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1 | /* |
2 | * use.c | |
3 | * | |
4 | * This source herein may be modified and/or distributed by anybody who | |
5 | * so desires, with the following restrictions: | |
6 | * 1.) No portion of this notice shall be removed. | |
7 | * 2.) Credit shall not be taken for the creation of this source. | |
8 | * 3.) This code is not to be traded, sold, or used for personal | |
9 | * gain or profit. | |
10 | * | |
11 | */ | |
12 | ||
13 | #ifndef lint | |
14 | static char sccsid[] = "@(#)use.c 5.1 (Berkeley) %G%"; | |
15 | #endif /* not lint */ | |
16 | ||
17 | #include "rogue.h" | |
18 | ||
19 | short halluc = 0; | |
20 | short blind = 0; | |
21 | short confused = 0; | |
22 | short levitate = 0; | |
23 | short haste_self = 0; | |
24 | boolean see_invisible = 0; | |
25 | short extra_hp = 0; | |
26 | boolean detect_monster = 0; | |
27 | boolean con_mon = 0; | |
28 | char *strange_feeling = "you have a strange feeling for a moment, then it passes"; | |
29 | ||
30 | extern short bear_trap; | |
31 | extern char hunger_str[]; | |
32 | extern short cur_room; | |
33 | extern long level_points[]; | |
34 | extern boolean being_held; | |
35 | extern char *fruit, *you_can_move_again; | |
36 | extern boolean sustain_strength; | |
37 | ||
38 | quaff() | |
39 | { | |
40 | short ch; | |
41 | char buf[80]; | |
42 | object *obj; | |
43 | ||
44 | ch = pack_letter("quaff what?", POTION); | |
45 | ||
46 | if (ch == CANCEL) { | |
47 | return; | |
48 | } | |
49 | if (!(obj = get_letter_object(ch))) { | |
50 | message("no such item.", 0); | |
51 | return; | |
52 | } | |
53 | if (obj->what_is != POTION) { | |
54 | message("you can't drink that", 0); | |
55 | return; | |
56 | } | |
57 | switch(obj->which_kind) { | |
58 | case INCREASE_STRENGTH: | |
59 | message("you feel stronger now, what bulging muscles!", | |
60 | 0); | |
61 | rogue.str_current++; | |
62 | if (rogue.str_current > rogue.str_max) { | |
63 | rogue.str_max = rogue.str_current; | |
64 | } | |
65 | break; | |
66 | case RESTORE_STRENGTH: | |
67 | rogue.str_current = rogue.str_max; | |
68 | message("this tastes great, you feel warm all over", 0); | |
69 | break; | |
70 | case HEALING: | |
71 | message("you begin to feel better", 0); | |
72 | potion_heal(0); | |
73 | break; | |
74 | case EXTRA_HEALING: | |
75 | message("you begin to feel much better", 0); | |
76 | potion_heal(1); | |
77 | break; | |
78 | case POISON: | |
79 | if (!sustain_strength) { | |
80 | rogue.str_current -= get_rand(1, 3); | |
81 | if (rogue.str_current < 1) { | |
82 | rogue.str_current = 1; | |
83 | } | |
84 | } | |
85 | message("you feel very sick now", 0); | |
86 | if (halluc) { | |
87 | unhallucinate(); | |
88 | } | |
89 | break; | |
90 | case RAISE_LEVEL: | |
91 | rogue.exp_points = level_points[rogue.exp - 1]; | |
92 | message("you suddenly feel much more skillful", 0); | |
93 | add_exp(1, 1); | |
94 | break; | |
95 | case BLINDNESS: | |
96 | go_blind(); | |
97 | break; | |
98 | case HALLUCINATION: | |
99 | message("oh wow, everything seems so cosmic", 0); | |
100 | halluc += get_rand(500, 800); | |
101 | break; | |
102 | case DETECT_MONSTER: | |
103 | show_monsters(); | |
104 | if (!(level_monsters.next_monster)) { | |
105 | message(strange_feeling, 0); | |
106 | } | |
107 | break; | |
