root/games/rogue/use.c
/*      $NetBSD: use.c,v 1.11 2021/05/02 12:50:46 rillig Exp $  */

/*
 * Copyright (c) 1988, 1993
 *      The Regents of the University of California.  All rights reserved.
 *
 * This code is derived from software contributed to Berkeley by
 * Timothy C. Stoehr.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */

#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "@(#)use.c       8.1 (Berkeley) 5/31/93";
#else
__RCSID("$NetBSD: use.c,v 1.11 2021/05/02 12:50:46 rillig Exp $");
#endif
#endif /* not lint */

/*
 * use.c
 *
 * This source herein may be modified and/or distributed by anybody who
 * so desires, with the following restrictions:
 *    1.)  No portion of this notice shall be removed.
 *    2.)  Credit shall not be taken for the creation of this source.
 *    3.)  This code is not to be traded, sold, or used for personal
 *         gain or profit.
 *
 */

#include "rogue.h"

short halluc = 0;
short blind = 0;
short confused = 0;
short levitate = 0;
short haste_self = 0;
boolean see_invisible = 0;
short extra_hp = 0;
boolean detect_monster = 0;
boolean con_mon = 0;

static const char strange_feeling[] =
        "you have a strange feeling for a moment, then it passes";

static const char *get_ench_color(void);
static void go_blind(void);
static void hold_monster(void);
static void idntfy(void);
static void potion_heal(int);
static void uncurse_all(void);

void
quaff(void)
{
        short ch;
        object *obj;

        ch = pack_letter("quaff what?", POTION);

        if (ch == CANCEL) {
                return;
        }
        if (!(obj = get_letter_object(ch))) {
                messagef(0, "no such item.");
                return;
        }
        if (obj->what_is != POTION) {
                messagef(0, "you can't drink that");
                return;
        }
        switch(obj->which_kind) {
                case INCREASE_STRENGTH:
                        messagef(0, "you feel stronger now, what bulging muscles!");
                        rogue.str_current++;
                        if (rogue.str_current > rogue.str_max) {
                                rogue.str_max = rogue.str_current;
                        }
                        break;
                case RESTORE_STRENGTH:
                        rogue.str_current = rogue.str_max;
                        messagef(0, "this tastes great, you feel warm all over");
                        break;
                case HEALING:
                        messagef(0, "you begin to feel better");
                        potion_heal(0);
                        break;
                case EXTRA_HEALING:
                        messagef(0, "you begin to feel much better");
                        potion_heal(1);
                        break;
                case POISON:
                        if (!sustain_strength) {
                                rogue.str_current -= get_rand(1, 3);
                                if (rogue.str_current < 1) {
                                        rogue.str_current = 1;
                                }
                        }
                        messagef(0, "you feel very sick now");
                        if (halluc) {
                                unhallucinate();
                        }
                        break;
                case RAISE_LEVEL:
                        rogue.exp_points = level_points[rogue.exp - 1];
                        messagef(0, "you suddenly feel much more skillful");
                        add_exp(1, 1);
                        break;
                case BLINDNESS:
                        go_blind();
                        break;
                case HALLUCINATION:
                        messagef(0, "oh wow, everything seems so cosmic");
                        halluc += get_rand(500, 800);
                        break;
                case DETECT_MONSTER:
                        show_monsters();
                        if (!(level_monsters.next_monster)) {
                                messagef(0, "%s", strange_feeling);
                        }
                        break;
                case DETECT_OBJECTS:
                        if (level_objects.next_object) {
                                if (!blind) {
                                        show_objects();
                                }
                        } else {
                                messagef(0, "%s", strange_feeling);
                        }
                        break;
                case CONFUSION:
                        messagef(0, (halluc ? "what a trippy feeling" :
                        "you feel confused"));
                        cnfs();
                        break;
                case LEVITATION:
                        messagef(0, "you start to float in the air");
                        levitate += get_rand(15, 30);
                        being_held = bear_trap = 0;
                        break;
                case HASTE_SELF:
                        messagef(0, "you feel yourself moving much faster");
                        haste_self += get_rand(11, 21);
                        if (!(haste_self % 2)) {
                                haste_self++;
                        }
                        break;
                case SEE_INVISIBLE:
                        messagef(0, "hmm, this potion tastes like %sjuice",
                                 fruit);
                        if (blind) {
                                unblind();
                        }
                        see_invisible = 1;
                        relight();
                        break;
        }
        print_stats((STAT_STRENGTH | STAT_HP));
        if (id_potions[obj->which_kind].id_status != CALLED) {
                id_potions[obj->which_kind].id_status = IDENTIFIED;
        }
        vanish(obj, 1, &rogue.pack);
}

