1 /* 2 * Copyright (c) 1988, 1993 3 * The Regents of the University of California. All rights reserved. 4 * 5 * This code is derived from software contributed to Berkeley by 6 * Timothy C. Stoehr. 7 * 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. All advertising materials mentioning features or use of this software 17 * must display the following acknowledgement: 18 * This product includes software developed by the University of 19 * California, Berkeley and its contributors. 20 * 4. Neither the name of the University nor the names of its contributors 21 * may be used to endorse or promote products derived from this software 22 * without specific prior written permission. 23 * 24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 34 * SUCH DAMAGE. 35 */ 36 37 #ifndef lint 38 #if 0 39 static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93"; 40 #endif 41 static const char rcsid[] = 42 "$FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $"; 43 #endif /* not lint */ 44 45 /* 46 * object.c 47 * 48 * This source herein may be modified and/or distributed by anybody who 49 * so desires, with the following restrictions: 50 * 1.) No portion of this notice shall be removed. 51 * 2.) Credit shall not be taken for the creation of this source. 52 * 3.) This code is not to be traded, sold, or used for personal 53 * gain or profit. 54 * 55 */ 56 57 #include "rogue.h" 58 59 object level_objects; 60 unsigned short dungeon[DROWS][DCOLS]; 61 short foods = 0; 62 object *free_list = (object *) 0; 63 char *fruit = (char *) 0; 64 65 fighter rogue = { 66 INIT_AW, /* armor, weapon */ 67 INIT_RINGS, /* rings */ 68 INIT_HP, /* Hp current,max */ 69 INIT_STR, /* Str current,max */ 70 INIT_PACK, /* pack */ 71 INIT_GOLD, /* gold */ 72 INIT_EXP, /* exp level,points */ 73 0, 0, /* row, col */ 74 INIT_CHAR, /* char */ 75 INIT_MOVES /* moves */ 76 }; 77 78 struct id id_potions[POTIONS] = { 79 {100, "blue \0 ", "of increase strength ", 0}, 80 {250, "red \0 ", "of restore strength ", 0}, 81 {100, "green \0 ", "of healing ", 0}, 82 {200, "grey \0 ", "of extra healing ", 0}, 83 {10, "brown \0 ", "of poison ", 0}, 84 {300, "clear \0 ", "of raise level ", 0}, 85 {10, "pink \0 ", "of blindness ", 0}, 86 {25, "white \0 ", "of hallucination ", 0}, 87 {100, "purple \0 ", "of detect monster ", 0}, 88 {100, "black \0 ", "of detect things ", 0}, 89 {10, "yellow \0 ", "of confusion ", 0}, 90 {80, "plaid \0 ", "of levitation ", 0}, 91 {150, "burgundy \0 ", "of haste self ", 0}, 92 {145, "beige \0 ", "of see invisible ", 0} 93 }; 94 95 struct id id_scrolls[SCROLS] = { 96 {505, " ", "of protect armor ", 0}, 97 {200, " ", "of hold monster ", 0}, 98 {235, " ", "of enchant weapon ", 0}, 99 {235, " ", "of enchant armor ", 0}, 100 {175, " ", "of identify ", 0}, 101 {190, " ", "of teleportation ", 0}, 102 {25, " ", "of sleep ", 0}, 103 {610, " ", "of scare monster ", 0}, 104 {210, " ", "of remove curse ", 0}, 105 {80, " ", "of create monster ",0}, 106 {25, " ", "of aggravate monster ",0}, 107 {180, " ", "of magic mapping ", 0}, 108 {90, " ", "of confuse monster ", 0} 109 }; 110 111 struct id id_weapons[WEAPONS] = { 112 {150, "short bow ", "", 0}, 113 {8, "darts ", "", 0}, 114 {15, "arrows ", "", 0}, 115 {27, "daggers ", "", 0}, 116 {35, "shurikens ", "", 0}, 117 {360, "mace ", "", 0}, 118 {470, "long sword ", "", 0}, 119 {580, "two-handed sword ", "", 0} 120 }; 121 122 struct id id_armors[ARMORS] = { 123 {300, "leather armor ", "", (UNIDENTIFIED)}, 124 {300, "ring mail ", "", (UNIDENTIFIED)}, 125 {400, "scale mail ", "", (UNIDENTIFIED)}, 126 {500, "chain mail ", "", (UNIDENTIFIED)}, 127 {600, "banded mail ", "", (UNIDENTIFIED)}, 128 {600, "splint mail ", "", (UNIDENTIFIED)}, 129 {700, "plate mail ", "", (UNIDENTIFIED)} 130 }; 131 132 struct id id_wands[WANDS] = { 133 {25, " ", "of teleport away ",0}, 134 {50, " ", "of slow monster ", 0}, 135 {8, " ", "of invisibility ",0}, 136 {55, " ", "of polymorph ",0}, 137 {2, " ", "of haste monster ",0}, 138 {20, " ", "of magic missile ",0}, 139 {20, " ", "of cancellation ",0}, 140 {0, " ", "of do nothing ",0}, 141 {35, " ", "of drain life ",0}, 142 {20, " ", "of cold ",0}, 143 {20, " ", "of fire ",0} 144 }; 145 146 struct id id_rings[RINGS] = { 147 {250, " ", "of stealth ",0}, 148 {100, " ", "of teleportation ", 0}, 149 {255, " ", "of regeneration ",0}, 150 {295, " ", "of slow digestion ",0}, 151 {200, " ", "of add strength ",0}, 152 {250, " ", "of sustain strength ",0}, 153 {250, " ", "of dexterity ",0}, 154 {25, " ", "of adornment ",0}, 155 {300, " ", "of see invisible ",0}, 156 {290, " ", "of maintain armor ",0}, 157 {270, " ", "of searching ",0}, 158 }; 159 160 extern short cur_level, max_level; 161 extern short party_room; 162 extern char *error_file; 163 extern boolean is_wood[]; 164 165 put_objects() 166 { 167 short i, n; 168 object *obj; 169 170 if (cur_level < max_level) { 171 return; 172 } 173 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); 174 while (rand_percent(33)) { 175 n++; 176 } 177 if (party_room != NO_ROOM) { 178 make_party(); 179 } 180 for (i = 0; i < n; i++) { 181 obj = gr_object(); 182 rand_place(obj); 183 } 184 put_gold(); 185 } 186 187 put_gold() 188 { 189 short i, j; 190 short row,col; 191 boolean is_maze, is_room; 192 193 for (i = 0; i < MAXROOMS; i++) { 194 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; 195 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; 196 197 if (!(is_room || is_maze)) { 198 continue; 199 } 200 if (is_maze || rand_percent(GOLD_PERCENT)) { 201 for (j = 0; j < 50; j++) { 202 row = get_rand(rooms[i].top_row+1, 203 rooms[i].bottom_row-1); 204 col = get_rand(rooms[i].left_col+1, 205 rooms[i].right_col-1); 206 if ((dungeon[row][col] == FLOOR) || 207 (dungeon[row][col] == TUNNEL)) { 208 plant_gold(row, col, is_maze); 209 break; 210 } 211 } 212 } 213 } 214 } 215 216 plant_gold(row, col, is_maze) 217 short row, col; 218 boolean is_maze; 219 { 220 object *obj; 221 222 obj = alloc_object(); 223 obj->row = row; obj->col = col; 224 obj->what_is = GOLD; 225 obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); 226 if (is_maze) { 227 obj->quantity += obj->quantity / 2; 228 } 229 dungeon[row][col] |= OBJECT; 230 (void) add_to_pack(obj, &level_objects, 0); 231 } 232 233 place_at(obj, row, col) 234 object *obj; 235 int row, col; 236 { 237 obj->row = row; 238 obj->col = col; 239 dungeon[row][col] |= OBJECT; 240 (void) add_to_pack(obj, &level_objects, 0); 241 } 242 243 object * 244 object_at(pack, row, col) 245 object *pack; 246 short row, col; 247 { 248 object *obj = (object *) 0; 249 250 if (dungeon[row][col] & (MONSTER | OBJECT)) { 251 obj = pack->next_object; 252 253 while (obj && ((obj->row != row) || (obj->col != col))) { 254 obj = obj->next_object; 255 } 256 if (!obj) { 257 message("object_at(): inconsistent", 1); 258 } 259 } 260 return(obj); 261 } 262 263 object * 264 get_letter_object(ch) 265 int ch; 266 { 267 object *obj; 268 269 obj = rogue.pack.next_object; 270 271 while (obj && (obj->ichar != ch)) { 272 obj = obj->next_object; 273 } 274 return(obj); 275 } 