xref: /netbsd/games/rogue/use.c (revision bf9ec67e)
1 /*	$NetBSD: use.c,v 1.5 1998/11/10 13:01:32 hubertf 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. All advertising materials mentioning features or use of this software
19  *    must display the following acknowledgement:
20  *	This product includes software developed by the University of
21  *	California, Berkeley and its contributors.
22  * 4. Neither the name of the University nor the names of its contributors
23  *    may be used to endorse or promote products derived from this software
24  *    without specific prior written permission.
25  *
26  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36  * SUCH DAMAGE.
37  */
38 
39 #include <sys/cdefs.h>
40 #ifndef lint
41 #if 0
42 static char sccsid[] = "@(#)use.c	8.1 (Berkeley) 5/31/93";
43 #else
44 __RCSID("$NetBSD: use.c,v 1.5 1998/11/10 13:01:32 hubertf Exp $");
45 #endif
46 #endif /* not lint */
47 
48 /*
49  * use.c
50  *
51  * This source herein may be modified and/or distributed by anybody who
52  * so desires, with the following restrictions:
53  *    1.)  No portion of this notice shall be removed.
54  *    2.)  Credit shall not be taken for the creation of this source.
55  *    3.)  This code is not to be traded, sold, or used for personal
56  *         gain or profit.
57  *
58  */
59 
60 #include "rogue.h"
61 
62 short halluc = 0;
63 short blind = 0;
64 short confused = 0;
65 short levitate = 0;
66 short haste_self = 0;
67 boolean see_invisible = 0;
68 short extra_hp = 0;
69 boolean detect_monster = 0;
70 boolean con_mon = 0;
71 const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
72 
73 void
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 void
188 read_scroll()
189 {
190 	short ch;
191 	object *obj;
192 	char msg[DCOLS];
193 
194 	ch = pack_letter("read what?", SCROL);
195 
196 	if (ch == CANCEL) {
197 		return;
198 	}
199 	if (!(obj = get_letter_object(ch))) {
200 		message("no such item.", 0);
201 		return;
202 	}
203 	if (obj->what_is != SCROL) {
204 		message("you can't read that", 0);
205 		return;
206 	}
207 	switch(obj->which_kind) {
208 		case SCARE_MONSTER:
209 			message("you hear a maniacal laughter in the distance",
210 			0);
211 			break;
212 		case HOLD_MONSTER:
213 			hold_monster();
214 			break;
215 		case ENCH_WEAPON:
216 			if (rogue.weapon) {
217 				if (rogue.weapon->what_is == WEAPON) {
218 					sprintf(msg, "your %sglow%s %sfor a moment",
219 					name_of(rogue.weapon),
220 					((rogue.weapon->quantity <= 1) ? "s" : ""),
221 					get_ench_color());
222 					message(msg, 0);
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 				message("your hands tingle", 0);
232 			}
233 			break;
234 		case ENCH_ARMOR:
235 			if (rogue.armor) {
236 				sprintf(msg, "your armor glows %sfor a moment",
237 				get_ench_color());
238 				message(msg, 0);
239 				rogue.armor->d_enchant++;
240 				rogue.armor->is_cursed = 0;
241 				print_stats(STAT_ARMOR);
242 			} else {
243 				message("your skin crawls", 0);
244 			}
245 			break;
246 		case IDENTIFY:
247 			message("this is a scroll of identify", 0);
248 			obj->identified = 1;
249 			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
250 			idntfy();
251 			break;
252 		case TELEPORT:
253 			tele();
254 			break;
255 		case SLEEP:
256 			message("you fall asleep", 0);
257 			take_a_nap();
258 			break;
259 		case PROTECT_ARMOR:
260 			if (rogue.armor) {
261 				message( "your armor is covered by a shimmering gold shield",0);
262 				rogue.armor->is_protected = 1;
263 				rogue.armor->is_cursed = 0;
264 			} else {
265 				message("your acne seems to have disappeared", 0);
266 			}
267 			break;
268 		case REMOVE_CURSE:
269 				message((!halluc) ?