void
read_scroll(void)
{
        short ch;
        object *obj;

        ch = pack_letter("read what?", SCROL);

        if (ch == CANCEL) {
                return;
        }
        if (!(obj = get_letter_object(ch))) {
                messagef(0, "no such item.");
                return;
        }
        if (obj->what_is != SCROL) {
                messagef(0, "you can't read that");
                return;
        }
        switch(obj->which_kind) {
                case SCARE_MONSTER:
                        messagef(0, "you hear a maniacal laughter in the distance");
                        break;
                case HOLD_MONSTER:
                        hold_monster();
                        break;
                case ENCH_WEAPON:
                        if (rogue.weapon) {
                                if (rogue.weapon->what_is == WEAPON) {
                                        messagef(0, "your %sglow%s %sfor a moment",
                                                name_of(rogue.weapon),
                                                ((rogue.weapon->quantity <= 1) ? "s" : ""),
                                                get_ench_color());
                                        if (coin_toss()) {
                                                rogue.weapon->hit_enchant++;
                                        } else {
                                                rogue.weapon->d_enchant++;
                                        }
                                }
                                rogue.weapon->is_cursed = 0;
                        } else {
                                messagef(0, "your hands tingle");
                        }
                        break;
                case ENCH_ARMOR:
                        if (rogue.armor) {
                                messagef(0, "your armor glows %sfor a moment",
                                        get_ench_color());
                                rogue.armor->d_enchant++;
                                rogue.armor->is_cursed = 0;
                                print_stats(STAT_ARMOR);
                        } else {
                                messagef(0, "your skin crawls");
                        }
                        break;
                case IDENTIFY:
                        messagef(0, "this is a scroll of identify");
                        obj->identified = 1;
                        id_scrolls[obj->which_kind].id_status = IDENTIFIED;
                        idntfy();
                        break;
                case TELEPORT:
                        tele();
                        break;
                case SLEEP:
                        messagef(0, "you fall asleep");
                        take_a_nap();
                        break;
                case PROTECT_ARMOR:
                        if (rogue.armor) {
                                messagef(0, "your armor is covered by a shimmering gold shield");
                                rogue.armor->is_protected = 1;
                                rogue.armor->is_cursed = 0;
                        } else {
                                messagef(0, "your acne seems to have disappeared");
                        }
                        break;
                case REMOVE_CURSE:
                                messagef(0, (!halluc) ?
                                        "you feel as though someone is watching over you" :
                                        "you feel in touch with the universal oneness");
                        uncurse_all();
                        break;
                case CREATE_MONSTER:
                        create_monster();
                        break;
                case AGGRAVATE_MONSTER:
                        aggravate();
                        break;
                case MAGIC_MAPPING:
                        messagef(0, "this scroll seems to have a map on it");
                        draw_magic_map();
                        break;
                case CON_MON:
                        con_mon = 1;
                        messagef(0, "your hands glow %sfor a moment",
                                 get_ench_color());
                        break;
        }
        if (id_scrolls[obj->which_kind].id_status != CALLED) {
                id_scrolls[obj->which_kind].id_status = IDENTIFIED;
        }
        vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
}

