xref: /dragonfly/games/rogue/use.c (revision 2d8a3be7)
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. All advertising materials mentioning features or use of this software
17  *    must display the following acknowledgement:
18  *	This product includes software developed by the University of
19  *	California, Berkeley and its contributors.
20  * 4. Neither the name of the University nor the names of its contributors
21  *    may be used to endorse or promote products derived from this software
22  *    without specific prior written permission.
23  *
24  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34  * SUCH DAMAGE.
35  *
36  * @(#)use.c	8.1 (Berkeley) 5/31/93
37  * $FreeBSD: src/games/rogue/use.c,v 1.4 1999/11/30 03:49:29 billf Exp $
38  * $DragonFly: src/games/rogue/use.c,v 1.3 2003/08/26 23:52:50 drhodus Exp $
39  */
40 
41 /*
42  * use.c
43  *
44  * This source herein may be modified and/or distributed by anybody who
45  * so desires, with the following restrictions:
46  *    1.)  No portion of this notice shall be removed.
47  *    2.)  Credit shall not be taken for the creation of this source.
48  *    3.)  This code is not to be traded, sold, or used for personal
49  *         gain or profit.
50  *
51  */
52 
53 #include "rogue.h"
54 
55 short halluc = 0;
56 short blind = 0;
57 short confused = 0;
58 short levitate = 0;
59 short haste_self = 0;
60 boolean see_invisible = 0;
61 short extra_hp = 0;
62 boolean detect_monster = 0;
63 boolean con_mon = 0;
64 const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
65 
66 extern short bear_trap;
67 extern short cur_room;
68 extern long level_points[];
69 extern boolean being_held;
70 extern char *fruit, *you_can_move_again;
71 extern boolean sustain_strength;
72 
73 quaff()
74 {
75 	short ch;
76 	char buf[80];
77 	object *obj;
78 
79 	ch = pack_letter("quaff what?", POTION);
80 
81 	if (ch == CANCEL) {
82 		return;
83 	}
84 	if (!(obj = get_letter_object(ch))) {
85 		message("no such item.", 0);
86 		return;
87 	}
88 	if (obj->what_is != POTION) {
89 		message("you can't drink that", 0);
90 		return;
91 	}
92 	switch(obj->which_kind) {
93 		case INCREASE_STRENGTH:
94 			message("you feel stronger now, what bulging muscles!",
95 			0);
96 			rogue.str_current++;
97 			if (rogue.str_current > rogue.str_max) {
98 				rogue.str_max = rogue.str_current;
99 			}
100 			break;
101 		case RESTORE_STRENGTH:
102 			rogue.str_current = rogue.str_max;
103 			message("this tastes great, you feel warm all over", 0);
104 			break;
105 		case HEALING:
106 			message("you begin to feel better", 0);
107 			potion_heal(0);
108 			break;
109 		case EXTRA_HEALING:
110 			message("you begin to feel much better", 0);
111 			potion_heal(1);
112 			break;
113 		case POISON:
114 			if (!sustain_strength) {
115 				rogue.str_current -= get_rand(1, 3);
116 				if (rogue.str_current < 1) {
117 					rogue.str_current = 1;
118 				}
119 			}
120 			message("you feel very sick now", 0);
121 			if (halluc) {
122 				unhallucinate();
123 			}
124 			break;
125 		case RAISE_LEVEL:
126 			rogue.exp_points = level_points[rogue.exp - 1];
127 			message("you suddenly feel much more skillful", 0);
128 			add_exp(1, 1);
129 			break;
130 		case BLINDNESS:
131 			go_blind();
132 			break;
133 		case HALLUCINATION:
134 			message("oh wow, everything seems so cosmic", 0);
135 			halluc += get_rand(500, 800);
136 			break;
137 		case DETECT_MONSTER:
138 			show_monsters();
139 			if (!(level_monsters.next_monster)) {
140 				message(strange_feeling, 0);
141 			}
142 			break;
143 		case DETECT_OBJECTS:
144 			if (level_objects.next_object) {
145 				if (!blind) {
146 					show_objects();
147 				}
148 			} else {
149 				message(strange_feeling, 0);
150 			}
151 			break;
152 		case CONFUSION:
153 			message((halluc ? "what a trippy feeling" :
154 			"you feel confused"), 0);
155 			cnfs();
