1: /*
   2:  * use.c
   3:  *
   4:  * This source herein may be modified and/or distributed by anybody who
   5:  * so desires, with the following restrictions:
   6:  *    1.)  No portion of this notice shall be removed.
   7:  *    2.)  Credit shall not be taken for the creation of this source.
   8:  *    3.)  This code is not to be traded, sold, or used for personal
   9:  *         gain or profit.
  10:  *
  11:  */
  12: 
  13: #ifndef lint
  14: static char sccsid[] = "@(#)use.c	5.1 (Berkeley) 11/25/87";
  15: #endif /* not lint */
  16: 
  17: #include "rogue.h"
  18: 
  19: short halluc = 0;
  20: short blind = 0;
  21: short confused = 0;
  22: short levitate = 0;
  23: short haste_self = 0;
  24: boolean see_invisible = 0;
  25: short extra_hp = 0;
  26: boolean detect_monster = 0;
  27: boolean con_mon = 0;
  28: char *strange_feeling = "you have a strange feeling for a moment, then it passes";
  29: 
  30: extern short bear_trap;
  31: extern char hunger_str[];
  32: extern short cur_room;
  33: extern long level_points[];
  34: extern boolean being_held;
  35: extern char *fruit, *you_can_move_again;
  36: extern boolean sustain_strength;
  37: 
  38: quaff()
  39: {
  40:     short ch;
  41:     char buf[80];
  42:     object *obj;
  43: 
  44:     ch = pack_letter("quaff what?", POTION);
  45: 
  46:     if (ch == CANCEL) {
  47:         return;
  48:     }
  49:     if (!(obj = get_letter_object(ch))) {
  50:         message("no such item.", 0);
  51:         return;
  52:     }
  53:     if (obj->what_is != POTION) {
  54:         message("you can't drink that", 0);
  55:         return;
  56:     }
  57:     switch(obj->which_kind) {
  58:         case INCREASE_STRENGTH:
  59:             message("you feel stronger now, what bulging muscles!",
  60:             0);
  61:             rogue.str_current++;
  62:             if (rogue.str_current > rogue.str_max) {
  63:                 rogue.str_max = rogue.str_current;
  64:             }
  65:             break;
  66:         case RESTORE_STRENGTH:
  67:             rogue.str_current = rogue.str_max;
  68:             message("this tastes great, you feel warm all over", 0);
  69:             break;
  70:         case HEALING:
  71:             message("you begin to feel better", 0);
  72:             potion_heal(0);
  73:             break;
  74:         case EXTRA_HEALING:
  75:             message("you begin to feel much better", 0);
  76:             potion_heal(1);
  77:             break;
  78:         case POISON:
  79:             if (!sustain_strength) {
  80:                 rogue.str_current -= get_rand(1, 3);
  81:                 if (rogue.str_current < 1) {
  82:                     rogue.str_current = 1;
  83:                 }
  84:             }
  85:             message("you feel very sick now", 0);
  86:             if (halluc) {
  87:                 unhallucinate();
  88:             }
  89:             break;
  90:         case RAISE_LEVEL:
  91:             rogue.exp_points = level_points[rogue.exp - 1];
  92:             message("you suddenly feel much more skillful", 0);
  93:             add_exp(1, 1);
  94:             break;
  95:         case BLINDNESS:
  96:             go_blind();
  97:             break;
  98:         case HALLUCINATION:
  99:             message("oh wow, everything seems so cosmic", 0);
 100:             halluc += get_rand(500, 800);
 101:             break;
 102:         case DETECT_MONSTER:
 103:             show_monsters();
 104:             if (!(level_monsters.next_monster)) {
 105:                 message(strange_feeling, 0);
 106:             }
 107:             break;
 108:         case DETECT_OBJECTS:
 109:             if (level_objects.next_object) {
 110:                 if (!blind) {
 111:                     show_objects();
 112:                 }
 113:             } else {
 114:                 message(strange_feeling, 0);
 115:             }
 116:             break;
 117:         case CONFUSION:
 118:             message((halluc ? "what a trippy feeling" :
 119:             "you feel confused"), 0);
 120:             cnfs();
