-WARNS6 cleanups (3953 warnings)
[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 1.4 2006/09/02 19:31:07 pavalos 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 static void     potion_heal(boolean);
74 static void     idntfy(void);
75 static void     hold_monster(void);
76 static void     go_blind(void);
77 static const char       *get_ench_color(void);
78 static void     uncurse_all(void);
79
80 void
81 quaff(void)
82 {
83         short ch;
84         char buf[80];
85         object *obj;
86
87         ch = pack_letter("quaff what?", POTION);
88
89         if (ch == CANCEL) {
90                 return;
91         }
92         if (!(obj = get_letter_object(ch))) {
93                 message("no such item.", 0);
94                 return;
95         }
96         if (obj->what_is != POTION) {
97                 message("you can't drink that", 0);
98                 return;
99         }
100         switch(obj->which_kind) {
101                 case INCREASE_STRENGTH:
102                         message("you feel stronger now, what bulging muscles!",
103                         0);
104                         rogue.str_current++;
105                         if (rogue.str_current > rogue.str_max) {
106                                 rogue.str_max = rogue.str_current;
107                         }
108                         break;
109                 case RESTORE_STRENGTH:
110                         rogue.str_current = rogue.str_max;
111                         message("this tastes great, you feel warm all over", 0);
112                         break;
113                 case HEALING:
114                         message("you begin to feel better", 0);
115                         potion_heal(0);
116                         break;
117                 case EXTRA_HEALING:
118                         message("you begin to feel much better", 0);
119                         potion_heal(1);
120                         break;
121                 case POISON:
122                         if (!sustain_strength) {
123                                 rogue.str_current -= get_rand(1, 3);
124                                 if (rogue.str_current < 1) {
125                                         rogue.str_current = 1;
126                                 }
127                         }
128                         message("you feel very sick now", 0);
129                         if (halluc) {
130                                 unhallucinate();
131                         }
132                         break;
133                 case RAISE_LEVEL:
134                         rogue.exp_points = level_points[rogue.exp - 1];
135                         message("you suddenly feel much more skillful", 0);
136                         add_exp(1, 1);
137                         break;
138                 case BLINDNESS:
139                         go_blind();
140                         break;
141                 case HALLUCINATION:
142                         message("oh wow, everything seems so cosmic", 0);
143                         halluc += get_rand(500, 800);
144                         break;
145                 case DETECT_MONSTER:
146                         show_monsters();
147                         if (!(level_monsters.next_monster)) {
148                                 message(strange_feeling, 0);
149                         }
150                         break;
151                 case DETECT_OBJECTS:
152                         if (level_objects.next_object) {
153                                 if (!blind) {
154                                         show_objects();
155                                 }
156                         } else {
157                                 message(strange_feeling, 0);
158                         }
159                         break;
160                 case CONFUSION:
161                         message((halluc ? "what a trippy feeling" :
162                         "you feel confused"), 0);
163                         cnfs();
164                         break;
165                 case LEVITATION:
166                         message("you start to float in the air", 0);
167                         levitate += get_rand(15, 30);
168                         bear_trap = being_held = 0;
169                         break;
170                 case HASTE_SELF:
171                         message("you feel yourself moving much faster", 0);
172                         haste_self += get_rand(11, 21);
173                         if (!(haste_self % 2)) {
174                                 haste_self++;
175                         }
176                         break;
177                 case SEE_INVISIBLE:
178                         sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
179                         message(buf, 0);
180                         if (blind) {
181                                 unblind();
182                         }
183                         see_invisible = 1;
184                         relight();
185                         break;
186         }
187         print_stats((STAT_STRENGTH | STAT_HP));
188         if (id_potions[obj->which_kind].id_status != CALLED) {
189                 id_potions[obj->which_kind].id_status = IDENTIFIED;
