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;
60 static const char strange_feeling
[] =
61 "you have a strange feeling for a moment, then it passes";
63 static const char *get_ench_color(void);
64 static void go_blind(void);
65 static void hold_monster(void);
66 static void idntfy(void);
67 static void potion_heal(boolean
);
68 static void uncurse_all(void);
77 ch
= pack_letter("quaff what?", POTION
);
82 if (!(obj
= get_letter_object(ch
))) {
83 message("no such item.", 0);
86 if (obj
->what_is
!= POTION
) {
87 message("you can't drink that", 0);
90 switch(obj
->which_kind
) {
91 case INCREASE_STRENGTH
:
92 message("you feel stronger now, what bulging muscles!",
95 if (rogue
.str_current
> rogue
.str_max
) {
96 rogue
.str_max
= rogue
.str_current
;
99 case RESTORE_STRENGTH
:
100 rogue
.str_current
= rogue
.str_max
;
101 message("this tastes great, you feel warm all over", 0);
104 message("you begin to feel better", 0);
108 message("you begin to feel much better", 0);
112 if (!sustain_strength
) {
113 rogue
.str_current
-= get_rand(1, 3);
114 if (rogue
.str_current
< 1) {
115 rogue
.str_current
= 1;
118 message("you feel very sick now", 0);
124 rogue
.exp_points
= level_points
[rogue
.exp
- 1];
125 message("you suddenly feel much more skillful", 0);
132 message("oh wow, everything seems so cosmic", 0);
133 halluc
+= get_rand(500, 800);
137 if (!(level_monsters
.next_monster
)) {
138 message(strange_feeling
, 0);
142 if (level_objects
.next_object
) {
147 message(strange_feeling
, 0);
151 message((halluc
? "what a trippy feeling" :
152 "you feel confused"), 0);
156 message("you start to float in the air", 0);
157 levitate
+= get_rand(15, 30);
158 bear_trap
= being_held
= 0;
161 message("you feel yourself moving much faster", 0);
162 haste_self
+= get_rand(11, 21);
163 if (!(haste_self
% 2)) {
168 sprintf(buf
, "hmm, this potion tastes like %sjuice", fruit
);
177 print_stats((STAT_STRENGTH
| STAT_HP
));
178 if (id_potions
[obj
->which_kind
].id_status
!= CALLED
) {
179 id_potions
[obj
->which_kind
].id_status
= IDENTIFIED
;
181 vanish(obj
, 1, &rogue
.pack
);
191 ch
= pack_letter("read what?", SCROL
);
196 if (!(obj
= get_letter_object(ch
))) {
197 message("no such item.", 0);
200 if (obj
->what_is
!= SCROL
) {
201 message("you can't read that", 0);
204 switch(obj
->which_kind
) {
206 message("you hear a maniacal laughter in the distance",
214 if (rogue
.weapon
->what_is
== WEAPON
) {
215 sprintf(msg
, "your %sglow%s %sfor a moment",
216 name_of(rogue
.weapon
),
217 ((rogue
.weapon
->quantity
<= 1) ? "s" : ""),
221 rogue
.weapon
->hit_enchant
++;
223 rogue
.weapon
->d_enchant
++;
226 rogue
.weapon
->is_cursed
= 0;
228 message("your hands tingle", 0);
233 sprintf(msg
, "your armor glows %sfor a moment",
236 rogue
.armor
->d_enchant
++;
237 rogue
.armor
->is_cursed
= 0;
238 print_stats(STAT_ARMOR
);
240 message("your skin crawls", 0);
244 message("this is a scroll of identify", 0);
246 id_scrolls
[obj
->which_kind
].id_status
= IDENTIFIED
;
253 message("you fall asleep", 0);
258 message( "your armor is covered by a shimmering gold shield",0);
259 rogue
.armor
->is_protected
= 1;
260 rogue
.armor
->is_cursed
= 0;
262 message("your acne seems to have disappeared", 0);
267 "you feel as though someone is watching over you" :
268 "you feel in touch with the universal oneness", 0);
274 case AGGRAVATE_MONSTER
:
278 message("this scroll seems to have a map on it", 0);
283 sprintf(msg
, "your hands glow %sfor a moment", get_ench_color());
287 if (id_scrolls
[obj
->which_kind
].id_status
!= CALLED
) {
288 id_scrolls
[obj
->which_kind
].id_status
= IDENTIFIED
;
290 vanish(obj
, (obj
->which_kind
!= SLEEP
), &rogue
.pack
);
293 /* vanish() does NOT handle a quiver of weapons with more than one
294 * arrow (or whatever) in the quiver. It will only decrement the count.
