xref: /dragonfly/games/rogue/use.c (revision 91dc43dd)
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
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
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
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
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
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
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
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
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
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
515 unhallucinate(void)
516 {
517 	halluc = 0;
518 	relight();
519 	message("everything looks SO boring now", 1);
520 }
521 
522 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
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
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
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 *
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
606 cnfs(void)
607 {
608 	confused += get_rand(12, 22);
609 }
610 
611 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
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