/* $NetBSD: use.c,v 1.11 2021/05/02 12:50:46 rillig Exp $ */
/*
* 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. 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.
*/
#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "@(#)use.c 8.1 (Berkeley) 5/31/93";
#else
__RCSID("$NetBSD: use.c,v 1.11 2021/05/02 12:50:46 rillig Exp $");
#endif
#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;
static const char strange_feeling[] =
"you have a strange feeling for a moment, then it passes";
static const char *get_ench_color(void);
static void go_blind(void);
static void hold_monster(void);
static void idntfy(void);
static void potion_heal(int);
static void uncurse_all(void);
void
quaff(void)
{
short ch;
object *obj;
ch = pack_letter("quaff what?", POTION);
if (ch == CANCEL) {
return;
}
if (!(obj = get_letter_object(ch))) {
messagef(0, "no such item.");
return;
}
if (obj->what_is != POTION) {
messagef(0, "you can't drink that");
return;
}
switch(obj->which_kind) {
case INCREASE_STRENGTH:
messagef(0, "you feel stronger now, what bulging muscles!");
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;
messagef(0, "this tastes great, you feel warm all over");
break;
case HEALING:
messagef(0, "you begin to feel better");
potion_heal(0);
break;
case EXTRA_HEALING:
messagef(0, "you begin to feel much better");
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;
}
}
messagef(0, "you feel very sick now");
if (halluc) {
unhallucinate();
}
break;
case RAISE_LEVEL:
rogue.exp_points = level_points[rogue.exp - 1];
messagef(0, "you suddenly feel much more skillful");
add_exp(1, 1);
break;
case BLINDNESS:
go_blind();
break;
case HALLUCINATION:
messagef(0, "oh wow, everything seems so cosmic");
halluc += get_rand(500, 800);
break;
case DETECT_MONSTER:
show_monsters();
if (!(level_monsters.next_monster)) {
messagef(0, "%s", strange_feeling);
}
break;
case DETECT_OBJECTS:
if (level_objects.next_object) {
if (!blind) {
show_objects();
}
} else {
messagef(0, "%s", strange_feeling);
}
break;
case CONFUSION:
messagef(0, (halluc ? "what a trippy feeling" :
"you feel confused"));
cnfs();
break;
case LEVITATION:
messagef(0, "you start to float in the air");
levitate += get_rand(15, 30);
being_held = bear_trap = 0;
break;
case HASTE_SELF:
messagef(0, "you feel yourself moving much faster");
haste_self += get_rand(11, 21);
if (!(haste_self % 2)) {
haste_self++;
}
break;
case SEE_INVISIBLE:
messagef(0, "hmm, this potion tastes like %sjuice",
fruit);
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);
}
void
read_scroll(void)
{
short ch;
object *obj;
ch = pack_letter("read what?", SCROL);
if (ch == CANCEL) {
return;
}
if (!(obj = get_letter_object(ch))) {
messagef(0, "no such item.");
return;
}
if (obj->what_is != SCROL) {
messagef(0, "you can't read that");
return;
}
switch(obj->which_kind) {
case SCARE_MONSTER:
messagef(0, "you hear a maniacal laughter in the distance");
break;
case HOLD_MONSTER:
hold_monster();
break;
case ENCH_WEAPON:
if (rogue.weapon) {
if (rogue.weapon->what_is == WEAPON) {
messagef(0, "your %sglow%s %sfor a moment",
name_of(rogue.weapon),
((rogue.weapon->quantity <= 1) ? "s" : ""),
get_ench_color());
if (coin_toss()) {
rogue.weapon->hit_enchant++;
} else {
rogue.weapon->d_enchant++;
}
}
rogue.weapon->is_cursed = 0;
} else {
messagef(0, "your hands tingle");
}
break;
case ENCH_ARMOR:
if (rogue.armor) {
messagef(0, "your armor glows %sfor a moment",
get_ench_color());
rogue.armor->d_enchant++;
rogue.armor->is_cursed = 0;
print_stats(STAT_ARMOR);
} else {
messagef(0, "your skin crawls");
}
break;
case IDENTIFY:
messagef(0, "this is a scroll of identify");
obj->identified = 1;
id_scrolls[obj->which_kind].id_status = IDENTIFIED;
idntfy();
break;
case TELEPORT:
tele();
break;
case SLEEP:
messagef(0, "you fall asleep");
take_a_nap();
break;
case PROTECT_ARMOR:
if (rogue.armor) {
messagef(0, "your armor is covered by a shimmering gold shield");
rogue.armor->is_protected = 1;
rogue.armor->is_cursed = 0;
} else {
messagef(0, "your acne seems to have disappeared");
}
break;
case REMOVE_CURSE:
messagef(0, (!halluc) ?
