Add the DragonFly cvs id and perform general cleanups on cvs/rcs/sccs ids. Most
[dragonfly.git] / games / rogue / use.c
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. All advertising materials mentioning features or use of this software
17  *    must display the following acknowledgement:
18  *      This product includes software developed by the University of
19  *      California, Berkeley and its contributors.
20  * 4. Neither the name of the University nor the names of its contributors
21  *    may be used to endorse or promote products derived from this software
22  *    without specific prior written permission.
23  *
24  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34  * SUCH DAMAGE.
35  *
36  * @(#)use.c    8.1 (Berkeley) 5/31/93
37  * $FreeBSD: src/games/rogue/use.c,v 1.4 1999/11/30 03:49:29 billf Exp $
38  * $DragonFly: src/games/rogue/use.c,v 1.2 2003/06/17 04:25:25 dillon Exp $
39  */
40
41 /*
42  * use.c
43  *
44  * This source herein may be modified and/or distributed by anybody who
45  * so desires, with the following restrictions:
46  *    1.)  No portion of this notice shall be removed.
47  *    2.)  Credit shall not be taken for the creation of this source.
48  *    3.)  This code is not to be traded, sold, or used for personal
49  *         gain or profit.
50  *
51  */
52
53 #include "rogue.h"
54
55 short halluc = 0;
56 short blind = 0;
57 short confused = 0;
58 short levitate = 0;
59 short haste_self = 0;
60 boolean see_invisible = 0;
61 short extra_hp = 0;
62 boolean detect_monster = 0;
63 boolean con_mon = 0;
64 const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
65
66 extern short bear_trap;
67 extern char hunger_str[];
68 extern short cur_room;
69 extern long level_points[];
70 extern boolean being_held;
71 extern char *fruit, *you_can_move_again;
72 extern boolean sustain_strength;
73
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 read_scroll()
188 {
189         short ch;
190         object *obj;
191         char msg[DCOLS];
192
193         ch = pack_letter("read what?", SCROL);
194
195         if (ch == CANCEL) {
196                 return;
197         }
198         if (!(obj = get_letter_object(ch))) {
199                 message("no such item.", 0);
200                 return;
201         }
202         if (obj->what_is != SCROL) {
203                 message("you can't read that", 0);
204                 return;
205         }
206         switch(obj->which_kind) {
207                 case SCARE_MONSTER:
208                         message("you hear a maniacal laughter in the distance",
209                         0);
210                         break;
211                 case HOLD_MONSTER:
212                         hold_monster();
213                         break;
214                 case ENCH_WEAPON:
215                         if (rogue.weapon) {
216                                 if (rogue.weapon->what_is == WEAPON) {
217                                         sprintf(msg, "your %sglow%s %sfor a moment",
218                                         name_of(rogue.weapon),
219                                         ((rogue.weapon->quantity <= 1) ? "s" : ""),
220                                         get_ench_color());
221                                         message(msg, 0);
222                                         if (coin_toss()) {
223                                                 rogue.weapon->hit_enchant++;
224                                         } else {
225                                                 rogue.weapon->d_enchant++;
226                                         }
227                                 }
228                                 rogue.weapon->is_cursed = 0;
229                         } else {
230                                 message("your hands tingle", 0);
231                         }
232                         break;
233                 case ENCH_ARMOR:
234                         if (rogue.armor) {
235                                 sprintf(msg, "your armor glows %sfor a moment",
236                                 get_ench_color());
237                                 message(msg, 0);
238                                 rogue.armor->d_enchant++;
239                                 rogue.armor->is_cursed = 0;
240                                 print_stats(STAT_ARMOR);
241                         } else {
242                                 message("your skin crawls", 0);
243                         }
244                         break;
245                 case IDENTIFY:
246                         message("this is a scroll of identify", 0);
247                         obj->identified = 1;
248                         id_scrolls[obj->which_kind].id_status = IDENTIFIED;
249                         idntfy();
250                         break;
251                 case TELEPORT:
252                         tele();
253                         break;
254                 case SLEEP:
255                         message("you fall asleep", 0);
256                         take_a_nap();
257                         break;
258                 case PROTECT_ARMOR:
259                         if (rogue.armor) {
260                                 message( "your armor is covered by a shimmering gold shield",0);
261                                 rogue.armor->is_protected = 1;
262                                 rogue.armor->is_cursed = 0;
263                         } else {
264                                 message("your acne seems to have disappeared", 0);
265                         }
266                         break;
267                 case REMOVE_CURSE:
268                                 message((!halluc) ?