270 					"you feel as though someone is watching over you" :
271 					"you feel in touch with the universal oneness", 0);
272 			uncurse_all();
273 			break;
274 		case CREATE_MONSTER:
275 			create_monster();
276 			break;
277 		case AGGRAVATE_MONSTER:
278 			aggravate();
279 			break;
280 		case MAGIC_MAPPING:
281 			message("this scroll seems to have a map on it", 0);
282 			draw_magic_map();
283 			break;
284 		case CON_MON:
285 			con_mon = 1;
286 			sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
287 			message(msg, 0);
288 			break;
289 	}
290 	if (id_scrolls[obj->which_kind].id_status != CALLED) {
291 		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
292 	}
293 	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
294 }
295 
296 /* vanish() does NOT handle a quiver of weapons with more than one
297  *  arrow (or whatever) in the quiver.  It will only decrement the count.
298  */
299 
300 void
301 vanish(obj, rm, pack)
302 	object *obj;
303 	short rm;
304 	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 		(void) reg_move();
321 	}
322 }
323 
324 void
325 potion_heal(extra)
326 	int extra;
327 {
328 	float ratio;
329 	short add;
330 
331 	rogue.hp_current += rogue.exp;
332 
333 	ratio = ((float)rogue.hp_current) / rogue.hp_max;
334 
335 	if (ratio >= 1.00) {
336 		rogue.hp_max += (extra ? 2 : 1);
337 		extra_hp += (extra ? 2 : 1);
338 		rogue.hp_current = rogue.hp_max;
339 	} else if (ratio >= 0.90) {
340 		rogue.hp_max += (extra ? 1 : 0);
341 		extra_hp += (extra ? 1 : 0);
342 		rogue.hp_current = rogue.hp_max;
343 	} else {
344 		if (ratio < 0.33) {
345 			ratio = 0.33;
346 		}
347 		if (extra) {
348 			ratio += ratio;
349 		}
350 		add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
351 		rogue.hp_current += add;
352 		if (rogue.hp_current > rogue.hp_max) {
353 			rogue.hp_current = rogue.hp_max;
354 		}
355 	}
356 	if (blind) {
357 		unblind();
358 	}
359 	if (confused && extra) {
360 			unconfuse();
361 	} else if (confused) {
362 		confused = (confused / 2) + 1;
363 	}
364 	if (halluc && extra) {
365 		unhallucinate();
366 	} else if (halluc) {
367 		halluc = (halluc / 2) + 1;
368 	}
369 }
370 
371 void
372 idntfy()
373 {
374 	short ch;
375 	object *obj;
376 	struct id *id_table;
377 	char desc[DCOLS];
378 AGAIN:
379 	ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
380 
381 	if (ch == CANCEL) {
382 		return;
383 	}
384 	if (!(obj = get_letter_object(ch))) {
385 		message("no such item, try again", 0);
386 		message("", 0);
387 		check_message();
388 		goto AGAIN;
389 	}
390 	obj->identified = 1;
391 	if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
392 		id_table = get_id_table(obj);
393 		id_table[obj->which_kind].id_status = IDENTIFIED;
394 	}
395 	get_desc(obj, desc);
396 	message(desc, 0);
397 }
398 
399 void
400 eat()
401 {
402 	short ch;
403 	short moves;
404 	object *obj;
405 	char buf[70];
406 
407 	ch = pack_letter("eat what?", FOOD);
408 
409 	if (ch == CANCEL) {
410 		return;
411 	}
412 	if (!(obj = get_letter_object(ch))) {
413 		message("no such item.", 0);
414 		return;
415 	}
416 	if (obj->what_is != FOOD) {
417 		message("you can't eat that", 0);
418 		return;
419 	}
420 	if ((obj->which_kind == FRUIT) || rand_percent(60)) {
421 		moves = get_rand(950, 1150);
422 		if (obj->which_kind == RATION) {
423 			message("yum, that tasted good", 0);
424 		} else {
425 			sprintf(buf, "my, that was a yummy %s", fruit);
426 			message(buf, 0);
427 		}
428 	} else {
429 		moves = get_rand(750, 950);
430 		message("yuk, that food tasted awful", 0);
431 		add_exp(2, 1);
432 	}
433 	rogue.moves_left /= 3;
434 	rogue.moves_left += moves;
435 	hunger_str[0] = 0;
436 	print_stats(STAT_HUNGER);
437 
438 	vanish(obj, 1, &rogue.pack);
439 }
440 
441 void
442 hold_monster()
443 {
444 	short i, j;
445 	short mcount = 0;
446 	object *monster;
