freebsd-nq/games/rogue/use.c

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/*
* Copyright (c) 1988, 1993
* The Regents of the University of California. All rights reserved.
*
* This code is derived from software contributed to Berkeley by
* Timothy C. Stoehr.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#ifndef lint
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#if 0
static char sccsid[] = "@(#)use.c 8.1 (Berkeley) 5/31/93";
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#endif
static const char rcsid[] =
"$FreeBSD$";
#endif /* not lint */
/*
* use.c
*
* This source herein may be modified and/or distributed by anybody who
* so desires, with the following restrictions:
* 1.) No portion of this notice shall be removed.
* 2.) Credit shall not be taken for the creation of this source.
* 3.) This code is not to be traded, sold, or used for personal
* gain or profit.
*
*/
#include "rogue.h"
short halluc = 0;
short blind = 0;
short confused = 0;
short levitate = 0;
short haste_self = 0;
boolean see_invisible = 0;
short extra_hp = 0;
boolean detect_monster = 0;
boolean con_mon = 0;
const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
extern short bear_trap;
extern char hunger_str[];
extern short cur_room;
extern long level_points[];
extern boolean being_held;
extern char *fruit, *you_can_move_again;
extern boolean sustain_strength;
quaff()
{
short ch;
char buf[80];
object *obj;
ch = pack_letter("quaff what?", POTION);
if (ch == CANCEL) {
return;
}
if (!(obj = get_letter_object(ch))) {
message("no such item.", 0);
return;
}
if (obj->what_is != POTION) {
message("you can't drink that", 0);
return;
}
switch(obj->which_kind) {
case INCREASE_STRENGTH:
message("you feel stronger now, what bulging muscles!",
0);
rogue.str_current++;
if (rogue.str_current > rogue.str_max) {
rogue.str_max = rogue.str_current;
}
break;
case RESTORE_STRENGTH:
rogue.str_current = rogue.str_max;
message("this tastes great, you feel warm all over", 0);
break;
case HEALING:
message("you begin to feel better", 0);
potion_heal(0);
break;
case EXTRA_HEALING:
message("you begin to feel much better", 0);
potion_heal(1);
break;
case POISON:
if (!sustain_strength) {
rogue.str_current -= get_rand(1, 3);
if (rogue.str_current < 1) {
rogue.str_current = 1;
}
}
message("you feel very sick now", 0);
if (halluc) {
unhallucinate();
}
break;
case RAISE_LEVEL:
rogue.exp_points = level_points[rogue.exp - 1];
message("you suddenly feel much more skillful", 0);
add_exp(1, 1);
break;
case BLINDNESS:
go_blind();
break;
case HALLUCINATION:
message("oh wow, everything seems so cosmic", 0);
halluc += get_rand(500, 800);
break;
case DETECT_MONSTER:
show_monsters();
if (!(level_monsters.next_monster)) {
message(strange_feeling, 0);
}
break;
case DETECT_OBJECTS:
if (level_objects.next_object) {
if (!blind) {
show_objects();
}
} else {
message(strange_feeling, 0);
}
break;
case CONFUSION:
message((halluc ? "what a trippy feeling" :
"you feel confused"), 0);
cnfs();
break;
case LEVITATION:
message("you start to float in the air", 0);
levitate += get_rand(15, 30);
being_held = bear_trap = 0;
break;
case HASTE_SELF:
message("you feel yourself moving much faster", 0);
haste_self += get_rand(11, 21);
if (!(haste_self % 2)) {
haste_self++;
}
break;
case SEE_INVISIBLE:
sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
message(buf, 0);
if (blind) {
unblind();
}
see_invisible = 1;
relight();
break;
}
print_stats((STAT_STRENGTH | STAT_HP));
if (id_potions[obj->which_kind].id_status != CALLED) {
id_potions[obj->which_kind].id_status = IDENTIFIED;
}
vanish(obj, 1, &rogue.pack);
}
read_scroll()
{
short ch;
object *obj;
char msg[DCOLS];
ch = pack_letter("read what?", SCROL);
if (ch == CANCEL) {
return;
}
