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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. 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
30 * SUCH DAMAGE.
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 $
37 * use.c
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
44 * gain or profit.
48 #include "rogue.h"
50 short halluc = 0;
51 short blind = 0;
52 short confused = 0;
53 short levitate = 0;
54 short haste_self = 0;
55 boolean see_invisible = 0;
56 short extra_hp = 0;
57 boolean detect_monster = 0;
58 boolean con_mon = 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);
75 void
76 quaff(void)
78 short ch;
79 char buf[80];
80 object *obj;
82 ch = pack_letter("quaff what?", POTION);
84 if (ch == CANCEL) {
85 return;
87 if (!(obj = get_letter_object(ch))) {
88 message("no such item.", 0);
89 return;
91 if (obj->what_is != POTION) {
92 message("you can't drink that", 0);
93 return;
95 switch(obj->which_kind) {
96 case INCREASE_STRENGTH:
97 message("you feel stronger now, what bulging muscles!",
98 0);
99 rogue.str_current++;
100 if (rogue.str_current > rogue.str_max) {
101 rogue.str_max = rogue.str_current;
103 break;
104 case RESTORE_STRENGTH:
105 rogue.str_current = rogue.str_max;
106 message("this tastes great, you feel warm all over", 0);
107 break;
108 case HEALING:
109 message("you begin to feel better", 0);
110 potion_heal(0);
111 break;
112 case EXTRA_HEALING:
113 message("you begin to feel much better", 0);
114 potion_heal(1);
115 break;
116 case POISON:
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);
124 if (halluc) {
125 unhallucinate();
127 break;
128 case RAISE_LEVEL:
129 rogue.exp_points = level_points[rogue.exp - 1];
130 message("you suddenly feel much more skillful", 0);
131 add_exp(1, 1);
132 break;
133 case BLINDNESS:
134 go_blind();
135 break;
136 case HALLUCINATION:
137 message("oh wow, everything seems so cosmic", 0);
138 halluc += get_rand(500, 800);
139 break;
140 case DETECT_MONSTER:
141 show_monsters();
142 if (!(level_monsters.next_monster)) {
143 message(strange_feeling, 0);
145 break;
146 case DETECT_OBJECTS:
147 if (level_objects.next_object) {
148 if (!blind) {
149 show_objects();
151 } else {
152 message(strange_feeling, 0);
154 break;
155 case CONFUSION:
156 message((halluc ? "what a trippy feeling" :
157 "you feel confused"), 0);
158 cnfs();
159 break;
160 case LEVITATION:
161 message("you start to float in the air", 0);
162 levitate += get_rand(15, 30);
163 bear_trap = being_held = 0;
164 break;
165 case HASTE_SELF:
166 message("you feel yourself moving much faster", 0);
167 haste_self += get_rand(11, 21);
168 if (!(haste_self % 2)) {
169 haste_self++;
171 break;
172 case SEE_INVISIBLE:
173 sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
174 message(buf, 0);
175 if (blind) {
176 unblind();
178 see_invisible = 1;
179 relight();
180 break;
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);
189 void
190 read_scroll(void)
192 short ch;
193 object *obj;
194 char msg[DCOLS];
196 ch = pack_letter("read what?", SCROL);
198 if (ch == CANCEL) {
199 return;
201 if (!(obj = get_letter_object(ch))) {
202 message("no such item.", 0);
203 return;
205 if (obj->what_is != SCROL) {
206 message("you can't read that", 0);
207 return;
209 switch(obj->which_kind) {
210 case SCARE_MONSTER:
211 message("you hear a maniacal laughter in the distance",
213 break;
214 case HOLD_MONSTER:
215 hold_monster();
216 break;
217 case ENCH_WEAPON:
218 if (rogue.weapon) {
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" : ""),