447 	short row, col;
448 
449 	for (i = -2; i <= 2; i++) {
450 		for (j = -2; j <= 2; j++) {
451 			row = rogue.row + i;
452 			col = rogue.col + j;
453 			if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
454 				 (col > (DCOLS-1))) {
455 				continue;
456 			}
457 			if (dungeon[row][col] & MONSTER) {
458 				monster = object_at(&level_monsters, row, col);
459 				monster->m_flags |= ASLEEP;
460 				monster->m_flags &= (~WAKENS);
461 				mcount++;
462 			}
463 		}
464 	}
465 	if (mcount == 0) {
466 		message("you feel a strange sense of loss", 0);
467 	} else if (mcount == 1) {
468 		message("the monster freezes", 0);
469 	} else {
470 		message("the monsters around you freeze", 0);
471 	}
472 }
473 
474 void
475 tele()
476 {
477 	mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
478 
479 	if (cur_room >= 0) {
480 		darken_room(cur_room);
481 	}
482 	put_player(get_room_number(rogue.row, rogue.col));
483 	being_held = 0;
484 	bear_trap = 0;
485 }
486 
487 void
488 hallucinate()
489 {
490 	object *obj, *monster;
491 	short ch;
492 
493 	if (blind) return;
494 
495 	obj = level_objects.next_object;
496 
497 	while (obj) {
498 		ch = mvinch(obj->row, obj->col);
499 		if (((ch < 'A') || (ch > 'Z')) &&
500 			((obj->row != rogue.row) || (obj->col != rogue.col)))
501 		if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
502 			addch(gr_obj_char());
503 		}
504 		obj = obj->next_object;
505 	}
506 	monster = level_monsters.next_monster;
507 
508 	while (monster) {
509 		ch = mvinch(monster->row, monster->col);
510 		if ((ch >= 'A') && (ch <= 'Z')) {
511 			addch(get_rand('A', 'Z'));
512 		}
513 		monster = monster->next_monster;
514 	}
515 }
516 
517 void
518 unhallucinate()
519 {
520 	halluc = 0;
521 	relight();
522 	message("everything looks SO boring now", 1);
523 }
524 
525 void
526 unblind()
527 {
528 	blind = 0;
529 	message("the veil of darkness lifts", 1);
530 	relight();
531 	if (halluc) {
532 		hallucinate();
533 	}
534 	if (detect_monster) {
535 		show_monsters();
536 	}
537 }
538 
539 void
540 relight()
541 {
542 	if (cur_room == PASSAGE) {
543 		light_passage(rogue.row, rogue.col);
544 	} else {
545 		light_up_room(cur_room);
546 	}
547 	mvaddch(rogue.row, rogue.col, rogue.fchar);
548 }
549 
550 void
551 take_a_nap()
552 {
553 	short i;
554 
555 	i = get_rand(2, 5);
556 	md_sleep(1);
557 
558 	while (i--) {
559 		mv_mons();
560 	}
561 	md_sleep(1);
562 	message(you_can_move_again, 0);
563 }
564 
565 void
566 go_blind()
567 {
568 	short i, j;
569 
570 	if (!blind) {
571 		message("a cloak of darkness falls around you", 0);
572 	}
573 	blind += get_rand(500, 800);
574 
575 	if (detect_monster) {
576 		object *monster;
577 
578 		monster = level_monsters.next_monster;
579 
580 		while (monster) {
581 			mvaddch(monster->row, monster->col, monster->trail_char);
582 			monster = monster->next_monster;
583 		}
584 	}
585 	if (cur_room >= 0) {
586 		for (i = rooms[cur_room].top_row + 1;
587 			 i < rooms[cur_room].bottom_row; i++) {
588 			for (j = rooms[cur_room].left_col + 1;
589 				 j < rooms[cur_room].right_col; j++) {
590 				mvaddch(i, j, ' ');
591 			}
592 		}
593 	}
594 	mvaddch(rogue.row, rogue.col, rogue.fchar);
595 }
596 
597 const char *
598 get_ench_color()
599 {
600 	if (halluc) {
601 		return(id_potions[get_rand(0, POTIONS-1)].title);
602 	} else if (con_mon) {
603 		return("red ");
604 	}
605 	return("blue ");
606 }
607 
608 void
609 cnfs()
610 {
611 	confused += get_rand(12, 22);
612 }
613 
614 void
615 unconfuse()
616 {
617 	char msg[80];
618 
619 	confused = 0;
620 	sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
621 	message(msg, 1);
622 }
623 
624 void
625 uncurse_all()
626 {
627 	object *obj;
628 
629 	obj = rogue.pack.next_object;
630 
631 	while (obj) {
632 		obj->is_cursed = 0;
633 		obj = obj->next_object;
634 	}
635 }
636