108 | case DETECT_OBJECTS: | |
109 | if (level_objects.next_object) { | |
110 | if (!blind) { | |
111 | show_objects(); | |
112 | } | |
113 | } else { | |
114 | message(strange_feeling, 0); | |
115 | } | |
116 | break; | |
117 | case CONFUSION: | |
118 | message((halluc ? "what a trippy feeling" : | |
119 | "you feel confused"), 0); | |
120 | cnfs(); | |
121 | break; | |
122 | case LEVITATION: | |
123 | message("you start to float in the air", 0); | |
124 | levitate += get_rand(15, 30); | |
125 | being_held = bear_trap = 0; | |
126 | break; | |
127 | case HASTE_SELF: | |
128 | message("you feel yourself moving much faster", 0); | |
129 | haste_self += get_rand(11, 21); | |
130 | if (!(haste_self % 2)) { | |
131 | haste_self++; | |
132 | } | |
133 | break; | |
134 | case SEE_INVISIBLE: | |
135 | sprintf(buf, "hmm, this potion tastes like %sjuice", fruit); | |
136 | message(buf, 0); | |
137 | if (blind) { | |
138 | unblind(); | |
139 | } | |
140 | see_invisible = 1; | |
141 | relight(); | |
142 | break; | |
143 | } | |
144 | print_stats((STAT_STRENGTH | STAT_HP)); | |
145 | if (id_potions[obj->which_kind].id_status != CALLED) { | |
146 | id_potions[obj->which_kind].id_status = IDENTIFIED; | |
147 | } | |
148 | vanish(obj, 1, &rogue.pack); | |
149 | } | |
150 | ||
151 | read_scroll() | |
152 | { | |
153 | short ch; | |
154 | object *obj; | |
155 | char msg[DCOLS]; | |
156 | ||
157 | ch = pack_letter("read what?", SCROL); | |
158 | ||
159 | if (ch == CANCEL) { | |
160 | return; | |
161 | } | |
162 | if (!(obj = get_letter_object(ch))) { | |
163 | message("no such item.", 0); | |
164 | return; | |
165 | } | |
166 | if (obj->what_is != SCROL) { | |
167 | message("you can't read that", 0); | |
168 | return; | |
169 | } | |
170 | switch(obj->which_kind) { | |
171 | case SCARE_MONSTER: | |
172 | message("you hear a maniacal laughter in the distance", | |
173 | 0); | |
174 | break; | |
175 | case HOLD_MONSTER: | |
176 | hold_monster(); | |
177 | break; | |
178 | case ENCH_WEAPON: | |
179 | if (rogue.weapon) { | |
180 | if (rogue.weapon->what_is == WEAPON) { | |
181 | sprintf(msg, "your %sglow%s %sfor a moment", | |
182 | name_of(rogue.weapon), | |
183 | ((rogue.weapon->quantity <= 1) ? "s" : ""), | |
184 | get_ench_color()); | |
185 | message(msg, 0); | |
186 | if (coin_toss()) { | |
187 | rogue.weapon->hit_enchant++; | |
188 | } else { | |
189 | rogue.weapon->d_enchant++; | |
190 | } | |
191 | } | |
192 | rogue.weapon->is_cursed = 0; | |
193 | } else { | |
194 | message("your hands tingle", 0); | |
195 | } | |
196 | break; | |
197 | case ENCH_ARMOR: | |
198 | if (rogue.armor) { | |
199 | sprintf(msg, "your armor glows %sfor a moment", | |
200 | get_ench_color()); | |
201 | message(msg, 0); | |
202 | rogue.armor->d_enchant++; | |
203 | rogue.armor->is_cursed = 0; | |
204 | print_stats(STAT_ARMOR); | |
205 | } else { | |
206 | message("your skin crawls", 0); | |
207 | } | |
208 | break; | |
209 | case IDENTIFY: | |
210 | message("this is a scroll of identify", 0); | |
211 | obj->identified = 1; | |
212 | id_scrolls[obj->which_kind].id_status = IDENTIFIED; | |
213 | idntfy(); | |
214 | break; | |
215 | case TELEPORT: | |
216 | tele(); | |
217 | break; | |
218 | case SLEEP: | |
219 | message("you fall asleep", 0); | |
220 | take_a_nap(); | |
