1 /*-
2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
4 *
5 * This code is derived from software contributed to Berkeley by
6 * Timothy C. Stoehr.
7 *
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
10 * are met:
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. Neither the name of the University nor the names of its contributors
17 * may be used to endorse or promote products derived from this software
18 * without specific prior written permission.
19 *
20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30 * SUCH DAMAGE.
31 *
32 * @(#)use.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/use.c,v 1.4 1999/11/30 03:49:29 billf Exp $
34 */
35
36 /*
37 * use.c
38 *
39 * This source herein may be modified and/or distributed by anybody who
40 * so desires, with the following restrictions:
41 * 1.) No portion of this notice shall be removed.
42 * 2.) Credit shall not be taken for the creation of this source.
43 * 3.) This code is not to be traded, sold, or used for personal
44 * gain or profit.
45 *
46 */
47
48 #include "rogue.h"
49
50 short halluc = 0;
51 short blind = 0;
52 short confused = 0;
53 short levitate = 0;
54 short haste_self = 0;
55 boolean see_invisible = 0;
56 short extra_hp = 0;
57 boolean detect_monster = 0;
58 boolean con_mon = 0;
59
60 static const char strange_feeling[] =
61 "you have a strange feeling for a moment, then it passes";
62
63 static const char *get_ench_color(void);
64 static void go_blind(void);
65 static void hold_monster(void);
66 static void idntfy(void);
67 static void potion_heal(boolean);
68 static void uncurse_all(void);
69
70 void
quaff(void)71 quaff(void)
72 {
73 short ch;
74 char buf[80];
75 object *obj;
76
77 ch = pack_letter("quaff what?", POTION);
78
79 if (ch == CANCEL) {
80 return;
81 }
82 if (!(obj = get_letter_object(ch))) {
83 message("no such item.", 0);
84 return;
85 }
86 if (obj->what_is != POTION) {
87 message("you can't drink that", 0);
88 return;
89 }
90 switch(obj->which_kind) {
91 case INCREASE_STRENGTH:
92 message("you feel stronger now, what bulging muscles!",
93 0);
94 rogue.str_current++;
95 if (rogue.str_current > rogue.str_max) {
96 rogue.str_max = rogue.str_current;
97 }
98 break;
99 case RESTORE_STRENGTH:
100 rogue.str_current = rogue.str_max;
101 message("this tastes great, you feel warm all over", 0);
102 break;
103 case HEALING:
104 message("you begin to feel better", 0);
105 potion_heal(0);
106 break;
107 case EXTRA_HEALING:
108 message("you begin to feel much better", 0);
109 potion_heal(1);
110 break;
111 case POISON:
112 if (!sustain_strength) {
113 rogue.str_current -= get_rand(1, 3);
114 if (rogue.str_current < 1) {
115 rogue.str_current = 1;
116 }
117 }
118 message("you feel very sick now", 0);
119 if (halluc) {
120 unhallucinate();
121 }
122 break;
123 case RAISE_LEVEL:
124 rogue.exp_points = level_points[rogue.exp - 1];
125 message("you suddenly feel much more skillful", 0);
126 add_exp(1, 1);
127 break;
128 case BLINDNESS:
129 go_blind();
130 break;
131 case HALLUCINATION:
132 message("oh wow, everything seems so cosmic", 0);
133 halluc += get_rand(500, 800);
134 break;
135 case DETECT_MONSTER:
136 show_monsters();
137 if (!(level_monsters.next_monster)) {
138 message(strange_feeling, 0);
139 }
140 break;
141 case DETECT_OBJECTS:
142 if (level_objects.next_object) {
143 if (!blind) {
144 show_objects();
145 }
146 } else {
147 message(strange_feeling, 0);
148 }
149 break;
150 case CONFUSION:
151 message((halluc ? "what a trippy feeling" :
152 "you feel confused"), 0);