 121:             break;
 122:         case LEVITATION:
 123:             message("you start to float in the air", 0);
 124:             levitate += get_rand(15, 30);
 125:             being_held = bear_trap = 0;
 126:             break;
 127:         case HASTE_SELF:
 128:             message("you feel yourself moving much faster", 0);
 129:             haste_self += get_rand(11, 21);
 130:             if (!(haste_self % 2)) {
 131:                 haste_self++;
 132:             }
 133:             break;
 134:         case SEE_INVISIBLE:
 135:             sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
 136:             message(buf, 0);
 137:             if (blind) {
 138:                 unblind();
 139:             }
 140:             see_invisible = 1;
 141:             relight();
 142:             break;
 143:     }
 144:     print_stats((STAT_STRENGTH | STAT_HP));
 145:     if (id_potions[obj->which_kind].id_status != CALLED) {
 146:         id_potions[obj->which_kind].id_status = IDENTIFIED;
 147:     }
 148:     vanish(obj, 1, &rogue.pack);
 149: }
 150: 
 151: read_scroll()
 152: {
 153:     short ch;
 154:     object *obj;
 155:     char msg[DCOLS];
 156: 
 157:     ch = pack_letter("read what?", SCROL);
 158: 
 159:     if (ch == CANCEL) {
 160:         return;
 161:     }
 162:     if (!(obj = get_letter_object(ch))) {
 163:         message("no such item.", 0);
 164:         return;
 165:     }
 166:     if (obj->what_is != SCROL) {
 167:         message("you can't read that", 0);
 168:         return;
 169:     }
 170:     switch(obj->which_kind) {
 171:         case SCARE_MONSTER:
 172:             message("you hear a maniacal laughter in the distance",
 173:             0);
 174:             break;
 175:         case HOLD_MONSTER:
 176:             hold_monster();
 177:             break;
 178:         case ENCH_WEAPON:
 179:             if (rogue.weapon) {
 180:                 if (rogue.weapon->what_is == WEAPON) {
 181:                     sprintf(msg, "your %sglow%s %sfor a moment",
 182:                     name_of(rogue.weapon),
 183:                     ((rogue.weapon->quantity <= 1) ? "s" : ""),
 184:                     get_ench_color());
 185:                     message(msg, 0);
 186:                     if (coin_toss()) {
 187:                         rogue.weapon->hit_enchant++;
 188:                     } else {
 189:                         rogue.weapon->d_enchant++;
 190:                     }
 191:                 }
 192:                 rogue.weapon->is_cursed = 0;
 193:             } else {
 194:                 message("your hands tingle", 0);
 195:             }
 196:             break;
 197:         case ENCH_ARMOR:
 198:             if (rogue.armor) {
 199:                 sprintf(msg, "your armor glows %sfor a moment",
 200:                 get_ench_color());
 201:                 message(msg, 0);
 202:                 rogue.armor->d_enchant++;
 203:                 rogue.armor->is_cursed = 0;
 204:                 print_stats(STAT_ARMOR);
 205:             } else {
 206:                 message("your skin crawls", 0);
 207:             }
 208:             break;
 209:         case IDENTIFY:
 210:             message("this is a scroll of identify", 0);
 211:             obj->identified = 1;
 212:             id_scrolls[obj->which_kind].id_status = IDENTIFIED;
 213:             idntfy();
 214:             break;
 215:         case TELEPORT:
 216:             tele();
 217:             break;
 218:         case SLEEP:
 219:             message("you fall asleep", 0);
 220:             take_a_nap();
 221:             break;
 222:         case PROTECT_ARMOR:
 223:             if (rogue.armor) {
 224:                 message( "your armor is covered by a shimmering gold shield",0);
 225:                 rogue.armor->is_protected = 1;
 226:                 rogue.armor->is_cursed = 0;
 227:             } else {
 228:                 message("your acne seems to have disappeared", 0);
 229:             }
 230:             break;
 231:         case REMOVE_CURSE:
 232:                 message((!halluc) ?