276 277 free_stuff(objlist) 278 object *objlist; 279 { 280 object *obj; 281 282 while (objlist->next_object) { 283 obj = objlist->next_object; 284 objlist->next_object = 285 objlist->next_object->next_object; 286 free_object(obj); 287 } 288 } 289 290 const char * 291 name_of(obj) 292 const object *obj; 293 { 294 const char *retstring; 295 296 switch(obj->what_is) { 297 case SCROL: 298 retstring = obj->quantity > 1 ? "scrolls " : "scroll "; 299 break; 300 case POTION: 301 retstring = obj->quantity > 1 ? "potions " : "potion "; 302 break; 303 case FOOD: 304 if (obj->which_kind == RATION) { 305 retstring = "food "; 306 } else { 307 retstring = fruit; 308 } 309 break; 310 case WAND: 311 retstring = is_wood[obj->which_kind] ? "staff " : "wand "; 312 break; 313 case WEAPON: 314 switch(obj->which_kind) { 315 case DART: 316 retstring=obj->quantity > 1 ? "darts " : "dart "; 317 break; 318 case ARROW: 319 retstring=obj->quantity > 1 ? "arrows " : "arrow "; 320 break; 321 case DAGGER: 322 retstring=obj->quantity > 1 ? "daggers " : "dagger "; 323 break; 324 case SHURIKEN: 325 retstring=obj->quantity > 1?"shurikens ":"shuriken "; 326 break; 327 default: 328 retstring = id_weapons[obj->which_kind].title; 329 } 330 break; 331 case ARMOR: 332 retstring = "armor "; 333 break; 334 case RING: 335 retstring = "ring "; 336 break; 337 case AMULET: 338 retstring = "amulet "; 339 break; 340 default: 341 retstring = "unknown "; 342 break; 343 } 344 return(retstring); 345 } 346 347 object * 348 gr_object() 349 { 350 object *obj; 351 352 obj = alloc_object(); 353 354 if (foods < (cur_level / 3)) { 355 obj->what_is = FOOD; 356 foods++; 357 } else { 358 obj->what_is = gr_what_is(); 359 } 360 switch(obj->what_is) { 361 case SCROL: 362 gr_scroll(obj); 363 break; 364 case POTION: 365 gr_potion(obj); 366 break; 367 case WEAPON: 368 gr_weapon(obj, 1); 369 break; 370 case ARMOR: 371 gr_armor(obj); 372 break; 373 case WAND: 374 gr_wand(obj); 375 break; 376 case FOOD: 377 get_food(obj, 0); 378 break; 379 case RING: 380 gr_ring(obj, 1); 381 break; 382 } 383 return(obj); 384 } 385 386 unsigned short 387 gr_what_is() 388 { 389 short percent; 390 unsigned short what_is; 391 392 percent = get_rand(1, 91); 393 394 if (percent <= 30) { 395 what_is = SCROL; 396 } else if (percent <= 60) { 397 what_is = POTION; 398 } else if (percent <= 64) { 399 what_is = WAND; 400 } else if (percent <= 74) { 401 what_is = WEAPON; 402 } else if (percent <= 83) { 403 what_is = ARMOR; 404 } else if (percent <= 88) { 405 what_is = FOOD; 406 } else { 407 what_is = RING; 408 } 409 return(what_is); 410 } 411 412 gr_scroll(obj) 413 object *obj; 414 { 415 short percent; 416 417 percent = get_rand(0, 91); 418 419 obj->what_is = SCROL; 420 421 if (percent <= 5) { 422 obj->which_kind = PROTECT_ARMOR; 423 } else if (percent <= 10) { 424 obj->which_kind = HOLD_MONSTER; 425 } else if (percent <= 20) { 426 obj->which_kind = CREATE_MONSTER; 427 } else if (percent <= 35) { 428 obj->which_kind = IDENTIFY; 429 } else if (percent <= 43) { 430 obj->which_kind = TELEPORT; 431 } else if (percent <= 50) { 432 obj->which_kind = SLEEP; 433 } else if (percent <= 55) { 434 obj->which_kind = SCARE_MONSTER; 435 } else if (percent <= 64) { 436 obj->which_kind = REMOVE_CURSE; 437 } else if (percent <= 69) { 438 obj->which_kind = ENCH_ARMOR; 439 } else if (percent <= 74) { 440 obj->which_kind = ENCH_WEAPON; 441 } else if (percent <= 80) { 442 obj->which_kind = AGGRAVATE_MONSTER; 443 } else if (percent <= 86) { 444 obj->which_kind = CON_MON; 445 } else { 446 