMH, balance patch -- acid is particularly unstable */
if (obj->cursed || obj->otyp == POT_ACID || !rn2(10)) {
/* it would be better to use up the whole stack in advance
of the message, but we can't because we need to keep it
around for potionbreathe() [and we can't set obj->in_use
to 'amt' because that's not implemented] */
obj->in_use = 1;
pline("%sThey explode!", !Deaf ? "BOOM! " : "");
wake_nearto(u.ux, u.uy, (BOLT_LIM + 1) * (BOLT_LIM + 1));
exercise(A_STR, FALSE);
if (!breathless(g.youmonst.data) || haseyes(g.youmonst.data))
potionbreathe(obj);
useupall(obj);
losehp(amt + rnd(9), /* not physical damage */
"alchemic blast", KILLED_BY_AN);
return ECMD_TIME;
}
obj->blessed = obj->cursed = obj->bknown = 0;
if (Blind || Hallucination)
obj->dknown = 0;
if (mixture != STRANGE_OBJECT) {
obj->otyp = mixture;
} else {
struct obj *otmp;
switch (obj->odiluted ? 1 : rnd(8)) {
case 1:
obj->otyp = POT_WATER;
break;
case 2:
case 3:
obj->otyp = POT_SICKNESS;
break;
case 4:
otmp = mkobj(POTION_CLASS, FALSE);
obj->otyp = otmp->otyp;
obfree(otmp, (struct obj *) 0);
break;
default:
useupall(obj);
pline_The("mixture %sevaporates.",
!Blind ? "glows brightly and " : "");
return ECMD_TIME;
}
}
obj->odiluted = (obj->otyp != POT_WATER);
if (obj->otyp == POT_WATER && !Hallucination) {
pline_The("mixture bubbles%s.", Blind ? "" : ", then clears");
} else if (!Blind) {
pline_The("mixture looks %s.",
hcolor(OBJ_DESCR(objects[obj->otyp])));
}
/* this is required when 'obj' was split off from a bigger stack,
so that 'obj' will now be assigned its own inventory slot;
it has a side-effect of merging 'obj' into another compatible
stack if there is one, so we do it even when no split has
been made in order to get the merge result for both cases;
as a consequence, mixing while Fumbling drops the mixture */
freeinv(obj);
hold_potion(obj, "You drop %s!", doname(obj), (const char *) 0);
return ECMD_TIME;
}
if (potion->otyp == POT_ACID && obj->otyp == CORPSE
&& obj->corpsenm == PM_LICHEN) {
pline("%s %s %s around the edges.", The(cxname(obj)),
otense(obj, "turn"), Blind ? "wrinkled"
: potion->odiluted ? hcolor(NH_ORANGE)
: hcolor(NH_RED));
potion->in_use = FALSE; /* didn't go poof */
if (potion->dknown)
trycall(potion);
return ECMD_TIME;
}
if (potion->otyp == POT_WATER && obj->otyp == TOWEL) {
pline_The("towel soaks it up!");
/* wetting towel already done via water_damage() in H2Opotion_dip */
goto poof;
}
if (is_poisonable(obj)) {
if (potion->otyp == POT_SICKNESS && !obj->opoisoned) {
char buf[BUFSZ];
if (potion->quan > 1L)
Sprintf(buf, "One of %s", the(xname(potion)));
else
Strcpy(buf, The(xname(potion)));
pline("%s forms a coating on %s.", buf, the(xname(obj)));
obj->opoisoned = TRUE;
goto poof;
} else if (obj->opoisoned && (potion->otyp == POT_HEALING
|| potion->otyp == POT_EXTRA_HEALING
|| potion->otyp == POT_FULL_HEALING)) {
pline("A coating wears off %s.", the(xname(obj)));
obj->opoisoned = 0;
goto poof;
}
}
if (potion->otyp == POT_ACID) {
if (erode_obj(obj, 0, ERODE_CORRODE, EF_GREASE) != ER_NOTHING)
goto poof;
}
if (potion->otyp == POT_OIL) {
boolean wisx = FALSE;
if (potion->lamplit) { /* burning */
fire_damage(obj, TRUE, u.ux, u.uy);
} else if (potion->cursed) {
pline_The("potion spills and covers your %s with oil.",
fingers_or_gloves(TRUE));
make_glib((int) (Glib & TIMEOUT) + d(2, 10));
} else if (obj->oclass != WEAPON_CLASS && !is_weptool(obj)) {
/* the following cases apply only to weapons */
goto more_dips;
/* Oil removes rust and corrosion, but doesn't unburn.
