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use.c revision 1.6.22.2
      1 /*	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("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 
     68 static const char strange_feeling[] =
     69 	"you have a strange feeling for a moment, then it passes";
     70 
     71 void
     72 quaff(void)
     73 {
     74 	short ch;
     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 		messagef(0, "no such item.");
     84 		return;
     85 	}
     86 	if (obj->what_is != POTION) {
     87 		messagef(0, "you can't drink that");
     88 		return;
     89 	}
     90 	switch(obj->which_kind) {
     91 		case INCREASE_STRENGTH:
     92 			messagef(0, "you feel stronger now, what bulging muscles!");
     93 			rogue.str_current++;
     94 			if (rogue.str_current > rogue.str_max) {
     95 				rogue.str_max = rogue.str_current;
     96 			}
     97 			break;
     98 		case RESTORE_STRENGTH:
     99 			rogue.str_current = rogue.str_max;
    100 			messagef(0, "this tastes great, you feel warm all over");
    101 			break;
    102 		case HEALING:
    103 			messagef(0, "you begin to feel better");
    104 			potion_heal(0);
    105 			break;
    106 		case EXTRA_HEALING:
    107 			messagef(0, "you begin to feel much better");
    108 			potion_heal(1);
    109 			break;
    110 		case POISON:
    111 			if (!sustain_strength) {
    112 				rogue.str_current -= get_rand(1, 3);
    113 				if (rogue.str_current < 1) {
    114 					rogue.str_current = 1;
    115 				}
    116 			}
    117 			messagef(0, "you feel very sick now");
    118 			if (halluc) {
    119 				unhallucinate();
    120 			}
    121 			break;
    122 		case RAISE_LEVEL:
    123 			rogue.exp_points = level_points[rogue.exp - 1];
    124 			messagef(0, "you suddenly feel much more skillful");
    125 			add_exp(1, 1);
    126 			break;
    127 		case BLINDNESS:
    128 			go_blind();
    129 			break;
    130 		case HALLUCINATION:
    131 			messagef(0, "oh wow, everything seems so cosmic");
    132 			halluc += get_rand(500, 800);
    133 			break;
    134 		case DETECT_MONSTER:
    135 			show_monsters();
    136 			if (!(level_monsters.next_monster)) {
    137 				messagef(0, "%s", strange_feeling);
    138 			}
    139 			break;
    140 		case DETECT_OBJECTS:
    141 			if (level_objects.next_object) {
    142 				if (!blind) {
    143 					show_objects();
    144 				}
    145 			} else {
    146 				messagef(0, "%s", strange_feeling);
    147 			}
    148 			break;
    149 		case CONFUSION:
    150 			messagef(0, (halluc ? "what a trippy feeling" :
    151 			"you feel confused"));
    152 			cnfs();
    153 			break;
    154 		case LEVITATION:
    155 			messagef(0, "you start to float in the air");
    156 			levitate += get_rand(15, 30);
    157 			being_held = bear_trap = 0;
    158 			break;
    159 		case HASTE_SELF:
    160 			messagef(0, "you feel yourself moving much faster");
    161 			haste_self += get_rand(11, 21);
    162 			if (!(haste_self % 2)) {
    163 				haste_self++;
    164 			}
    165 			break;
    166 		case SEE_INVISIBLE:
    167 			messagef(0, "hmm, this potion tastes like %sjuice",
    168 				 fruit);
    169 			if (blind) {
    170 				unblind();
    171 			}
    172 			see_invisible = 1;
    173 			relight();
    174 			break;
    175 	}
    176 	print_stats((STAT_STRENGTH | STAT_HP));
    177 	if (id_potions[obj->which_kind].id_status != CALLED) {
    178 		id_potions[obj->which_kind].id_status = IDENTIFIED;
