Fix various whitespace and indent issues (no functional change).
[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. Neither the name of the University nor the names of its contributors
17  *    may be used to endorse or promote products derived from this software
18  *    without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30  * SUCH DAMAGE.
31  *
32  * @(#)use.c    8.1 (Berkeley) 5/31/93
33  * $FreeBSD: src/games/rogue/use.c,v 1.4 1999/11/30 03:49:29 billf Exp $
34  */
35
36 /*
37  * use.c
38  *
39  * This source herein may be modified and/or distributed by anybody who
40  * so desires, with the following restrictions:
41  *    1.)  No portion of this notice shall be removed.
42  *    2.)  Credit shall not be taken for the creation of this source.
43  *    3.)  This code is not to be traded, sold, or used for personal
44  *         gain or profit.
45  *
46  */
47
48 #include "rogue.h"
49
50 short halluc = 0;
51 short blind = 0;
52 short confused = 0;
53 short levitate = 0;
54 short haste_self = 0;
55 boolean see_invisible = 0;
56 short extra_hp = 0;
57 boolean detect_monster = 0;
58 boolean con_mon = 0;
59 const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
60
61 extern short bear_trap;
62 extern short cur_room;
63 extern long level_points[];
64 extern boolean being_held;
65 extern char *fruit, *you_can_move_again;
66 extern boolean sustain_strength;
67
68 static const char *get_ench_color(void);
69 static void go_blind(void);
70 static void hold_monster(void);
71 static void idntfy(void);
72 static void potion_heal(boolean);
73 static void uncurse_all(void);
74
75 void
76 quaff(void)
77 {
78         short ch;
79         char buf[80];
80         object *obj;
81
82         ch = pack_letter("quaff what?", POTION);
83
84         if (ch == CANCEL) {
85                 return;
86         }
87         if (!(obj = get_letter_object(ch))) {
88                 message("no such item.", 0);
89                 return;
90         }
91         if (obj->what_is != POTION) {
92                 message("you can't drink that", 0);
93                 return;
94         }
95         switch(obj->which_kind) {
96                 case INCREASE_STRENGTH:
97                         message("you feel stronger now, what bulging muscles!",
98                         0);
99                         rogue.str_current++;
100                         if (rogue.str_current > rogue.str_max) {
101                                 rogue.str_max = rogue.str_current;
102                         }
103                         break;
104                 case RESTORE_STRENGTH:
105                         rogue.str_current = rogue.str_max;
106                         message("this tastes great, you feel warm all over", 0);
107                         break;
108                 case HEALING:
109                         message("you begin to feel better", 0);
110                         potion_heal(0);
111                         break;
112                 case EXTRA_HEALING:
113                         message("you begin to feel much better", 0);
114                         potion_heal(1);
115                         break;
116                 case POISON:
117                         if (!sustain_strength) {
118                                 rogue.str_current -= get_rand(1, 3);
119                                 if (rogue.str_current < 1) {
120                                         rogue.str_current = 1;
121                                 }
122                         }
123                         message("you feel very sick now", 0);
124                         if (halluc) {
125                                 unhallucinate();
126                         }
127                         break;
128                 case RAISE_LEVEL:
129                         rogue.exp_points = level_points[rogue.exp - 1];
130                         message("you suddenly feel much more skillful", 0);
131                         add_exp(1, 1);
132                         break;
133                 case BLINDNESS:
134                         go_blind();
135                         break;
136                 case HALLUCINATION:
137                         message("oh wow, everything seems so cosmic", 0);
138                         halluc += get_rand(500, 800);
139                         break;
140                 case DETECT_MONSTER:
141                         show_monsters();
142                         if (!(level_monsters.next_monster)) {
143                                 message(strange_feeling, 0);
144                         }
145                         break;
146                 case DETECT_OBJECTS:
147                         if (level_objects.next_object) {
148                                 if (!blind) {
149                                         show_objects();
150                                 }
151                         } else {
152                                 message(strange_feeling, 0);
153                         }
154                         break;
155                 case CONFUSION:
156                         message((halluc ? "what a trippy feeling" :
157                         "you feel confused"), 0);
158                         cnfs();
159                         break;
160                 case LEVITATION:
161                         message("you start to float in the air", 0);
162                         levitate += get_rand(15, 30);
163                         bear_trap = being_held = 0;
164                         break;
165                 case HASTE_SELF:
166                         message("you feel yourself moving much faster", 0);
167                         haste_self += get_rand(11, 21);
168                         if (!(haste_self % 2)) {
169                                 haste_self++;
170                         }
171                         break;
