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 $
39 * This source herein may be modified and/or distributed by anybody who
40 * so desires, with the following restrictions:
41 * 1.) No portion of this notice shall be removed.
42 * 2.) Credit shall not be taken for the creation of this source.
43 * 3.) This code is not to be traded, sold, or used for personal
55 boolean see_invisible
= 0;
57 boolean detect_monster
= 0;
59 const char *strange_feeling
= "you have a strange feeling for a moment, then it passes";
61 extern short bear_trap
;
62 extern short cur_room
;
63 extern long level_points
[];
64 extern boolean being_held
;
65 extern char *fruit
, *you_can_move_again
;
66 extern boolean sustain_strength
;
68 static const char *get_ench_color(void);
69 static void go_blind(void);
70 static void hold_monster(void);
71 static void idntfy(void);
72 static void potion_heal(boolean
);
73 static void uncurse_all(void);
82 ch
= pack_letter("quaff what?", POTION
);
87 if (!(obj
= get_letter_object(ch
))) {
88 message("no such item.", 0);
91 if (obj
->what_is
!= POTION
) {
92 message("you can't drink that", 0);
95 switch(obj
->which_kind
) {
96 case INCREASE_STRENGTH
:
97 message("you feel stronger now, what bulging muscles!",
100 if (rogue
.str_current
> rogue
.str_max
) {
101 rogue
.str_max
= rogue
.str_current
;
104 case RESTORE_STRENGTH
:
105 rogue
.str_current
= rogue
.str_max
;
106 message("this tastes great, you feel warm all over", 0);
109 message("you begin to feel better", 0);
113 message("you begin to feel much better", 0);
117 if (!sustain_strength
) {
118 rogue
.str_current
-= get_rand(1, 3);
119 if (rogue
.str_current
< 1) {
120 rogue
.str_current
= 1;
123 message("you feel very sick now", 0);
129 rogue
.exp_points
= level_points
[rogue
.exp
- 1];
130 message("you suddenly feel much more skillful", 0);
137 message("oh wow, everything seems so cosmic", 0);
138 halluc
+= get_rand(500, 800);
142 if (!(level_monsters
.next_monster
)) {
143 message(strange_feeling
, 0);
147 if (level_objects
.next_object
) {
152 message(strange_feeling
, 0);
156 message((halluc
? "what a trippy feeling" :
157 "you feel confused"), 0);
161 message("you start to float in the air", 0);
162 levitate
+= get_rand(15, 30);
163 bear_trap
= being_held
= 0;
166 message("you feel yourself moving much faster", 0);
167 haste_self
+= get_rand(11, 21);
168 if (!(haste_self
% 2)) {
173 sprintf(buf
, "hmm, this potion tastes like %sjuice", fruit
);
182 print_stats((STAT_STRENGTH
| STAT_HP
));
183 if (id_potions
[obj
->which_kind
].id_status
!= CALLED
) {
184 id_potions
[obj
->which_kind
].id_status
= IDENTIFIED
;
186 vanish(obj
, 1, &rogue
.pack
);
196 ch
= pack_letter("read what?", SCROL
);
201 if (!(obj
= get_letter_object(ch
))) {
202 message("no such item.", 0);
205 if (obj
->what_is
!= SCROL
) {
206 message("you can't read that", 0);
209 switch(obj
->which_kind
) {
211 message("you hear a maniacal laughter in the distance",
219 if (rogue
.weapon
->what_is
== WEAPON
) {
220 sprintf(msg
, "your %sglow%s %sfor a moment",
221 name_of(rogue
.weapon
),
222 ((rogue
.weapon
->quantity
<= 1) ? "s" : ""),
226 rogue
.weapon
->hit_enchant
++;
228 rogue
.weapon
->d_enchant
++;
231 rogue
.weapon
->is_cursed
= 0;
233 message("your hands tingle", 0);
238 sprintf(msg
, "your armor glows %sfor a moment",
241 rogue
.armor
->d_enchant
++;
242 rogue
.armor
->is_cursed
= 0;
243 print_stats(STAT_ARMOR
);
245 message("your skin crawls", 0);
249 message("this is a scroll of identify", 0);
251 id_scrolls
[obj
->which_kind
].id_status
= IDENTIFIED
;
258 message("you fall asleep", 0);
263 message( "your armor is covered by a shimmering gold shield",0);
264 rogue
.armor
->is_protected
= 1;
265 rogue
.armor
->is_cursed
= 0;
267 message("your acne seems to have disappeared", 0);
272 "you feel as though someone is watching over you" :
273 "you feel in touch with the universal oneness", 0);
279 case AGGRAVATE_MONSTER
:
283 message("this scroll seems to have a map on it", 0);
288 sprintf(msg
, "your hands glow %sfor a moment", get_ench_color());
292 if (id_scrolls
[obj
->which_kind
].id_status
!= CALLED
) {
293 id_scrolls
[obj
->which_kind
].id_status
= IDENTIFIED
;
295 vanish(obj
, (obj
->which_kind
!= SLEEP
), &rogue
.pack
);
298 /* vanish() does NOT handle a quiver of weapons with more than one
299 * arrow (or whatever) in the quiver. It will only decrement the count.