    179 	}
    180 	vanish(obj, 1, &rogue.pack);
    181 }
    182 
    183 void
    184 read_scroll(void)
    185 {
    186 	short ch;
    187 	object *obj;
    188 
    189 	ch = pack_letter("read what?", SCROL);
    190 
    191 	if (ch == CANCEL) {
    192 		return;
    193 	}
    194 	if (!(obj = get_letter_object(ch))) {
    195 		messagef(0, "no such item.");
    196 		return;
    197 	}
    198 	if (obj->what_is != SCROL) {
    199 		messagef(0, "you can't read that");
    200 		return;
    201 	}
    202 	switch(obj->which_kind) {
    203 		case SCARE_MONSTER:
    204 			messagef(0, "you hear a maniacal laughter in the distance");
    205 			break;
    206 		case HOLD_MONSTER:
    207 			hold_monster();
    208 			break;
    209 		case ENCH_WEAPON:
    210 			if (rogue.weapon) {
    211 				if (rogue.weapon->what_is == WEAPON) {
    212 					messagef(0, "your %sglow%s %sfor a moment",
    213 						name_of(rogue.weapon),
    214 						((rogue.weapon->quantity <= 1) ? "s" : ""),
    215 						get_ench_color());
    216 					if (coin_toss()) {
    217 						rogue.weapon->hit_enchant++;
    218 					} else {
    219 						rogue.weapon->d_enchant++;
    220 					}
    221 				}
    222 				rogue.weapon->is_cursed = 0;
    223 			} else {
    224 				messagef(0, "your hands tingle");
    225 			}
    226 			break;
    227 		case ENCH_ARMOR:
    228 			if (rogue.armor) {
    229 				messagef(0, "your armor glows %sfor a moment",
    230 					get_ench_color());
    231 				rogue.armor->d_enchant++;
    232 				rogue.armor->is_cursed = 0;
    233 				print_stats(STAT_ARMOR);
    234 			} else {
    235 				messagef(0, "your skin crawls");
    236 			}
    237 			break;
    238 		case IDENTIFY:
    239 			messagef(0, "this is a scroll of identify");
    240 			obj->identified = 1;
    241 			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
    242 			idntfy();
    243 			break;
    244 		case TELEPORT:
    245 			tele();
    246 			break;
    247 		case SLEEP:
    248 			messagef(0, "you fall asleep");
    249 			take_a_nap();
    250 			break;
    251 		case PROTECT_ARMOR:
    252 			if (rogue.armor) {
    253 				messagef(0, "your armor is covered by a shimmering gold shield");
    254 				rogue.armor->is_protected = 1;
    255 				rogue.armor->is_cursed = 0;
    256 			} else {
    257 				messagef(0, "your acne seems to have disappeared");
    258 			}
    259 			break;
    260 		case REMOVE_CURSE:
    261 				messagef(0, (!halluc) ?
    262 					"you feel as though someone is watching over you" :
    263 					"you feel in touch with the universal oneness");
    264 			uncurse_all();
    265 			break;
    266 		case CREATE_MONSTER:
    267 			create_monster();
    268 			break;
    269 		case AGGRAVATE_MONSTER:
    270 			aggravate();
    271 			break;
    272 		case MAGIC_MAPPING:
    273 			messagef(0, "this scroll seems to have a map on it");
    274 			draw_magic_map();
    275 			break;
    276 		case CON_MON:
    277 			con_mon = 1;
    278 			messagef(0, "your hands glow %sfor a moment",
    279 				 get_ench_color());
    280 			break;
    281 	}
    282 	if (id_scrolls[obj->which_kind].id_status != CALLED) {
    283 		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
    284 	}
    285 	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
    286 }
    287 
    288 /* vanish() does NOT handle a quiver of weapons with more than one
    289  *  arrow (or whatever) in the quiver.  It will only decrement the count.