172                 case SEE_INVISIBLE:
173                         sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
174                         message(buf, 0);
175                         if (blind) {
176                                 unblind();
177                         }
178                         see_invisible = 1;
179                         relight();
180                         break;
181         }
182         print_stats((STAT_STRENGTH | STAT_HP));
183         if (id_potions[obj->which_kind].id_status != CALLED) {
184                 id_potions[obj->which_kind].id_status = IDENTIFIED;
185         }
186         vanish(obj, 1, &rogue.pack);
187 }
188
189 void
190 read_scroll(void)
191 {
192         short ch;
193         object *obj;
194         char msg[DCOLS];
195
196         ch = pack_letter("read what?", SCROL);
197
198         if (ch == CANCEL) {
199                 return;
200         }
201         if (!(obj = get_letter_object(ch))) {
202                 message("no such item.", 0);
203                 return;
204         }
205         if (obj->what_is != SCROL) {
206                 message("you can't read that", 0);
207                 return;
208         }
209         switch(obj->which_kind) {
210                 case SCARE_MONSTER:
211                         message("you hear a maniacal laughter in the distance",
212                         0);
213                         break;
214                 case HOLD_MONSTER:
215                         hold_monster();
216                         break;
217                 case ENCH_WEAPON:
218                         if (rogue.weapon) {
219                                 if (rogue.weapon->what_is == WEAPON) {
220                                         sprintf(msg, "your %sglow%s %sfor a moment",
221                                         name_of(rogue.weapon),
222                                         ((rogue.weapon->quantity <= 1) ? "s" : ""),
223                                         get_ench_color());
224                                         message(msg, 0);
225                                         if (coin_toss()) {
226                                                 rogue.weapon->hit_enchant++;
227                                         } else {
228                                                 rogue.weapon->d_enchant++;
229                                         }
230                                 }
231                                 rogue.weapon->is_cursed = 0;
232                         } else {
233                                 message("your hands tingle", 0);
234                         }
235                         break;
236                 case ENCH_ARMOR:
237                         if (rogue.armor) {
238                                 sprintf(msg, "your armor glows %sfor a moment",
239                                 get_ench_color());
240                                 message(msg, 0);
241                                 rogue.armor->d_enchant++;
242                                 rogue.armor->is_cursed = 0;
243                                 print_stats(STAT_ARMOR);
244                         } else {
245                                 message("your skin crawls", 0);
246                         }
247                         break;
248                 case IDENTIFY:
249                         message("this is a scroll of identify", 0);
250                         obj->identified = 1;
251                         id_scrolls[obj->which_kind].id_status = IDENTIFIED;
252                         idntfy();
253                         break;
254                 case TELEPORT:
255                         tele();
256                         break;
257                 case SLEEP:
258                         message("you fall asleep", 0);
259                         take_a_nap();
260                         break;
261                 case PROTECT_ARMOR:
262                         if (rogue.armor) {
263                                 message( "your armor is covered by a shimmering gold shield",0);
264                                 rogue.armor->is_protected = 1;
265                                 rogue.armor->is_cursed = 0;
266                         } else {
267                                 message("your acne seems to have disappeared", 0);
268                         }
269                         break;
270                 case REMOVE_CURSE:
271                                 message((!halluc) ?
272                                         "you feel as though someone is watching over you" :
273                                         "you feel in touch with the universal oneness", 0);
274                         uncurse_all();
275                         break;
276                 case CREATE_MONSTER:
277                         create_monster();
278                         break;
279                 case AGGRAVATE_MONSTER:
280                         aggravate();
281                         break;
282                 case MAGIC_MAPPING:
283                         message("this scroll seems to have a map on it", 0);
284                         draw_magic_map();
285                         break;
286                 case CON_MON:
287                         con_mon = 1;
288                         sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
289                         message(msg, 0);
290                         break;
291         }
292         if (id_scrolls[obj->which_kind].id_status != CALLED) {
293                 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
294         }
295         vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
296 }
297
298 /* vanish() does NOT handle a quiver of weapons with more than one
299  *  arrow (or whatever) in the quiver.  It will only decrement the count.