153 cnfs();
154 break;
155 case LEVITATION:
156 message("you start to float in the air", 0);
157 levitate += get_rand(15, 30);
158 bear_trap = being_held = 0;
159 break;
160 case HASTE_SELF:
161 message("you feel yourself moving much faster", 0);
162 haste_self += get_rand(11, 21);
163 if (!(haste_self % 2)) {
164 haste_self++;
165 }
166 break;
167 case SEE_INVISIBLE:
168 sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
169 message(buf, 0);
170 if (blind) {
171 unblind();
172 }
173 see_invisible = 1;
174 relight();
175 break;
176 }
177 print_stats((STAT_STRENGTH | STAT_HP));
178 if (id_potions[obj->which_kind].id_status != CALLED) {
179 id_potions[obj->which_kind].id_status = IDENTIFIED;
180 }
181 vanish(obj, 1, &rogue.pack);
182 }
183
184 void
read_scroll(void)185 read_scroll(void)
186 {
187 short ch;
188 object *obj;
189 char msg[DCOLS];
190
191 ch = pack_letter("read what?", SCROL);
192
193 if (ch == CANCEL) {
194 return;
195 }
196 if (!(obj = get_letter_object(ch))) {
197 message("no such item.", 0);
198 return;
199 }
200 if (obj->what_is != SCROL) {
201 message("you can't read that", 0);
202 return;
203 }
204 switch(obj->which_kind) {
205 case SCARE_MONSTER:
206 message("you hear a maniacal laughter in the distance",
207 0);
208 break;
209 case HOLD_MONSTER:
210 hold_monster();
211 break;
212 case ENCH_WEAPON:
213 if (rogue.weapon) {
214 if (rogue.weapon->what_is == WEAPON) {
215 sprintf(msg, "your %sglow%s %sfor a moment",
216 name_of(rogue.weapon),
217 ((rogue.weapon->quantity <= 1) ? "s" : ""),
218 get_ench_color());
219 message(msg, 0);
220 if (coin_toss()) {
221 rogue.weapon->hit_enchant++;
222 } else {
223 rogue.weapon->d_enchant++;
224 }
225 }
226 rogue.weapon->is_cursed = 0;
227 } else {
228 message("your hands tingle", 0);
229 }
230 break;
231 case ENCH_ARMOR:
232 if (rogue.armor) {
233 sprintf(msg, "your armor glows %sfor a moment",
234 get_ench_color());
235 message(msg, 0);
236 rogue.armor->d_enchant++;
237 rogue.armor->is_cursed = 0;
238 print_stats(STAT_ARMOR);
239 } else {
240 message("your skin crawls", 0);
241 }
242 break;
243 case IDENTIFY:
244 message("this is a scroll of identify", 0);
245 obj->identified = 1;
246 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
247 idntfy();
248 break;
249 case TELEPORT:
250 tele();
251 break;
252 case SLEEP:
253 message("you fall asleep", 0);
254 take_a_nap();
255 break;
256 case PROTECT_ARMOR:
257 if (rogue.armor) {
258 message( "your armor is covered by a shimmering gold shield",0);
259 rogue.armor->is_protected = 1;
260 rogue.armor->is_cursed = 0;
261 } else {
262 message("your acne seems to have disappeared", 0);
263 }
264 break;
265 case REMOVE_CURSE:
266 message((!halluc) ?
267 "you feel as though someone is watching over you" :
268 "you feel in touch with the universal oneness", 0);
269 uncurse_all();
270 break;
271 case CREATE_MONSTER:
272 create_monster();
273 break;
274 case AGGRAVATE_MONSTER:
275 aggravate();
276 break;
277 case MAGIC_MAPPING:
278 message("this scroll seems to have a map on it", 0);
279 draw_magic_map();
280 break;
281 case CON_MON:
282 con_mon = 1;
283 sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
284 message(msg, 0);
285 break;
286 }
287 if (id_scrolls[obj->which_kind].id_status != CALLED) {
288 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
289 }
290 vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
291 }
292
293 /* vanish() does NOT handle a quiver of weapons with more than one
294 * arrow (or whatever) in the quiver. It will only decrement the count.
