xref: /dragonfly/games/rogue/use.c (revision 92fc8b5c)
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  * $DragonFly: src/games/rogue/use.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $
35  */
36 
37 /*
38  * use.c
39  *
40  * This source herein may be modified and/or distributed by anybody who
41  * so desires, with the following restrictions:
42  *    1.)  No portion of this notice shall be removed.
43  *    2.)  Credit shall not be taken for the creation of this source.
44  *    3.)  This code is not to be traded, sold, or used for personal
45  *         gain or profit.
46  *
47  */
48 
49 #include "rogue.h"
50 
51 short halluc = 0;
52 short blind = 0;
53 short confused = 0;
54 short levitate = 0;
55 short haste_self = 0;
56 boolean see_invisible = 0;
57 short extra_hp = 0;
58 boolean detect_monster = 0;
59 boolean con_mon = 0;
60 const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
61 
62 extern short bear_trap;
63 extern short cur_room;
64 extern long level_points[];
65 extern boolean being_held;
66 extern char *fruit, *you_can_move_again;
67 extern boolean sustain_strength;
68 
69 static const char *get_ench_color(void);
70 static void go_blind(void);
71 static void hold_monster(void);
72 static void idntfy(void);
73 static void potion_heal(boolean);
74 static void uncurse_all(void);
75 
76 void
77 quaff(void)
78 {
79 	short ch;
80 	char buf[80];
81 	object *obj;
82 
83 	ch = pack_letter("quaff what?", POTION);
84 
85 	if (ch == CANCEL) {
86 		return;
87 	}
88 	if (!(obj = get_letter_object(ch))) {
89 		message("no such item.", 0);
90 		return;
91 	}
92 	if (obj->what_is != POTION) {
93 		message("you can't drink that", 0);
94 		return;
95 	}
96 	switch(obj->which_kind) {
97 		case INCREASE_STRENGTH:
98 			message("you feel stronger now, what bulging muscles!",
99 			0);
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 			message("this tastes great, you feel warm all over", 0);
108 			break;
109 		case HEALING:
110 			message("you begin to feel better", 0);
111 			potion_heal(0);
112 			break;
113 		case EXTRA_HEALING:
114 			message("you begin to feel much better", 0);
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 			message("you feel very sick now", 0);
125 			if (halluc) {
126 				unhallucinate();
127 			}
128 			break;
129 		case RAISE_LEVEL:
130 			rogue.exp_points = level_points[rogue.exp - 1];
131 			message("you suddenly feel much more skillful", 0);
132 			add_exp(1, 1);
133 			break;
134 		case BLINDNESS:
135 			go_blind();
136 			break;
137 		case HALLUCINATION:
138 			message("oh wow, everything seems so cosmic", 0);
139 			halluc += get_rand(500, 800);
140 			break;
141 		case DETECT_MONSTER:
142 			show_monsters();
143 			if (!(level_monsters.next_monster)) {
144 				message(strange_feeling, 0);
145 			}
146 			break;
147 		case DETECT_OBJECTS:
148 			if (level_objects.next_object) {
149 				if (!blind) {
150 					show_objects();
151 				}
152 			} else {
153 				message(strange_feeling, 0);
154 			}
155 			break;
156 		case CONFUSION:
157 			message((halluc ? "what a trippy feeling" :
158 			"you feel confused"), 0);
159 			cnfs();
160 			break;
161 		case LEVITATION:
162 			message("you start to float in the air", 0);
163 			levitate += get_rand(15, 30);
164 			bear_trap = being_held = 0;
165 			break;
166 		case HASTE_SELF:
167 			message("you feel yourself moving much faster", 0);