/* vanish() does NOT handle a quiver of weapons with more than one
 *  arrow (or whatever) in the quiver.  It will only decrement the count.
 */

void
vanish(object *obj, short rm, object *pack)
{
        if (obj->quantity > 1) {
                obj->quantity--;
        } else {
                if (obj->in_use_flags & BEING_WIELDED) {
                        unwield(obj);
                } else if (obj->in_use_flags & BEING_WORN) {
                        unwear(obj);
                } else if (obj->in_use_flags & ON_EITHER_HAND) {
                        un_put_on(obj);
                }
                take_from_pack(obj, pack);
                free_object(obj);
        }
        if (rm) {
                (void)reg_move();
        }
}

static void
potion_heal(int extra)
{
        float ratio;
        short add;

        rogue.hp_current += rogue.exp;

        ratio = ((float)rogue.hp_current) / rogue.hp_max;

        if (ratio >= 1.00) {
                rogue.hp_max += (extra ? 2 : 1);
                extra_hp += (extra ? 2 : 1);
                rogue.hp_current = rogue.hp_max;
        } else if (ratio >= 0.90) {
                rogue.hp_max += (extra ? 1 : 0);
                extra_hp += (extra ? 1 : 0);
                rogue.hp_current = rogue.hp_max;
        } else {
                if (ratio < 0.33) {
                        ratio = 0.33;
                }
                if (extra) {
                        ratio += ratio;
                }
                add = (short)(ratio * (rogue.hp_max - rogue.hp_current));
                rogue.hp_current += add;
                if (rogue.hp_current > rogue.hp_max) {
                        rogue.hp_current = rogue.hp_max;
                }
        }
        if (blind) {
                unblind();
        }
        if (confused && extra) {
                unconfuse();
        } else if (confused) {
                confused = (confused / 2) + 1;
        }
        if (halluc && extra) {
                unhallucinate();
        } else if (halluc) {
                halluc = (halluc / 2) + 1;
        }
}

static void
idntfy(void)
{
        short ch;
        object *obj;
        struct id *id_table;
        char desc[DCOLS];
AGAIN:
        ch = pack_letter("what would you like to identify?", ALL_OBJECTS);

        if (ch == CANCEL) {
                return;
        }
        if (!(obj = get_letter_object(ch))) {
                messagef(0, "no such item, try again");
                messagef(0, "%s", "");  /* gcc objects to just "" */
                check_message();
                goto AGAIN;
        }
        obj->identified = 1;
        if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
                id_table = get_id_table(obj);
                id_table[obj->which_kind].id_status = IDENTIFIED;
        }
        get_desc(obj, desc, sizeof(desc));
        messagef(0, "%s", desc);
}

void
eat(void)
{
        short ch;
        short moves;
        object *obj;

        ch = pack_letter("eat what?", FOOD);

        if (ch == CANCEL) {
                return;
        }
        if (!(obj = get_letter_object(ch))) {
                messagef(0, "no such item.");
                return;
        }
        if (obj->what_is != FOOD) {
                messagef(0, "you can't eat that");
                return;
        }
        if ((obj->which_kind == FRUIT) || rand_percent(60)) {
                moves = get_rand(950, 1150);
                if (obj->which_kind == RATION) {
                        messagef(0, "yum, that tasted good");
                } else {
                        messagef(0, "my, that was a yummy %s", fruit);
                }
        } else {
                moves = get_rand(750, 950);
                messagef(0, "yuk, that food tasted awful");
                add_exp(2, 1);
        }
        rogue.moves_left /= 3;
        rogue.moves_left += moves;
        hunger_str[0] = 0;
        print_stats(STAT_HUNGER);

        vanish(obj, 1, &rogue.pack);
}

static void
hold_monster(void)
{
        short i, j;
        short mcount = 0;
        object *monster;
        short row, col;