221 | break; | |
222 | case PROTECT_ARMOR: | |
223 | if (rogue.armor) { | |
224 | message( "your armor is covered by a shimmering gold shield",0); | |
225 | rogue.armor->is_protected = 1; | |
226 | rogue.armor->is_cursed = 0; | |
227 | } else { | |
228 | message("your acne seems to have disappeared", 0); | |
229 | } | |
230 | break; | |
231 | case REMOVE_CURSE: | |
232 | message((!halluc) ? | |
233 | "you feel as though someone is watching over you" : | |
234 | "you feel in touch with the universal oneness", 0); | |
235 | uncurse_all(); | |
236 | break; | |
237 | case CREATE_MONSTER: | |
238 | create_monster(); | |
239 | break; | |
240 | case AGGRAVATE_MONSTER: | |
241 | aggravate(); | |
242 | break; | |
243 | case MAGIC_MAPPING: | |
244 | message("this scroll seems to have a map on it", 0); | |
245 | draw_magic_map(); | |
246 | break; | |
247 | case CON_MON: | |
248 | con_mon = 1; | |
249 | sprintf(msg, "your hands glow %sfor a moment", get_ench_color()); | |
250 | message(msg, 0); | |
251 | break; | |
252 | } | |
253 | if (id_scrolls[obj->which_kind].id_status != CALLED) { | |
254 | id_scrolls[obj->which_kind].id_status = IDENTIFIED; | |
255 | } | |
256 | vanish(obj, (obj->which_kind != SLEEP), &rogue.pack); | |
257 | } | |
258 | ||
259 | /* vanish() does NOT handle a quiver of weapons with more than one | |
260 | * arrow (or whatever) in the quiver. It will only decrement the count. | |
261 | */ | |
262 | ||
263 | vanish(obj, rm, pack) | |
264 | object *obj; | |
265 | short rm; | |
266 | object *pack; | |
267 | { | |
268 | if (obj->quantity > 1) { | |
269 | obj->quantity--; | |
270 | } else { | |
271 | if (obj->in_use_flags & BEING_WIELDED) { | |
272 | unwield(obj); | |
273 | } else if (obj->in_use_flags & BEING_WORN) { | |
274 | unwear(obj); | |
275 | } else if (obj->in_use_flags & ON_EITHER_HAND) { | |
276 | un_put_on(obj); | |
277 | } | |
278 | take_from_pack(obj, pack); | |
279 | free_object(obj); | |
280 | } | |
281 | if (rm) { | |
282 | (void) reg_move(); | |
283 | } | |
284 | } | |
285 | ||
286 | potion_heal(extra) | |
287 | { | |
288 | float ratio; | |
289 | short add; | |
290 | ||
291 | rogue.hp_current += rogue.exp; | |
292 | ||
293 | ratio = ((float)rogue.hp_current) / rogue.hp_max; | |
294 | ||
295 | if (ratio >= 1.00) { | |
296 | rogue.hp_max += (extra ? 2 : 1); | |
297 | extra_hp += (extra ? 2 : 1); | |
298 | rogue.hp_current = rogue.hp_max; | |
299 | } else if (ratio >= 0.90) { | |
300 | rogue.hp_max += (extra ? 1 : 0); | |
301 | extra_hp += (extra ? 1 : 0); | |
302 | rogue.hp_current = rogue.hp_max; | |
303 | } else { | |
304 | if (ratio < 0.33) { | |
305 | ratio = 0.33; | |
306 | } | |
307 | if (extra) { | |
308 | ratio += ratio; | |
309 | } | |
310 | add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current)); | |
311 | rogue.hp_current += add; | |
312 | if (rogue.hp_current > rogue.hp_max) { | |
313 | rogue.hp_current = rogue.hp_max; | |
314 | } | |
315 | } | |
316 | if (blind) { | |
317 | unblind(); | |
318 | } | |
319 | if (confused && extra) { | |
320 | unconfuse(); | |
321 | } else if (confused) { | |
322 | confused = (confused / 2) + 1; | |
323 | } | |
324 | if (halluc && extra) { | |
325 | unhallucinate(); | |
326 | } else if (halluc) { | |
327 | halluc = (halluc / 2) + 1; | |
328 | } | |
329 | } | |
330 | ||
