xref: /minix/games/rogue/use.c (revision e3b78ef1)
1 /*	$NetBSD: use.c,v 1.10 2009/08/12 08:44:45 dholland Exp $	*/
2 
3 /*
4  * Copyright (c) 1988, 1993
5  *	The Regents of the University of California.  All rights reserved.
6  *
7  * This code is derived from software contributed to Berkeley by
8  * Timothy C. Stoehr.
9  *
10  * Redistribution and use in source and binary forms, with or without
11  * modification, are permitted provided that the following conditions
12  * are met:
13  * 1. Redistributions of source code must retain the above copyright
14  *    notice, this list of conditions and the following disclaimer.
15  * 2. Redistributions in binary form must reproduce the above copyright
16  *    notice, this list of conditions and the following disclaimer in the
17  *    documentation and/or other materials provided with the distribution.
18  * 3. Neither the name of the University nor the names of its contributors
19  *    may be used to endorse or promote products derived from this software
20  *    without specific prior written permission.
21  *
22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32  * SUCH DAMAGE.
33  */
34 
35 #include <sys/cdefs.h>
36 #ifndef lint
37 #if 0
38 static char sccsid[] = "@(#)use.c	8.1 (Berkeley) 5/31/93";
39 #else
40 __RCSID("$NetBSD: use.c,v 1.10 2009/08/12 08:44:45 dholland Exp $");
41 #endif
42 #endif /* not lint */
43 
44 /*
45  * use.c
46  *
47  * This source herein may be modified and/or distributed by anybody who
48  * so desires, with the following restrictions:
49  *    1.)  No portion of this notice shall be removed.
50  *    2.)  Credit shall not be taken for the creation of this source.
51  *    3.)  This code is not to be traded, sold, or used for personal
52  *         gain or profit.
53  *
54  */
55 
56 #include "rogue.h"
57 
58 short halluc = 0;
59 short blind = 0;
60 short confused = 0;
61 short levitate = 0;
62 short haste_self = 0;
63 boolean see_invisible = 0;
64 short extra_hp = 0;
65 boolean detect_monster = 0;
66 boolean con_mon = 0;
67 
68 static const char strange_feeling[] =
69 	"you have a strange feeling for a moment, then it passes";
70 
71 static const char *get_ench_color(void);
72 static void go_blind(void);
73 static void hold_monster(void);
74 static void idntfy(void);
75 static void potion_heal(int);
76 static void uncurse_all(void);
77 
78 void
quaff(void)79 quaff(void)
80 {
81 	short ch;
82 	object *obj;
83 
84 	ch = pack_letter("quaff what?", POTION);
85 
86 	if (ch == CANCEL) {
87 		return;
88 	}
89 	if (!(obj = get_letter_object(ch))) {
90 		messagef(0, "no such item.");
91 		return;
92 	}
93 	if (obj->what_is != POTION) {
94 		messagef(0, "you can't drink that");
95 		return;
96 	}
97 	switch(obj->which_kind) {
98 		case INCREASE_STRENGTH:
99 			messagef(0, "you feel stronger now, what bulging muscles!");
100 			rogue.str_current++;
101 			if (rogue.str_current > rogue.str_max) {
102 				rogue.str_max = rogue.str_current;
103 			}
104 			break;
105 		case RESTORE_STRENGTH:
106 			rogue.str_current = rogue.str_max;
107 			messagef(0, "this tastes great, you feel warm all over");
108 			break;
109 		case HEALING:
110 			messagef(0, "you begin to feel better");
111 			potion_heal(0);
112 			break;
113 		case EXTRA_HEALING:
114 			messagef(0, "you begin to feel much better");
115 			potion_heal(1);
116 			break;
117 		case POISON:
118 			if (!sustain_strength) {
119 				rogue.str_current -= get_rand(1, 3);
120 				if (rogue.str_current < 1) {
121 					rogue.str_current = 1;
122 				}
123 			}
124 			messagef(0, "you feel very sick now");
125 			if (halluc) {
126 				unhallucinate();
127 			}
128 			break;
129 		case RAISE_LEVEL:
130 			rogue.exp_points = level_points[rogue.exp - 1];