obj->which_kind = MAGIC_MAPPING; 447 } 448 } 449 450 gr_potion(obj) 451 object *obj; 452 { 453 short percent; 454 455 percent = get_rand(1, 118); 456 457 obj->what_is = POTION; 458 459 if (percent <= 5) { 460 obj->which_kind = RAISE_LEVEL; 461 } else if (percent <= 15) { 462 obj->which_kind = DETECT_OBJECTS; 463 } else if (percent <= 25) { 464 obj->which_kind = DETECT_MONSTER; 465 } else if (percent <= 35) { 466 obj->which_kind = INCREASE_STRENGTH; 467 } else if (percent <= 45) { 468 obj->which_kind = RESTORE_STRENGTH; 469 } else if (percent <= 55) { 470 obj->which_kind = HEALING; 471 } else if (percent <= 65) { 472 obj->which_kind = EXTRA_HEALING; 473 } else if (percent <= 75) { 474 obj->which_kind = BLINDNESS; 475 } else if (percent <= 85) { 476 obj->which_kind = HALLUCINATION; 477 } else if (percent <= 95) { 478 obj->which_kind = CONFUSION; 479 } else if (percent <= 105) { 480 obj->which_kind = POISON; 481 } else if (percent <= 110) { 482 obj->which_kind = LEVITATION; 483 } else if (percent <= 114) { 484 obj->which_kind = HASTE_SELF; 485 } else { 486 obj->which_kind = SEE_INVISIBLE; 487 } 488 } 489 490 gr_weapon(obj, assign_wk) 491 object *obj; 492 int assign_wk; 493 { 494 short percent; 495 short i; 496 short blessing, increment; 497 498 obj->what_is = WEAPON; 499 if (assign_wk) { 500 obj->which_kind = get_rand(0, (WEAPONS - 1)); 501 } 502 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || 503 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { 504 obj->quantity = get_rand(3, 15); 505 obj->quiver = get_rand(0, 126); 506 } else { 507 obj->quantity = 1; 508 } 509 obj->hit_enchant = obj->d_enchant = 0; 510 511 percent = get_rand(1, 96); 512 blessing = get_rand(1, 3); 513 514 if (percent <= 16) { 515 increment = 1; 516 } else if (percent <= 32) { 517 increment = -1; 518 obj->is_cursed = 1; 519 } 520 if (percent <= 32) { 521 for (i = 0; i < blessing; i++) { 522 if (coin_toss()) { 523 obj->hit_enchant += increment; 524 } else { 525 obj->d_enchant += increment; 526 } 527 } 528 } 529 switch(obj->which_kind) { 530 case BOW: 531 case DART: 532 obj->damage = "1d1"; 533 break; 534 case ARROW: 535 obj->damage = "1d2"; 536 break; 537 case DAGGER: 538 obj->damage = "1d3"; 539 break; 540 case SHURIKEN: 541 obj->damage = "1d4"; 542 break; 543 case MACE: 544 obj->damage = "2d3"; 545 break; 546 case LONG_SWORD: 547 obj->damage = "3d4"; 548 break; 549 case TWO_HANDED_SWORD: 550 obj->damage = "4d5"; 551 break; 552 } 553 } 554 555 gr_armor(obj) 556 object *obj; 557 { 558 short percent; 559 short blessing; 560 561 obj->what_is = ARMOR; 562 obj->which_kind = get_rand(0, (ARMORS - 1)); 563 obj->class = obj->which_kind + 2; 564 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { 565 obj->class--; 566 } 567 obj->is_protected = 0; 568 obj->d_enchant = 0; 569 570 percent = get_rand(1, 100); 571 blessing = get_rand(1, 3); 572 573 if (percent <= 16) { 574 obj->is_cursed = 1; 575 obj->d_enchant -= blessing; 576 } else if (percent <= 33) { 577 obj->d_enchant += blessing; 578 } 579 } 580 581 gr_wand(obj) 582 object *obj; 583 { 584 obj->what_is = WAND; 585 obj->which_kind = get_rand(0, (WANDS - 1)); 586 obj->class = get_rand(3, 7); 587 } 588 589 get_food(obj, force_ration) 590 object *obj; 591 boolean force_ration; 592 { 593 obj->what_is = FOOD; 594 595 if (force_ration || rand_percent(80)) { 596 obj->which_kind = RATION; 597 } else { 598 obj->which_kind = FRUIT; 599 } 600 } 601 602 put_stairs() 603 { 604 short row, col; 605 606 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 607 dungeon[row][col] |= STAIRS; 608 } 609 610 get_armor_class(obj) 611 const object *obj; 612 { 613 if (obj) { 614 return(obj->class + obj->d_enchant); 615 } 616 return(0); 617 } 618 619 object * 620 alloc_object() 621 { 622 object *obj; 623 624 if (free_list) { 625 obj = free_list; 626 free_list = free_list->next_object; 627 } else if (!