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
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
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. Neither the name of the University nor the names of its contributors
17 * may be used to endorse or promote products derived from this software
18 * without specific prior written permission.
20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32 * @(#)use.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/use.c,v 1.4 1999/11/30 03:49:29 billf Exp $
34 * $DragonFly: src/games/rogue/use.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $
40 * This source herein may be modified and/or distributed by anybody who
41 * so desires, with the following restrictions:
42 * 1.) No portion of this notice shall be removed.
43 * 2.) Credit shall not be taken for the creation of this source.
44 * 3.) This code is not to be traded, sold, or used for personal
56 boolean see_invisible
= 0;
58 boolean detect_monster
= 0;
60 const char *strange_feeling
= "you have a strange feeling for a moment, then it passes";
62 extern short bear_trap
;
63 extern short cur_room
;
64 extern long level_points
[];
65 extern boolean being_held
;
66 extern char *fruit
, *you_can_move_again
;
67 extern boolean sustain_strength
;
69 static const char *get_ench_color(void);
70 static void go_blind(void);
71 static void hold_monster(void);
72 static void idntfy(void);
73 static void potion_heal(boolean
);
74 static void uncurse_all(void);
83 ch
= pack_letter("quaff what?", POTION
);
88 if (!(obj
= get_letter_object(ch
))) {
89 message("no such item.", 0);
92 if (obj
->what_is
!= POTION
) {
93 message("you can't drink that", 0);
96 switch(obj
->which_kind
) {
97 case INCREASE_STRENGTH
:
98 message("you feel stronger now, what bulging muscles!",
101 if (rogue
.str_current
> rogue
.str_max
) {
102 rogue
.str_max
= rogue
.str_current
;
105 case RESTORE_STRENGTH
:
106 rogue
.str_current
= rogue
.str_max
;
107 message("this tastes great, you feel warm all over", 0);
110 message("you begin to feel better", 0);
114 message("you begin to feel much better", 0);
118 if (!sustain_strength
) {
119 rogue
.str_current
-= get_rand(1, 3);
120 if (rogue
.str_current
< 1) {
121 rogue
.str_current
= 1;
124 message("you feel very sick now", 0);
130 rogue
.exp_points
= level_points
[rogue
.exp
- 1];
131 message("you suddenly feel much more skillful", 0);
138 message("oh wow, everything seems so cosmic", 0);
139 halluc
+= get_rand(500, 800);
143 if (!(level_monsters
.next_monster
)) {
144 message(strange_feeling
, 0);
148 if (level_objects
.next_object
) {
153 message(strange_feeling
, 0);
157 message((halluc
? "what a trippy feeling" :
158 "you feel confused"), 0);
162 message("you start to float in the air", 0);
163 levitate
+= get_rand(15, 30);
164 bear_trap
= being_held
= 0;
167 message("you feel yourself moving much faster", 0);
168 haste_self
+= get_rand(11, 21);
169 if (!(haste_self
% 2)) {
174 sprintf(buf
, "hmm, this potion tastes like %sjuice", fruit
);
183 print_stats((STAT_STRENGTH
| STAT_HP
));
184 if (id_potions
[obj
->which_kind
].id_status
!= CALLED
) {
185 id_potions
[obj
->which_kind
].id_status
= IDENTIFIED
;
187 vanish(obj
, 1, &rogue
.pack
);
197 ch
= pack_letter("read what?", SCROL
);
202 if (!(obj
= get_letter_object(ch
))) {
203 message("no such item.", 0);
206 if (obj
->what_is
!= SCROL
) {
207 message("you can't read that", 0);
210 switch(obj
->which_kind
) {
212 message("you hear a maniacal laughter in the distance",
220 if (rogue
.weapon
->what_is
== WEAPON
) {
221 sprintf(msg
, "your %sglow%s %sfor a moment",
222 name_of(rogue
.weapon
),
223 ((rogue
.weapon
->quantity
<= 1) ? "s" : ""),
227 rogue
.weapon
->hit_enchant
++;
229 rogue
.weapon
->d_enchant
++;
232 rogue
.weapon
->is_cursed
= 0;
234 message("your hands tingle", 0);
239 sprintf(msg
, "your armor glows %sfor a moment",
242 rogue
.armor
->d_enchant
++;
243 rogue
.armor
->is_cursed
= 0;
244 print_stats(STAT_ARMOR
);
246 message("your skin crawls", 0);
250 message("this is a scroll of identify", 0);
252 id_scrolls
[obj
->which_kind
].id_status
= IDENTIFIED
;
259 message("you fall asleep", 0);
264 message( "your armor is covered by a shimmering gold shield",0);
265 rogue
.armor
->is_protected
= 1;
266 rogue
.armor
->is_cursed
= 0;
268 message("your acne seems to have disappeared", 0);
273 "you feel as though someone is watching over you" :
274 "you feel in touch with the universal oneness", 0);
280 case AGGRAVATE_MONSTER
:
284 message("this scroll seems to have a map on it", 0);
289 sprintf(msg
, "your hands glow %sfor a moment", get_ench_color());
293 if (id_scrolls
[obj
->which_kind
].id_status
!= CALLED
) {
294 id_scrolls
[obj
->which_kind
].id_status
= IDENTIFIED
;
296 vanish(obj
, (obj
->which_kind
!= SLEEP
), &rogue
.pack
);
299 /* vanish() does NOT handle a quiver of weapons with more than one
300 * arrow (or whatever) in the quiver. It will only decrement the count.