131 			messagef(0, "you suddenly feel much more skillful");
132 			add_exp(1, 1);
133 			break;
134 		case BLINDNESS:
135 			go_blind();
136 			break;
137 		case HALLUCINATION:
138 			messagef(0, "oh wow, everything seems so cosmic");
139 			halluc += get_rand(500, 800);
140 			break;
141 		case DETECT_MONSTER:
142 			show_monsters();
143 			if (!(level_monsters.next_monster)) {
144 				messagef(0, "%s", strange_feeling);
145 			}
146 			break;
147 		case DETECT_OBJECTS:
148 			if (level_objects.next_object) {
149 				if (!blind) {
150 					show_objects();
151 				}
152 			} else {
153 				messagef(0, "%s", strange_feeling);
154 			}
155 			break;
156 		case CONFUSION:
157 			messagef(0, (halluc ? "what a trippy feeling" :
158 			"you feel confused"));
159 			cnfs();
160 			break;
161 		case LEVITATION:
162 			messagef(0, "you start to float in the air");
163 			levitate += get_rand(15, 30);
164 			being_held = bear_trap = 0;
165 			break;
166 		case HASTE_SELF:
167 			messagef(0, "you feel yourself moving much faster");
168 			haste_self += get_rand(11, 21);
169 			if (!(haste_self % 2)) {
170 				haste_self++;
171 			}
172 			break;
173 		case SEE_INVISIBLE:
174 			messagef(0, "hmm, this potion tastes like %sjuice",
175 				 fruit);
176 			if (blind) {
177 				unblind();
178 			}
179 			see_invisible = 1;
180 			relight();
181 			break;
182 	}
183 	print_stats((STAT_STRENGTH | STAT_HP));
184 	if (id_potions[obj->which_kind].id_status != CALLED) {
185 		id_potions[obj->which_kind].id_status = IDENTIFIED;
186 	}
187 	vanish(obj, 1, &rogue.pack);
188 }
189 
190 void
read_scroll(void)191 read_scroll(void)
192 {
193 	short ch;
194 	object *obj;
195 
196 	ch = pack_letter("read what?", SCROL);
197 
198 	if (ch == CANCEL) {
199 		return;
200 	}
201 	if (!(obj = get_letter_object(ch))) {
202 		messagef(0, "no such item.");
203 		return;
204 	}
205 	if (obj->what_is != SCROL) {
206 		messagef(0, "you can't read that");
207 		return;
208 	}
209 	switch(obj->which_kind) {
210 		case SCARE_MONSTER:
211 			messagef(0, "you hear a maniacal laughter in the distance");
212 			break;
213 		case HOLD_MONSTER:
214 			hold_monster();
215 			break;
216 		case ENCH_WEAPON:
217 			if (rogue.weapon) {
218 				if (rogue.weapon->what_is == WEAPON) {
219 					messagef(0, "your %sglow%s %sfor a moment",
220 						name_of(rogue.weapon),
221 						((rogue.weapon->quantity <= 1) ? "s" : ""),
222 						get_ench_color());
223 					if (coin_toss()) {
224 						rogue.weapon->hit_enchant++;
225 					} else {
226 						rogue.weapon->d_enchant++;
227 					}
228 				}
229 				rogue.weapon->is_cursed = 0;
230 			} else {
231 				messagef(0, "your hands tingle");
232 			}
233 			break;
234 		case ENCH_ARMOR:
235 			if (rogue.armor) {
236 				messagef(0, "your armor glows %sfor a moment",
237 					get_ench_color());
238 				rogue.armor->d_enchant++;
239 				rogue.armor->is_cursed = 0;
240 				print_stats(STAT_ARMOR);
241 			} else {
242 				messagef(0, "your skin crawls");
243 			}
244 			break;
245 		case IDENTIFY:
246 			messagef(0, "this is a scroll of identify");
247 			obj->identified = 1;
248 			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
249 			idntfy();
250 			break;
251 		case TELEPORT:
252 			tele();
253 			break;
254 		case SLEEP:
255 			messagef(0, "you fall asleep");
256 			take_a_nap();
257 			break;
258 		case PROTECT_ARMOR:
259 			if (rogue.armor) {
260 				messagef(0, "your armor is covered by a shimmering gold shield");
261 				rogue.armor->is_protected = 1;
262 				rogue.armor->is_cursed = 0;
263 			} else {
264 				messagef(0, "your acne seems to have disappeared");
265 			}
266 			break;
267 		case REMOVE_CURSE:
268 				messagef(0, (!halluc) ?