298 vanish(object
*obj
, short rm
, object
*pack
)
300 if (obj
->quantity
> 1) {
303 if (obj
->in_use_flags
& BEING_WIELDED
) {
305 } else if (obj
->in_use_flags
& BEING_WORN
) {
307 } else if (obj
->in_use_flags
& ON_EITHER_HAND
) {
310 take_from_pack(obj
, pack
);
319 potion_heal(boolean extra
)
324 rogue
.hp_current
+= rogue
.exp
;
326 ratio
= ((float)rogue
.hp_current
) / rogue
.hp_max
;
329 rogue
.hp_max
+= (extra
? 2 : 1);
330 extra_hp
+= (extra
? 2 : 1);
331 rogue
.hp_current
= rogue
.hp_max
;
332 } else if (ratio
>= 0.90) {
333 rogue
.hp_max
+= (extra
? 1 : 0);
334 extra_hp
+= (extra
? 1 : 0);
335 rogue
.hp_current
= rogue
.hp_max
;
343 add
= (short)(ratio
* ((float)rogue
.hp_max
- rogue
.hp_current
));
344 rogue
.hp_current
+= add
;
345 if (rogue
.hp_current
> rogue
.hp_max
) {
346 rogue
.hp_current
= rogue
.hp_max
;
352 if (confused
&& extra
) {
354 } else if (confused
) {
355 confused
= (confused
/ 2) + 1;
357 if (halluc
&& extra
) {
360 halluc
= (halluc
/ 2) + 1;
372 ch
= pack_letter("what would you like to identify?", ALL_OBJECTS
);
377 if (!(obj
= get_letter_object(ch
))) {
378 message("no such item, try again", 0);
384 if (obj
->what_is
& (SCROL
| POTION
| WEAPON
| ARMOR
| WAND
| RING
)) {
385 id_table
= get_id_table(obj
);
386 id_table
[obj
->which_kind
].id_status
= IDENTIFIED
;
400 ch
= pack_letter("eat what?", FOOD
);
405 if (!(obj
= get_letter_object(ch
))) {
406 message("no such item.", 0);
409 if (obj
->what_is
!= FOOD
) {
410 message("you can't eat that", 0);
413 if ((obj
->which_kind
== FRUIT
) || rand_percent(60)) {
414 moves
= get_rand(950, 1150);
415 if (obj
->which_kind
== RATION
) {
416 message("yum, that tasted good", 0);
418 sprintf(buf
, "my, that was a yummy %s", fruit
);
422 moves
= get_rand(750, 950);
423 message("yuk, that food tasted awful", 0);
426 rogue
.moves_left
/= 3;
427 rogue
.moves_left
+= moves
;
429 print_stats(STAT_HUNGER
);
431 vanish(obj
, 1, &rogue
.pack
);
442 for (i
= -2; i
<= 2; i
++) {
443 for (j
= -2; j
<= 2; j
++) {
446 if ((row
< MIN_ROW
) || (row
> (DROWS
-2)) || (col
< 0) ||
450 if (dungeon
[row
][col
] & MONSTER
) {
451 monster
= object_at(&level_monsters
, row
, col
);
452 monster
->m_flags
|= ASLEEP
;
453 monster
->m_flags
&= (~WAKENS
);
459 message("you feel a strange sense of loss", 0);
460 } else if (mcount
== 1) {
461 message("the monster freezes", 0);
463 message("the monsters around you freeze", 0);
470 mvaddch(rogue
.row
, rogue
.col
, get_dungeon_char(rogue
.row
, rogue
.col
));
473 darken_room(cur_room
);
475 put_player(get_room_number(rogue
.row
, rogue
.col
));
483 object
*obj
, *monster
;
488 obj
= level_objects
.next_object
;
491 ch
= mvinch(obj
->row
, obj
->col
);
492 if (((ch
< 'A') || (ch
> 'Z')) &&
493 ((obj
->row
!= rogue
.row
) || (obj
->col
!= rogue
.col
)))
495 if ((ch
!= ' ') && (ch
!= '.') && (ch
!= '#') &&
498 addch(gr_obj_char());
501 obj
= obj
->next_object
;
503 monster
= level_monsters
.next_monster
;
506 ch
= mvinch(monster
->row
, monster
->col
);
507 if ((ch
>= 'A') && (ch
<= 'Z')) {
508 addch(get_rand('A', 'Z'));
510 monster
= monster
->next_monster
;
519 message("everything looks SO boring now", 1);
526 message("the veil of darkness lifts", 1);
531 if (detect_monster
) {
539 if (cur_room
== PASSAGE
) {
540 light_passage(rogue
.row
, rogue
.col
);
542 light_up_room(cur_room
);
544 mvaddch(rogue
.row
, rogue
.col
, rogue
.fchar
);
559 message(you_can_move_again
, 0);
568 message("a cloak of darkness falls around you", 0);
570 blind
+= get_rand(500, 800);
572 if (detect_monster
) {
575 monster
= level_monsters
.next_monster
;
578 mvaddch(monster
->row
, monster
->col
, monster
->trail_char
);
579 monster
= monster
->next_monster
;
583 for (i
= rooms
[cur_room
].top_row
+ 1;
584 i
< rooms
[cur_room
].bottom_row
; i
++) {
585 for (j
= rooms
[cur_room
].left_col
+ 1;
586 j
< rooms
[cur_room
].right_col
; j
++) {
591 mvaddch(rogue
.row
, rogue
.col
, rogue
.fchar
);
598 return(id_potions
[get_rand(0, POTIONS
-1)].title
);
599 } else if (con_mon
) {
608 confused
+= get_rand(12, 22);
617 sprintf(msg
, "you feel less %s now", (halluc
? "trippy" : "confused"));
626 obj
= rogue
.pack
.next_object
;
630 obj
= obj
->next_object
;