300  */
301
302 void
303 vanish(object *obj, short rm, object *pack)
304 {
305         if (obj->quantity > 1) {
306                 obj->quantity--;
307         } else {
308                 if (obj->in_use_flags & BEING_WIELDED) {
309                         unwield(obj);
310                 } else if (obj->in_use_flags & BEING_WORN) {
311                         unwear(obj);
312                 } else if (obj->in_use_flags & ON_EITHER_HAND) {
313                         un_put_on(obj);
314                 }
315                 take_from_pack(obj, pack);
316                 free_object(obj);
317         }
318         if (rm) {
319                 reg_move();
320         }
321 }
322
323 static void
324 potion_heal(boolean extra)
325 {
326         float ratio;
327         short add;
328
329         rogue.hp_current += rogue.exp;
330
331         ratio = ((float)rogue.hp_current) / rogue.hp_max;
332
333         if (ratio >= 1.00) {
334                 rogue.hp_max += (extra ? 2 : 1);
335                 extra_hp += (extra ? 2 : 1);
336                 rogue.hp_current = rogue.hp_max;
337         } else if (ratio >= 0.90) {
338                 rogue.hp_max += (extra ? 1 : 0);
339                 extra_hp += (extra ? 1 : 0);
340                 rogue.hp_current = rogue.hp_max;
341         } else {
342                 if (ratio < 0.33) {
343                         ratio = 0.33;
344                 }
345                 if (extra) {
346                         ratio += ratio;
347                 }
348                 add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
349                 rogue.hp_current += add;
350                 if (rogue.hp_current > rogue.hp_max) {
351                         rogue.hp_current = rogue.hp_max;
352                 }
353         }
354         if (blind) {
355                 unblind();
356         }
357         if (confused && extra) {
358                 unconfuse();
359         } else if (confused) {
360                 confused = (confused / 2) + 1;
361         }
362         if (halluc && extra) {
363                 unhallucinate();
364         } else if (halluc) {
365                 halluc = (halluc / 2) + 1;
366         }
367 }
368
369 static void
370 idntfy(void)
371 {
372         short ch;
373         object *obj;
374         struct id *id_table;
375         char desc[DCOLS];
376 AGAIN:
377         ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
378
379         if (ch == CANCEL) {
380                 return;
381         }
382         if (!(obj = get_letter_object(ch))) {
383                 message("no such item, try again", 0);
384                 message("", 0);
385                 check_message();
386                 goto AGAIN;
387         }
388         obj->identified = 1;
389         if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
390                 id_table = get_id_table(obj);
391                 id_table[obj->which_kind].id_status = IDENTIFIED;
392         }
393         get_desc(obj, desc);
394         message(desc, 0);
395 }
396
397 void
398 eat(void)
399 {
400         short ch;
401         short moves;
402         object *obj;
403         char buf[70];
404
405         ch = pack_letter("eat what?", FOOD);
406
407         if (ch == CANCEL) {
408                 return;
409         }
410         if (!(obj = get_letter_object(ch))) {
411                 message("no such item.", 0);
412                 return;
413         }
414         if (obj->what_is != FOOD) {
415                 message("you can't eat that", 0);
416                 return;
417         }
418         if ((obj->which_kind == FRUIT) || rand_percent(60)) {
419                 moves = get_rand(950, 1150);
420                 if (obj->which_kind == RATION) {
421                         message("yum, that tasted good", 0);
422                 } else {
423                         sprintf(buf, "my, that was a yummy %s", fruit);
424                         message(buf, 0);
425                 }
426         } else {
427                 moves = get_rand(750, 950);
428                 message("yuk, that food tasted awful", 0);
429                 add_exp(2, 1);
430         }
431         rogue.moves_left /= 3;
432         rogue.moves_left += moves;
433         hunger_str[0] = 0;
434         print_stats(STAT_HUNGER);
435
436         vanish(obj, 1, &rogue.pack);
437 }
438
439 static void
440 hold_monster(void)
441 {
442         short i, j;
443         short mcount = 0;
444         object *monster;
445         short row, col;
446
447         for (i = -2; i <= 2; i++) {
448                 for (j = -2; j <= 2; j++) {
449                         row = rogue.row + i;
450                         col = rogue.col + j;
451                         if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
452                                  (col > (DCOLS-1))) {
453                                 continue;
454                         }
