057afceb86
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
619 lines
14 KiB
C
619 lines
14 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)use.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* use.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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#include "rogue.h"
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short halluc = 0;
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short blind = 0;
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short confused = 0;
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short levitate = 0;
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short haste_self = 0;
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boolean see_invisible = 0;
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short extra_hp = 0;
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boolean detect_monster = 0;
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boolean con_mon = 0;
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char *strange_feeling = "you have a strange feeling for a moment, then it passes";
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extern short bear_trap;
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extern char hunger_str[];
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extern short cur_room;
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extern long level_points[];
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extern boolean being_held;
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extern char *fruit, *you_can_move_again;
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extern boolean sustain_strength;
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quaff()
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{
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short ch;
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char buf[80];
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object *obj;
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ch = pack_letter("quaff what?", POTION);
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if (ch == CANCEL) {
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return;
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}
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if (!(obj = get_letter_object(ch))) {
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message("no such item.", 0);
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return;
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}
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if (obj->what_is != POTION) {
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message("you can't drink that", 0);
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return;
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}
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switch(obj->which_kind) {
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case INCREASE_STRENGTH:
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message("you feel stronger now, what bulging muscles!",
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0);
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rogue.str_current++;
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if (rogue.str_current > rogue.str_max) {
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rogue.str_max = rogue.str_current;
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}
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break;
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case RESTORE_STRENGTH:
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rogue.str_current = rogue.str_max;
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message("this tastes great, you feel warm all over", 0);
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break;
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case HEALING:
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message("you begin to feel better", 0);
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potion_heal(0);
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break;
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case EXTRA_HEALING:
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message("you begin to feel much better", 0);
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potion_heal(1);
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break;
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case POISON:
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if (!sustain_strength) {
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rogue.str_current -= get_rand(1, 3);
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if (rogue.str_current < 1) {
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rogue.str_current = 1;
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}
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}
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message("you feel very sick now", 0);
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if (halluc) {
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unhallucinate();
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}
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break;
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case RAISE_LEVEL:
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rogue.exp_points = level_points[rogue.exp - 1];
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message("you suddenly feel much more skillful", 0);
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add_exp(1, 1);
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break;
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case BLINDNESS:
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go_blind();
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break;
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case HALLUCINATION:
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message("oh wow, everything seems so cosmic", 0);
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halluc += get_rand(500, 800);
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break;
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case DETECT_MONSTER:
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show_monsters();
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if (!(level_monsters.next_monster)) {
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message(strange_feeling, 0);
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}
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break;
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case DETECT_OBJECTS:
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if (level_objects.next_object) {
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if (!blind) {
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show_objects();
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}
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} else {
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message(strange_feeling, 0);
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}
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break;
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case CONFUSION:
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message((halluc ? "what a trippy feeling" :
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"you feel confused"), 0);
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cnfs();
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break;
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case LEVITATION:
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message("you start to float in the air", 0);
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levitate += get_rand(15, 30);
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being_held = bear_trap = 0;
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break;
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case HASTE_SELF:
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message("you feel yourself moving much faster", 0);
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haste_self += get_rand(11, 21);
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if (!(haste_self % 2)) {
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haste_self++;
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}
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break;
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case SEE_INVISIBLE:
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sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
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message(buf, 0);
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if (blind) {
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unblind();
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}
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see_invisible = 1;
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relight();
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break;
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}
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print_stats((STAT_STRENGTH | STAT_HP));
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if (id_potions[obj->which_kind].id_status != CALLED) {
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id_potions[obj->which_kind].id_status = IDENTIFIED;
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}
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vanish(obj, 1, &rogue.pack);
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}
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read_scroll()
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{
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short ch;
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object *obj;
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char msg[DCOLS];
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ch = pack_letter("read what?", SCROL);
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if (ch == CANCEL) {
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return;
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}
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if (!(obj = get_letter_object(ch))) {
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message("no such item.", 0);
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return;
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}
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if (obj->what_is != SCROL) {
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message("you can't read that", 0);
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return;
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}
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switch(obj->which_kind) {
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case SCARE_MONSTER:
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message("you hear a maniacal laughter in the distance",
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0);
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break;
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case HOLD_MONSTER:
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hold_monster();
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break;
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case ENCH_WEAPON:
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if (rogue.weapon) {
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if (rogue.weapon->what_is == WEAPON) {
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sprintf(msg, "your %sglow%s %sfor a moment",
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name_of(rogue.weapon),
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((rogue.weapon->quantity <= 1) ? "s" : ""),
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get_ench_color());
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message(msg, 0);
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if (coin_toss()) {
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rogue.weapon->hit_enchant++;
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} else {
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rogue.weapon->d_enchant++;
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}
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}
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rogue.weapon->is_cursed = 0;
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} else {
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message("your hands tingle", 0);
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}
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break;
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case ENCH_ARMOR:
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if (rogue.armor) {
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sprintf(msg, "your armor glows %sfor a moment",
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get_ench_color());
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message(msg, 0);
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rogue.armor->d_enchant++;
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rogue.armor->is_cursed = 0;
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print_stats(STAT_ARMOR);
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} else {
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message("your skin crawls", 0);
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}
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break;
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case IDENTIFY:
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message("this is a scroll of identify", 0);
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obj->identified = 1;
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id_scrolls[obj->which_kind].id_status = IDENTIFIED;
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idntfy();
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break;
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case TELEPORT:
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tele();
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break;
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case SLEEP:
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message("you fall asleep", 0);
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take_a_nap();
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break;
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case PROTECT_ARMOR:
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if (rogue.armor) {
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message( "your armor is covered by a shimmering gold shield",0);
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rogue.armor->is_protected = 1;
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rogue.armor->is_cursed = 0;
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} else {
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message("your acne seems to have disappeared", 0);
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}
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break;
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case REMOVE_CURSE:
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message((!halluc) ?
