45c61e91cbb19e96d5e712a8bddfa0b095fd0386
[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 1.3 2003/08/26 23:52:50 drhodus 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 short cur_room;
68 extern long level_points[];
69 extern boolean being_held;
70 extern char *fruit, *you_can_move_again;
71 extern boolean sustain_strength;
72
73 quaff()
74 {
75         short ch;
76         char buf[80];
77         object *obj;
78
79         ch = pack_letter("quaff what?", POTION);
80
81         if (ch == CANCEL) {
82                 return;
83         }
84         if (!(obj = get_letter_object(ch))) {
85                 message("no such item.", 0);
86                 return;
87         }
88         if (obj->what_is != POTION) {
89                 message("you can't drink that", 0);
90                 return;
91         }
92         switch(obj->which_kind) {
93                 case INCREASE_STRENGTH:
94                         message("you feel stronger now, what bulging muscles!",
95                         0);
96                         rogue.str_current++;
97                         if (rogue.str_current > rogue.str_max) {
98                                 rogue.str_max = rogue.str_current;
99                         }
100                         break;
101                 case RESTORE_STRENGTH:
102                         rogue.str_current = rogue.str_max;
103                         message("this tastes great, you feel warm all over", 0);
104                         break;
105                 case HEALING:
106                         message("you begin to feel better", 0);
107                         potion_heal(0);
108                         break;
109                 case EXTRA_HEALING:
110                         message("you begin to feel much better", 0);
111                         potion_heal(1);
112                         break;
113                 case POISON:
114                         if (!sustain_strength) {
115                                 rogue.str_current -= get_rand(1, 3);
116                                 if (rogue.str_current < 1) {
117                                         rogue.str_current = 1;
118                                 }
119                         }
120                         message("you feel very sick now", 0);
121                         if (halluc) {
122                                 unhallucinate();
123                         }
124                         break;
125                 case RAISE_LEVEL:
126                         rogue.exp_points = level_points[rogue.exp - 1];
127                         message("you suddenly feel much more skillful", 0);
128                         add_exp(1, 1);
129                         break;
130                 case BLINDNESS:
131                         go_blind();
132                         break;
133                 case HALLUCINATION:
134                         message("oh wow, everything seems so cosmic", 0);
135                         halluc += get_rand(500, 800);
136                         break;
137                 case DETECT_MONSTER:
138                         show_monsters();
139                         if (!(level_monsters.next_monster)) {
140                                 message(strange_feeling, 0);
141                         }
142                         break;
143                 case DETECT_OBJECTS:
144                         if (level_objects.next_object) {
145                                 if (!blind) {
146                                         show_objects();
147                                 }
148                         } else {
149                                 message(strange_feeling, 0);
150                         }
151                         break;
152                 case CONFUSION:
153                         message((halluc ? "what a trippy feeling" :
154                         "you feel confused"), 0);
155                         cnfs();
156                         break;
157                 case LEVITATION:
158                         message("you start to float in the air", 0);
159                         levitate += get_rand(15, 30);
160                         being_held = bear_trap = 0;
161                         break;
162                 case HASTE_SELF:
163                         message("you feel yourself moving much faster", 0);
164                         haste_self += get_rand(11, 21);
165                         if (!(haste_self % 2)) {
166                                 haste_self++;
167                         }
168                         break;
169                 case SEE_INVISIBLE:
170                         sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
171                         message(buf, 0);
172                         if (blind) {
173                                 unblind();
174                         }
175                         see_invisible = 1;
176                         relight();
177                         break;
178         }
179         print_stats((STAT_STRENGTH | STAT_HP));
180         if (id_potions[obj->which_kind].id_status != CALLED) {
181                 id_potions[obj->which_kind].id_status = IDENTIFIED;
182         }