 233:                     "you feel as though someone is watching over you" :
 234:                     "you feel in touch with the universal oneness", 0);
 235:             uncurse_all();
 236:             break;
 237:         case CREATE_MONSTER:
 238:             create_monster();
 239:             break;
 240:         case AGGRAVATE_MONSTER:
 241:             aggravate();
 242:             break;
 243:         case MAGIC_MAPPING:
 244:             message("this scroll seems to have a map on it", 0);
 245:             draw_magic_map();
 246:             break;
 247:         case CON_MON:
 248:             con_mon = 1;
 249:             sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
 250:             message(msg, 0);
 251:             break;
 252:     }
 253:     if (id_scrolls[obj->which_kind].id_status != CALLED) {
 254:         id_scrolls[obj->which_kind].id_status = IDENTIFIED;
 255:     }
 256:     vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
 257: }
 258: 
 259: /* vanish() does NOT handle a quiver of weapons with more than one
 260:  *  arrow (or whatever) in the quiver.  It will only decrement the count.
 261:  */
 262: 
 263: vanish(obj, rm, pack)
 264: object *obj;
 265: short rm;
 266: object *pack;
 267: {
 268:     if (obj->quantity > 1) {
 269:         obj->quantity--;
 270:     } else {
 271:         if (obj->in_use_flags & BEING_WIELDED) {
 272:             unwield(obj);
 273:         } else if (obj->in_use_flags & BEING_WORN) {
 274:             unwear(obj);
 275:         } else if (obj->in_use_flags & ON_EITHER_HAND) {
 276:             un_put_on(obj);
 277:         }
 278:         take_from_pack(obj, pack);
 279:         free_object(obj);
 280:     }
 281:     if (rm) {
 282:         (void) reg_move();
 283:     }
 284: }
 285: 
 286: potion_heal(extra)
 287: {
 288:     float ratio;
 289:     short add;
 290: 
 291:     rogue.hp_current += rogue.exp;
 292: 
 293:     ratio = ((float)rogue.hp_current) / rogue.hp_max;
 294: 
 295:     if (ratio >= 1.00) {
 296:         rogue.hp_max += (extra ? 2 : 1);
 297:         extra_hp += (extra ? 2 : 1);
 298:         rogue.hp_current = rogue.hp_max;
 299:     } else if (ratio >= 0.90) {
 300:         rogue.hp_max += (extra ? 1 : 0);
 301:         extra_hp += (extra ? 1 : 0);
 302:         rogue.hp_current = rogue.hp_max;
 303:     } else {
 304:         if (ratio < 0.33) {
 305:             ratio = 0.33;
 306:         }
 307:         if (extra) {
 308:             ratio += ratio;
 309:         }
 310:         add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
 311:         rogue.hp_current += add;
 312:         if (rogue.hp_current > rogue.hp_max) {
 313:             rogue.hp_current = rogue.hp_max;
 314:         }
 315:     }
 316:     if (blind) {
 317:         unblind();
 318:     }
 319:     if (confused && extra) {
 320:             unconfuse();
 321:     } else if (confused) {
 322:         confused = (confused / 2) + 1;
 323:     }
 324:     if (halluc && extra) {
 325:         unhallucinate();
 326:     } else if (halluc) {
 327:         halluc = (halluc / 2) + 1;
 328:     }
 329: }
 330: 
 331: idntfy()
 332: {
 333:     short ch;
 334:     object *obj;
 335:     struct id *id_table;
 336:     char desc[DCOLS];
 337: AGAIN:
 338:     ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
 339: 
 340:     if (ch == CANCEL) {
 341:         return;
 342:     }
 343:     if (!(obj = get_letter_object(ch))) {
 344:         message("no such item, try again", 0);
 345:         message("", 0);
 346:         check_message();
 347:         goto AGAIN;
 348:     }
 349:     obj->identified = 1;
 350:     if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