269 					"you feel as though someone is watching over you" :
270 					"you feel in touch with the universal oneness");
271 			uncurse_all();
272 			break;
273 		case CREATE_MONSTER:
274 			create_monster();
275 			break;
276 		case AGGRAVATE_MONSTER:
277 			aggravate();
278 			break;
279 		case MAGIC_MAPPING:
280 			messagef(0, "this scroll seems to have a map on it");
281 			draw_magic_map();
282 			break;
283 		case CON_MON:
284 			con_mon = 1;
285 			messagef(0, "your hands glow %sfor a moment",
286 				 get_ench_color());
287 			break;
288 	}
289 	if (id_scrolls[obj->which_kind].id_status != CALLED) {
290 		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
291 	}
292 	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
293 }
294 
295 /* vanish() does NOT handle a quiver of weapons with more than one
296  *  arrow (or whatever) in the quiver.  It will only decrement the count.
297  */
298 
299 void
vanish(object * obj,short rm,object * pack)300 vanish(object *obj, short rm, object *pack)
301 {
302 	if (obj->quantity > 1) {
303 		obj->quantity--;
304 	} else {
305 		if (obj->in_use_flags & BEING_WIELDED) {
306 			unwield(obj);
307 		} else if (obj->in_use_flags & BEING_WORN) {
308 			unwear(obj);
309 		} else if (obj->in_use_flags & ON_EITHER_HAND) {
310 			un_put_on(obj);
311 		}
312 		take_from_pack(obj, pack);
313 		free_object(obj);
314 	}
315 	if (rm) {
316 		(void)reg_move();
317 	}
318 }
319 
320 static void
potion_heal(int extra)321 potion_heal(int extra)
322 {
323 	float ratio;
324 	short add;
325 
326 	rogue.hp_current += rogue.exp;
327 
328 	ratio = ((float)rogue.hp_current) / rogue.hp_max;
329 
330 	if (ratio >= 1.00) {
331 		rogue.hp_max += (extra ? 2 : 1);
332 		extra_hp += (extra ? 2 : 1);
333 		rogue.hp_current = rogue.hp_max;
334 	} else if (ratio >= 0.90) {
335 		rogue.hp_max += (extra ? 1 : 0);
336 		extra_hp += (extra ? 1 : 0);
337 		rogue.hp_current = rogue.hp_max;
338 	} else {
339 		if (ratio < 0.33) {
340 			ratio = 0.33;
341 		}
342 		if (extra) {
343 			ratio += ratio;
344 		}
345 		add = (short)(ratio * (rogue.hp_max - rogue.hp_current));
346 		rogue.hp_current += add;
347 		if (rogue.hp_current > rogue.hp_max) {
348 			rogue.hp_current = rogue.hp_max;
349 		}
350 	}
351 	if (blind) {
352 		unblind();
353 	}
354 	if (confused && extra) {
355 		unconfuse();
356 	} else if (confused) {
357 		confused = (confused / 2) + 1;
358 	}
359 	if (halluc && extra) {
360 		unhallucinate();
361 	} else if (halluc) {
362 		halluc = (halluc / 2) + 1;
363 	}
364 }
365 
366 static void
idntfy(void)367 idntfy(void)
368 {
369 	short ch;
370 	object *obj;
371 	struct id *id_table;
372 	char desc[DCOLS];
373 AGAIN:
374 	ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
375 
376 	if (ch == CANCEL) {
377 		return;
378 	}
379 	if (!(obj = get_letter_object(ch))) {
380 		messagef(0, "no such item, try again");
381 		messagef(0, "%s", "");	/* gcc objects to just "" */
382 		check_message();
383 		goto AGAIN;
384 	}
385 	obj->identified = 1;
386 	if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
387 		id_table = get_id_table(obj);
388 		id_table[obj->which_kind].id_status = IDENTIFIED;
389 	}
390 	get_desc(obj, desc, sizeof(desc));
391 	messagef(0, "%s", desc);
392 }
393 
394 void
eat(void)395 eat(void)
396 {
397 	short ch;
398 	short moves;
399 	object *obj;
400 
401 	ch = pack_letter("eat what?", FOOD);
402 
403 	if (ch == CANCEL) {
404 		return;
405 	}
406 	if (!(obj = get_letter_object(ch))) {
407 		messagef(0, "no such item.");