* Arrows, etc are classed as metallic due to arrowhead
* material, but dipping in oil shouldn't repair them.
*/
} else if ((!is_rustprone(obj) && !is_corrodeable(obj))
|| is_ammo(obj) || (!obj->oeroded && !obj->oeroded2)) {
/* uses up potion, doesn't set obj->greased */
if (!Blind)
pline("%s %s with an oily sheen.", Yname2(obj),
otense(obj, "gleam"));
else /*if (!uarmg)*/
pline("%s %s oily.", Yname2(obj), otense(obj, "feel"));
} else {
pline("%s %s less %s.", Yname2(obj),
otense(obj, !Blind ? "are" : "feel"),
(obj->oeroded && obj->oeroded2)
? "corroded and rusty"
: obj->oeroded ? "rusty" : "corroded");
if (obj->oeroded > 0)
obj->oeroded--;
if (obj->oeroded2 > 0)
obj->oeroded2--;
wisx = TRUE;
}
exercise(A_WIS, wisx);
if (potion->dknown)
makeknown(potion->otyp);
useup(potion);
return ECMD_TIME;
}
more_dips:
/* Allow filling of MAGIC_LAMPs to prevent identification by player */
if ((obj->otyp == OIL_LAMP || obj->otyp == MAGIC_LAMP)
&& (potion->otyp == POT_OIL)) {
/* Turn off engine before fueling, turn off fuel too :-) */
if (obj->lamplit || potion->lamplit) {
useup(potion);
explode(u.ux, u.uy, 11, d(6, 6), 0, EXPL_FIERY);
exercise(A_WIS, FALSE);
return ECMD_TIME;
}
/* Adding oil to an empty magic lamp renders it into an oil lamp */
if ((obj->otyp == MAGIC_LAMP) && obj->spe == 0) {
obj->otyp = OIL_LAMP;
obj->age = 0;
}
if (obj->age > 1000L) {
pline("%s %s full.", Yname2(obj), otense(obj, "are"));
potion->in_use = FALSE; /* didn't go poof */
} else {
You("fill %s with oil.", yname(obj));
check_unpaid(potion); /* Yendorian Fuel Tax */
/* burns more efficiently in a lamp than in a bottle;
diluted potion provides less benefit but we don't attempt
to track that the lamp now also has some non-oil in it */
obj->age += (!potion->odiluted ? 4L : 3L) * potion->age / 2L;
if (obj->age > 1500L)
obj->age = 1500L;
useup(potion);
exercise(A_WIS, TRUE);
}
if (potion->dknown)
makeknown(POT_OIL);
obj->spe = 1;
update_inventory();
return ECMD_TIME;
}
potion->in_use = FALSE; /* didn't go poof */
if ((obj->otyp == UNICORN_HORN || obj->otyp == AMETHYST)
&& (mixture = mixtype(obj, potion)) != STRANGE_OBJECT) {
char oldbuf[BUFSZ], newbuf[BUFSZ];
short old_otyp = potion->otyp;
boolean old_dknown = FALSE;
boolean more_than_one = potion->quan > 1L;
oldbuf[0] = '\0';
if (potion->dknown) {
old_dknown = TRUE;
Sprintf(oldbuf, "%s ", hcolor(OBJ_DESCR(objects[potion->otyp])));
}
/* with multiple merged potions, split off one and
just clear it */
if (potion->quan > 1L) {
singlepotion = splitobj(potion, 1L);
} else
singlepotion = potion;
costly_alteration(singlepotion, COST_NUTRLZ);
singlepotion->otyp = mixture;
singlepotion->blessed = 0;
if (mixture == POT_WATER)
singlepotion->cursed = singlepotion->odiluted = 0;
else
singlepotion->cursed = obj->cursed; /* odiluted left as-is */
singlepotion->bknown = FALSE;
if (Blind) {
singlepotion->dknown = FALSE;
} else {
singlepotion->dknown = !Hallucination;
*newbuf = '\0';
if (mixture == POT_WATER && singlepotion->dknown)
Sprintf(newbuf, "clears");
else if (!Blind)
Sprintf(newbuf, "turns %s",
hcolor(OBJ_DESCR(objects[mixture])));
if (*newbuf)
pline_The("%spotion%s %s.", oldbuf,
more_than_one ? " that you dipped into" : "",