 351:         id_table = get_id_table(obj);
 352:         id_table[obj->which_kind].id_status = IDENTIFIED;
 353:     }
 354:     get_desc(obj, desc);
 355:     message(desc, 0);
 356: }
 357: 
 358: eat()
 359: {
 360:     short ch;
 361:     short moves;
 362:     object *obj;
 363:     char buf[70];
 364: 
 365:     ch = pack_letter("eat what?", FOOD);
 366: 
 367:     if (ch == CANCEL) {
 368:         return;
 369:     }
 370:     if (!(obj = get_letter_object(ch))) {
 371:         message("no such item.", 0);
 372:         return;
 373:     }
 374:     if (obj->what_is != FOOD) {
 375:         message("you can't eat that", 0);
 376:         return;
 377:     }
 378:     if ((obj->which_kind == FRUIT) || rand_percent(60)) {
 379:         moves = get_rand(950, 1150);
 380:         if (obj->which_kind == RATION) {
 381:             message("yum, that tasted good", 0);
 382:         } else {
 383:             sprintf(buf, "my, that was a yummy %s", fruit);
 384:             message(buf, 0);
 385:         }
 386:     } else {
 387:         moves = get_rand(750, 950);
 388:         message("yuk, that food tasted awful", 0);
 389:         add_exp(2, 1);
 390:     }
 391:     rogue.moves_left /= 3;
 392:     rogue.moves_left += moves;
 393:     hunger_str[0] = 0;
 394:     print_stats(STAT_HUNGER);
 395: 
 396:     vanish(obj, 1, &rogue.pack);
 397: }
 398: 
 399: hold_monster()
 400: {
 401:     short i, j;
 402:     short mcount = 0;
 403:     object *monster;
 404:     short row, col;
 405: 
 406:     for (i = -2; i <= 2; i++) {
 407:         for (j = -2; j <= 2; j++) {
 408:             row = rogue.row + i;
 409:             col = rogue.col + j;
 410:             if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
 411:                  (col > (DCOLS-1))) {
 412:                 continue;
 413:             }
 414:             if (dungeon[row][col] & MONSTER) {
 415:                 monster = object_at(&level_monsters, row, col);
 416:                 monster->m_flags |= ASLEEP;
 417:                 monster->m_flags &= (~WAKENS);
 418:                 mcount++;
 419:             }
 420:         }
 421:     }
 422:     if (mcount == 0) {
 423:         message("you feel a strange sense of loss", 0);
 424:     } else if (mcount == 1) {
 425:         message("the monster freezes", 0);
 426:     } else {
 427:         message("the monsters around you freeze", 0);
 428:     }
 429: }
 430: 
 431: tele()
 432: {
 433:     mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
 434: 
 435:     if (cur_room >= 0) {
 436:         darken_room(cur_room);
 437:     }
 438:     put_player(get_room_number(rogue.row, rogue.col));
 439:     being_held = 0;
 440:     bear_trap = 0;
 441: }
 442: 
 443: hallucinate()
 444: {
 445:     object *obj, *monster;
 446:     short ch;
 447: 
 448:     if (blind) return;
 449: 
 450:     obj = level_objects.next_object;
 451: 
 452:     while (obj) {
 453:         ch = mvinch(obj->row, obj->col);
 454:         if (((ch < 'A') || (ch > 'Z')) &&
 455:             ((obj->row != rogue.row) || (obj->col != rogue.col)))
 456:         if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
 457:             addch(gr_obj_char());
 458:         }
 459:         obj = obj->next_object;
 460:     }
 461:     monster = level_monsters.next_monster;
 462: 
 463:     while (monster) {
 464:         ch = mvinch(monster->row, monster->col);
 465:         if ((ch >= 'A') && (ch <= 'Z')) {
 466:             addch(get_rand('A', 'Z'));
 467:         }
 468:         monster = monster->next_monster;
 469:     }
 470: }
 471: 
 472: unhallucinate()
 473: {
 474:     halluc = 0;
 475:     relight();
