HAMMER Utilities: enhanced show, timeout option
[dfdiff.git] / games / rogue / use.c
blob22318e3a41361439ae7d214650e985150d72c59b
1 /*
2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
6 * Timothy C. Stoehr.
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
10 * are met:
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34 * SUCH DAMAGE.
36 * @(#)use.c 8.1 (Berkeley) 5/31/93
37 * $FreeBSD: src/games/rogue/use.c,v 1.4 1999/11/30 03:49:29 billf Exp $
38 * $DragonFly: src/games/rogue/use.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $
42 * use.c
44 * This source herein may be modified and/or distributed by anybody who
45 * so desires, with the following restrictions:
46 * 1.) No portion of this notice shall be removed.
47 * 2.) Credit shall not be taken for the creation of this source.
48 * 3.) This code is not to be traded, sold, or used for personal
49 * gain or profit.
53 #include "rogue.h"
55 short halluc = 0;
56 short blind = 0;
57 short confused = 0;
58 short levitate = 0;
59 short haste_self = 0;
60 boolean see_invisible = 0;
61 short extra_hp = 0;
62 boolean detect_monster = 0;
63 boolean con_mon = 0;
64 const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
66 extern short bear_trap;
67 extern short cur_room;
68 extern long level_points[];
69 extern boolean being_held;
70 extern char *fruit, *you_can_move_again;
71 extern boolean sustain_strength;
73 static void potion_heal(boolean);
74 static void idntfy(void);
75 static void hold_monster(void);
76 static void go_blind(void);
77 static const char *get_ench_color(void);
78 static void uncurse_all(void);
80 void
81 quaff(void)
83 short ch;
84 char buf[80];
85 object *obj;
87 ch = pack_letter("quaff what?", POTION);
89 if (ch == CANCEL) {
90 return;
92 if (!(obj = get_letter_object(ch))) {
93 message("no such item.", 0);
94 return;
96 if (obj->what_is != POTION) {
97 message("you can't drink that", 0);
98 return;
100 switch(obj->which_kind) {
101 case INCREASE_STRENGTH:
102 message("you feel stronger now, what bulging muscles!",
104 rogue.str_current++;
105 if (rogue.str_current > rogue.str_max) {
106 rogue.str_max = rogue.str_current;
108 break;
109 case RESTORE_STRENGTH:
110 rogue.str_current = rogue.str_max;
111 message("this tastes great, you feel warm all over", 0);
112 break;
113 case HEALING:
114 message("you begin to feel better", 0);
115 potion_heal(0);
116 break;
117 case EXTRA_HEALING:
118 message("you begin to feel much better", 0);
119 potion_heal(1);
120 break;
121 case POISON:
122 if (!sustain_strength) {
123 rogue.str_current -= get_rand(1, 3);
124 if (rogue.str_current < 1) {
125 rogue.str_current = 1;
128 message("you feel very sick now", 0);
129 if (halluc) {
130 unhallucinate();
132 break;
133 case RAISE_LEVEL:
134 rogue.exp_points = level_points[rogue.exp - 1];
135 message("you suddenly feel much more skillful", 0);
136 add_exp(1, 1);
137 break;
138 case BLINDNESS:
139 go_blind();
140 break;
141 case HALLUCINATION:
142 message("oh wow, everything seems so cosmic", 0);
143 halluc += get_rand(500, 800);
144 break;
145 case DETECT_MONSTER:
146 show_monsters();
147 if (!(level_monsters.next_monster)) {
148 message(strange_feeling, 0);
150 break;
151 case DETECT_OBJECTS:
152 if (level_objects.next_object) {
153 if (!blind) {
154 show_objects();
156 } else {
157 message(strange_feeling, 0);
159 break;
160 case CONFUSION:
161 message((halluc ? "what a trippy feeling" :
162 "you feel confused"), 0);
163 cnfs();
164 break;
165 case LEVITATION:
166 message("you start to float in the air", 0);
167 levitate += get_rand(15, 30);
168 bear_trap = being_held = 0;
169 break;
170 case HASTE_SELF:
171 message("you feel yourself moving much faster", 0);
172 haste_self += get_rand(11, 21);
173 if (!(haste_self % 2)) {
174 haste_self++;
176 break;
177 case SEE_INVISIBLE:
178 sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
179 message(buf, 0);
180 if (blind) {
181 unblind();
183 see_invisible = 1;
184 relight();
185 break;
187 print_stats((STAT_STRENGTH | STAT_HP));
188 if (id_potions[obj->which_kind].id_status != CALLED) {
189 id_potions[obj->which_kind].id_status = IDENTIFIED;
191 vanish(obj, 1, &rogue.pack);
194 void
195 read_scroll(void)
197 short ch;
198 object *obj;
199 char msg[DCOLS];
201 ch = pack_letter("read what?", SCROL);
203 if (ch == CANCEL) {
204 return;