168 			haste_self += get_rand(11, 21);
169 			if (!(haste_self % 2)) {
170 				haste_self++;
171 			}
172 			break;
173 		case SEE_INVISIBLE:
174 			sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
175 			message(buf, 0);
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
191 read_scroll(void)
192 {
193 	short ch;
194 	object *obj;
195 	char msg[DCOLS];
196 
197 	ch = pack_letter("read what?", SCROL);
198 
199 	if (ch == CANCEL) {
200 		return;
201 	}
202 	if (!(obj = get_letter_object(ch))) {
203 		message("no such item.", 0);
204 		return;
205 	}
206 	if (obj->what_is != SCROL) {
207 		message("you can't read that", 0);
208 		return;
209 	}
210 	switch(obj->which_kind) {
211 		case SCARE_MONSTER:
212 			message("you hear a maniacal laughter in the distance",
213 			0);
214 			break;
215 		case HOLD_MONSTER:
216 			hold_monster();
217 			break;
218 		case ENCH_WEAPON:
219 			if (rogue.weapon) {
220 				if (rogue.weapon->what_is == WEAPON) {
221 					sprintf(msg, "your %sglow%s %sfor a moment",
222 					name_of(rogue.weapon),
223 					((rogue.weapon->quantity <= 1) ? "s" : ""),
224 					get_ench_color());
225 					message(msg, 0);
226 					if (coin_toss()) {
227 						rogue.weapon->hit_enchant++;
228 					} else {
229 						rogue.weapon->d_enchant++;
230 					}
231 				}
232 				rogue.weapon->is_cursed = 0;
233 			} else {
234 				message("your hands tingle", 0);
235 			}
236 			break;
237 		case ENCH_ARMOR:
238 			if (rogue.armor) {
239 				sprintf(msg, "your armor glows %sfor a moment",
240 				get_ench_color());
241 				message(msg, 0);
242 				rogue.armor->d_enchant++;
243 				rogue.armor->is_cursed = 0;
244 				print_stats(STAT_ARMOR);
245 			} else {
246 				message("your skin crawls", 0);
247 			}
248 			break;
249 		case IDENTIFY:
250 			message("this is a scroll of identify", 0);
251 			obj->identified = 1;
252 			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
253 			idntfy();
254 			break;
255 		case TELEPORT:
256 			tele();
257 			break;
258 		case SLEEP:
259 			message("you fall asleep", 0);
260 			take_a_nap();
261 			break;
262 		case PROTECT_ARMOR:
263 			if (rogue.armor) {
264 				message( "your armor is covered by a shimmering gold shield",0);
265 				rogue.armor->is_protected = 1;
266 				rogue.armor->is_cursed = 0;
267 			} else {
268 				message("your acne seems to have disappeared", 0);
269 			}
270 			break;
271 		case REMOVE_CURSE:
272 				message((!halluc) ?
273 					"you feel as though someone is watching over you" :
274 					"you feel in touch with the universal oneness", 0);
275 			uncurse_all();
276 			break;
277 		case CREATE_MONSTER:
278 			create_monster();
279 			break;
280 		case AGGRAVATE_MONSTER:
281 			aggravate();
282 			break;
283 		case MAGIC_MAPPING:
284 			message("this scroll seems to have a map on it", 0);
285 			draw_magic_map();
286 			break;
287 		case CON_MON:
288 			con_mon = 1;
289 			sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
290 			message(msg, 0);
291 			break;
292 	}
293 	if (id_scrolls[obj->which_kind].id_status != CALLED) {
294 		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
295 	}
296 	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
297 }
298 
299 /* vanish() does NOT handle a quiver of weapons with more than one
300  *  arrow (or whatever) in the quiver.  It will only decrement the count.