(obj = (object *) md_malloc(sizeof(object)))) { 628 message("cannot allocate object, saving game", 0); 629 save_into_file(error_file); 630 } 631 obj->quantity = 1; 632 obj->ichar = 'L'; 633 obj->picked_up = obj->is_cursed = 0; 634 obj->in_use_flags = NOT_USED; 635 obj->identified = UNIDENTIFIED; 636 obj->damage = "1d1"; 637 return(obj); 638 } 639 640 free_object(obj) 641 object *obj; 642 { 643 obj->next_object = free_list; 644 free_list = obj; 645 } 646 647 make_party() 648 { 649 short n; 650 651 party_room = gr_room(); 652 653 n = rand_percent(99) ? party_objects(party_room) : 11; 654 if (rand_percent(99)) { 655 party_monsters(party_room, n); 656 } 657 } 658 659 show_objects() 660 { 661 object *obj; 662 short mc, rc, row, col; 663 object *monster; 664 665 obj = level_objects.next_object; 666 667 while (obj) { 668 row = obj->row; 669 col = obj->col; 670 671 rc = get_mask_char(obj->what_is); 672 673 if (dungeon[row][col] & MONSTER) { 674 if (monster = object_at(&level_monsters, row, col)) { 675 monster->trail_char = rc; 676 } 677 } 678 mc = mvinch(row, col); 679 if (((mc < 'A') || (mc > 'Z')) && 680 ((row != rogue.row) || (col != rogue.col))) { 681 mvaddch(row, col, rc); 682 } 683 obj = obj->next_object; 684 } 685 686 monster = level_monsters.next_object; 687 688 while (monster) { 689 if (monster->m_flags & IMITATES) { 690 mvaddch(monster->row, monster->col, (int) monster->disguise); 691 } 692 monster = monster->next_monster; 693 } 694 } 695 696 put_amulet() 697 { 698 object *obj; 699 700 obj = alloc_object(); 701 obj->what_is = AMULET; 702 rand_place(obj); 703 } 704 705 rand_place(obj) 706 object *obj; 707 { 708 short row, col; 709 710 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 711 place_at(obj, row, col); 712 } 713 714 c_object_for_wizard() 715 { 716 short ch, max, wk; 717 object *obj; 718 char buf[80]; 719 720 if (pack_count((object *) 0) >= MAX_PACK_COUNT) { 721 message("pack full", 0); 722 return; 723 } 724 message("type of object?", 0); 725 726 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { 727 sound_bell(); 728 } 729 check_message(); 730 731 if (ch == '\033') { 732 return; 733 } 734 obj = alloc_object(); 735 736 switch(ch) { 737 case '!': 738 obj->what_is = POTION; 739 max = POTIONS - 1; 740 break; 741 case '?': 742 obj->what_is = SCROL; 743 max = SCROLS - 1; 744 break; 745 case ',': 746 obj->what_is = AMULET; 747 break; 748 case ':': 749 get_food(obj, 0); 750 break; 751 case ')': 752 gr_weapon(obj, 0); 753 max = WEAPONS - 1; 754 break; 755 case ']': 756 gr_armor(obj); 757 max = ARMORS - 1; 758 break; 759 case '/': 760 gr_wand(obj); 761 max = WANDS - 1; 762 break; 763 case '=': 764 max = RINGS - 1; 765 obj->what_is = RING; 766 break; 767 } 768 if ((ch != ',') && (ch != ':')) { 769 GIL: 770 if (get_input_line("which kind?", "", buf, "", 0, 1)) { 771 wk = get_number(buf); 772 if ((wk >= 0) && (wk <= max)) { 773 obj->which_kind = (unsigned short) wk; 774 if (obj->what_is == RING) { 775 gr_ring(obj, 0); 776 } 777 } else { 778 sound_bell(); 779 goto GIL; 780 } 781 } else { 782 free_object(obj); 783 return; 784 } 785 } 786 get_desc(obj, buf); 787 message(buf, 0); 788 (void) add_to_pack(obj, &rogue.pack, 1); 789 } 790