 476:     message("everything looks SO boring now", 1);
 477: }
 478: 
 479: unblind()
 480: {
 481:     blind = 0;
 482:     message("the veil of darkness lifts", 1);
 483:     relight();
 484:     if (halluc) {
 485:         hallucinate();
 486:     }
 487:     if (detect_monster) {
 488:         show_monsters();
 489:     }
 490: }
 491: 
 492: relight()
 493: {
 494:     if (cur_room == PASSAGE) {
 495:         light_passage(rogue.row, rogue.col);
 496:     } else {
 497:         light_up_room(cur_room);
 498:     }
 499:     mvaddch(rogue.row, rogue.col, rogue.fchar);
 500: }
 501: 
 502: take_a_nap()
 503: {
 504:     short i;
 505: 
 506:     i = get_rand(2, 5);
 507:     md_sleep(1);
 508: 
 509:     while (i--) {
 510:         mv_mons();
 511:     }
 512:     md_sleep(1);
 513:     message(you_can_move_again, 0);
 514: }
 515: 
 516: go_blind()
 517: {
 518:     short i, j;
 519: 
 520:     if (!blind) {
 521:         message("a cloak of darkness falls around you", 0);
 522:     }
 523:     blind += get_rand(500, 800);
 524: 
 525:     if (detect_monster) {
 526:         object *monster;
 527: 
 528:         monster = level_monsters.next_monster;
 529: 
 530:         while (monster) {
 531:             mvaddch(monster->row, monster->col, monster->trail_char);
 532:             monster = monster->next_monster;
 533:         }
 534:     }
 535:     if (cur_room >= 0) {
 536:         for (i = rooms[cur_room].top_row + 1;
 537:              i < rooms[cur_room].bottom_row; i++) {
 538:             for (j = rooms[cur_room].left_col + 1;
 539:                  j < rooms[cur_room].right_col; j++) {
 540:                 mvaddch(i, j, ' ');
 541:             }
 542:         }
 543:     }
 544:     mvaddch(rogue.row, rogue.col, rogue.fchar);
 545: }
 546: 
 547: char *
 548: get_ench_color()
 549: {
 550:     if (halluc) {
 551:         return(id_potions[get_rand(0, POTIONS-1)].title);
 552:     } else if (con_mon) {
 553:         return("red ");
 554:     }
 555:     return("blue ");
 556: }
 557: 
 558: cnfs()
 559: {
 560:     confused += get_rand(12, 22);
 561: }
 562: 
 563: unconfuse()
 564: {
 565:     char msg[80];
 566: 
 567:     confused = 0;
 568:     sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
 569:     message(msg, 1);
 570: }
 571: 
 572: uncurse_all()
 573: {
 574:     object *obj;
 575: 
 576:     obj = rogue.pack.next_object;
 577: 
 578:     while (obj) {
 579:         obj->is_cursed = 0;
 580:         obj = obj->next_object;
 581:     }
 582: }

Defined functions

cnfs defined in line 558; used 2 times
eat defined in line 358; used 1 times
get_ench_color defined in line 547; used 4 times
go_blind defined in line 516; used 1 times
  • in line 96
hallucinate defined in line 443; used 2 times
hold_monster defined in line 399; used 1 times
idntfy defined in line 331; used 1 times
potion_heal defined in line 286; used 2 times
quaff defined in line 38; used 1 times
read_scroll defined in line 151; used 1 times
relight defined in line 492; used 6 times
take_a_nap defined in line 502; used 2 times
tele defined in line 431; used 3 times
unblind defined in line 479; used 3 times
unconfuse defined in line 563; used 2 times
uncurse_all defined in line 572; used 1 times
unhallucinate defined in line 472; used 3 times
vanish defined in line 263; used 6 times

Defined variables

confused defined in line 21; used 15 times
extra_hp defined in line 25; used 4 times
halluc defined in line 19; used 19 times
haste_self defined in line 23; used 10 times
sccsid defined in line 14; never used
strange_feeling defined in line 28; used 2 times
Last modified: 1987-11-26
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