206 if (!(obj = get_letter_object(ch))) {
207 message("no such item.", 0);
208 return;
210 if (obj->what_is != SCROL) {
211 message("you can't read that", 0);
212 return;
214 switch(obj->which_kind) {
215 case SCARE_MONSTER:
216 message("you hear a maniacal laughter in the distance",
218 break;
219 case HOLD_MONSTER:
220 hold_monster();
221 break;
222 case ENCH_WEAPON:
223 if (rogue.weapon) {
224 if (rogue.weapon->what_is == WEAPON) {
225 sprintf(msg, "your %sglow%s %sfor a moment",
226 name_of(rogue.weapon),
227 ((rogue.weapon->quantity <= 1) ? "s" : ""),
228 get_ench_color());
229 message(msg, 0);
230 if (coin_toss()) {
231 rogue.weapon->hit_enchant++;
232 } else {
233 rogue.weapon->d_enchant++;
236 rogue.weapon->is_cursed = 0;
237 } else {
238 message("your hands tingle", 0);
240 break;
241 case ENCH_ARMOR:
242 if (rogue.armor) {
243 sprintf(msg, "your armor glows %sfor a moment",
244 get_ench_color());
245 message(msg, 0);
246 rogue.armor->d_enchant++;
247 rogue.armor->is_cursed = 0;
248 print_stats(STAT_ARMOR);
249 } else {
250 message("your skin crawls", 0);
252 break;
253 case IDENTIFY:
254 message("this is a scroll of identify", 0);
255 obj->identified = 1;
256 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
257 idntfy();
258 break;
259 case TELEPORT:
260 tele();
261 break;
262 case SLEEP:
263 message("you fall asleep", 0);
264 take_a_nap();
265 break;
266 case PROTECT_ARMOR:
267 if (rogue.armor) {
268 message( "your armor is covered by a shimmering gold shield",0);
269 rogue.armor->is_protected = 1;
270 rogue.armor->is_cursed = 0;
271 } else {
272 message("your acne seems to have disappeared", 0);
274 break;
275 case REMOVE_CURSE:
276 message((!halluc) ?
277 "you feel as though someone is watching over you" :
278 "you feel in touch with the universal oneness", 0);
279 uncurse_all();
280 break;
281 case CREATE_MONSTER:
282 create_monster();
283 break;
284 case AGGRAVATE_MONSTER:
285 aggravate();
286 break;
287 case MAGIC_MAPPING:
288 message("this scroll seems to have a map on it", 0);
289 draw_magic_map();
290 break;
291 case CON_MON:
292 con_mon = 1;
293 sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
294 message(msg, 0);
295 break;
297 if (id_scrolls[obj->which_kind].id_status != CALLED) {
298 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
300 vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
303 /* vanish() does NOT handle a quiver of weapons with more than one
304 * arrow (or whatever) in the quiver. It will only decrement the count.
307 void
308 vanish(object *obj, short rm, object *pack)
310 if (obj->quantity > 1) {
311 obj->quantity--;
312 } else {
313 if (obj->in_use_flags & BEING_WIELDED) {
314 unwield(obj);
315 } else if (obj->in_use_flags & BEING_WORN) {
316 unwear(obj);
317 } else if (obj->in_use_flags & ON_EITHER_HAND) {
318 un_put_on(obj);
320 take_from_pack(obj, pack);
321 free_object(obj);
323 if (rm) {
324 reg_move();
328 static void
329 potion_heal(boolean extra)
331 float ratio;
332 short add;
334 rogue.hp_current += rogue.exp;
336 ratio = ((float)rogue.hp_current) / rogue.hp_max;
338 if (ratio >= 1.00) {
339 rogue.hp_max += (extra ? 2 : 1);
340 extra_hp += (extra ? 2 : 1);
341 rogue.hp_current = rogue.hp_max;
342 } else if (ratio >= 0.90) {
343 rogue.hp_max += (extra ? 1 : 0);
344 extra_hp += (extra ? 1 : 0);
345 rogue.hp_current = rogue.hp_max;
346 } else {
347 if (ratio < 0.33) {
348 ratio = 0.33;
350 if (extra) {
351 ratio += ratio;
353 add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
354 rogue.hp_current += add;
355 if (rogue.hp_current > rogue.hp_max) {
356 rogue.hp_current = rogue.hp_max;
359 if (blind) {
360 unblind();
362 if (confused && extra) {
363 unconfuse();
364 } else if (confused) {
365 confused = (confused / 2) + 1;
367 if (halluc && extra) {
368 unhallucinate();
369 } else if (halluc) {
370 halluc = (halluc / 2) + 1;
374 static void
375 idntfy(void)
377 short ch;
378 object *obj;
379 struct id *id_table;
380 char desc[DCOLS];
381 AGAIN:
382 ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
384 if (ch == CANCEL) {
385 return;
387 if (!(obj = get_letter_object(ch))) {
388 message("no such item, try again", 0);
389 message("", 0);
390 check_message();
391 goto AGAIN;
393 obj->identified = 1;
394 if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
395 id_table = get_id_table(obj);