if (!(obj = get_letter_object(ch))) {
message("no such item.", 0);
return;
}
if (obj->what_is != SCROL) {
message("you can't read that", 0);
return;
}
switch(obj->which_kind) {
case SCARE_MONSTER:
message("you hear a maniacal laughter in the distance",
0);
break;
case HOLD_MONSTER:
hold_monster();
break;
case ENCH_WEAPON:
if (rogue.weapon) {
if (rogue.weapon->what_is == WEAPON) {
sprintf(msg, "your %sglow%s %sfor a moment",
name_of(rogue.weapon),
((rogue.weapon->quantity <= 1) ? "s" : ""),
get_ench_color());
message(msg, 0);
if (coin_toss()) {
rogue.weapon->hit_enchant++;
} else {
rogue.weapon->d_enchant++;
}
}
rogue.weapon->is_cursed = 0;
} else {
message("your hands tingle", 0);
}
break;
case ENCH_ARMOR:
if (rogue.armor) {
sprintf(msg, "your armor glows %sfor a moment",
get_ench_color());
message(msg, 0);
rogue.armor->d_enchant++;
rogue.armor->is_cursed = 0;
print_stats(STAT_ARMOR);
} else {
message("your skin crawls", 0);
}
break;
case IDENTIFY:
message("this is a scroll of identify", 0);
obj->identified = 1;
id_scrolls[obj->which_kind].id_status = IDENTIFIED;
idntfy();
break;
case TELEPORT:
tele();
break;
case SLEEP:
message("you fall asleep", 0);
take_a_nap();
break;
case PROTECT_ARMOR:
if (rogue.armor) {
message( "your armor is covered by a shimmering gold shield",0);
rogue.armor->is_protected = 1;
rogue.armor->is_cursed = 0;
} else {
message("your acne seems to have disappeared", 0);
}
break;
case REMOVE_CURSE:
message((!halluc) ?
"you feel as though someone is watching over you" :
"you feel in touch with the universal oneness", 0);
uncurse_all();
break;
case CREATE_MONSTER:
create_monster();
break;
case AGGRAVATE_MONSTER:
aggravate();
break;
case MAGIC_MAPPING:
message("this scroll seems to have a map on it", 0);
draw_magic_map();
break;
case CON_MON:
con_mon = 1;
sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
message(msg, 0);
break;
}
if (id_scrolls[obj->which_kind].id_status != CALLED) {
id_scrolls[obj->which_kind].id_status = IDENTIFIED;
}
vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
}
/* vanish() does NOT handle a quiver of weapons with more than one
* arrow (or whatever) in the quiver. It will only decrement the count.
*/
vanish(obj, rm, pack)
object *obj;
short rm;
object *pack;
{
if (obj->quantity > 1) {
obj->quantity--;
} else {
if (obj->in_use_flags & BEING_WIELDED) {
unwield(obj);
} else if (obj->in_use_flags & BEING_WORN) {
unwear(obj);
} else if (obj->in_use_flags & ON_EITHER_HAND) {
un_put_on(obj);
}
take_from_pack(obj, pack);
free_object(obj);
}
if (rm) {
(void) reg_move();
}
}
potion_heal(extra)
{
float ratio;
short add;
rogue.hp_current += rogue.exp;
ratio = ((float)rogue.hp_current) / rogue.hp_max;
if (ratio >= 1.00) {
rogue.hp_max += (extra ? 2 : 1);
extra_hp += (extra ? 2 : 1);
rogue.hp_current = rogue.hp_max;
} else if (ratio >= 0.90) {
rogue.hp_max += (extra ? 1 : 0);
extra_hp += (extra ? 1 : 0);
rogue.hp_current = rogue.hp_max;
} else {
if (ratio < 0.33) {
ratio = 0.33;
}
if (extra) {
ratio += ratio;
}
add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
rogue.hp_current += add;
if (rogue.hp_current > rogue.hp_max) {
rogue.hp_current = rogue.hp_max;
}
}
if (blind) {
unblind();
}
if (confused && extra) {
unconfuse();
} else if (confused) {
confused = (confused / 2) + 1;
}
if (halluc && extra) {
unhallucinate();
} else if (halluc) {
halluc = (halluc / 2) + 1;
}
}
idntfy()
{
short ch;
object *obj;
struct id *id_table;
char desc[DCOLS];
AGAIN:
ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
if (ch == CANCEL) {
return;
}
if (!(obj = get_letter_object(ch))) {
message("no such item, try again", 0);
message("", 0);
check_message();
goto AGAIN;
}
obj->identified = 1;
if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
id_table = get_id_table(obj);