183         vanish(obj, 1, &rogue.pack);
184 }
185
186 read_scroll()
187 {
188         short ch;
189         object *obj;
190         char msg[DCOLS];
191
192         ch = pack_letter("read what?", SCROL);
193
194         if (ch == CANCEL) {
195                 return;
196         }
197         if (!(obj = get_letter_object(ch))) {
198                 message("no such item.", 0);
199                 return;
200         }
201         if (obj->what_is != SCROL) {
202                 message("you can't read that", 0);
203                 return;
204         }
205         switch(obj->which_kind) {
206                 case SCARE_MONSTER:
207                         message("you hear a maniacal laughter in the distance",
208                         0);
209                         break;
210                 case HOLD_MONSTER:
211                         hold_monster();
212                         break;
213                 case ENCH_WEAPON:
214                         if (rogue.weapon) {
215                                 if (rogue.weapon->what_is == WEAPON) {
216                                         sprintf(msg, "your %sglow%s %sfor a moment",
217                                         name_of(rogue.weapon),
218                                         ((rogue.weapon->quantity <= 1) ? "s" : ""),
219                                         get_ench_color());
220                                         message(msg, 0);
221                                         if (coin_toss()) {
222                                                 rogue.weapon->hit_enchant++;
223                                         } else {
224                                                 rogue.weapon->d_enchant++;
225                                         }
226                                 }
227                                 rogue.weapon->is_cursed = 0;
228                         } else {
229                                 message("your hands tingle", 0);
230                         }
231                         break;
232                 case ENCH_ARMOR:
233                         if (rogue.armor) {
234                                 sprintf(msg, "your armor glows %sfor a moment",
235                                 get_ench_color());
236                                 message(msg, 0);
237                                 rogue.armor->d_enchant++;
238                                 rogue.armor->is_cursed = 0;
239                                 print_stats(STAT_ARMOR);
240                         } else {
241                                 message("your skin crawls", 0);
242                         }
243                         break;
244                 case IDENTIFY:
245                         message("this is a scroll of identify", 0);
246                         obj->identified = 1;
247                         id_scrolls[obj->which_kind].id_status = IDENTIFIED;
248                         idntfy();
249                         break;
250                 case TELEPORT:
251                         tele();
252                         break;
253                 case SLEEP:
254                         message("you fall asleep", 0);
255                         take_a_nap();
256                         break;
257                 case PROTECT_ARMOR:
258                         if (rogue.armor) {
259                                 message( "your armor is covered by a shimmering gold shield",0);
260                                 rogue.armor->is_protected = 1;
261                                 rogue.armor->is_cursed = 0;
262                         } else {
263                                 message("your acne seems to have disappeared", 0);
264                         }
265                         break;
266                 case REMOVE_CURSE:
267                                 message((!halluc) ?
268                                         "you feel as though someone is watching over you" :
269                                         "you feel in touch with the universal oneness", 0);
270                         uncurse_all();
271                         break;
272                 case CREATE_MONSTER:
273                         create_monster();
274                         break;
275                 case AGGRAVATE_MONSTER:
276                         aggravate();
277                         break;
278                 case MAGIC_MAPPING:
279                         message("this scroll seems to have a map on it", 0);
280                         draw_magic_map();
281                         break;
282                 case CON_MON:
283                         con_mon = 1;
284                         sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
285                         message(msg, 0);
286                         break;
287         }
288         if (id_scrolls[obj->which_kind].id_status != CALLED) {
289                 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
290         }
291         vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
292 }
293
294 /* vanish() does NOT handle a quiver of weapons with more than one
295  *  arrow (or whatever) in the quiver.  It will only decrement the count.
