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use.c revision 1.6.22.1
      1 /*	$NetBSD: use.c,v 1.6.22.1 2008/01/09 01:31:00 matt 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. Neither the name of the University nor the names of its contributors
     19  *    may be used to endorse or promote products derived from this software
     20  *    without specific prior written permission.
     21  *
     22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     32  * SUCH DAMAGE.
     33  */
     34 
     35 #include <sys/cdefs.h>
     36 #ifndef lint
     37 #if 0
     38 static char sccsid[] = "@(#)use.c	8.1 (Berkeley) 5/31/93";
     39 #else
     40 __RCSID("$NetBSD: use.c,v 1.6.22.1 2008/01/09 01:31:00 matt Exp $");
     41 #endif
     42 #endif /* not lint */
     43 
     44 /*
     45  * use.c
     46  *
     47  * This source herein may be modified and/or distributed by anybody who
     48  * so desires, with the following restrictions:
     49  *    1.)  No portion of this notice shall be removed.
     50  *    2.)  Credit shall not be taken for the creation of this source.
     51  *    3.)  This code is not to be traded, sold, or used for personal
     52  *         gain or profit.
     53  *
     54  */
     55 
     56 #include "rogue.h"
     57 
     58 short halluc = 0;
     59 short blind = 0;
     60 short confused = 0;
     61 short levitate = 0;
     62 short haste_self = 0;
     63 boolean see_invisible = 0;
     64 short extra_hp = 0;
     65 boolean detect_monster = 0;
     66 boolean con_mon = 0;
     67 const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
     68 
     69 void
     70 quaff()
     71 {
     72 	short ch;
     73 	object *obj;
     74 
     75 	ch = pack_letter("quaff what?", POTION);
     76 
     77 	if (ch == CANCEL) {
     78 		return;
     79 	}
     80 	if (!(obj = get_letter_object(ch))) {
     81 		messagef(0, "no such item.");
     82 		return;
     83 	}
     84 	if (obj->what_is != POTION) {
     85 		messagef(0, "you can't drink that");
     86 		return;
     87 	}
     88 	switch(obj->which_kind) {
     89 		case INCREASE_STRENGTH:
     90 			messagef(0, "you feel stronger now, what bulging muscles!");
     91 			rogue.str_current++;
     92 			if (rogue.str_current > rogue.str_max) {
     93 				rogue.str_max = rogue.str_current;
     94 			}
     95 			break;
     96 		case RESTORE_STRENGTH:
     97 			rogue.str_current = rogue.str_max;
     98 			messagef(0, "this tastes great, you feel warm all over");
     99 			break;
    100 		case HEALING:
    101 			messagef(0, "you begin to feel better");
    102 			potion_heal(0);
    103 			break;
    104 		case EXTRA_HEALING:
    105 			messagef(0, "you begin to feel much better");
    106 			potion_heal(1);
    107 			break;
    108 		case POISON:
    109 			if (!sustain_strength) {
    110 				rogue.str_current -= get_rand(1, 3);
    111 				if (rogue.str_current < 1) {
    112 					rogue.str_current = 1;
    113 				}
    114 			}
    115 			messagef(0, "you feel very sick now");
    116 			if (halluc) {
    117 				unhallucinate();
    118 			}
    119 			break;
    120 		case RAISE_LEVEL:
    121 			rogue.exp_points = level_points[rogue.exp - 1];
    122 			messagef(0, "you suddenly feel much more skillful");
    123 			add_exp(1, 1);
    124 			break;
    125 		case BLINDNESS:
    126 			go_blind();
    127 			break;
    128 		case HALLUCINATION:
    129 			messagef(0, "oh wow, everything seems so cosmic");
    130 			halluc += get_rand(500, 800);
    131 			break;
    132 		case DETECT_MONSTER:
    133 			show_monsters();
    134 			if (!(level_monsters.next_monster)) {
    135 				messagef(0, "%s", strange_feeling);
    136 			}
    137 			break;
    138 		case DETECT_OBJECTS:
    139 			if (level_objects.next_object) {
    140 				if (!blind) {
    141 					show_objects();
    142 				}
    143 			} else {
    144 				messagef(0, "%s", strange_feeling);
    145 			}
    146 			break;
    147 		case CONFUSION:
    148 			messagef(0, (halluc ? "what a trippy feeling" :
    149 			"you feel confused"));
    150 			cnfs();
    151 			break;
    152 		case LEVITATION:
    153 			messagef(0, "you start to float in the air");