190         }
191         vanish(obj, 1, &rogue.pack);
192 }
193
194 void
195 read_scroll(void)
196 {
197         short ch;
198         object *obj;
199         char msg[DCOLS];
200
201         ch = pack_letter("read what?", SCROL);
202
203         if (ch == CANCEL) {
204                 return;
205         }
206         if (!(obj = get_letter_object(ch))) {
207                 message("no such item.", 0);
208                 return;
209         }
210         if (obj->what_is != SCROL) {
211                 message("you can't read that", 0);
212                 return;
213         }
214         switch(obj->which_kind) {
215                 case SCARE_MONSTER:
216                         message("you hear a maniacal laughter in the distance",
217                         0);
218                         break;
219                 case HOLD_MONSTER:
220                         hold_monster();
221                         break;
222                 case ENCH_WEAPON:
223                         if (rogue.weapon) {
224                                 if (rogue.weapon->what_is == WEAPON) {
225                                         sprintf(msg, "your %sglow%s %sfor a moment",
226                                         name_of(rogue.weapon),
227                                         ((rogue.weapon->quantity <= 1) ? "s" : ""),
228                                         get_ench_color());
229                                         message(msg, 0);
230                                         if (coin_toss()) {
231                                                 rogue.weapon->hit_enchant++;
232                                         } else {
233                                                 rogue.weapon->d_enchant++;
234                                         }
235                                 }
236                                 rogue.weapon->is_cursed = 0;
237                         } else {
238                                 message("your hands tingle", 0);
239                         }
240                         break;
241                 case ENCH_ARMOR:
242                         if (rogue.armor) {
243                                 sprintf(msg, "your armor glows %sfor a moment",
244                                 get_ench_color());
245                                 message(msg, 0);
246                                 rogue.armor->d_enchant++;
247                                 rogue.armor->is_cursed = 0;
248                                 print_stats(STAT_ARMOR);
249                         } else {
250                                 message("your skin crawls", 0);
251                         }
252                         break;
253                 case IDENTIFY:
254                         message("this is a scroll of identify", 0);
255                         obj->identified = 1;
256                         id_scrolls[obj->which_kind].id_status = IDENTIFIED;
257                         idntfy();
258                         break;
259                 case TELEPORT:
260                         tele();
261                         break;
262                 case SLEEP:
263                         message("you fall asleep", 0);
264                         take_a_nap();
265                         break;
266                 case PROTECT_ARMOR:
267                         if (rogue.armor) {
268                                 message( "your armor is covered by a shimmering gold shield",0);
269                                 rogue.armor->is_protected = 1;
270                                 rogue.armor->is_cursed = 0;
271                         } else {
272                                 message("your acne seems to have disappeared", 0);
273                         }
274                         break;
275                 case REMOVE_CURSE:
276                                 message((!halluc) ?
277                                         "you feel as though someone is watching over you" :
278                                         "you feel in touch with the universal oneness", 0);
279                         uncurse_all();
280                         break;
281                 case CREATE_MONSTER:
282                         create_monster();
283                         break;
284                 case AGGRAVATE_MONSTER:
285                         aggravate();
286                         break;
287                 case MAGIC_MAPPING:
288                         message("this scroll seems to have a map on it", 0);
289                         draw_magic_map();
290                         break;
291                 case CON_MON:
292                         con_mon = 1;
293                         sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
294                         message(msg, 0);
295                         break;
296         }
297         if (id_scrolls[obj->which_kind].id_status != CALLED) {
298                 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
299         }
300         vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
301 }
302
303 /* vanish() does NOT handle a quiver of weapons with more than one
304  *  arrow (or whatever) in the quiver.  It will only decrement the count.