296  */
297
298 vanish(obj, rm, pack)
299 object *obj;
300 short rm;
301 object *pack;
302 {
303         if (obj->quantity > 1) {
304                 obj->quantity--;
305         } else {
306                 if (obj->in_use_flags & BEING_WIELDED) {
307                         unwield(obj);
308                 } else if (obj->in_use_flags & BEING_WORN) {
309                         unwear(obj);
310                 } else if (obj->in_use_flags & ON_EITHER_HAND) {
311                         un_put_on(obj);
312                 }
313                 take_from_pack(obj, pack);
314                 free_object(obj);
315         }
316         if (rm) {
317                 (void) reg_move();
318         }
319 }
320
321 potion_heal(extra)
322 {
323         float ratio;
324         short add;
325
326         rogue.hp_current += rogue.exp;
327
328         ratio = ((float)rogue.hp_current) / rogue.hp_max;
329
330         if (ratio >= 1.00) {
331                 rogue.hp_max += (extra ? 2 : 1);
332                 extra_hp += (extra ? 2 : 1);
333                 rogue.hp_current = rogue.hp_max;
334         } else if (ratio >= 0.90) {
335                 rogue.hp_max += (extra ? 1 : 0);
336                 extra_hp += (extra ? 1 : 0);
337                 rogue.hp_current = rogue.hp_max;
338         } else {
339                 if (ratio < 0.33) {
340                         ratio = 0.33;
341                 }
342                 if (extra) {
343                         ratio += ratio;
344                 }
345                 add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
346                 rogue.hp_current += add;
347                 if (rogue.hp_current > rogue.hp_max) {
348                         rogue.hp_current = rogue.hp_max;
349                 }
350         }
351         if (blind) {
352                 unblind();
353         }
354         if (confused && extra) {
355                         unconfuse();
356         } else if (confused) {
357                 confused = (confused / 2) + 1;
358         }
359         if (halluc && extra) {
360                 unhallucinate();
361         } else if (halluc) {
362                 halluc = (halluc / 2) + 1;
363         }
364 }
365
366 idntfy()
367 {
368         short ch;
369         object *obj;
370         struct id *id_table;
371         char desc[DCOLS];
372 AGAIN:
373         ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
374
375         if (ch == CANCEL) {
376                 return;
377         }
378         if (!(obj = get_letter_object(ch))) {
379                 message("no such item, try again", 0);
380                 message("", 0);
381                 check_message();
382                 goto AGAIN;
383         }
384         obj->identified = 1;
385         if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
386                 id_table = get_id_table(obj);
387                 id_table[obj->which_kind].id_status = IDENTIFIED;
388         }
389         get_desc(obj, desc);
390         message(desc, 0);
391 }
392
393 eat()
394 {
395         short ch;
396         short moves;
397         object *obj;
398         char buf[70];
399
400         ch = pack_letter("eat what?", FOOD);
401
402         if (ch == CANCEL) {
403                 return;
404         }
405         if (!(obj = get_letter_object(ch))) {
406                 message("no such item.", 0);
407                 return;
408         }
409         if (obj->what_is != FOOD) {
410                 message("you can't eat that", 0);
411                 return;
412         }
413         if ((obj->which_kind == FRUIT) || rand_percent(60)) {
414                 moves = get_rand(950, 1150);
415                 if (obj->which_kind == RATION) {
416                         message("yum, that tasted good", 0);
417                 } else {
418                         sprintf(buf, "my, that was a yummy %s", fruit);
419                         message(buf, 0);
420                 }
421         } else {
422                 moves = get_rand(750, 950);
423                 message("yuk, that food tasted awful", 0);
424                 add_exp(2, 1);
425         }
426         rogue.moves_left /= 3;
427         rogue.moves_left += moves;
428         hunger_str[0] = 0;
429         print_stats(STAT_HUNGER);
430
431         vanish(obj, 1, &rogue.pack);
432 }
433
434 hold_monster()
435 {
436         short i, j;
437         short mcount = 0;
438         object *monster;
439         short row, col;
440
441         for (i = -2; i <= 2; i++) {
442                 for (j = -2; j <= 2; j++) {
443                         row = rogue.row + i;
444                         col = rogue.col + j;
445                         if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