455                         if (dungeon[row][col] & MONSTER) {
456                                 monster = object_at(&level_monsters, row, col);
457                                 monster->m_flags |= ASLEEP;
458                                 monster->m_flags &= (~WAKENS);
459                                 mcount++;
460                         }
461                 }
462         }
463         if (mcount == 0) {
464                 message("you feel a strange sense of loss", 0);
465         } else if (mcount == 1) {
466                 message("the monster freezes", 0);
467         } else {
468                 message("the monsters around you freeze", 0);
469         }
470 }
471
472 void
473 tele(void)
474 {
475         mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
476
477         if (cur_room >= 0) {
478                 darken_room(cur_room);
479         }
480         put_player(get_room_number(rogue.row, rogue.col));
481         being_held = 0;
482         bear_trap = 0;
483 }
484
485 void
486 hallucinate(void)
487 {
488         object *obj, *monster;
489         short ch;
490
491         if (blind) return;
492
493         obj = level_objects.next_object;
494
495         while (obj) {
496                 ch = mvinch(obj->row, obj->col);
497                 if (((ch < 'A') || (ch > 'Z')) &&
498                     ((obj->row != rogue.row) || (obj->col != rogue.col)))
499                 {
500                         if ((ch != ' ') && (ch != '.') && (ch != '#') &&
501                             (ch != '+'))
502                         {
503                                 addch(gr_obj_char());
504                         }
505                 }
506                 obj = obj->next_object;
507         }
508         monster = level_monsters.next_monster;
509
510         while (monster) {
511                 ch = mvinch(monster->row, monster->col);
512                 if ((ch >= 'A') && (ch <= 'Z')) {
513                         addch(get_rand('A', 'Z'));
514                 }
515                 monster = monster->next_monster;
516         }
517 }
518
519 void
520 unhallucinate(void)
521 {
522         halluc = 0;
523         relight();
524         message("everything looks SO boring now", 1);
525 }
526
527 void
528 unblind(void)
529 {
530         blind = 0;
531         message("the veil of darkness lifts", 1);
532         relight();
533         if (halluc) {
534                 hallucinate();
535         }
536         if (detect_monster) {
537                 show_monsters();
538         }
539 }
540
541 void
542 relight(void)
543 {
544         if (cur_room == PASSAGE) {
545                 light_passage(rogue.row, rogue.col);
546         } else {
547                 light_up_room(cur_room);
548         }
549         mvaddch(rogue.row, rogue.col, rogue.fchar);
550 }
551
552 void
553 take_a_nap(void)
554 {
555         short i;
556
557         i = get_rand(2, 5);
558         md_sleep(1);
559
560         while (i--) {
561                 mv_mons();
562         }
563         md_sleep(1);
564         message(you_can_move_again, 0);
565 }
566
567 static void
568 go_blind(void)
569 {
570         short i, j;
571
572         if (!blind) {
573                 message("a cloak of darkness falls around you", 0);
574         }
575         blind += get_rand(500, 800);
576
577         if (detect_monster) {
578                 object *monster;
579
580                 monster = level_monsters.next_monster;
581
582                 while (monster) {
583                         mvaddch(monster->row, monster->col, monster->trail_char);
584                         monster = monster->next_monster;
585                 }
586         }
587         if (cur_room >= 0) {
588                 for (i = rooms[cur_room].top_row + 1;
589                          i < rooms[cur_room].bottom_row; i++) {
590                         for (j = rooms[cur_room].left_col + 1;
591                                  j < rooms[cur_room].right_col; j++) {
592                                 mvaddch(i, j, ' ');
593                         }
594                 }
595         }
596         mvaddch(rogue.row, rogue.col, rogue.fchar);
597 }
598
599 static const char *
600 get_ench_color(void)
601 {
602         if (halluc) {
603                 return(id_potions[get_rand(0, POTIONS-1)].title);
604         } else if (con_mon) {
605                 return("red ");
606         }
607         return("blue ");
608 }
609
610 void
611 cnfs(void)
612 {
613         confused += get_rand(12, 22);
614 }
615
616 void
617 unconfuse(void)
618 {
619         char msg[80];
620
621         confused = 0;
622         sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
623         message(msg, 1);
624 }
625
626 static void
627 uncurse_all(void)
628 {
629         object *obj;
630
631         obj = rogue.pack.next_object;
632
633         while (obj) {
634                 obj->is_cursed = 0;
635                 obj = obj->next_object;
636         }
637 }