305  */
306
307 void
308 vanish(object *obj, short rm, object *pack)
309 {
310         if (obj->quantity > 1) {
311                 obj->quantity--;
312         } else {
313                 if (obj->in_use_flags & BEING_WIELDED) {
314                         unwield(obj);
315                 } else if (obj->in_use_flags & BEING_WORN) {
316                         unwear(obj);
317                 } else if (obj->in_use_flags & ON_EITHER_HAND) {
318                         un_put_on(obj);
319                 }
320                 take_from_pack(obj, pack);
321                 free_object(obj);
322         }
323         if (rm) {
324                 reg_move();
325         }
326 }
327
328 static void
329 potion_heal(boolean extra)
330 {
331         float ratio;
332         short add;
333
334         rogue.hp_current += rogue.exp;
335
336         ratio = ((float)rogue.hp_current) / rogue.hp_max;
337
338         if (ratio >= 1.00) {
339                 rogue.hp_max += (extra ? 2 : 1);
340                 extra_hp += (extra ? 2 : 1);
341                 rogue.hp_current = rogue.hp_max;
342         } else if (ratio >= 0.90) {
343                 rogue.hp_max += (extra ? 1 : 0);
344                 extra_hp += (extra ? 1 : 0);
345                 rogue.hp_current = rogue.hp_max;
346         } else {
347                 if (ratio < 0.33) {
348                         ratio = 0.33;
349                 }
350                 if (extra) {
351                         ratio += ratio;
352                 }
353                 add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
354                 rogue.hp_current += add;
355                 if (rogue.hp_current > rogue.hp_max) {
356                         rogue.hp_current = rogue.hp_max;
357                 }
358         }
359         if (blind) {
360                 unblind();
361         }
362         if (confused && extra) {
363                         unconfuse();
364         } else if (confused) {
365                 confused = (confused / 2) + 1;
366         }
367         if (halluc && extra) {
368                 unhallucinate();
369         } else if (halluc) {
370                 halluc = (halluc / 2) + 1;
371         }
372 }
373
374 static void
375 idntfy(void)
376 {
377         short ch;
378         object *obj;
379         struct id *id_table;
380         char desc[DCOLS];
381 AGAIN:
382         ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
383
384         if (ch == CANCEL) {
385                 return;
386         }
387         if (!(obj = get_letter_object(ch))) {
388                 message("no such item, try again", 0);
389                 message("", 0);
390                 check_message();
391                 goto AGAIN;
392         }
393         obj->identified = 1;
394         if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
395                 id_table = get_id_table(obj);
396                 id_table[obj->which_kind].id_status = IDENTIFIED;
397         }
398         get_desc(obj, desc);
399         message(desc, 0);
400 }
401
402 void
403 eat(void)
404 {
405         short ch;
406         short moves;
407         object *obj;
408         char buf[70];
409
410         ch = pack_letter("eat what?", FOOD);
411
412         if (ch == CANCEL) {
413                 return;
414         }
415         if (!(obj = get_letter_object(ch))) {
416                 message("no such item.", 0);
417                 return;
418         }
419         if (obj->what_is != FOOD) {
420                 message("you can't eat that", 0);
421                 return;
422         }
423         if ((obj->which_kind == FRUIT) || rand_percent(60)) {
424                 moves = get_rand(950, 1150);
425                 if (obj->which_kind == RATION) {
426                         message("yum, that tasted good", 0);
427                 } else {
428                         sprintf(buf, "my, that was a yummy %s", fruit);
429                         message(buf, 0);
430                 }
431         } else {
432                 moves = get_rand(750, 950);
433                 message("yuk, that food tasted awful", 0);
434                 add_exp(2, 1);
435         }
436         rogue.moves_left /= 3;
437         rogue.moves_left += moves;
438         hunger_str[0] = 0;
439         print_stats(STAT_HUNGER);
440
441         vanish(obj, 1, &rogue.pack);
442 }
443
444 static void
445 hold_monster(void)
446 {
447         short i, j;
448         short mcount = 0;
449         object *monster;
450         short row, col;
451
452         for (i = -2; i <= 2; i++) {
453                 for (j = -2; j <= 2; j++) {
454                         row = rogue.row + i;
455                         col = rogue.col + j;
456                         if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
457                                  (col > (DCOLS-1))) {
458                                 continue;