269                                         "you feel as though someone is watching over you" :
270                                         "you feel in touch with the universal oneness", 0);
271                         uncurse_all();
272                         break;
273                 case CREATE_MONSTER:
274                         create_monster();
275                         break;
276                 case AGGRAVATE_MONSTER:
277                         aggravate();
278                         break;
279                 case MAGIC_MAPPING:
280                         message("this scroll seems to have a map on it", 0);
281                         draw_magic_map();
282                         break;
283                 case CON_MON:
284                         con_mon = 1;
285                         sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
286                         message(msg, 0);
287                         break;
288         }
289         if (id_scrolls[obj->which_kind].id_status != CALLED) {
290                 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
291         }
292         vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
293 }
294
295 /* vanish() does NOT handle a quiver of weapons with more than one
296  *  arrow (or whatever) in the quiver.  It will only decrement the count.
297  */
298
299 vanish(obj, rm, pack)
300 object *obj;
301 short rm;
302 object *pack;
303 {
304         if (obj->quantity > 1) {
305                 obj->quantity--;
306         } else {
307                 if (obj->in_use_flags & BEING_WIELDED) {
308                         unwield(obj);
309                 } else if (obj->in_use_flags & BEING_WORN) {
310                         unwear(obj);
311                 } else if (obj->in_use_flags & ON_EITHER_HAND) {
312                         un_put_on(obj);
313                 }
314                 take_from_pack(obj, pack);
315                 free_object(obj);
316         }
317         if (rm) {
318                 (void) reg_move();
319         }
320 }
321
322 potion_heal(extra)
323 {
324         float ratio;
325         short add;
326
327         rogue.hp_current += rogue.exp;
328
329         ratio = ((float)rogue.hp_current) / rogue.hp_max;
330
331         if (ratio >= 1.00) {
332                 rogue.hp_max += (extra ? 2 : 1);
333                 extra_hp += (extra ? 2 : 1);
334                 rogue.hp_current = rogue.hp_max;
335         } else if (ratio >= 0.90) {
336                 rogue.hp_max += (extra ? 1 : 0);
337                 extra_hp += (extra ? 1 : 0);
338                 rogue.hp_current = rogue.hp_max;
339         } else {
340                 if (ratio < 0.33) {
341                         ratio = 0.33;
342                 }
343                 if (extra) {
344                         ratio += ratio;
345                 }
346                 add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
347                 rogue.hp_current += add;
348                 if (rogue.hp_current > rogue.hp_max) {
349                         rogue.hp_current = rogue.hp_max;
350                 }
351         }
352         if (blind) {
353                 unblind();
354         }
355         if (confused && extra) {
356                         unconfuse();
357         } else if (confused) {
358                 confused = (confused / 2) + 1;
359         }
360         if (halluc && extra) {
361                 unhallucinate();
362         } else if (halluc) {
363                 halluc = (halluc / 2) + 1;
364         }
365 }
366
367 idntfy()
368 {
369         short ch;
370         object *obj;
371         struct id *id_table;
372         char desc[DCOLS];
373 AGAIN:
374         ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
375
376         if (ch == CANCEL) {
377                 return;
378         }
379         if (!(obj = get_letter_object(ch))) {
380                 message("no such item, try again", 0);
381                 message("", 0);
382                 check_message();
383                 goto AGAIN;
384         }
385         obj->identified = 1;
386         if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
387                 id_table = get_id_table(obj);
388                 id_table[obj->which_kind].id_status = IDENTIFIED;
389         }
390         get_desc(obj, desc);
391         message(desc, 0);
392 }
393
394 eat()
395 {
396         short ch;
397         short moves;
398         object *obj;
399         char buf[70];
400
401         ch = pack_letter("eat what?", FOOD);
402
403         if (ch == CANCEL) {
404                 return;
405         }
406         if (!(obj = get_letter_object(ch))) {
407                 message("no such item.", 0);
408                 return;