223 get_ench_color());
224 message(msg, 0);
225 if (coin_toss()) {
226 rogue.weapon->hit_enchant++;
227 } else {
228 rogue.weapon->d_enchant++;
231 rogue.weapon->is_cursed = 0;
232 } else {
233 message("your hands tingle", 0);
235 break;
236 case ENCH_ARMOR:
237 if (rogue.armor) {
238 sprintf(msg, "your armor glows %sfor a moment",
239 get_ench_color());
240 message(msg, 0);
241 rogue.armor->d_enchant++;
242 rogue.armor->is_cursed = 0;
243 print_stats(STAT_ARMOR);
244 } else {
245 message("your skin crawls", 0);
247 break;
248 case IDENTIFY:
249 message("this is a scroll of identify", 0);
250 obj->identified = 1;
251 id_scrolls[obj->which_kind].id_status = IDENTIFIED;
252 idntfy();
253 break;
254 case TELEPORT:
255 tele();
256 break;
257 case SLEEP:
258 message("you fall asleep", 0);
259 take_a_nap();
260 break;
261 case PROTECT_ARMOR:
262 if (rogue.armor) {
263 message( "your armor is covered by a shimmering gold shield",0);
264 rogue.armor->is_protected = 1;
265 rogue.armor->is_cursed = 0;
266 } else {
267 message("your acne seems to have disappeared", 0);
269 break;
270 case REMOVE_CURSE:
271 message((!halluc) ?
272 "you feel as though someone is watching over you" :
273 "you feel in touch with the universal oneness", 0);
274 uncurse_all();
275 break;
276 case CREATE_MONSTER:
277 create_monster();
278 break;
279 case AGGRAVATE_MONSTER:
280 aggravate();
281 break;
282 case MAGIC_MAPPING:
283 message("this scroll seems to have a map on it", 0);
284 draw_magic_map();
285 break;
286 case CON_MON:
287 con_mon = 1;
288 sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
289 message(msg, 0);
290 break;
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.
302 void
303 vanish(object *obj, short rm, object *pack)
305 if (obj->quantity > 1) {
306 obj->quantity--;
307 } else {
308 if (obj->in_use_flags & BEING_WIELDED) {
309 unwield(obj);
310 } else if (obj->in_use_flags & BEING_WORN) {
311 unwear(obj);
312 } else if (obj->in_use_flags & ON_EITHER_HAND) {
313 un_put_on(obj);
315 take_from_pack(obj, pack);
316 free_object(obj);
318 if (rm) {
319 reg_move();
323 static void
324 potion_heal(boolean extra)
326 float ratio;
327 short add;
329 rogue.hp_current += rogue.exp;
331 ratio = ((float)rogue.hp_current) / rogue.hp_max;
333 if (ratio >= 1.00) {
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;
341 } else {
342 if (ratio < 0.33) {
343 ratio = 0.33;
345 if (extra) {
346 ratio += ratio;
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;
354 if (blind) {
355 unblind();
357 if (confused && extra) {
358 unconfuse();
359 } else if (confused) {
360 confused = (confused / 2) + 1;
362 if (halluc && extra) {
363 unhallucinate();
364 } else if (halluc) {
365 halluc = (halluc / 2) + 1;
369 static void
370 idntfy(void)
372 short ch;
373 object *obj;
374 struct id *id_table;
375 char desc[DCOLS];
376 AGAIN:
377 ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
379 if (ch == CANCEL) {
380 return;
382 if (!(obj = get_letter_object(ch))) {
383 message("no such item, try again", 0);
384 message("", 0);
385 check_message();
386 goto AGAIN;
388 obj->identified = 1;
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;
393 get_desc(obj, desc);
394 message(desc, 0);
397 void
398 eat(void)
400 short ch;
401 short moves;
402 object *obj;
403 char buf[70];
405 ch = pack_letter("eat what?", FOOD);
407 if (ch == CANCEL) {
408 return;
410 if (!(obj = get_letter_object(ch))) {
411 message("no such item.", 0);
412 return;
414 if (obj->what_is != FOOD) {