331 | idntfy() | |
332 | { | |
333 | short ch; | |
334 | object *obj; | |
335 | struct id *id_table; | |
336 | char desc[DCOLS]; | |
337 | AGAIN: | |
338 | ch = pack_letter("what would you like to identify?", ALL_OBJECTS); | |
339 | ||
340 | if (ch == CANCEL) { | |
341 | return; | |
342 | } | |
343 | if (!(obj = get_letter_object(ch))) { | |
344 | message("no such item, try again", 0); | |
345 | message("", 0); | |
346 | check_message(); | |
347 | goto AGAIN; | |
348 | } | |
349 | obj->identified = 1; | |
350 | if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) { | |
351 | id_table = get_id_table(obj); | |
352 | id_table[obj->which_kind].id_status = IDENTIFIED; | |
353 | } | |
354 | get_desc(obj, desc); | |
355 | message(desc, 0); | |
356 | } | |
357 | ||
358 | eat() | |
359 | { | |
360 | short ch; | |
361 | short moves; | |
362 | object *obj; | |
363 | char buf[70]; | |
364 | ||
365 | ch = pack_letter("eat what?", FOOD); | |
366 | ||
367 | if (ch == CANCEL) { | |
368 | return; | |
369 | } | |
370 | if (!(obj = get_letter_object(ch))) { | |
371 | message("no such item.", 0); | |
372 | return; | |
373 | } | |
374 | if (obj->what_is != FOOD) { | |
375 | message("you can't eat that", 0); | |
376 | return; | |
377 | } | |
378 | if ((obj->which_kind == FRUIT) || rand_percent(60)) { | |
379 | moves = get_rand(950, 1150); | |
380 | if (obj->which_kind == RATION) { | |
381 | message("yum, that tasted good", 0); | |
382 | } else { | |
383 | sprintf(buf, "my, that was a yummy %s", fruit); | |
384 | message(buf, 0); | |
385 | } | |
386 | } else { | |
387 | moves = get_rand(750, 950); | |
388 | message("yuk, that food tasted awful", 0); | |
389 | add_exp(2, 1); | |
390 | } | |
391 | rogue.moves_left /= 3; | |
392 | rogue.moves_left += moves; | |
393 | hunger_str[0] = 0; | |
394 | print_stats(STAT_HUNGER); | |
395 | ||
396 | vanish(obj, 1, &rogue.pack); | |
397 | } | |
398 | ||
399 | hold_monster() | |
400 | { | |
401 | short i, j; | |
402 | short mcount = 0; | |
403 | object *monster; | |
404 | short row, col; | |
405 | ||
406 | for (i = -2; i <= 2; i++) { | |
407 | for (j = -2; j <= 2; j++) { | |
408 | row = rogue.row + i; | |
409 | col = rogue.col + j; | |
410 | if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) || | |
411 | (col > (DCOLS-1))) { | |
412 | continue; | |
413 | } | |
414 | if (dungeon[row][col] & MONSTER) { | |
415 | monster = object_at(&level_monsters, row, col); | |
416 | monster->m_flags |= ASLEEP; | |
417 | monster->m_flags &= (~WAKENS); | |
418 | mcount++; | |
419 | } | |
420 | } | |
421 | } | |
422 | if (mcount == 0) { | |
423 | message("you feel a strange sense of loss", 0); | |
424 | } else if (mcount == 1) { | |
425 | message("the monster freezes", 0); | |
426 | } else { | |
427 | message("the monsters around you freeze", 0); | |
428 | } | |
429 | } | |
430 | ||
431 | tele() | |
432 | { | |
433 | mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col)); | |
434 | ||
435 | if (cur_room >= 0) { | |
436 | darken_room(cur_room); | |
437 | } | |
438 | put_player(get_room_number(rogue.row, rogue.col)); | |
439 | being_held = 0; | |
440 | bear_trap = 0; | |
441 | } | |
442 | ||
443 | hallucinate() | |
444 | { | |
445 | object *obj, *monster; | |
446 | short ch; | |
447 | ||
448 | if (blind) return; | |
449 | ||