295 */
296
297 void
vanish(object * obj,short rm,object * pack)298 vanish(object *obj, short rm, object *pack)
299 {
300 if (obj->quantity > 1) {
301 obj->quantity--;
302 } else {
303 if (obj->in_use_flags & BEING_WIELDED) {
304 unwield(obj);
305 } else if (obj->in_use_flags & BEING_WORN) {
306 unwear(obj);
307 } else if (obj->in_use_flags & ON_EITHER_HAND) {
308 un_put_on(obj);
309 }
310 take_from_pack(obj, pack);
311 free_object(obj);
312 }
313 if (rm) {
314 reg_move();
315 }
316 }
317
318 static void
potion_heal(boolean extra)319 potion_heal(boolean extra)
320 {
321 float ratio;
322 short add;
323
324 rogue.hp_current += rogue.exp;
325
326 ratio = ((float)rogue.hp_current) / rogue.hp_max;
327
328 if (ratio >= 1.00) {
329 rogue.hp_max += (extra ? 2 : 1);
330 extra_hp += (extra ? 2 : 1);
331 rogue.hp_current = rogue.hp_max;
332 } else if (ratio >= 0.90) {
333 rogue.hp_max += (extra ? 1 : 0);
334 extra_hp += (extra ? 1 : 0);
335 rogue.hp_current = rogue.hp_max;
336 } else {
337 if (ratio < 0.33) {
338 ratio = 0.33;
339 }
340 if (extra) {
341 ratio += ratio;
342 }
343 add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
344 rogue.hp_current += add;
345 if (rogue.hp_current > rogue.hp_max) {
346 rogue.hp_current = rogue.hp_max;
347 }
348 }
349 if (blind) {
350 unblind();
351 }
352 if (confused && extra) {
353 unconfuse();
354 } else if (confused) {
355 confused = (confused / 2) + 1;
356 }
357 if (halluc && extra) {
358 unhallucinate();
359 } else if (halluc) {
360 halluc = (halluc / 2) + 1;
361 }
362 }
363
364 static void
idntfy(void)365 idntfy(void)
366 {
367 short ch;
368 object *obj;
369 struct id *id_table;
370 char desc[DCOLS];
371 AGAIN:
372 ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
373
374 if (ch == CANCEL) {
375 return;
376 }
377 if (!(obj = get_letter_object(ch))) {
378 message("no such item, try again", 0);
379 message("", 0);
380 check_message();
381 goto AGAIN;
382 }
383 obj->identified = 1;
384 if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
385 id_table = get_id_table(obj);
386 id_table[obj->which_kind].id_status = IDENTIFIED;
387 }
388 get_desc(obj, desc);
389 message(desc, 0);
390 }
391
392 void
eat(void)393 eat(void)
394 {
395 short ch;
396 short moves;
397 object *obj;
398 char buf[70];
399
400 ch = pack_letter("eat what?", FOOD);
401
402 if (ch == CANCEL) {
403 return;
404 }
405 if (!(obj = get_letter_object(ch))) {
406 message("no such item.", 0);
407 return;
408 }
409 if (obj->what_is != FOOD) {
410 message("you can't eat that", 0);
411 return;
412 }
413 if ((obj->which_kind == FRUIT) || rand_percent(60)) {
414 moves = get_rand(950, 1150);
415 if (obj->which_kind == RATION) {
416 message("yum, that tasted good", 0);
417 } else {
418 sprintf(buf, "my, that was a yummy %s", fruit);
419 message(buf, 0);
420 }
421 } else {
422 moves = get_rand(750, 950);
423 message("yuk, that food tasted awful", 0);
424 add_exp(2, 1);
425 }
426 rogue.moves_left /= 3;
427 rogue.moves_left += moves;
428 hunger_str[0] = 0;
429 print_stats(STAT_HUNGER);
430
431 vanish(obj, 1, &rogue.pack);
432 }
433
434 static void
hold_monster(void)435 hold_monster(void)
436 {
437 short i, j;
438 short mcount = 0;
439 object *monster;
440 short row, col;
441
442 for (i = -2; i <= 2; i++) {
443 for (j = -2; j <= 2; j++) {
444 row = rogue.row + i;
445 col = rogue.col + j;
446 if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
447 (col > (DCOLS-1))) {
448 continue;
449 }
450 if (dungeon[row][col] & MONSTER) {
451 monster = object_at(&level_monsters, row, col);