304 vanish(object
*obj
, short rm
, object
*pack
)
306 if (obj
->quantity
> 1) {
309 if (obj
->in_use_flags
& BEING_WIELDED
) {
311 } else if (obj
->in_use_flags
& BEING_WORN
) {
313 } else if (obj
->in_use_flags
& ON_EITHER_HAND
) {
316 take_from_pack(obj
, pack
);
325 potion_heal(boolean extra
)
330 rogue
.hp_current
+= rogue
.exp
;
332 ratio
= ((float)rogue
.hp_current
) / rogue
.hp_max
;
335 rogue
.hp_max
+= (extra
? 2 : 1);
336 extra_hp
+= (extra
? 2 : 1);
337 rogue
.hp_current
= rogue
.hp_max
;
338 } else if (ratio
>= 0.90) {
339 rogue
.hp_max
+= (extra
? 1 : 0);
340 extra_hp
+= (extra
? 1 : 0);
341 rogue
.hp_current
= rogue
.hp_max
;
349 add
= (short)(ratio
* ((float)rogue
.hp_max
- rogue
.hp_current
));
350 rogue
.hp_current
+= add
;
351 if (rogue
.hp_current
> rogue
.hp_max
) {
352 rogue
.hp_current
= rogue
.hp_max
;
358 if (confused
&& extra
) {
360 } else if (confused
) {
361 confused
= (confused
/ 2) + 1;
363 if (halluc
&& extra
) {
366 halluc
= (halluc
/ 2) + 1;
378 ch
= pack_letter("what would you like to identify?", ALL_OBJECTS
);
383 if (!(obj
= get_letter_object(ch
))) {
384 message("no such item, try again", 0);
390 if (obj
->what_is
& (SCROL
| POTION
| WEAPON
| ARMOR
| WAND
| RING
)) {
391 id_table
= get_id_table(obj
);
392 id_table
[obj
->which_kind
].id_status
= IDENTIFIED
;
406 ch
= pack_letter("eat what?", FOOD
);
411 if (!(obj
= get_letter_object(ch
))) {
412 message("no such item.", 0);
415 if (obj
->what_is
!= FOOD
) {
416 message("you can't eat that", 0);
419 if ((obj
->which_kind
== FRUIT
) || rand_percent(60)) {
420 moves
= get_rand(950, 1150);
421 if (obj
->which_kind
== RATION
) {
422 message("yum, that tasted good", 0);
424 sprintf(buf
, "my, that was a yummy %s", fruit
);
428 moves
= get_rand(750, 950);
429 message("yuk, that food tasted awful", 0);
432 rogue
.moves_left
/= 3;
433 rogue
.moves_left
+= moves
;
435 print_stats(STAT_HUNGER
);
437 vanish(obj
, 1, &rogue
.pack
);
448 for (i
= -2; i
<= 2; i
++) {
449 for (j
= -2; j
<= 2; j
++) {
452 if ((row
< MIN_ROW
) || (row
> (DROWS
-2)) || (col
< 0) ||
456 if (dungeon
[row
][col
] & MONSTER
) {
457 monster
= object_at(&level_monsters
, row
, col
);
458 monster
->m_flags
|= ASLEEP
;
459 monster
->m_flags
&= (~WAKENS
);
465 message("you feel a strange sense of loss", 0);
466 } else if (mcount
== 1) {
467 message("the monster freezes", 0);
469 message("the monsters around you freeze", 0);
476 mvaddch(rogue
.row
, rogue
.col
, get_dungeon_char(rogue
.row
, rogue
.col
));
479 darken_room(cur_room
);
481 put_player(get_room_number(rogue
.row
, rogue
.col
));
489 object
*obj
, *monster
;
494 obj
= level_objects
.next_object
;
497 ch
= mvinch(obj
->row
, obj
->col
);
498 if (((ch
< 'A') || (ch
> 'Z')) &&
499 ((obj
->row
!= rogue
.row
) || (obj
->col
!= rogue
.col
)))
500 if ((ch
!= ' ') && (ch
!= '.') && (ch
!= '#') && (ch
!= '+')) {
501 addch(gr_obj_char());
503 obj
= obj
->next_object
;
505 monster
= level_monsters
.next_monster
;
508 ch
= mvinch(monster
->row
, monster
->col
);
509 if ((ch
>= 'A') && (ch
<= 'Z')) {
510 addch(get_rand('A', 'Z'));
512 monster
= monster
->next_monster
;
521 message("everything looks SO boring now", 1);
528 message("the veil of darkness lifts", 1);
533 if (detect_monster
) {
541 if (cur_room
== PASSAGE
) {
542 light_passage(rogue
.row
, rogue
.col
);
544 light_up_room(cur_room
);
546 mvaddch(rogue
.row
, rogue
.col
, rogue
.fchar
);
561 message(you_can_move_again
, 0);
570 message("a cloak of darkness falls around you", 0);
572 blind
+= get_rand(500, 800);
574 if (detect_monster
) {
577 monster
= level_monsters
.next_monster
;
580 mvaddch(monster
->row
, monster
->col
, monster
->trail_char
);
581 monster
= monster
->next_monster
;
585 for (i
= rooms
[cur_room
].top_row
+ 1;
586 i
< rooms
[cur_room
].bottom_row
; i
++) {
587 for (j
= rooms
[cur_room
].left_col
+ 1;
588 j
< rooms
[cur_room
].right_col
; j
++) {
593 mvaddch(rogue
.row
, rogue
.col
, rogue
.fchar
);
600 return(id_potions
[get_rand(0, POTIONS
-1)].title
);
601 } else if (con_mon
) {
610 confused
+= get_rand(12, 22);
619 sprintf(msg
, "you feel less %s now", (halluc
? "trippy" : "confused"));
628 obj
= rogue
.pack
.next_object
;
632 obj
= obj
->next_object
;