156 			break;
157 		case LEVITATION:
158 			message("you start to float in the air", 0);
159 			levitate += get_rand(15, 30);
160 			being_held = bear_trap = 0;
161 			break;
162 		case HASTE_SELF:
163 			message("you feel yourself moving much faster", 0);
164 			haste_self += get_rand(11, 21);
165 			if (!(haste_self % 2)) {
166 				haste_self++;
167 			}
168 			break;
169 		case SEE_INVISIBLE:
170 			sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
171 			message(buf, 0);
172 			if (blind) {
173 				unblind();
174 			}
175 			see_invisible = 1;
176 			relight();
177 			break;
178 	}
179 	print_stats((STAT_STRENGTH | STAT_HP));
180 	if (id_potions[obj->which_kind].id_status != CALLED) {
181 		id_potions[obj->which_kind].id_status = IDENTIFIED;
182 	}
183 	vanish(obj, 1, &rogue.pack);
184 }
185 
186 read_scroll()
187 {
188 	short ch;
189 	object *obj;
190 	char msg[DCOLS];
191 
192 	ch = pack_letter("read what?", SCROL);
193 
194 	if (ch == CANCEL) {
195 		return;
196 	}
197 	if (!(obj = get_letter_object(ch))) {
198 		message("no such item.", 0);
199 		return;
200 	}
201 	if (obj->what_is != SCROL) {
202 		message("you can't read that", 0);
203 		return;
204 	}
205 	switch(obj->which_kind) {
206 		case SCARE_MONSTER:
207 			message("you hear a maniacal laughter in the distance",
208 			0);
209 			break;
210 		case HOLD_MONSTER:
211 			hold_monster();
212 			break;
213 		case ENCH_WEAPON:
214 			if (rogue.weapon) {
215 				if (rogue.weapon->what_is == WEAPON) {
216 					sprintf(msg, "your %sglow%s %sfor a moment",
217 					name_of(rogue.weapon),
218 					((rogue.weapon->quantity <= 1) ? "s" : ""),
219 					get_ench_color());
220 					message(msg, 0);
221 					if (coin_toss()) {
222 						rogue.weapon->hit_enchant++;
223 					} else {
224 						rogue.weapon->d_enchant++;
225 					}
226 				}
227 				rogue.weapon->is_cursed = 0;
228 			} else {
229 				message("your hands tingle", 0);
230 			}
231 			break;
232 		case ENCH_ARMOR:
233 			if (rogue.armor) {
234 				sprintf(msg, "your armor glows %sfor a moment",
235 				get_ench_color());
236 				message(msg, 0);
237 				rogue.armor->d_enchant++;
238 				rogue.armor->is_cursed = 0;
239 				print_stats(STAT_ARMOR);
240 			} else {
241 				message("your skin crawls", 0);
242 			}
243 			break;
244 		case IDENTIFY:
245 			message("this is a scroll of identify", 0);
246 			obj->identified = 1;
247 			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
248 			idntfy();
249 			break;
250 		case TELEPORT:
251 			tele();
252 			break;
253 		case SLEEP:
254 			message("you fall asleep", 0);
255 			take_a_nap();
256 			break;
257 		case PROTECT_ARMOR:
258 			if (rogue.armor) {
259 				message( "your armor is covered by a shimmering gold shield",0);
260 				rogue.armor->is_protected = 1;
261 				rogue.armor->is_cursed = 0;
262 			} else {
263 				message("your acne seems to have disappeared", 0);
264 			}
265 			break;
266 		case REMOVE_CURSE:
267 				message((!halluc) ?
268 					"you feel as though someone is watching over you" :
269 					"you feel in touch with the universal oneness", 0);
270 			uncurse_all();
271 			break;
272 		case CREATE_MONSTER:
273 			create_monster();
274 			break;
275 		case AGGRAVATE_MONSTER:
276 			aggravate();
277 			break;
278 		case MAGIC_MAPPING:
279 			message("this scroll seems to have a map on it", 0);
280 			draw_magic_map();
281 			break;
282 		case CON_MON:
283 			con_mon = 1;
284 			sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
285 			message(msg, 0);
286 			break;
287 	}
288 	if (id_scrolls[obj->which_kind].id_status != CALLED) {
289 		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
290 	}
291 	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
292 }
293 
294 /* vanish() does NOT handle a quiver of weapons with more than one
295  *  arrow (or whatever) in the quiver.  It will only decrement the count.