452 monster->m_flags |= ASLEEP;
453 monster->m_flags &= (~WAKENS);
454 mcount++;
455 }
456 }
457 }
458 if (mcount == 0) {
459 message("you feel a strange sense of loss", 0);
460 } else if (mcount == 1) {
461 message("the monster freezes", 0);
462 } else {
463 message("the monsters around you freeze", 0);
464 }
465 }
466
467 void
tele(void)468 tele(void)
469 {
470 mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
471
472 if (cur_room >= 0) {
473 darken_room(cur_room);
474 }
475 put_player(get_room_number(rogue.row, rogue.col));
476 being_held = 0;
477 bear_trap = 0;
478 }
479
480 void
hallucinate(void)481 hallucinate(void)
482 {
483 object *obj, *monster;
484 short ch;
485
486 if (blind) return;
487
488 obj = level_objects.next_object;
489
490 while (obj) {
491 ch = mvinch(obj->row, obj->col);
492 if (((ch < 'A') || (ch > 'Z')) &&
493 ((obj->row != rogue.row) || (obj->col != rogue.col)))
494 {
495 if ((ch != ' ') && (ch != '.') && (ch != '#') &&
496 (ch != '+'))
497 {
498 addch(gr_obj_char());
499 }
500 }
501 obj = obj->next_object;
502 }
503 monster = level_monsters.next_monster;
504
505 while (monster) {
506 ch = mvinch(monster->row, monster->col);
507 if ((ch >= 'A') && (ch <= 'Z')) {
508 addch(get_rand('A', 'Z'));
509 }
510 monster = monster->next_monster;
511 }
512 }
513
514 void
unhallucinate(void)515 unhallucinate(void)
516 {
517 halluc = 0;
518 relight();
519 message("everything looks SO boring now", 1);
520 }
521
522 void
unblind(void)523 unblind(void)
524 {
525 blind = 0;
526 message("the veil of darkness lifts", 1);
527 relight();
528 if (halluc) {
529 hallucinate();
530 }
531 if (detect_monster) {
532 show_monsters();
533 }
534 }
535
536 void
relight(void)537 relight(void)
538 {
539 if (cur_room == PASSAGE) {
540 light_passage(rogue.row, rogue.col);
541 } else {
542 light_up_room(cur_room);
543 }
544 mvaddch(rogue.row, rogue.col, rogue.fchar);
545 }
546
547 void
take_a_nap(void)548 take_a_nap(void)
549 {
550 short i;
551
552 i = get_rand(2, 5);
553 md_sleep(1);
554
555 while (i--) {
556 mv_mons();
557 }
558 md_sleep(1);
559 message(you_can_move_again, 0);
560 }
561
562 static void
go_blind(void)563 go_blind(void)
564 {
565 short i, j;
566
567 if (!blind) {
568 message("a cloak of darkness falls around you", 0);
569 }
570 blind += get_rand(500, 800);
571
572 if (detect_monster) {
573 object *monster;
574
575 monster = level_monsters.next_monster;
576
577 while (monster) {
578 mvaddch(monster->row, monster->col, monster->trail_char);
579 monster = monster->next_monster;
580 }
581 }
582 if (cur_room >= 0) {
583 for (i = rooms[cur_room].top_row + 1;
584 i < rooms[cur_room].bottom_row; i++) {
585 for (j = rooms[cur_room].left_col + 1;
586 j < rooms[cur_room].right_col; j++) {
587 mvaddch(i, j, ' ');
588 }
589 }
590 }
591 mvaddch(rogue.row, rogue.col, rogue.fchar);
592 }
593
594 static const char *
get_ench_color(void)595 get_ench_color(void)
596 {
597 if (halluc) {
598 return(id_potions[get_rand(0, POTIONS-1)].title);
599 } else if (con_mon) {
600 return("red ");
601 }
602 return("blue ");
603 }
604
605 void
cnfs(void)606 cnfs(void)
607 {
608 confused += get_rand(12, 22);
609 }
610
611 void
unconfuse(void)612 unconfuse(void)
613 {
614 char msg[80];
615
616 confused = 0;
617 sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
618 message(msg, 1);
619 }
620
621 static void
uncurse_all(void)622 uncurse_all(void)
623 {
624 object *obj;
625
626 obj = rogue.pack.next_object;
627
628 while (obj) {
629 obj->is_cursed = 0;
630 obj = obj->next_object;
631 }
632 }
633