415 message("you can't eat that", 0);
416 return;
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);
422 } else {
423 sprintf(buf, "my, that was a yummy %s", fruit);
424 message(buf, 0);
426 } else {
427 moves = get_rand(750, 950);
428 message("yuk, that food tasted awful", 0);
429 add_exp(2, 1);
431 rogue.moves_left /= 3;
432 rogue.moves_left += moves;
433 hunger_str[0] = 0;
434 print_stats(STAT_HUNGER);
436 vanish(obj, 1, &rogue.pack);
439 static void
440 hold_monster(void)
442 short i, j;
443 short mcount = 0;
444 object *monster;
445 short row, col;
447 for (i = -2; i <= 2; i++) {
448 for (j = -2; j <= 2; j++) {
449 row = rogue.row + i;
450 col = rogue.col + j;
451 if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
452 (col > (DCOLS-1))) {
453 continue;
455 if (dungeon[row][col] & MONSTER) {
456 monster = object_at(&level_monsters, row, col);
457 monster->m_flags |= ASLEEP;
458 monster->m_flags &= (~WAKENS);
459 mcount++;
463 if (mcount == 0) {
464 message("you feel a strange sense of loss", 0);
465 } else if (mcount == 1) {
466 message("the monster freezes", 0);
467 } else {
468 message("the monsters around you freeze", 0);
472 void
473 tele(void)
475 mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
477 if (cur_room >= 0) {
478 darken_room(cur_room);
480 put_player(get_room_number(rogue.row, rogue.col));
481 being_held = 0;
482 bear_trap = 0;
485 void
486 hallucinate(void)
488 object *obj, *monster;
489 short ch;
491 if (blind) return;
493 obj = level_objects.next_object;
495 while (obj) {
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 != '#') &&
501 (ch != '+'))
503 addch(gr_obj_char());
506 obj = obj->next_object;
508 monster = level_monsters.next_monster;
510 while (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;
519 void
520 unhallucinate(void)
522 halluc = 0;
523 relight();
524 message("everything looks SO boring now", 1);
527 void
528 unblind(void)
530 blind = 0;
531 message("the veil of darkness lifts", 1);
532 relight();
533 if (halluc) {
534 hallucinate();
536 if (detect_monster) {
537 show_monsters();
541 void
542 relight(void)
544 if (cur_room == PASSAGE) {
545 light_passage(rogue.row, rogue.col);
546 } else {
547 light_up_room(cur_room);
549 mvaddch(rogue.row, rogue.col, rogue.fchar);
552 void
553 take_a_nap(void)
555 short i;
557 i = get_rand(2, 5);
558 md_sleep(1);
560 while (i--) {
561 mv_mons();
563 md_sleep(1);
564 message(you_can_move_again, 0);
567 static void
568 go_blind(void)
570 short i, j;
572 if (!blind) {
573 message("a cloak of darkness falls around you", 0);
575 blind += get_rand(500, 800);
577 if (detect_monster) {
578 object *monster;
580 monster = level_monsters.next_monster;
582 while (monster) {
583 mvaddch(monster->row, monster->col, monster->trail_char);
584 monster = monster->next_monster;
587 if (cur_room >= 0) {
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++) {
592 mvaddch(i, j, ' ');
596 mvaddch(rogue.row, rogue.col, rogue.fchar);
599 static const char *
600 get_ench_color(void)
602 if (halluc) {
603 return(id_potions[get_rand(0, POTIONS-1)].title);
604 } else if (con_mon) {
605 return("red ");
607 return("blue ");
610 void
611 cnfs(void)
613 confused += get_rand(12, 22);
616 void
617 unconfuse(void)
619 char msg[80];
621 confused = 0;
622 sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
623 message(msg, 1);
626 static void
627 uncurse_all(void)
629 object *obj;
631 obj = rogue.pack.next_object;
633 while (obj) {
634 obj->is_cursed = 0;
635 obj = obj->next_object;