459                         }
460                         if (dungeon[row][col] & MONSTER) {
461                                 monster = object_at(&level_monsters, row, col);
462                                 monster->m_flags |= ASLEEP;
463                                 monster->m_flags &= (~WAKENS);
464                                 mcount++;
465                         }
466                 }
467         }
468         if (mcount == 0) {
469                 message("you feel a strange sense of loss", 0);
470         } else if (mcount == 1) {
471                 message("the monster freezes", 0);
472         } else {
473                 message("the monsters around you freeze", 0);
474         }
475 }
476
477 void
478 tele(void)
479 {
480         mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
481
482         if (cur_room >= 0) {
483                 darken_room(cur_room);
484         }
485         put_player(get_room_number(rogue.row, rogue.col));
486         being_held = 0;
487         bear_trap = 0;
488 }
489
490 void
491 hallucinate(void)
492 {
493         object *obj, *monster;
494         short ch;
495
496         if (blind) return;
497
498         obj = level_objects.next_object;
499
500         while (obj) {
501                 ch = mvinch(obj->row, obj->col);
502                 if (((ch < 'A') || (ch > 'Z')) &&
503                         ((obj->row != rogue.row) || (obj->col != rogue.col)))
504                 if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
505                         addch(gr_obj_char());
506                 }
507                 obj = obj->next_object;
508         }
509         monster = level_monsters.next_monster;
510
511         while (monster) {
512                 ch = mvinch(monster->row, monster->col);
513                 if ((ch >= 'A') && (ch <= 'Z')) {
514                         addch(get_rand('A', 'Z'));
515                 }
516                 monster = monster->next_monster;
517         }
518 }
519
520 void
521 unhallucinate(void)
522 {
523         halluc = 0;
524         relight();
525         message("everything looks SO boring now", 1);
526 }
527
528 void
529 unblind(void)
530 {
531         blind = 0;
532         message("the veil of darkness lifts", 1);
533         relight();
534         if (halluc) {
535                 hallucinate();
536         }
537         if (detect_monster) {
538                 show_monsters();
539         }
540 }
541
542 void
543 relight(void)
544 {
545         if (cur_room == PASSAGE) {
546                 light_passage(rogue.row, rogue.col);
547         } else {
548                 light_up_room(cur_room);
549         }
550         mvaddch(rogue.row, rogue.col, rogue.fchar);
551 }
552
553 void
554 take_a_nap(void)
555 {
556         short i;
557
558         i = get_rand(2, 5);
559         md_sleep(1);
560
561         while (i--) {
562                 mv_mons();
563         }
564         md_sleep(1);
565         message(you_can_move_again, 0);
566 }
567
568 static void
569 go_blind(void)
570 {
571         short i, j;
572
573         if (!blind) {
574                 message("a cloak of darkness falls around you", 0);
575         }
576         blind += get_rand(500, 800);
577
578         if (detect_monster) {
579                 object *monster;
580
581                 monster = level_monsters.next_monster;
582
583                 while (monster) {
584                         mvaddch(monster->row, monster->col, monster->trail_char);
585                         monster = monster->next_monster;
586                 }
587         }
588         if (cur_room >= 0) {
589                 for (i = rooms[cur_room].top_row + 1;
590                          i < rooms[cur_room].bottom_row; i++) {
591                         for (j = rooms[cur_room].left_col + 1;
592                                  j < rooms[cur_room].right_col; j++) {
593                                 mvaddch(i, j, ' ');
594                         }
595                 }
596         }
597         mvaddch(rogue.row, rogue.col, rogue.fchar);
598 }
599
600 static const char *
601 get_ench_color(void)
602 {
603         if (halluc) {
604                 return(id_potions[get_rand(0, POTIONS-1)].title);
605         } else if (con_mon) {
606                 return("red ");
607         }
608         return("blue ");
609 }
610
611 void
612 cnfs(void)
613 {
614         confused += get_rand(12, 22);
615 }
616
617 void
618 unconfuse(void)
619 {
620         char msg[80];
621
622         confused = 0;
623         sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
624         message(msg, 1);
625 }
626
627 static void
628 uncurse_all(void)
629 {
630         object *obj;
631
632         obj = rogue.pack.next_object;
633
634         while (obj) {
635                 obj->is_cursed = 0;
636                 obj = obj->next_object;
637         }
638 }