id_table[obj->which_kind].id_status = IDENTIFIED;
}
get_desc(obj, desc);
message(desc, 0);
}
eat()
{
short ch;
short moves;
object *obj;
char buf[70];
ch = pack_letter("eat what?", FOOD);
if (ch == CANCEL) {
return;
}
if (!(obj = get_letter_object(ch))) {
message("no such item.", 0);
return;
}
if (obj->what_is != FOOD) {
message("you can't eat that", 0);
return;
}
if ((obj->which_kind == FRUIT) || rand_percent(60)) {
moves = get_rand(950, 1150);
if (obj->which_kind == RATION) {
message("yum, that tasted good", 0);
} else {
sprintf(buf, "my, that was a yummy %s", fruit);
message(buf, 0);
}
} else {
moves = get_rand(750, 950);
message("yuk, that food tasted awful", 0);
add_exp(2, 1);
}
rogue.moves_left /= 3;
rogue.moves_left += moves;
hunger_str[0] = 0;
print_stats(STAT_HUNGER);
vanish(obj, 1, &rogue.pack);
}
hold_monster()
{
short i, j;
short mcount = 0;
object *monster;
short row, col;
for (i = -2; i <= 2; i++) {
for (j = -2; j <= 2; j++) {
row = rogue.row + i;
col = rogue.col + j;
if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
(col > (DCOLS-1))) {
continue;
}
if (dungeon[row][col] & MONSTER) {
monster = object_at(&level_monsters, row, col);
monster->m_flags |= ASLEEP;
monster->m_flags &= (~WAKENS);
mcount++;
}
}
}
if (mcount == 0) {
message("you feel a strange sense of loss", 0);
} else if (mcount == 1) {
message("the monster freezes", 0);
} else {
message("the monsters around you freeze", 0);
}
}
tele()
{
mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
if (cur_room >= 0) {
darken_room(cur_room);
}
put_player(get_room_number(rogue.row, rogue.col));
being_held = 0;
bear_trap = 0;
}
hallucinate()
{
object *obj, *monster;
short ch;
if (blind) return;
obj = level_objects.next_object;
while (obj) {
ch = mvinch(obj->row, obj->col);
if (((ch < 'A') || (ch > 'Z')) &&
((obj->row != rogue.row) || (obj->col != rogue.col)))
if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
addch(gr_obj_char());
}
obj = obj->next_object;
}
monster = level_monsters.next_monster;
while (monster) {
ch = mvinch(monster->row, monster->col);
if ((ch >= 'A') && (ch <= 'Z')) {
addch(get_rand('A', 'Z'));
}
monster = monster->next_monster;
}
}
unhallucinate()
{
halluc = 0;
relight();
message("everything looks SO boring now", 1);
}
unblind()
{
blind = 0;
message("the veil of darkness lifts", 1);
relight();
if (halluc) {
hallucinate();
}
if (detect_monster) {
show_monsters();
}
}
relight()
{
if (cur_room == PASSAGE) {
light_passage(rogue.row, rogue.col);
} else {
light_up_room(cur_room);
}
mvaddch(rogue.row, rogue.col, rogue.fchar);
}
take_a_nap()
{
short i;
i = get_rand(2, 5);
md_sleep(1);
while (i--) {
mv_mons();
}
md_sleep(1);
message(you_can_move_again, 0);
}
go_blind()
{
short i, j;
if (!blind) {
message("a cloak of darkness falls around you", 0);
}
blind += get_rand(500, 800);
if (detect_monster) {
object *monster;
monster = level_monsters.next_monster;
while (monster) {
mvaddch(monster->row, monster->col, monster->trail_char);
monster = monster->next_monster;
}
}
if (cur_room >= 0) {
for (i = rooms[cur_room].top_row + 1;
i < rooms[cur_room].bottom_row; i++) {
for (j = rooms[cur_room].left_col + 1;
j < rooms[cur_room].right_col; j++) {
mvaddch(i, j, ' ');
}
}
}
mvaddch(rogue.row, rogue.col, rogue.fchar);
}
const char *
get_ench_color()
{
if (halluc) {
return(id_potions[get_rand(0, POTIONS-1)].title);
} else if (con_mon) {
return("red ");
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}
return("blue ");
}
cnfs()
{
confused += get_rand(12, 22);
}
unconfuse()
{
char msg[80];
confused = 0;
sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
message(msg, 1);
}
uncurse_all()
{
object *obj;
obj = rogue.pack.next_object;
while (obj) {
obj->is_cursed = 0;
obj = obj->next_object;
}
}