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"you feel as though someone is watching over you" :
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"you feel in touch with the universal oneness", 0);
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uncurse_all();
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break;
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case CREATE_MONSTER:
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create_monster();
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break;
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case AGGRAVATE_MONSTER:
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aggravate();
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break;
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case MAGIC_MAPPING:
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message("this scroll seems to have a map on it", 0);
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draw_magic_map();
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break;
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case CON_MON:
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con_mon = 1;
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sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
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message(msg, 0);
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break;
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}
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if (id_scrolls[obj->which_kind].id_status != CALLED) {
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id_scrolls[obj->which_kind].id_status = IDENTIFIED;
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}
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vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
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}
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/* vanish() does NOT handle a quiver of weapons with more than one
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* arrow (or whatever) in the quiver. It will only decrement the count.
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*/
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vanish(obj, rm, pack)
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object *obj;
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short rm;
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object *pack;
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{
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if (obj->quantity > 1) {
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obj->quantity--;
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} else {
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if (obj->in_use_flags & BEING_WIELDED) {
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unwield(obj);
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} else if (obj->in_use_flags & BEING_WORN) {
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unwear(obj);
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} else if (obj->in_use_flags & ON_EITHER_HAND) {
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un_put_on(obj);
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}
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take_from_pack(obj, pack);
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free_object(obj);
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}
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if (rm) {
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(void) reg_move();
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}
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}
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potion_heal(extra)
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{
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float ratio;
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short add;
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rogue.hp_current += rogue.exp;
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ratio = ((float)rogue.hp_current) / rogue.hp_max;
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if (ratio >= 1.00) {
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rogue.hp_max += (extra ? 2 : 1);
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extra_hp += (extra ? 2 : 1);
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rogue.hp_current = rogue.hp_max;
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} else if (ratio >= 0.90) {
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rogue.hp_max += (extra ? 1 : 0);
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extra_hp += (extra ? 1 : 0);
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rogue.hp_current = rogue.hp_max;
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} else {
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if (ratio < 0.33) {
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ratio = 0.33;
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}
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if (extra) {
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ratio += ratio;
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}
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add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
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rogue.hp_current += add;
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if (rogue.hp_current > rogue.hp_max) {
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rogue.hp_current = rogue.hp_max;
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}
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}
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if (blind) {
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unblind();
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}
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if (confused && extra) {
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unconfuse();
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} else if (confused) {
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confused = (confused / 2) + 1;
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}
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if (halluc && extra) {
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unhallucinate();
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} else if (halluc) {
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halluc = (halluc / 2) + 1;
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}
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}
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idntfy()
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{
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short ch;
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object *obj;
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struct id *id_table;
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char desc[DCOLS];
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AGAIN:
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ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
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if (ch == CANCEL) {
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return;
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}
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if (!(obj = get_letter_object(ch))) {
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message("no such item, try again", 0);
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message("", 0);
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check_message();
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goto AGAIN;
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}
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obj->identified = 1;
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if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
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id_table = get_id_table(obj);
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id_table[obj->which_kind].id_status = IDENTIFIED;
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}
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get_desc(obj, desc);
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message(desc, 0);
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}
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eat()
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{
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short ch;
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short moves;
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object *obj;
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char buf[70];
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ch = pack_letter("eat what?", FOOD);
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if (ch == CANCEL) {
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return;
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}
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if (!(obj = get_letter_object(ch))) {
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message("no such item.", 0);
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return;
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}
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if (obj->what_is != FOOD) {
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message("you can't eat that", 0);
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return;
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}
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if ((obj->which_kind == FRUIT) || rand_percent(60)) {
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moves = get_rand(950, 1150);
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if (obj->which_kind == RATION) {
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message("yum, that tasted good", 0);
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} else {
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sprintf(buf, "my, that was a yummy %s", fruit);
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message(buf, 0);
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}
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} else {
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moves = get_rand(750, 950);
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message("yuk, that food tasted awful", 0);
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add_exp(2, 1);
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}
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rogue.moves_left /= 3;
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rogue.moves_left += moves;
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hunger_str[0] = 0;
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print_stats(STAT_HUNGER);
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vanish(obj, 1, &rogue.pack);
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}
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|
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hold_monster()
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{
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short i, j;
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short mcount = 0;
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object *monster;
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short row, col;
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|
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for (i = -2; i <= 2; i++) {
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for (j = -2; j <= 2; j++) {
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row = rogue.row + i;
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col = rogue.col + j;
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if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
|
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(col > (DCOLS-1))) {
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continue;
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}
|
|
if (dungeon[row][col] & MONSTER) {
|
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monster = object_at(&level_monsters, row, col);
|
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monster->m_flags |= ASLEEP;
|
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monster->m_flags &= (~WAKENS);
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mcount++;
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}
|
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}
|
|
}
|
|
if (mcount == 0) {
|
|
message("you feel a strange sense of loss", 0);
|
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} else if (mcount == 1) {
|
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message("the monster freezes", 0);
|
|
} else {
|
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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;
|
|
}
|
|
}
|