301  */
302 
303 void
304 vanish(object *obj, short rm, object *pack)
305 {
306 	if (obj->quantity > 1) {
307 		obj->quantity--;
308 	} else {
309 		if (obj->in_use_flags & BEING_WIELDED) {
310 			unwield(obj);
311 		} else if (obj->in_use_flags & BEING_WORN) {
312 			unwear(obj);
313 		} else if (obj->in_use_flags & ON_EITHER_HAND) {
314 			un_put_on(obj);
315 		}
316 		take_from_pack(obj, pack);
317 		free_object(obj);
318 	}
319 	if (rm) {
320 		reg_move();
321 	}
322 }
323 
324 static void
325 potion_heal(boolean extra)
326 {
327 	float ratio;
328 	short add;
329 
330 	rogue.hp_current += rogue.exp;
331 
332 	ratio = ((float)rogue.hp_current) / rogue.hp_max;
333 
334 	if (ratio >= 1.00) {
335 		rogue.hp_max += (extra ? 2 : 1);
336 		extra_hp += (extra ? 2 : 1);
337 		rogue.hp_current = rogue.hp_max;
338 	} else if (ratio >= 0.90) {
339 		rogue.hp_max += (extra ? 1 : 0);
340 		extra_hp += (extra ? 1 : 0);
341 		rogue.hp_current = rogue.hp_max;
342 	} else {
343 		if (ratio < 0.33) {
344 			ratio = 0.33;
345 		}
346 		if (extra) {
347 			ratio += ratio;
348 		}
349 		add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
350 		rogue.hp_current += add;
351 		if (rogue.hp_current > rogue.hp_max) {
352 			rogue.hp_current = rogue.hp_max;
353 		}
354 	}
355 	if (blind) {
356 		unblind();
357 	}
358 	if (confused && extra) {
359 		unconfuse();
360 	} else if (confused) {
361 		confused = (confused / 2) + 1;
362 	}
363 	if (halluc && extra) {
364 		unhallucinate();
365 	} else if (halluc) {
366 		halluc = (halluc / 2) + 1;
367 	}
368 }
369 
370 static void
371 idntfy(void)
372 {
373 	short ch;
374 	object *obj;
375 	struct id *id_table;
376 	char desc[DCOLS];
377 AGAIN:
378 	ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
379 
380 	if (ch == CANCEL) {
381 		return;
382 	}
383 	if (!(obj = get_letter_object(ch))) {
384 		message("no such item, try again", 0);
385 		message("", 0);
386 		check_message();
387 		goto AGAIN;
388 	}
389 	obj->identified = 1;
390 	if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
391 		id_table = get_id_table(obj);
392 		id_table[obj->which_kind].id_status = IDENTIFIED;
393 	}
394 	get_desc(obj, desc);
395 	message(desc, 0);
396 }
397 
398 void
399 eat(void)
400 {
401 	short ch;
402 	short moves;
403 	object *obj;
404 	char buf[70];
405 
406 	ch = pack_letter("eat what?", FOOD);
407 
408 	if (ch == CANCEL) {
409 		return;
410 	}
411 	if (!(obj = get_letter_object(ch))) {
412 		message("no such item.", 0);
413 		return;
414 	}
415 	if (obj->what_is != FOOD) {
416 		message("you can't eat that", 0);
417 		return;
418 	}
419 	if ((obj->which_kind == FRUIT) || rand_percent(60)) {
420 		moves = get_rand(950, 1150);
421 		if (obj->which_kind == RATION) {
422 			message("yum, that tasted good", 0);
423 		} else {
424 			sprintf(buf, "my, that was a yummy %s", fruit);
425 			message(buf, 0);
426 		}
427 	} else {
428 		moves = get_rand(750, 950);
429 		message("yuk, that food tasted awful", 0);
430 		add_exp(2, 1);
431 	}
432 	rogue.moves_left /= 3;
433 	rogue.moves_left += moves;
434 	hunger_str[0] = 0;
435 	print_stats(STAT_HUNGER);
436 
437 	vanish(obj, 1, &rogue.pack);
438 }
439 
440 static void
441 hold_monster(void)
442 {
443 	short i, j;
444 	short mcount = 0;
445 	object *monster;
446 	short row, col;
447 
448 	for (i = -2; i <= 2; i++) {
449 		for (j = -2; j <= 2; j++) {
450 			row = rogue.row + i;
451 			col = rogue.col + j;
452 			if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
453 				 (col > (DCOLS-1))) {
454 				continue;
455 			}
456 			if (dungeon[row][col] & MONSTER) {