newbuf);
else
pline("Something happens.");
if (old_dknown
&& !objects[old_otyp].oc_name_known
&& !objects[old_otyp].oc_uname) {
struct obj fakeobj;
fakeobj = cg.zeroobj;
fakeobj.dknown = 1;
fakeobj.otyp = old_otyp;
fakeobj.oclass = POTION_CLASS;
docall(&fakeobj);
}
}
/* remove potion from inventory and re-insert it, possibly stacking
with compatible ones; override 'pickup_burden' while doing so */
hold_potion(singlepotion, "You juggle and drop %s!",
doname(singlepotion), (const char *) 0);
return ECMD_TIME;
}
pline("Interesting...");
return ECMD_TIME;
poof:
if (potion->dknown)
trycall(potion);
useup(potion);
return ECMD_TIME;
}
/* *monp grants a wish and then leaves the game */
void
mongrantswish(struct monst **monp)
{
struct monst *mon = *monp;
int mx = mon->mx, my = mon->my, glyph = glyph_at(mx, my);
/* remove the monster first in case wish proves to be fatal
(blasted by artifact), to keep it out of resulting bones file */
mongone(mon);
*monp = 0; /* inform caller that monster is gone */
/* hide that removal from player--map is visible during wish prompt */
tmp_at(DISP_ALWAYS, glyph);
tmp_at(mx, my);
/* grant the wish */
makewish();
/* clean up */
tmp_at(DISP_END, 0);
}
void
djinni_from_bottle(struct obj *obj)
{
struct monst *mtmp;
int chance;
if (!(mtmp = makemon(&mons[PM_DJINNI], u.ux, u.uy, MM_NOMSG))) {
pline("It turns out to be empty.");
return;
}
if (!Blind) {
pline("In a cloud of smoke, %s emerges!", a_monnam(mtmp));
pline("%s speaks.", Monnam(mtmp));
} else {
You("smell acrid fumes.");
pline("%s speaks.", Something);
}
chance = rn2(5);
if (obj->blessed)
chance = (chance == 4) ? rnd(4) : 0;
else if (obj->cursed)
chance = (chance == 0) ? rn2(4) : 4;
/* 0,1,2,3,4: b=80%,5,5,5,5; nc=20%,20,20,20,20; c=5%,5,5,5,80 */
switch (chance) {
case 0:
verbalize("I am in your debt. I will grant one wish!");
/* give a wish and discard the monster (mtmp set to null) */
mongrantswish(&mtmp);
break;
case 1:
verbalize("Thank you for freeing me!");
(void) tamedog(mtmp, (struct obj *) 0);
break;
case 2:
verbalize("You freed me!");
mtmp->mpeaceful = TRUE;
set_malign(mtmp);
break;
case 3:
verbalize("It is about time!");
if (canspotmon(mtmp))
pline("%s vanishes.", Monnam(mtmp));
mongone(mtmp);
break;
default:
verbalize("You disturbed me, fool!");
mtmp->mpeaceful = FALSE;
set_malign(mtmp);
break;
}
}
/* clone a gremlin or mold (2nd arg non-null implies heat as the trigger);
hit points are cut in half (odd HP stays with original) */
struct monst *
split_mon(
struct monst *mon, /* monster being split */
struct monst *mtmp) /* optional attacker whose heat triggered it */
{
struct monst *mtmp2;
char reason[BUFSZ];
reason[0] = '\0';
if (mtmp)
Sprintf(reason, " from %s heat",
(mtmp == &g.youmonst) ? the_your[1]
: (const char *) s_suffix(mon_nam(mtmp)));
if (mon == &g.youmonst) {
mtmp2 = cloneu();
if (mtmp2) {
mtmp2->mhpmax = u.mhmax / 2;
u.mhmax -= mtmp2->mhpmax;
g.context.botl = 1;
You("multiply%s!", reason);
}
} else {
mtmp2 = clone_mon(mon, 0, 0);
if (mtmp2) {
mtmp2->mhpmax = mon->mhpmax / 2;
mon->mhpmax -= mtmp2->mhpmax;
if (canspotmon(mon))
pline("%s multiplies%s!", Monnam(mon), reason);
}
}
return mtmp2;
}
/*potion.c*/