        for (i = -2; i <= 2; i++) {
                for (j = -2; j <= 2; j++) {
                        row = rogue.row + i;
                        col = rogue.col + j;
                        if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
                                 (col > (DCOLS-1))) {
                                continue;
                        }
                        if (dungeon[row][col] & MONSTER) {
                                monster = object_at(&level_monsters, row, col);
                                monster->m_flags |= ASLEEP;
                                monster->m_flags &= (~WAKENS);
                                mcount++;
                        }
                }
        }
        if (mcount == 0) {
                messagef(0, "you feel a strange sense of loss");
        } else if (mcount == 1) {
                messagef(0, "the monster freezes");
        } else {
                messagef(0, "the monsters around you freeze");
        }
}

void
tele(void)
{
        mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));

        if (cur_room >= 0) {
                darken_room(cur_room);
        }
        put_player(get_room_number(rogue.row, rogue.col));
        being_held = 0;
        bear_trap = 0;
}

void
hallucinate(void)
{
        object *obj, *monster;
        short ch;

        if (blind) return;

        obj = level_objects.next_object;

        while (obj) {
                ch = mvinch(obj->row, obj->col);
                if (((ch < 'A') || (ch > 'Z')) &&
                        ((obj->row != rogue.row) || (obj->col != rogue.col)))
                if ((ch != ' ') && (ch != '.') && (ch != '#') && (ch != '+')) {
                        addch(gr_obj_char());
                }
                obj = obj->next_object;
        }
        monster = level_monsters.next_monster;

        while (monster) {
                ch = mvinch(monster->row, monster->col);
                if ((ch >= 'A') && (ch <= 'Z')) {
                        addch(get_rand('A', 'Z'));
                }
                monster = monster->next_monster;
        }
}

void
unhallucinate(void)
{
        halluc = 0;
        relight();
        messagef(1, "everything looks SO boring now");
}

void
unblind(void)
{
        blind = 0;
        messagef(1, "the veil of darkness lifts");
        relight();
        if (halluc) {
                hallucinate();
        }
        if (detect_monster) {
                show_monsters();
        }
}

void
relight(void)
{
        if (cur_room == PASSAGE) {
                light_passage(rogue.row, rogue.col);
        } else {
                light_up_room(cur_room);
        }
        mvaddch(rogue.row, rogue.col, rogue.fchar);
}

void
take_a_nap(void)
{
        short i;

        i = get_rand(2, 5);
        md_sleep(1);

        while (i--) {
                mv_mons();
        }
        md_sleep(1);
        messagef(0, "%s", you_can_move_again);
}

static void
go_blind(void)
{
        short i, j;

        if (!blind) {
                messagef(0, "a cloak of darkness falls around you");
        }
        blind += get_rand(500, 800);

        if (detect_monster) {
                object *monster;

                monster = level_monsters.next_monster;

                while (monster) {
                        mvaddch(monster->row, monster->col, monster->trail_char);
                        monster = monster->next_monster;
                }
        }
        if (cur_room >= 0) {
                for (i = rooms[cur_room].top_row + 1;
                         i < rooms[cur_room].bottom_row; i++) {
                        for (j = rooms[cur_room].left_col + 1;
                                 j < rooms[cur_room].right_col; j++) {
                                mvaddch(i, j, ' ');
                        }
                }
        }
        mvaddch(rogue.row, rogue.col, rogue.fchar);
}

static const char *
get_ench_color(void)
{
        if (halluc) {
                return(id_potions[get_rand(0, POTIONS-1)].title);
        } else if (con_mon) {
                return("red ");
        }
        return("blue ");
}

void
cnfs(void)
{
        confused += get_rand(12, 22);
}

void
unconfuse(void)
{
        confused = 0;
        messagef(1, "you feel less %s now", (halluc ? "trippy" : "confused"));
}

static void
uncurse_all(void)
{
        object *obj;

        obj = rogue.pack.next_object;

        while (obj) {
                obj->is_cursed = 0;
                obj = obj->next_object;
        }
}