450 | obj = level_objects.next_object; | |
451 | ||
452 | while (obj) { | |
453 | ch = mvinch(obj->row, obj->col); | |
454 | if (((ch < 'A') || (ch > 'Z')) && | |
455 | ((obj->row != rogue.row) || (obj->col != rogue.col))) | |
456 | if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) { | |
457 | addch(gr_obj_char()); | |
458 | } | |
459 | obj = obj->next_object; | |
460 | } | |
461 | monster = level_monsters.next_monster; | |
462 | ||
463 | while (monster) { | |
464 | ch = mvinch(monster->row, monster->col); | |
465 | if ((ch >= 'A') && (ch <= 'Z')) { | |
466 | addch(get_rand('A', 'Z')); | |
467 | } | |
468 | monster = monster->next_monster; | |
469 | } | |
470 | } | |
471 | ||
472 | unhallucinate() | |
473 | { | |
474 | halluc = 0; | |
475 | relight(); | |
476 | message("everything looks SO boring now", 1); | |
477 | } | |
478 | ||
479 | unblind() | |
480 | { | |
481 | blind = 0; | |
482 | message("the veil of darkness lifts", 1); | |
483 | relight(); | |
484 | if (halluc) { | |
485 | hallucinate(); | |
486 | } | |
487 | if (detect_monster) { | |
488 | show_monsters(); | |
489 | } | |
490 | } | |
491 | ||
492 | relight() | |
493 | { | |
494 | if (cur_room == PASSAGE) { | |
495 | light_passage(rogue.row, rogue.col); | |
496 | } else { | |
497 | light_up_room(cur_room); | |
498 | } | |
499 | mvaddch(rogue.row, rogue.col, rogue.fchar); | |
500 | } | |
501 | ||
502 | take_a_nap() | |
503 | { | |
504 | short i; | |
505 | ||
506 | i = get_rand(2, 5); | |
507 | md_sleep(1); | |
508 | ||
509 | while (i--) { | |
510 | mv_mons(); | |
511 | } | |
512 | md_sleep(1); | |
513 | message(you_can_move_again, 0); | |
514 | } | |
515 | ||
516 | go_blind() | |
517 | { | |
518 | short i, j; | |
519 | ||
520 | if (!blind) { | |
521 | message("a cloak of darkness falls around you", 0); | |
522 | } | |
523 | blind += get_rand(500, 800); | |
524 | ||
525 | if (detect_monster) { | |
526 | object *monster; | |
527 | ||
528 | monster = level_monsters.next_monster; | |
529 | ||
530 | while (monster) { | |
531 | mvaddch(monster->row, monster->col, monster->trail_char); | |
532 | monster = monster->next_monster; | |
533 | } | |
534 | } | |
535 | if (cur_room >= 0) { | |
536 | for (i = rooms[cur_room].top_row + 1; | |
537 | i < rooms[cur_room].bottom_row; i++) { | |
538 | for (j = rooms[cur_room].left_col + 1; | |
539 | j < rooms[cur_room].right_col; j++) { | |
540 | mvaddch(i, j, ' '); | |
541 | } | |
542 | } | |
543 | } | |
544 | mvaddch(rogue.row, rogue.col, rogue.fchar); | |
545 | } | |
546 | ||
547 | char * | |
548 | get_ench_color() | |
549 | { | |
550 | if (halluc) { | |
551 | return(id_potions[get_rand(0, POTIONS-1)].title); | |
552 | } else if (con_mon) { | |
553 | return("red "); | |
554 | } | |
555 | return("blue "); | |
556 | } | |
557 | ||
558 | cnfs() | |
559 | { | |
560 | confused += get_rand(12, 22); | |
561 | } | |
562 | ||
563 | unconfuse() | |
564 | { | |
565 | char msg[80]; | |
566 | ||
567 | confused = 0; | |
568 | sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused")); | |
569 | message(msg, 1); | |
570 | } | |
571 | ||
572 | uncurse_all() | |
573 | { | |
574 | object *obj; | |
575 | ||
576 | obj = rogue.pack.next_object; | |
577 | ||
578 | while (obj) { | |
579 | obj->is_cursed = 0; | |
580 | obj = obj->next_object; | |
581 | } | |
582 | } |