xref: /netbsd-src/games/rogue/use.c (revision 93bf6008f8b7982c1d1a9486e4a4a0e687fe36eb)
1 /*	$NetBSD: use.c,v 1.9 2008/01/14 03:50:03 dholland 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 1.9 2008/01/14 03:50:03 dholland 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