408 		return;
409 	}
410 	if (obj->what_is != FOOD) {
411 		messagef(0, "you can't eat that");
412 		return;
413 	}
414 	if ((obj->which_kind == FRUIT) || rand_percent(60)) {
415 		moves = get_rand(950, 1150);
416 		if (obj->which_kind == RATION) {
417 			messagef(0, "yum, that tasted good");
418 		} else {
419 			messagef(0, "my, that was a yummy %s", fruit);
420 		}
421 	} else {
422 		moves = get_rand(750, 950);
423 		messagef(0, "yuk, that food tasted awful");
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 		messagef(0, "you feel a strange sense of loss");
460 	} else if (mcount == 1) {
461 		messagef(0, "the monster freezes");
462 	} else {
463 		messagef(0, "the monsters around you freeze");
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 		if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
495 			addch(gr_obj_char());
496 		}
497 		obj = obj->next_object;
498 	}
499 	monster = level_monsters.next_monster;
500 
501 	while (monster) {
502 		ch = mvinch(monster->row, monster->col);
503 		if ((ch >= 'A') && (ch <= 'Z')) {
504 			addch(get_rand('A', 'Z'));
505 		}
506 		monster = monster->next_monster;
507 	}
508 }
509 
510 void
unhallucinate(void)511 unhallucinate(void)
512 {
513 	halluc = 0;
514 	relight();
515 	messagef(1, "everything looks SO boring now");
516 }
517 
518 void
unblind(void)519 unblind(void)
520 {
521 	blind = 0;
522 	messagef(1, "the veil of darkness lifts");
523 	relight();
524 	if (halluc) {
525 		hallucinate();
526 	}
527 	if (detect_monster) {
528 		show_monsters();
529 	}
530 }
531 
532 void
relight(void)533 relight(void)
534 {
535 	if (cur_room == PASSAGE) {
536 		light_passage(rogue.row, rogue.col);
537 	} else {
538 		light_up_room(cur_room);
539 	}
540 	mvaddch(rogue.row, rogue.col, rogue.fchar);
541 }
542 
543 void
take_a_nap(void)544 take_a_nap(void)
545 {
546 	short i;
547 
548 	i = get_rand(2, 5);
549 	md_sleep(1);
550 
551 	while (i--) {
552 		mv_mons();
553 	}
554 	md_sleep(1);
555 	messagef(0, "%s", you_can_move_again);
556 }
557 
558 static void
go_blind(void)559 go_blind(void)
560 {
561 	short i, j;
562 
563 	if (!blind) {
564 		messagef(0, "a cloak of darkness falls around you");
565 	}
566 	blind += get_rand(500, 800);
567 
568 	if (detect_monster) {
569 		object *monster;
570 
571 		monster = level_monsters.next_monster;
572 
573 		while (monster) {
574 			mvaddch(monster->row, monster->col, monster->trail_char);
575 			monster = monster->next_monster;
576 		}
577 	}
578 	if (cur_room >= 0) {
579 		for (i = rooms[cur_room].top_row + 1;
580 			 i < rooms[cur_room].bottom_row; i++) {
581 			for (j = rooms[cur_room].left_col + 1;
582 				 j < rooms[cur_room].right_col; j++) {
583 				mvaddch(i, j, ' ');
584 			}
585 		}
586 	}
587 	mvaddch(rogue.row, rogue.col, rogue.fchar);
588 }
589 
590 static const char *
get_ench_color(void)591 get_ench_color(void)
592 {
593 	if (halluc) {
594 		return(id_potions[get_rand(0, POTIONS-1)].title);
595 	} else if (con_mon) {
596 		return("red ");
597 	}
598 	return("blue ");
599 }
600 
601 void
cnfs(void)602 cnfs(void)
603 {
604 	confused += get_rand(12, 22);
605 }
606 
607 void
unconfuse(void)608 unconfuse(void)
609 {
610 	confused = 0;
611 	messagef(1, "you feel less %s now", (halluc ? "trippy" : "confused"));
612 }
613 
614 static void
uncurse_all(void)615 uncurse_all(void)
616 {
617 	object *obj;
618 
619 	obj = rogue.pack.next_object;
620 
621 	while (obj) {
622 		obj->is_cursed = 0;
623 		obj = obj->next_object;
624 	}
625 }
626