446                                  (col > (DCOLS-1))) {
447                                 continue;
448                         }
449                         if (dungeon[row][col] & MONSTER) {
450                                 monster = object_at(&level_monsters, row, col);
451                                 monster->m_flags |= ASLEEP;
452                                 monster->m_flags &= (~WAKENS);
453                                 mcount++;
454                         }
455                 }
456         }
457         if (mcount == 0) {
458                 message("you feel a strange sense of loss", 0);
459         } else if (mcount == 1) {
460                 message("the monster freezes", 0);
461         } else {
462                 message("the monsters around you freeze", 0);
463         }
464 }
465
466 tele()
467 {
468         mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
469
470         if (cur_room >= 0) {
471                 darken_room(cur_room);
472         }
473         put_player(get_room_number(rogue.row, rogue.col));
474         being_held = 0;
475         bear_trap = 0;
476 }
477
478 hallucinate()
479 {
480         object *obj, *monster;
481         short ch;
482
483         if (blind) return;
484
485         obj = level_objects.next_object;
486
487         while (obj) {
488                 ch = mvinch(obj->row, obj->col);
489                 if (((ch < 'A') || (ch > 'Z')) &&
490                         ((obj->row != rogue.row) || (obj->col != rogue.col)))
491                 if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
492                         addch(gr_obj_char());
493                 }
494                 obj = obj->next_object;
495         }
496         monster = level_monsters.next_monster;
497
498         while (monster) {
499                 ch = mvinch(monster->row, monster->col);
500                 if ((ch >= 'A') && (ch <= 'Z')) {
501                         addch(get_rand('A', 'Z'));
502                 }
503                 monster = monster->next_monster;
504         }
505 }
506
507 unhallucinate()
508 {
509         halluc = 0;
510         relight();
511         message("everything looks SO boring now", 1);
512 }
513
514 unblind()
515 {
516         blind = 0;
517         message("the veil of darkness lifts", 1);
518         relight();
519         if (halluc) {
520                 hallucinate();
521         }
522         if (detect_monster) {
523                 show_monsters();
524         }
525 }
526
527 relight()
528 {
529         if (cur_room == PASSAGE) {
530                 light_passage(rogue.row, rogue.col);
531         } else {
532                 light_up_room(cur_room);
533         }
534         mvaddch(rogue.row, rogue.col, rogue.fchar);
535 }
536
537 take_a_nap()
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         message(you_can_move_again, 0);
549 }
550
551 go_blind()
552 {
553         short i, j;
554
555         if (!blind) {
556                 message("a cloak of darkness falls around you", 0);
557         }
558         blind += get_rand(500, 800);
559
560         if (detect_monster) {
561                 object *monster;
562
563                 monster = level_monsters.next_monster;
564
565                 while (monster) {
566                         mvaddch(monster->row, monster->col, monster->trail_char);
567                         monster = monster->next_monster;
568                 }
569         }
570         if (cur_room >= 0) {
571                 for (i = rooms[cur_room].top_row + 1;
572                          i < rooms[cur_room].bottom_row; i++) {
573                         for (j = rooms[cur_room].left_col + 1;
574                                  j < rooms[cur_room].right_col; j++) {
575                                 mvaddch(i, j, ' ');
576                         }
577                 }
578         }
579         mvaddch(rogue.row, rogue.col, rogue.fchar);
580 }
581
582 const char *
583 get_ench_color()
584 {
585         if (halluc) {
586                 return(id_potions[get_rand(0, POTIONS-1)].title);
587         } else if (con_mon) {
588                 return("red ");
589         }
590         return("blue ");
591 }
592
593 cnfs()
594 {
595         confused += get_rand(12, 22);
596 }
597
598 unconfuse()
599 {
600         char msg[80];
601
602         confused = 0;
603         sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
604         message(msg, 1);
605 }
606
607 uncurse_all()
608 {
609         object *obj;
610
611         obj = rogue.pack.next_object;
612
613         while (obj) {
614                 obj->is_cursed = 0;
615                 obj = obj->next_object;
616         }
617 }