    154 			levitate += get_rand(15, 30);
    155 			being_held = bear_trap = 0;
    156 			break;
    157 		case HASTE_SELF:
    158 			messagef(0, "you feel yourself moving much faster");
    159 			haste_self += get_rand(11, 21);
    160 			if (!(haste_self % 2)) {
    161 				haste_self++;
    162 			}
    163 			break;
    164 		case SEE_INVISIBLE:
    165 			messagef(0, "hmm, this potion tastes like %sjuice",
    166 				 fruit);
    167 			if (blind) {
    168 				unblind();
    169 			}
    170 			see_invisible = 1;
    171 			relight();
    172 			break;
    173 	}
    174 	print_stats((STAT_STRENGTH | STAT_HP));
    175 	if (id_potions[obj->which_kind].id_status != CALLED) {
    176 		id_potions[obj->which_kind].id_status = IDENTIFIED;
    177 	}
    178 	vanish(obj, 1, &rogue.pack);
    179 }
    180 
    181 void
    182 read_scroll()
    183 {
    184 	short ch;
    185 	object *obj;
    186 
    187 	ch = pack_letter("read what?", SCROL);
    188 
    189 	if (ch == CANCEL) {
    190 		return;
    191 	}
    192 	if (!(obj = get_letter_object(ch))) {
    193 		messagef(0, "no such item.");
    194 		return;
    195 	}
    196 	if (obj->what_is != SCROL) {
    197 		messagef(0, "you can't read that");
    198 		return;
    199 	}
    200 	switch(obj->which_kind) {
    201 		case SCARE_MONSTER:
    202 			messagef(0, "you hear a maniacal laughter in the distance");
    203 			break;
    204 		case HOLD_MONSTER:
    205 			hold_monster();
    206 			break;
    207 		case ENCH_WEAPON:
    208 			if (rogue.weapon) {
    209 				if (rogue.weapon->what_is == WEAPON) {
    210 					messagef(0, "your %sglow%s %sfor a moment",
    211 						name_of(rogue.weapon),
    212 						((rogue.weapon->quantity <= 1) ? "s" : ""),
    213 						get_ench_color());
    214 					if (coin_toss()) {
    215 						rogue.weapon->hit_enchant++;
    216 					} else {
    217 						rogue.weapon->d_enchant++;
    218 					}
    219 				}
    220 				rogue.weapon->is_cursed = 0;
    221 			} else {
    222 				messagef(0, "your hands tingle");
    223 			}
    224 			break;
    225 		case ENCH_ARMOR:
    226 			if (rogue.armor) {
    227 				messagef(0, "your armor glows %sfor a moment",
    228 					get_ench_color());
    229 				rogue.armor->d_enchant++;
    230 				rogue.armor->is_cursed = 0;
    231 				print_stats(STAT_ARMOR);
    232 			} else {
    233 				messagef(0, "your skin crawls");
    234 			}
    235 			break;
    236 		case IDENTIFY:
    237 			messagef(0, "this is a scroll of identify");
    238 			obj->identified = 1;
    239 			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
    240 			idntfy();
    241 			break;
    242 		case TELEPORT:
    243 			tele();
    244 			break;
    245 		case SLEEP:
    246 			messagef(0, "you fall asleep");
    247 			take_a_nap();
    248 			break;
    249 		case PROTECT_ARMOR:
    250 			if (rogue.armor) {
    251 				messagef(0, "your armor is covered by a shimmering gold shield");
    252 				rogue.armor->is_protected = 1;
    253 				rogue.armor->is_cursed = 0;
    254 			} else {
    255 				messagef(0, "your acne seems to have disappeared");
    256 			}
    257 			break;
    258 		case REMOVE_CURSE:
    259 				messagef(0, (!halluc) ?
    260 					"you feel as though someone is watching over you" :
    261 					"you feel in touch with the universal oneness");
    262 			uncurse_all();
    263 			break;
    264 		case CREATE_MONSTER:
    265 			create_monster();
    266 			break;
    267 		case AGGRAVATE_MONSTER:
    268 			aggravate();
    269 			break;
    270 		case MAGIC_MAPPING:
    271 			messagef(0, "this scroll seems to have a map on it");
    272 			draw_magic_map();
    273 			break;
    274 		case CON_MON:
    275 			con_mon = 1;
    276 			messagef(0, "your hands glow %sfor a moment",
    277 				 get_ench_color());
    278 			break;
    279 	}
    280 	if (id_scrolls[obj->which_kind].id_status != CALLED) {
    281 		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
    282 	}
    283 	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
    284 }
    285 
    286 /* vanish() does NOT handle a quiver of weapons with more than one
    287  *  arrow (or whatever) in the quiver.  It will only decrement the count.