409         }
410         if (obj->what_is != FOOD) {
411                 message("you can't eat that", 0);
412                 return;
413         }
414         if ((obj->which_kind == FRUIT) || rand_percent(60)) {
415                 moves = get_rand(950, 1150);
416                 if (obj->which_kind == RATION) {
417                         message("yum, that tasted good", 0);
418                 } else {
419                         sprintf(buf, "my, that was a yummy %s", fruit);
420                         message(buf, 0);
421                 }
422         } else {
423                 moves = get_rand(750, 950);
424                 message("yuk, that food tasted awful", 0);
425                 add_exp(2, 1);
426         }
427         rogue.moves_left /= 3;
428         rogue.moves_left += moves;
429         hunger_str[0] = 0;
430         print_stats(STAT_HUNGER);
431
432         vanish(obj, 1, &rogue.pack);
433 }
434
435 hold_monster()
436 {
437         short i, j;
438         short mcount = 0;
439         object *monster;
440         short row, col;
441
442         for (i = -2; i <= 2; i++) {
443                 for (j = -2; j <= 2; j++) {
444                         row = rogue.row + i;
445                         col = rogue.col + j;
446                         if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
447                                  (col > (DCOLS-1))) {
448                                 continue;
449                         }
450                         if (dungeon[row][col] & MONSTER) {
451                                 monster = object_at(&level_monsters, row, col);
452                                 monster->m_flags |= ASLEEP;
453                                 monster->m_flags &= (~WAKENS);
454                                 mcount++;
455                         }
456                 }
457         }
458         if (mcount == 0) {
459                 message("you feel a strange sense of loss", 0);
460         } else if (mcount == 1) {
461                 message("the monster freezes", 0);
462         } else {
463                 message("the monsters around you freeze", 0);
464         }
465 }
466
467 tele()
468 {
469         mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
470
471         if (cur_room >= 0) {
472                 darken_room(cur_room);
473         }
474         put_player(get_room_number(rogue.row, rogue.col));
475         being_held = 0;
476         bear_trap = 0;
477 }
478
479 hallucinate()
480 {
481         object *obj, *monster;
482         short ch;
483
484         if (blind) return;
485
486         obj = level_objects.next_object;
487
488         while (obj) {
489                 ch = mvinch(obj->row, obj->col);
490                 if (((ch < 'A') || (ch > 'Z')) &&
491                         ((obj->row != rogue.row) || (obj->col != rogue.col)))
492                 if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
493                         addch(gr_obj_char());
494                 }
495                 obj = obj->next_object;
496         }
497         monster = level_monsters.next_monster;
498
499         while (monster) {
500                 ch = mvinch(monster->row, monster->col);
501                 if ((ch >= 'A') && (ch <= 'Z')) {
502                         addch(get_rand('A', 'Z'));
503                 }
504                 monster = monster->next_monster;
505         }
506 }
507
508 unhallucinate()
509 {
510         halluc = 0;
511         relight();
512         message("everything looks SO boring now", 1);
513 }
514
515 unblind()
516 {
517         blind = 0;
518         message("the veil of darkness lifts", 1);
519         relight();
520         if (halluc) {
521                 hallucinate();
522         }
523         if (detect_monster) {
524                 show_monsters();
525         }
526 }
527
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 take_a_nap()
539 {
540         short i;
541
542         i = get_rand(2, 5);
543         md_sleep(1);
544
545         while (i--) {
546                 mv_mons();
547         }
548         md_sleep(1);
549         message(you_can_move_again, 0);
550 }
551
552 go_blind()
553 {
554         short i, j;
555
556         if (!blind) {
557                 message("a cloak of darkness falls around you", 0);
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()
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 cnfs()
595 {
596         confused += get_rand(12, 22);
597 }
598
599 unconfuse()
600 {
601         char msg[80];
602
603         confused = 0;
604         sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
605         message(msg, 1);
606 }
607
608 uncurse_all()
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 }