xref: /dragonfly/games/rogue/use.c (revision 6e285212)
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 1.2 2003/06/17 04:25:25 dillon 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 char hunger_str[];
68 extern short cur_room;
69 extern long level_points[];
70 extern boolean being_held;
71 extern char *fruit, *you_can_move_again;
72 extern boolean sustain_strength;
73 
74 quaff()
75 {
76 	short ch;
77 	char buf[80];
78 	object *obj;
79 
80 	ch = pack_letter("quaff what?", POTION);
81 
82 	if (ch == CANCEL) {
83 		return;
84 	}
85 	if (!(obj = get_letter_object(ch))) {
86 		message("no such item.", 0);
87 		return;
88 	}
89 	if (obj->what_is != POTION) {
90 		message("you can't drink that", 0);
91 		return;
92 	}
93 	switch(obj->which_kind) {
94 		case INCREASE_STRENGTH:
95 			message("you feel stronger now, what bulging muscles!",
96 			0);
97 			rogue.str_current++;
98 			if (rogue.str_current > rogue.str_max) {
99 				rogue.str_max = rogue.str_current;
100 			}
101 			break;
102 		case RESTORE_STRENGTH:
103 			rogue.str_current = rogue.str_max;
104 			message("this tastes great, you feel warm all over", 0);
105 			break;
106 		case HEALING:
107 			message("you begin to feel better", 0);
108 			potion_heal(0);
109 			break;
110 		case EXTRA_HEALING:
111 			message("you begin to feel much better", 0);
112 			potion_heal(1);
113 			break;
114 		case POISON:
115 			if (!sustain_strength) {
116 				rogue.str_current -= get_rand(1, 3);
117 				if (rogue.str_current < 1) {
118 					rogue.str_current = 1;
119 				}
120 			}
121 			message("you feel very sick now", 0);
122 			if (halluc) {
123 				unhallucinate();
124 			}
125 			break;
126 		case RAISE_LEVEL:
127 			rogue.exp_points = level_points[rogue.exp - 1];
128 			message("you suddenly feel much more skillful", 0);
129 			add_exp(1, 1);
130 			break;
131 		case BLINDNESS:
132 			go_blind();
133 			break;
134 		case HALLUCINATION:
135 			message("oh wow, everything seems so cosmic", 0);
136 			halluc += get_rand(500, 800);
137 			break;
138 		case DETECT_MONSTER:
139 			show_monsters();
140 			if (!(level_monsters.next_monster)) {
141 				message(strange_feeling, 0);
142 			}
143 			break;
144 		case DETECT_OBJECTS:
145 			if (level_objects.next_object) {
146 				if (!blind) {
147 					show_objects();
148 				}
149 			} else {
150 				message(strange_feeling, 0);
151 			}
152 			break;
153 		case CONFUSION:
154 			message((halluc ? "what a trippy feeling" :
155 			"you feel confused"), 0);
156 			cnfs();
157 			break;
158 		case LEVITATION:
159 			message("you start to float in the air", 0);
160 			levitate += get_rand(15, 30);
161 			being_held = bear_trap = 0;
162 			break;
163 		case HASTE_SELF:
164 			message("you feel yourself moving much faster", 0);
165 			haste_self += get_rand(11, 21);
166 			if (!(haste_self % 2)) {
167 				haste_self++;
168 			}
169 			break;
170 		case SEE_INVISIBLE:
171 			sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
172 			message(buf, 0);
173 			if (blind) {
174 				unblind();
175 			}
176 			see_invisible = 1;
177 			relight();
178 			break;
179 	}
180 	print_stats((STAT_STRENGTH | STAT_HP));
181 	if (id_potions[obj->which_kind].id_status != CALLED) {
182 		id_potions[obj->which_kind].id_status = IDENTIFIED;
183 	}
184 	vanish(obj, 1, &rogue.pack);
185 }
186 
187 read_scroll()
188 {
189 	short ch;
190 	object *obj;
191 	char msg[DCOLS];
192 
193 	ch = pack_letter("read what?", SCROL);
194 
195 	if (ch == CANCEL) {
196 		return;
197 	}
198 	if (!(obj = get_letter_object(ch))) {
199 		message("no such item.", 0);
200 		return;
201 	}
202 	if (obj->what_is != SCROL) {
203 		message("you can't read that", 0);
204 		return;
205 	}
206 	switch(obj->which_kind) {
207 		case SCARE_MONSTER:
208 			message("you hear a maniacal laughter in the distance",
209 			0);
210 			break;