396 id_table[obj->which_kind].id_status = IDENTIFIED;
398 get_desc(obj, desc);
399 message(desc, 0);
402 void
403 eat(void)
405 short ch;
406 short moves;
407 object *obj;
408 char buf[70];
410 ch = pack_letter("eat what?", FOOD);
412 if (ch == CANCEL) {
413 return;
415 if (!(obj = get_letter_object(ch))) {
416 message("no such item.", 0);
417 return;
419 if (obj->what_is != FOOD) {
420 message("you can't eat that", 0);
421 return;
423 if ((obj->which_kind == FRUIT) || rand_percent(60)) {
424 moves = get_rand(950, 1150);
425 if (obj->which_kind == RATION) {
426 message("yum, that tasted good", 0);
427 } else {
428 sprintf(buf, "my, that was a yummy %s", fruit);
429 message(buf, 0);
431 } else {
432 moves = get_rand(750, 950);
433 message("yuk, that food tasted awful", 0);
434 add_exp(2, 1);
436 rogue.moves_left /= 3;
437 rogue.moves_left += moves;
438 hunger_str[0] = 0;
439 print_stats(STAT_HUNGER);
441 vanish(obj, 1, &rogue.pack);
444 static void
445 hold_monster(void)
447 short i, j;
448 short mcount = 0;
449 object *monster;
450 short row, col;
452 for (i = -2; i <= 2; i++) {
453 for (j = -2; j <= 2; j++) {
454 row = rogue.row + i;
455 col = rogue.col + j;
456 if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
457 (col > (DCOLS-1))) {
458 continue;
460 if (dungeon[row][col] & MONSTER) {
461 monster = object_at(&level_monsters, row, col);
462 monster->m_flags |= ASLEEP;
463 monster->m_flags &= (~WAKENS);
464 mcount++;
468 if (mcount == 0) {
469 message("you feel a strange sense of loss", 0);
470 } else if (mcount == 1) {
471 message("the monster freezes", 0);
472 } else {
473 message("the monsters around you freeze", 0);
477 void
478 tele(void)
480 mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
482 if (cur_room >= 0) {
483 darken_room(cur_room);
485 put_player(get_room_number(rogue.row, rogue.col));
486 being_held = 0;
487 bear_trap = 0;
490 void
491 hallucinate(void)
493 object *obj, *monster;
494 short ch;
496 if (blind) return;
498 obj = level_objects.next_object;
500 while (obj) {
501 ch = mvinch(obj->row, obj->col);
502 if (((ch < 'A') || (ch > 'Z')) &&
503 ((obj->row != rogue.row) || (obj->col != rogue.col)))
504 if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
505 addch(gr_obj_char());
507 obj = obj->next_object;
509 monster = level_monsters.next_monster;
511 while (monster) {
512 ch = mvinch(monster->row, monster->col);
513 if ((ch >= 'A') && (ch <= 'Z')) {
514 addch(get_rand('A', 'Z'));
516 monster = monster->next_monster;
520 void
521 unhallucinate(void)
523 halluc = 0;
524 relight();
525 message("everything looks SO boring now", 1);
528 void
529 unblind(void)
531 blind = 0;
532 message("the veil of darkness lifts", 1);
533 relight();
534 if (halluc) {
535 hallucinate();
537 if (detect_monster) {
538 show_monsters();
542 void
543 relight(void)
545 if (cur_room == PASSAGE) {
546 light_passage(rogue.row, rogue.col);
547 } else {
548 light_up_room(cur_room);
550 mvaddch(rogue.row, rogue.col, rogue.fchar);
553 void
554 take_a_nap(void)
556 short i;
558 i = get_rand(2, 5);
559 md_sleep(1);
561 while (i--) {
562 mv_mons();
564 md_sleep(1);
565 message(you_can_move_again, 0);
568 static void
569 go_blind(void)
571 short i, j;
573 if (!blind) {
574 message("a cloak of darkness falls around you", 0);
576 blind += get_rand(500, 800);
578 if (detect_monster) {
579 object *monster;
581 monster = level_monsters.next_monster;
583 while (monster) {
584 mvaddch(monster->row, monster->col, monster->trail_char);
585 monster = monster->next_monster;
588 if (cur_room >= 0) {
589 for (i = rooms[cur_room].top_row + 1;
590 i < rooms[cur_room].bottom_row; i++) {
591 for (j = rooms[cur_room].left_col + 1;
592 j < rooms[cur_room].right_col; j++) {
593 mvaddch(i, j, ' ');
597 mvaddch(rogue.row, rogue.col, rogue.fchar);
600 static const char *
601 get_ench_color(void)
603 if (halluc) {
604 return(id_potions[get_rand(0, POTIONS-1)].title);
605 } else if (con_mon) {
606 return("red ");
608 return("blue ");
611 void
612 cnfs(void)
614 confused += get_rand(12, 22);
617 void
618 unconfuse(void)
620 char msg[80];
622 confused = 0;
623 sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
624 message(msg, 1);
627 static void
628 uncurse_all(void)
630 object *obj;
632 obj = rogue.pack.next_object;
634 while (obj) {
635 obj->is_cursed = 0;
636 obj = obj->next_object;