    288  */
    289 
    290 void
    291 vanish(obj, rm, pack)
    292 	object *obj;
    293 	short rm;
    294 	object *pack;
    295 {
    296 	if (obj->quantity > 1) {
    297 		obj->quantity--;
    298 	} else {
    299 		if (obj->in_use_flags & BEING_WIELDED) {
    300 			unwield(obj);
    301 		} else if (obj->in_use_flags & BEING_WORN) {
    302 			unwear(obj);
    303 		} else if (obj->in_use_flags & ON_EITHER_HAND) {
    304 			un_put_on(obj);
    305 		}
    306 		take_from_pack(obj, pack);
    307 		free_object(obj);
    308 	}
    309 	if (rm) {
    310 		(void) reg_move();
    311 	}
    312 }
    313 
    314 void
    315 potion_heal(extra)
    316 	int extra;
    317 {
    318 	float ratio;
    319 	short add;
    320 
    321 	rogue.hp_current += rogue.exp;
    322 
    323 	ratio = ((float)rogue.hp_current) / rogue.hp_max;
    324 
    325 	if (ratio >= 1.00) {
    326 		rogue.hp_max += (extra ? 2 : 1);
    327 		extra_hp += (extra ? 2 : 1);
    328 		rogue.hp_current = rogue.hp_max;
    329 	} else if (ratio >= 0.90) {
    330 		rogue.hp_max += (extra ? 1 : 0);
    331 		extra_hp += (extra ? 1 : 0);
    332 		rogue.hp_current = rogue.hp_max;
    333 	} else {
    334 		if (ratio < 0.33) {
    335 			ratio = 0.33;
    336 		}
    337 		if (extra) {
    338 			ratio += ratio;
    339 		}
    340 		add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
    341 		rogue.hp_current += add;
    342 		if (rogue.hp_current > rogue.hp_max) {
    343 			rogue.hp_current = rogue.hp_max;
    344 		}
    345 	}
    346 	if (blind) {
    347 		unblind();
    348 	}
    349 	if (confused && extra) {
    350 			unconfuse();
    351 	} else if (confused) {
    352 		confused = (confused / 2) + 1;
    353 	}
    354 	if (halluc && extra) {
    355 		unhallucinate();
    356 	} else if (halluc) {
    357 		halluc = (halluc / 2) + 1;
    358 	}
    359 }
    360 
    361 void
    362 idntfy()
    363 {
    364 	short ch;
    365 	object *obj;
    366 	struct id *id_table;
    367 	char desc[DCOLS];
    368 AGAIN:
    369 	ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
    370 
    371 	if (ch == CANCEL) {
    372 		return;
    373 	}
    374 	if (!(obj = get_letter_object(ch))) {
    375 		messagef(0, "no such item, try again");
    376 		messagef(0, "%s", "");	/* gcc objects to just "" */
    377 		check_message();
    378 		goto AGAIN;
    379 	}
    380 	obj->identified = 1;
    381 	if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
    382 		id_table = get_id_table(obj);
    383 		id_table[obj->which_kind].id_status = IDENTIFIED;
    384 	}
    385 	get_desc(obj, desc, sizeof(desc));
    386 	messagef(0, "%s", desc);
    387 }
    388 
    389 void
    390 eat()
    391 {
    392 	short ch;
    393 	short moves;
    394 	object *obj;
    395 
    396 	ch = pack_letter("eat what?", FOOD);
    397 
    398 	if (ch == CANCEL) {
    399 		return;
    400 	}
    401 	if (!(obj = get_letter_object(ch))) {
    402 		messagef(0, "no such item.");
    403 		return;
    404 	}
    405 	if (obj->what_is != FOOD) {
    406 		messagef(0, "you can't eat that");
    407 		return;
    408 	}
    409 	if ((obj->which_kind == FRUIT) || rand_percent(60)) {
    410 		moves = get_rand(950, 1150);
    411 		if (obj->which_kind == RATION) {
    412 			messagef(0, "yum, that tasted good");
    413 		} else {
    414 			messagef(0, "my, that was a yummy %s", fruit);
    415 		}
    416 	} else {
    417 		moves = get_rand(750, 950);
    418 		messagef(0, "yuk, that food tasted awful");
    419 		add_exp(2, 1);
    420 	}
    421 	rogue.moves_left /= 3;
    422 	rogue.moves_left += moves;
    423 	hunger_str[0] = 0;
    424 	print_stats(STAT_HUNGER);
    425 
    426 	vanish(obj, 1, &rogue.pack);
    427 }
    428 
    429 void
    430 hold_monster()
    431 {
    432 	short i, j;
    433 	short mcount = 0;
    434 	object *monster;
    435 	short row, col;
    436 
    437 	for (i = -2; i <= 2; i++) {
    438 		for (j = -2; j <= 2; j++) {
    439 			row = rogue.row + i;
    440 			col = rogue.col + j;
    441 			if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