"you feel as though someone is watching over you" :
"you feel in touch with the universal oneness");
uncurse_all();
break;
case CREATE_MONSTER:
create_monster();
break;
case AGGRAVATE_MONSTER:
aggravate();
break;
case MAGIC_MAPPING:
messagef(0, "this scroll seems to have a map on it");
draw_magic_map();
break;
case CON_MON:
con_mon = 1;
messagef(0, "your hands glow %sfor a moment",
get_ench_color());
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.
*/
void
vanish(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();
}
}
static void
potion_heal(int 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 * (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;
}
}
static void
idntfy(void)
{
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))) {
messagef(0, "no such item, try again");
messagef(0, "%s", ""); /* gcc objects to just "" */
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, sizeof(desc));
messagef(0, "%s", desc);
}
void
eat(void)
{
short ch;
short moves;
object *obj;
ch = pack_letter("eat what?", FOOD);
if (ch == CANCEL) {
return;
}
if (!(obj = get_letter_object(ch))) {
messagef(0, "no such item.");
return;
}
if (obj->what_is != FOOD) {
messagef(0, "you can't eat that");
return;
}
if ((obj->which_kind == FRUIT) || rand_percent(60)) {
moves = get_rand(950, 1150);
if (obj->which_kind == RATION) {
messagef(0, "yum, that tasted good");
} else {
messagef(0, "my, that was a yummy %s", fruit);
}
} else {
moves = get_rand(750, 950);
messagef(0, "yuk, that food tasted awful");
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);
}
static void
hold_monster(void)
{
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) {
messagef(0, "you feel a strange sense of loss");
} else if (mcount == 1) {
messagef(0, "the monster freezes");
} else {
messagef(0, "the monsters around you freeze");
}
}
void
tele(void)
{
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;
}
void
hallucinate(void)
{
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;
}
}
void
unhallucinate(void)
{
halluc = 0;
relight();
messagef(1, "everything looks SO boring now");
}
void
unblind(void)
{
blind = 0;
messagef(1, "the veil of darkness lifts");
relight();
if (halluc) {
hallucinate();
}
if (detect_monster) {
show_monsters();
}
}
void
relight(void)
{
if (cur_room == PASSAGE) {
light_passage(rogue.row, rogue.col);
} else {
light_up_room(cur_room);
}
mvaddch(rogue.row, rogue.col, rogue.fchar);
}
void
take_a_nap(void)
{
short i;
i = get_rand(2, 5);
md_sleep(1);
while (i--) {
mv_mons();
}
md_sleep(1);
messagef(0, "%s", you_can_move_again);
}
static void
go_blind(void)
{
short i, j;
if (!blind) {
messagef(0, "a cloak of darkness falls around you");
}
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);
}
static const char *
get_ench_color(void)
{
if (halluc) {
return(id_potions[get_rand(0, POTIONS-1)].title);
} else if (con_mon) {
return("red ");
}
return("blue ");
}
void
cnfs(void)
{
confused += get_rand(12, 22);
}
void
unconfuse(void)
{
confused = 0;
messagef(1, "you feel less %s now", (halluc ? "trippy" : "confused"));
}
static void
uncurse_all(void)
{
object *obj;
obj = rogue.pack.next_object;
while (obj) {
obj->is_cursed = 0;
obj = obj->next_object;
}
}