    290  */
    291 
    292 void
    293 vanish(object *obj, short rm, object *pack)
    294 {
    295 	if (obj->quantity > 1) {
    296 		obj->quantity--;
    297 	} else {
    298 		if (obj->in_use_flags & BEING_WIELDED) {
    299 			unwield(obj);
    300 		} else if (obj->in_use_flags & BEING_WORN) {
    301 			unwear(obj);
    302 		} else if (obj->in_use_flags & ON_EITHER_HAND) {
    303 			un_put_on(obj);
    304 		}
    305 		take_from_pack(obj, pack);
    306 		free_object(obj);
    307 	}
    308 	if (rm) {
    309 		(void)reg_move();
    310 	}
    311 }
    312 
    313 void
    314 potion_heal(int extra)
    315 {
    316 	float ratio;
    317 	short add;
    318 
    319 	rogue.hp_current += rogue.exp;
    320 
    321 	ratio = ((float)rogue.hp_current) / rogue.hp_max;
    322 
    323 	if (ratio >= 1.00) {
    324 		rogue.hp_max += (extra ? 2 : 1);
    325 		extra_hp += (extra ? 2 : 1);
    326 		rogue.hp_current = rogue.hp_max;
    327 	} else if (ratio >= 0.90) {
    328 		rogue.hp_max += (extra ? 1 : 0);
    329 		extra_hp += (extra ? 1 : 0);
    330 		rogue.hp_current = rogue.hp_max;
    331 	} else {
    332 		if (ratio < 0.33) {
    333 			ratio = 0.33;
    334 		}
    335 		if (extra) {
    336 			ratio += ratio;
    337 		}
    338 		add = (short)(ratio * (rogue.hp_max - rogue.hp_current));
    339 		rogue.hp_current += add;
    340 		if (rogue.hp_current > rogue.hp_max) {
    341 			rogue.hp_current = rogue.hp_max;
    342 		}
    343 	}
    344 	if (blind) {
    345 		unblind();
    346 	}
    347 	if (confused && extra) {
    348 		unconfuse();
    349 	} else if (confused) {
    350 		confused = (confused / 2) + 1;
    351 	}
    352 	if (halluc && extra) {
    353 		unhallucinate();
    354 	} else if (halluc) {
    355 		halluc = (halluc / 2) + 1;
    356 	}
    357 }
    358 
    359 void
    360 idntfy(void)
    361 {
    362 	short ch;
    363 	object *obj;
    364 	struct id *id_table;
    365 	char desc[DCOLS];
    366 AGAIN:
    367 	ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
    368 
    369 	if (ch == CANCEL) {
    370 		return;
    371 	}
    372 	if (!(obj = get_letter_object(ch))) {
    373 		messagef(0, "no such item, try again");
    374 		messagef(0, "%s", "");	/* gcc objects to just "" */
    375 		check_message();
    376 		goto AGAIN;
    377 	}
    378 	obj->identified = 1;
    379 	if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
    380 		id_table = get_id_table(obj);
    381 		id_table[obj->which_kind].id_status = IDENTIFIED;
    382 	}
    383 	get_desc(obj, desc, sizeof(desc));
    384 	messagef(0, "%s", desc);
    385 }
    386 
    387 void
    388 eat(void)
    389 {
    390 	short ch;
    391 	short moves;
    392 	object *obj;
    393 
    394 	ch = pack_letter("eat what?", FOOD);
    395 
    396 	if (ch == CANCEL) {
    397 		return;
    398 	}
    399 	if (!(obj = get_letter_object(ch))) {
    400 		messagef(0, "no such item.");
    401 		return;
    402 	}
    403 	if (obj->what_is != FOOD) {
    404 		messagef(0, "you can't eat that");
    405 		return;
    406 	}
    407 	if ((obj->which_kind == FRUIT) || rand_percent(60)) {
    408 		moves = get_rand(950, 1150);
    409 		if (obj->which_kind == RATION) {
    410 			messagef(0, "yum, that tasted good");
    411 		} else {
    412 			messagef(0, "my, that was a yummy %s", fruit);
    413 		}
    414 	} else {
    415 		moves = get_rand(750, 950);
    416 		messagef(0, "yuk, that food tasted awful");
    417 		add_exp(2, 1);
    418 	}
    419 	rogue.moves_left /= 3;
    420 	rogue.moves_left += moves;
    421 	hunger_str[0] = 0;
    422 	print_stats(STAT_HUNGER);
    423 
    424 	vanish(obj, 1, &rogue.pack);
    425 }
    426 