296  */
297 
298 vanish(obj, rm, pack)
299 object *obj;
300 short rm;
301 object *pack;
302 {
303 	if (obj->quantity > 1) {
304 		obj->quantity--;
305 	} else {
306 		if (obj->in_use_flags & BEING_WIELDED) {
307 			unwield(obj);
308 		} else if (obj->in_use_flags & BEING_WORN) {
309 			unwear(obj);
310 		} else if (obj->in_use_flags & ON_EITHER_HAND) {
311 			un_put_on(obj);
312 		}
313 		take_from_pack(obj, pack);
314 		free_object(obj);
315 	}
316 	if (rm) {
317 		(void) reg_move();
318 	}
319 }
320 
321 potion_heal(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 * ((float)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 idntfy()
367 {
368 	short ch;
369 	object *obj;
370 	struct id *id_table;
371 	char desc[DCOLS];
372 AGAIN:
373 	ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
374 
375 	if (ch == CANCEL) {
376 		return;
377 	}
378 	if (!(obj = get_letter_object(ch))) {
379 		message("no such item, try again", 0);
380 		message("", 0);
381 		check_message();
382 		goto AGAIN;
383 	}
384 	obj->identified = 1;
385 	if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
386 		id_table = get_id_table(obj);
387 		id_table[obj->which_kind].id_status = IDENTIFIED;
388 	}
389 	get_desc(obj, desc);
390 	message(desc, 0);
391 }
392 
393 eat()
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 hold_monster()
435 {
436 	short i, j;
437 	short mcount = 0;
438 	object *monster;
439 	short row, col;
440 
441 	for (i = -2; i <= 2; i++) {
442 		for (j = -2; j <= 2; j++) {
443 			row = rogue.row + i;
444 			col = rogue.col + j;
445 			if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
446 				 (col > (DCOLS-1))) {
447 				continue;
448 			}
449 			if (dungeon[row][col] & MONSTER) {
450 				monster = object_at(&level_monsters, row, col);
451 				monster->m_flags |= ASLEEP;
452 				monster->m_flags &= (~WAKENS);
453 				mcount++;
454 			}
455 		}
456 	}
457 	if (mcount == 0) {
458 		message("you feel a strange sense of loss", 0);
459 	} else if (mcount == 1) {
460 		message("the monster freezes", 0);
461 	} else {
462 		message("the monsters around you freeze", 0);
463 	}
464 }
465 
466 tele()
467 {
468 	mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
469 
470 	if (cur_room >= 0) {
471 		darken_room(cur_room);
472 	}
473 	put_player(get_room_number(rogue.row, rogue.col));
474 	being_held = 0;
475 	bear_trap = 0;
476 }
477 
478 hallucinate()
479 {
480 	object *obj, *monster;
481 	short ch;
482 
483 	if (blind) return;
484 
485 	obj = level_objects.next_object;
486 
487 	while (obj) {
488 		ch = mvinch(obj->row, obj->col);
489 		if (((ch < 'A') || (ch > 'Z')) &&
490 			((obj->row != rogue.row) || (obj->col != rogue.col)))
491 		if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
492 			addch(gr_obj_char());
493 		}
494 		obj = obj->next_object;
495 	}
496 	monster = level_monsters.next_monster;
497 
498 	while (monster) {
499 		ch = mvinch(monster->row, monster->col);
500 		if ((ch >= 'A') && (ch <= 'Z')) {
501 			addch(get_rand('A', 'Z'));
502 		}
503 		monster = monster->next_monster;
504 	}
505 }
506 
507 unhallucinate()
508 {
509 	halluc = 0;
510 	relight();
511 	message("everything looks SO boring now", 1);
512 }
513 
514 unblind()
515 {
516 	blind = 0;
517 	message("the veil of darkness lifts", 1);
518 	relight();
519 	if (halluc) {
520 		hallucinate();
521 	}
522 	if (detect_monster) {
523 		show_monsters();
524 	}
525 }
526 
527 relight()
528 {
529 	if (cur_room == PASSAGE) {
530 		light_passage(rogue.row, rogue.col);
531 	} else {
532 		light_up_room(cur_room);
533 	}
534 	mvaddch(rogue.row, rogue.col, rogue.fchar);
535 }
536 
537 take_a_nap()
538 {
539 	short i;
540 
541 	i = get_rand(2, 5);
542 	md_sleep(1);
543 
544 	while (i--) {
545 		mv_mons();
546 	}
547 	md_sleep(1);
548 	message(you_can_move_again, 0);
549 }
550 
551 go_blind()
552 {
553 	short i, j;
554 
555 	if (!blind) {
556 		message("a cloak of darkness falls around you", 0);
557 	}
558 	blind += get_rand(500, 800);
559 
560 	if (detect_monster) {
561 		object *monster;
562 
563 		monster = level_monsters.next_monster;
564 
565 		while (monster) {
566 			mvaddch(monster->row, monster->col, monster->trail_char);
567 			monster = monster->next_monster;
568 		}
569 	}
570 	if (cur_room >= 0) {
571 		for (i = rooms[cur_room].top_row + 1;
572 			 i < rooms[cur_room].bottom_row; i++) {
573 			for (j = rooms[cur_room].left_col + 1;
574 				 j < rooms[cur_room].right_col; j++) {
575 				mvaddch(i, j, ' ');
576 			}
577 		}
578 	}
579 	mvaddch(rogue.row, rogue.col, rogue.fchar);
580 }
581 
582 const char *
583 get_ench_color()
584 {
585 	if (halluc) {
586 		return(id_potions[get_rand(0, POTIONS-1)].title);
587 	} else if (con_mon) {
588 		return("red ");
589 	}
590 	return("blue ");
591 }
592 
593 cnfs()
594 {
595 	confused += get_rand(12, 22);
596 }
597 
598 unconfuse()
599 {
600 	char msg[80];
601 
602 	confused = 0;
603 	sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
604 	message(msg, 1);
605 }
606 
607 uncurse_all()
608 {
609 	object *obj;
610 
611 	obj = rogue.pack.next_object;
612 
613 	while (obj) {
614 		obj->is_cursed = 0;
615 		obj = obj->next_object;
616 	}
617 }
618