457 				monster = object_at(&level_monsters, row, col);
458 				monster->m_flags |= ASLEEP;
459 				monster->m_flags &= (~WAKENS);
460 				mcount++;
461 			}
462 		}
463 	}
464 	if (mcount == 0) {
465 		message("you feel a strange sense of loss", 0);
466 	} else if (mcount == 1) {
467 		message("the monster freezes", 0);
468 	} else {
469 		message("the monsters around you freeze", 0);
470 	}
471 }
472 
473 void
474 tele(void)
475 {
476 	mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
477 
478 	if (cur_room >= 0) {
479 		darken_room(cur_room);
480 	}
481 	put_player(get_room_number(rogue.row, rogue.col));
482 	being_held = 0;
483 	bear_trap = 0;
484 }
485 
486 void
487 hallucinate(void)
488 {
489 	object *obj, *monster;
490 	short ch;
491 
492 	if (blind) return;
493 
494 	obj = level_objects.next_object;
495 
496 	while (obj) {
497 		ch = mvinch(obj->row, obj->col);
498 		if (((ch < 'A') || (ch > 'Z')) &&
499 			((obj->row != rogue.row) || (obj->col != rogue.col)))
500 		if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
501 			addch(gr_obj_char());
502 		}
503 		obj = obj->next_object;
504 	}
505 	monster = level_monsters.next_monster;
506 
507 	while (monster) {
508 		ch = mvinch(monster->row, monster->col);
509 		if ((ch >= 'A') && (ch <= 'Z')) {
510 			addch(get_rand('A', 'Z'));
511 		}
512 		monster = monster->next_monster;
513 	}
514 }
515 
516 void
517 unhallucinate(void)
518 {
519 	halluc = 0;
520 	relight();
521 	message("everything looks SO boring now", 1);
522 }
523 
524 void
525 unblind(void)
526 {
527 	blind = 0;
528 	message("the veil of darkness lifts", 1);
529 	relight();
530 	if (halluc) {
531 		hallucinate();
532 	}
533 	if (detect_monster) {
534 		show_monsters();
535 	}
536 }
537 
538 void
539 relight(void)
540 {
541 	if (cur_room == PASSAGE) {
542 		light_passage(rogue.row, rogue.col);
543 	} else {
544 		light_up_room(cur_room);
545 	}
546 	mvaddch(rogue.row, rogue.col, rogue.fchar);
547 }
548 
549 void
550 take_a_nap(void)
551 {
552 	short i;
553 
554 	i = get_rand(2, 5);
555 	md_sleep(1);
556 
557 	while (i--) {
558 		mv_mons();
559 	}
560 	md_sleep(1);
561 	message(you_can_move_again, 0);
562 }
563 
564 static void
565 go_blind(void)
566 {
567 	short i, j;
568 
569 	if (!blind) {
570 		message("a cloak of darkness falls around you", 0);
571 	}
572 	blind += get_rand(500, 800);
573 
574 	if (detect_monster) {
575 		object *monster;
576 
577 		monster = level_monsters.next_monster;
578 
579 		while (monster) {
580 			mvaddch(monster->row, monster->col, monster->trail_char);
581 			monster = monster->next_monster;
582 		}
583 	}
584 	if (cur_room >= 0) {
585 		for (i = rooms[cur_room].top_row + 1;
586 			 i < rooms[cur_room].bottom_row; i++) {
587 			for (j = rooms[cur_room].left_col + 1;
588 				 j < rooms[cur_room].right_col; j++) {
589 				mvaddch(i, j, ' ');
590 			}
591 		}
592 	}
593 	mvaddch(rogue.row, rogue.col, rogue.fchar);
594 }
595 
596 static const char *
597 get_ench_color(void)
598 {
599 	if (halluc) {
600 		return(id_potions[get_rand(0, POTIONS-1)].title);
601 	} else if (con_mon) {
602 		return("red ");
603 	}
604 	return("blue ");
605 }
606 
607 void
608 cnfs(void)
609 {
610 	confused += get_rand(12, 22);
611 }
612 
613 void
614 unconfuse(void)
615 {
616 	char msg[80];
617 
618 	confused = 0;
619 	sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
620 	message(msg, 1);
621 }
622 
623 static void
624 uncurse_all(void)
625 {
626 	object *obj;
627 
628 	obj = rogue.pack.next_object;
629 
630 	while (obj) {
631 		obj->is_cursed = 0;
632 		obj = obj->next_object;
633 	}
634 }
635