211 		case HOLD_MONSTER:
212 			hold_monster();
213 			break;
214 		case ENCH_WEAPON:
215 			if (rogue.weapon) {
216 				if (rogue.weapon->what_is == WEAPON) {
217 					sprintf(msg, "your %sglow%s %sfor a moment",
218 					name_of(rogue.weapon),
219 					((rogue.weapon->quantity <= 1) ? "s" : ""),
220 					get_ench_color());
221 					message(msg, 0);
222 					if (coin_toss()) {
223 						rogue.weapon->hit_enchant++;
224 					} else {
225 						rogue.weapon->d_enchant++;
226 					}
227 				}
228 				rogue.weapon->is_cursed = 0;
229 			} else {
230 				message("your hands tingle", 0);
231 			}
232 			break;
233 		case ENCH_ARMOR:
234 			if (rogue.armor) {
235 				sprintf(msg, "your armor glows %sfor a moment",
236 				get_ench_color());
237 				message(msg, 0);
238 				rogue.armor->d_enchant++;
239 				rogue.armor->is_cursed = 0;
240 				print_stats(STAT_ARMOR);
241 			} else {
242 				message("your skin crawls", 0);
243 			}
244 			break;
245 		case IDENTIFY:
246 			message("this is a scroll of identify", 0);
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 			message("you fall asleep", 0);
256 			take_a_nap();
257 			break;
258 		case PROTECT_ARMOR:
259 			if (rogue.armor) {
260 				message( "your armor is covered by a shimmering gold shield",0);
261 				rogue.armor->is_protected = 1;
262 				rogue.armor->is_cursed = 0;
263 			} else {
264 				message("your acne seems to have disappeared", 0);
265 			}
266 			break;
267 		case REMOVE_CURSE:
268 				message((!halluc) ?
269 					"you feel as though someone is watching over you" :
270 					"you feel in touch with the universal oneness", 0);
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 			message("this scroll seems to have a map on it", 0);
281 			draw_magic_map();
282 			break;
283 		case CON_MON:
284 			con_mon = 1;
285 			sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
286 			message(msg, 0);
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 vanish(obj, rm, pack)
300 object *obj;
301 short rm;
302 object *pack;
303 {
304 	if (obj->quantity > 1) {
305 		obj->quantity--;
306 	} else {
307 		if (obj->in_use_flags & BEING_WIELDED) {
308 			unwield(obj);
309 		} else if (obj->in_use_flags & BEING_WORN) {
310 			unwear(obj);
311 		} else if (obj->in_use_flags & ON_EITHER_HAND) {
312 			un_put_on(obj);
313 		}
314 		take_from_pack(obj, pack);
315 		free_object(obj);
316 	}
317 	if (rm) {
318 		(void) reg_move();
319 	}
320 }
321 
322 potion_heal(extra)
323 {
324 	float ratio;
325 	short add;
326 
327 	rogue.hp_current += rogue.exp;
328 
329 	ratio = ((float)rogue.hp_current) / rogue.hp_max;
330 
331 	if (ratio >= 1.00) {
332 		rogue.hp_max += (extra ? 2 : 1);
333 		extra_hp += (extra ? 2 : 1);
334 		rogue.hp_current = rogue.hp_max;
335 	} else if (ratio >= 0.90) {
336 		rogue.hp_max += (extra ? 1 : 0);
337 		extra_hp += (extra ? 1 : 0);
338 		rogue.hp_current = rogue.hp_max;
339 	} else {
340 		if (ratio < 0.33) {
341 			ratio = 0.33;
342 		}
343 		if (extra) {
344 			ratio += ratio;
345 		}
346 		add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
347 		rogue.hp_current += add;
348 		if (rogue.hp_current > rogue.hp_max) {
349 			rogue.hp_current = rogue.hp_max;
350 		}
351 	}
352 	if (blind) {
353 		unblind();
354 	}
355 	if (confused && extra) {
356 			unconfuse();
357 	} else if (confused) {
358 		confused = (confused / 2) + 1;
359 	}
360 	if (halluc && extra) {
361 		unhallucinate();
362 	} else if (halluc) {
363 		halluc = (halluc / 2) + 1;
364 	}
365 }
366 
367 idntfy()
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 		message("no such item, try again", 0);
381 		message("", 0);
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);
391 	message(desc, 0);
392 }
393 
394 eat()
395 {
396 	short ch;
397 	short moves;
398 	object *obj;
399 	char buf[70];
400 