303 vanish(object
*obj
, short rm
, object
*pack
)
305 if (obj
->quantity
> 1) {
308 if (obj
->in_use_flags
& BEING_WIELDED
) {
310 } else if (obj
->in_use_flags
& BEING_WORN
) {
312 } else if (obj
->in_use_flags
& ON_EITHER_HAND
) {
315 take_from_pack(obj
, pack
);
324 potion_heal(boolean extra
)
329 rogue
.hp_current
+= rogue
.exp
;
331 ratio
= ((float)rogue
.hp_current
) / rogue
.hp_max
;
334 rogue
.hp_max
+= (extra
? 2 : 1);
335 extra_hp
+= (extra
? 2 : 1);
336 rogue
.hp_current
= rogue
.hp_max
;
337 } else if (ratio
>= 0.90) {
338 rogue
.hp_max
+= (extra
? 1 : 0);
339 extra_hp
+= (extra
? 1 : 0);
340 rogue
.hp_current
= rogue
.hp_max
;
348 add
= (short)(ratio
* ((float)rogue
.hp_max
- rogue
.hp_current
));
349 rogue
.hp_current
+= add
;
350 if (rogue
.hp_current
> rogue
.hp_max
) {
351 rogue
.hp_current
= rogue
.hp_max
;
357 if (confused
&& extra
) {
359 } else if (confused
) {
360 confused
= (confused
/ 2) + 1;
362 if (halluc
&& extra
) {
365 halluc
= (halluc
/ 2) + 1;
377 ch
= pack_letter("what would you like to identify?", ALL_OBJECTS
);
382 if (!(obj
= get_letter_object(ch
))) {
383 message("no such item, try again", 0);
389 if (obj
->what_is
& (SCROL
| POTION
| WEAPON
| ARMOR
| WAND
| RING
)) {
390 id_table
= get_id_table(obj
);
391 id_table
[obj
->which_kind
].id_status
= IDENTIFIED
;
405 ch
= pack_letter("eat what?", FOOD
);
410 if (!(obj
= get_letter_object(ch
))) {
411 message("no such item.", 0);
414 if (obj
->what_is
!= FOOD
) {
415 message("you can't eat that", 0);
418 if ((obj
->which_kind
== FRUIT
) || rand_percent(60)) {
419 moves
= get_rand(950, 1150);
420 if (obj
->which_kind
== RATION
) {
421 message("yum, that tasted good", 0);
423 sprintf(buf
, "my, that was a yummy %s", fruit
);
427 moves
= get_rand(750, 950);
428 message("yuk, that food tasted awful", 0);
431 rogue
.moves_left
/= 3;
432 rogue
.moves_left
+= moves
;
434 print_stats(STAT_HUNGER
);
436 vanish(obj
, 1, &rogue
.pack
);
447 for (i
= -2; i
<= 2; i
++) {
448 for (j
= -2; j
<= 2; j
++) {
451 if ((row
< MIN_ROW
) || (row
> (DROWS
-2)) || (col
< 0) ||
455 if (dungeon
[row
][col
] & MONSTER
) {
456 monster
= object_at(&level_monsters
, row
, col
);
457 monster
->m_flags
|= ASLEEP
;
458 monster
->m_flags
&= (~WAKENS
);
464 message("you feel a strange sense of loss", 0);
465 } else if (mcount
== 1) {
466 message("the monster freezes", 0);
468 message("the monsters around you freeze", 0);
475 mvaddch(rogue
.row
, rogue
.col
, get_dungeon_char(rogue
.row
, rogue
.col
));
478 darken_room(cur_room
);
480 put_player(get_room_number(rogue
.row
, rogue
.col
));
488 object
*obj
, *monster
;
493 obj
= level_objects
.next_object
;
496 ch
= mvinch(obj
->row
, obj
->col
);
497 if (((ch
< 'A') || (ch
> 'Z')) &&
498 ((obj
->row
!= rogue
.row
) || (obj
->col
!= rogue
.col
)))
500 if ((ch
!= ' ') && (ch
!= '.') && (ch
!= '#') &&
503 addch(gr_obj_char());
506 obj
= obj
->next_object
;
508 monster
= level_monsters
.next_monster
;
511 ch
= mvinch(monster
->row
, monster
->col
);
512 if ((ch
>= 'A') && (ch
<= 'Z')) {
513 addch(get_rand('A', 'Z'));
515 monster
= monster
->next_monster
;
524 message("everything looks SO boring now", 1);
531 message("the veil of darkness lifts", 1);
536 if (detect_monster
) {
544 if (cur_room
== PASSAGE
) {
545 light_passage(rogue
.row
, rogue
.col
);
547 light_up_room(cur_room
);
549 mvaddch(rogue
.row
, rogue
.col
, rogue
.fchar
);
564 message(you_can_move_again
, 0);
573 message("a cloak of darkness falls around you", 0);
575 blind
+= get_rand(500, 800);
577 if (detect_monster
) {
580 monster
= level_monsters
.next_monster
;
583 mvaddch(monster
->row
, monster
->col
, monster
->trail_char
);
584 monster
= monster
->next_monster
;
588 for (i
= rooms
[cur_room
].top_row
+ 1;
589 i
< rooms
[cur_room
].bottom_row
; i
++) {
590 for (j
= rooms
[cur_room
].left_col
+ 1;
591 j
< rooms
[cur_room
].right_col
; j
++) {
596 mvaddch(rogue
.row
, rogue
.col
, rogue
.fchar
);
603 return(id_potions
[get_rand(0, POTIONS
-1)].title
);
604 } else if (con_mon
) {
613 confused
+= get_rand(12, 22);
622 sprintf(msg
, "you feel less %s now", (halluc
? "trippy" : "confused"));
631 obj
= rogue
.pack
.next_object
;
635 obj
= obj
->next_object
;