freebsd-nq/games/rogue/use.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

619 lines
14 KiB
C

/*
* 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
static char sccsid[] = "@(#)use.c 8.1 (Berkeley) 5/31/93";
#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;
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);
}
char *
get_ench_color()
{
if (halluc) {
return(id_potions[get_rand(0, POTIONS-1)].title);
} else if (con_mon) {
return("red ");
}
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;
}
}