    442 				 (col > (DCOLS-1))) {
    443 				continue;
    444 			}
    445 			if (dungeon[row][col] & MONSTER) {
    446 				monster = object_at(&level_monsters, row, col);
    447 				monster->m_flags |= ASLEEP;
    448 				monster->m_flags &= (~WAKENS);
    449 				mcount++;
    450 			}
    451 		}
    452 	}
    453 	if (mcount == 0) {
    454 		messagef(0, "you feel a strange sense of loss");
    455 	} else if (mcount == 1) {
    456 		messagef(0, "the monster freezes");
    457 	} else {
    458 		messagef(0, "the monsters around you freeze");
    459 	}
    460 }
    461 
    462 void
    463 tele()
    464 {
    465 	mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
    466 
    467 	if (cur_room >= 0) {
    468 		darken_room(cur_room);
    469 	}
    470 	put_player(get_room_number(rogue.row, rogue.col));
    471 	being_held = 0;
    472 	bear_trap = 0;
    473 }
    474 
    475 void
    476 hallucinate()
    477 {
    478 	object *obj, *monster;
    479 	short ch;
    480 
    481 	if (blind) return;
    482 
    483 	obj = level_objects.next_object;
    484 
    485 	while (obj) {
    486 		ch = mvinch(obj->row, obj->col);
    487 		if (((ch < 'A') || (ch > 'Z')) &&
    488 			((obj->row != rogue.row) || (obj->col != rogue.col)))
    489 		if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
    490 			addch(gr_obj_char());
    491 		}
    492 		obj = obj->next_object;
    493 	}
    494 	monster = level_monsters.next_monster;
    495 
    496 	while (monster) {
    497 		ch = mvinch(monster->row, monster->col);
    498 		if ((ch >= 'A') && (ch <= 'Z')) {
    499 			addch(get_rand('A', 'Z'));
    500 		}
    501 		monster = monster->next_monster;
    502 	}
    503 }
    504 
    505 void
    506 unhallucinate()
    507 {
    508 	halluc = 0;
    509 	relight();
    510 	messagef(1, "everything looks SO boring now");
    511 }
    512 
    513 void
    514 unblind()
    515 {
    516 	blind = 0;
    517 	messagef(1, "the veil of darkness lifts");
    518 	relight();
    519 	if (halluc) {
    520 		hallucinate();
    521 	}
    522 	if (detect_monster) {
    523 		show_monsters();
    524 	}
    525 }
    526 
    527 void
    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 void
    539 take_a_nap()
    540 {
    541 	short i;
    542 
    543 	i = get_rand(2, 5);
    544 	md_sleep(1);
    545 
    546 	while (i--) {
    547 		mv_mons();
    548 	}
    549 	md_sleep(1);
    550 	messagef(0, "%s", you_can_move_again);
    551 }
    552 
    553 void
    554 go_blind()
    555 {
    556 	short i, j;
    557 
    558 	if (!blind) {
    559 		messagef(0, "a cloak of darkness falls around you");
    560 	}
    561 	blind += get_rand(500, 800);
    562 
    563 	if (detect_monster) {
    564 		object *monster;
    565 
    566 		monster = level_monsters.next_monster;
    567 
    568 		while (monster) {
    569 			mvaddch(monster->row, monster->col, monster->trail_char);
    570 			monster = monster->next_monster;
    571 		}
    572 	}
    573 	if (cur_room >= 0) {
    574 		for (i = rooms[cur_room].top_row + 1;
    575 			 i < rooms[cur_room].bottom_row; i++) {
    576 			for (j = rooms[cur_room].left_col + 1;
    577 				 j < rooms[cur_room].right_col; j++) {
    578 				mvaddch(i, j, ' ');
    579 			}
    580 		}
    581 	}
    582 	mvaddch(rogue.row, rogue.col, rogue.fchar);
    583 }
    584 
    585 const char *
    586 get_ench_color()
    587 {
    588 	if (halluc) {
    589 		return(id_potions[get_rand(0, POTIONS-1)].title);
    590 	} else if (con_mon) {
    591 		return("red ");
    592 	}
    593 	return("blue ");
    594 }
    595 
    596 void
    597 cnfs()
    598 {
    599 	confused += get_rand(12, 22);
    600 }
    601 
    602 void
    603 unconfuse()
    604 {
    605 	confused = 0;
    606 	messagef(1, "you feel less %s now", (halluc ? "trippy" : "confused"));
    607 }
    608 
    609 void
    610 uncurse_all()
    611 {
    612 	object *obj;
    613 
    614 	obj = rogue.pack.next_object;
    615 
    616 	while (obj) {
    617 		obj->is_cursed = 0;
    618 		obj = obj->next_object;
    619 	}
    620 }
    621