There are no core rules for the effects of alcohol.
The prestige class you refer to is the drunken master, from Complete Warrior. Its drink like a demon class feature increases Strength or Constitution by +2, while it decreases Intelligence and Wisdom by −2 for each swig the drunken master takes. At 8th level, it gains the spell-like ability for medicinal purposes, which turns allows an already-drunk swig to turn into a potion of cure moderate wounds for him, undoing the usual effects of that swig from drink like a demon, and healing him the appropriate amount. Please note that we have a Q&A on the drunken master’s well-deserved reputation for being a terrible prestige class.
NoteAlso note that the rules for the drunken master are particular to that class. Characters without that class are not subject to its rules, so none of the things alcohol does to a drunken master, good or bad, applies to someone who isn’t a drunken master. As described in mxyzplk’s answer, there are separate, general-purpose rules for alcohol in Arms & Equipment Guide, a 3.0e book that you can use in a D&D 3.5e game. On the other hand, but if doing soBook of Vile Darkness, which is a weirdly “3.25” book published during the development of 3.5e, claims that alcohol should work as a drug/addiction as laid out in its Chapter 3. Those rules only specifically spell out the effects of a particular terran brandy, though, which is explicitly magical (the other drugs laid out in that chapter are equally fantastic, rather than referencing any real-world drugs, though aside from terran brandy they aren’t magical). If you incorporate either of these rules in a game with a drunken master, you’ll have to figure out how drink like a demon combines, or overwrites, those general rules for everyone else.