    427 void
    428 hold_monster(void)
    429 {
    430 	short i, j;
    431 	short mcount = 0;
    432 	object *monster;
    433 	short row, col;
    434 
    435 	for (i = -2; i <= 2; i++) {
    436 		for (j = -2; j <= 2; j++) {
    437 			row = rogue.row + i;
    438 			col = rogue.col + j;
    439 			if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
    440 				 (col > (DCOLS-1))) {
    441 				continue;
    442 			}
    443 			if (dungeon[row][col] & MONSTER) {
    444 				monster = object_at(&level_monsters, row, col);
    445 				monster->m_flags |= ASLEEP;
    446 				monster->m_flags &= (~WAKENS);
    447 				mcount++;
    448 			}
    449 		}
    450 	}
    451 	if (mcount == 0) {
    452 		messagef(0, "you feel a strange sense of loss");
    453 	} else if (mcount == 1) {
    454 		messagef(0, "the monster freezes");
    455 	} else {
    456 		messagef(0, "the monsters around you freeze");
    457 	}
    458 }
    459 
    460 void
    461 tele(void)
    462 {
    463 	mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
    464 
    465 	if (cur_room >= 0) {
    466 		darken_room(cur_room);
    467 	}
    468 	put_player(get_room_number(rogue.row, rogue.col));
    469 	being_held = 0;
    470 	bear_trap = 0;
    471 }
    472 
    473 void
    474 hallucinate(void)
    475 {
    476 	object *obj, *monster;
    477 	short ch;
    478 
    479 	if (blind) return;
    480 
    481 	obj = level_objects.next_object;
    482 
    483 	while (obj) {
    484 		ch = mvinch(obj->row, obj->col);
    485 		if (((ch < 'A') || (ch > 'Z')) &&
    486 			((obj->row != rogue.row) || (obj->col != rogue.col)))
    487 		if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
    488 			addch(gr_obj_char());
    489 		}
    490 		obj = obj->next_object;
    491 	}
    492 	monster = level_monsters.next_monster;
    493 
    494 	while (monster) {
    495 		ch = mvinch(monster->row, monster->col);
    496 		if ((ch >= 'A') && (ch <= 'Z')) {
    497 			addch(get_rand('A', 'Z'));
    498 		}
    499 		monster = monster->next_monster;
    500 	}
    501 }
    502 
    503 void
    504 unhallucinate(void)
    505 {
    506 	halluc = 0;
    507 	relight();
    508 	messagef(1, "everything looks SO boring now");
    509 }
    510 
    511 void
    512 unblind(void)
    513 {
    514 	blind = 0;
    515 	messagef(1, "the veil of darkness lifts");
    516 	relight();
    517 	if (halluc) {
    518 		hallucinate();
    519 	}
    520 	if (detect_monster) {
    521 		show_monsters();
    522 	}
    523 }
    524 
    525 void
    526 relight(void)
    527 {
    528 	if (cur_room == PASSAGE) {
    529 		light_passage(rogue.row, rogue.col);
    530 	} else {
    531 		light_up_room(cur_room);
    532 	}
    533 	mvaddch(rogue.row, rogue.col, rogue.fchar);
    534 }
    535 
    536 void
    537 take_a_nap(void)
    538 {
    539 	short i;
    540 
    541 	i = get_rand(2, 5);
    542 	md_sleep(1);
    543 
    544 	while (i--) {
    545 		mv_mons();
    546 	}
    547 	md_sleep(1);
    548 	messagef(0, "%s", you_can_move_again);
    549 }
    550 
    551 void
    552 go_blind(void)
    553 {
    554 	short i, j;
    555 
    556 	if (!blind) {
    557 		messagef(0, "a cloak of darkness falls around you");
    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(void)
    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 void
    595 cnfs(void)
    596 {
    597 	confused += get_rand(12, 22);
    598 }
    599 
    600 void
    601 unconfuse(void)
    602 {
    603 	confused = 0;
    604 	messagef(1, "you feel less %s now", (halluc ? "trippy" : "confused"));
    605 }
    606 
    607 void
    608 uncurse_all(void)
    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