401 	ch = pack_letter("eat what?", FOOD);
402 
403 	if (ch == CANCEL) {
404 		return;
405 	}
406 	if (!(obj = get_letter_object(ch))) {
407 		message("no such item.", 0);
408 		return;
409 	}
410 	if (obj->what_is != FOOD) {
411 		message("you can't eat that", 0);
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 			message("yum, that tasted good", 0);
418 		} else {
419 			sprintf(buf, "my, that was a yummy %s", fruit);
420 			message(buf, 0);
421 		}
422 	} else {
423 		moves = get_rand(750, 950);
424 		message("yuk, that food tasted awful", 0);
425 		add_exp(2, 1);
426 	}
427 	rogue.moves_left /= 3;
428 	rogue.moves_left += moves;
429 	hunger_str[0] = 0;
430 	print_stats(STAT_HUNGER);
431 
432 	vanish(obj, 1, &rogue.pack);
433 }
434 
435 hold_monster()
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 tele()
468 {
469 	mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
470 
471 	if (cur_room >= 0) {
472 		darken_room(cur_room);
473 	}
474 	put_player(get_room_number(rogue.row, rogue.col));
475 	being_held = 0;
476 	bear_trap = 0;
477 }
478 
479 hallucinate()
480 {
481 	object *obj, *monster;
482 	short ch;
483 
484 	if (blind) return;
485 
486 	obj = level_objects.next_object;
487 
488 	while (obj) {
489 		ch = mvinch(obj->row, obj->col);
490 		if (((ch < 'A') || (ch > 'Z')) &&
491 			((obj->row != rogue.row) || (obj->col != rogue.col)))
492 		if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
493 			addch(gr_obj_char());
494 		}
495 		obj = obj->next_object;
496 	}
497 	monster = level_monsters.next_monster;
498 
499 	while (monster) {
500 		ch = mvinch(monster->row, monster->col);
501 		if ((ch >= 'A') && (ch <= 'Z')) {
502 			addch(get_rand('A', 'Z'));
503 		}
504 		monster = monster->next_monster;
505 	}
506 }
507 
508 unhallucinate()
509 {
510 	halluc = 0;
511 	relight();
512 	message("everything looks SO boring now", 1);
513 }
514 
515 unblind()
516 {
517 	blind = 0;
518 	message("the veil of darkness lifts", 1);
519 	relight();
520 	if (halluc) {
521 		hallucinate();
522 	}
523 	if (detect_monster) {
524 		show_monsters();
525 	}
526 }
527 
528 relight()
529 {
530 	if (cur_room == PASSAGE) {
531 		light_passage(rogue.row, rogue.col);
532 	} else {
533 		light_up_room(cur_room);
534 	}
535 	mvaddch(rogue.row, rogue.col, rogue.fchar);
536 }
537 
538 take_a_nap()
539 {
540 	short i;
541 
542 	i = get_rand(2, 5);
543 	md_sleep(1);
544 
545 	while (i--) {
546 		mv_mons();
547 	}
548 	md_sleep(1);
549 	message(you_can_move_again, 0);
550 }
551 
552 go_blind()
553 {
554 	short i, j;
555 
556 	if (!blind) {
557 		message("a cloak of darkness falls around you", 0);
558 	}
559 	blind += get_rand(500, 800);
560 
561 	if (detect_monster) {
562 		object *monster;
563 
564 		monster = level_monsters.next_monster;
565 
566 		while (monster) {
567 			mvaddch(monster->row, monster->col, monster->trail_char);
568 			monster = monster->next_monster;
569 		}
570 	}
571 	if (cur_room >= 0) {
572 		for (i = rooms[cur_room].top_row + 1;
573 			 i < rooms[cur_room].bottom_row; i++) {
574 			for (j = rooms[cur_room].left_col + 1;
575 				 j < rooms[cur_room].right_col; j++) {
576 				mvaddch(i, j, ' ');
577 			}
578 		}
579 	}
580 	mvaddch(rogue.row, rogue.col, rogue.fchar);
581 }
582 
583 const char *
584 get_ench_color()
585 {
586 	if (halluc) {
587 		return(id_potions[get_rand(0, POTIONS-1)].title);
588 	} else if (con_mon) {
589 		return("red ");
590 	}
591 	return("blue ");
592 }
593 
594 cnfs()
595 {
596 	confused += get_rand(12, 22);
597 }
598 
599 unconfuse()
600 {
601 	char msg[80];
602 
603 	confused = 0;
604 	sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
605 	message(msg, 1);
606 }
607 
608 uncurse_all()
609 {
610 	object *obj;
611 
612 	obj = rogue.pack.next_object;
613 
614 	while (obj) {
615 		obj->is_cursed = 0;
616 		obj = obj->next_object;
617 	}
618 }
619