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. 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. 19 * 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. 31 * 32 * @(#)object.c 8.1 (Berkeley) 5/31/93 33 * $FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $ 34 * $DragonFly: src/games/rogue/object.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $ 35 */ 36 37 /* 38 * object.c 39 * 40 * This source herein may be modified and/or distributed by anybody who 41 * so desires, with the following restrictions: 42 * 1.) No portion of this notice shall be removed. 43 * 2.) Credit shall not be taken for the creation of this source. 44 * 3.) This code is not to be traded, sold, or used for personal 45 * gain or profit. 46 * 47 */ 48 49 #include "rogue.h" 50 51 object level_objects; 52 unsigned short dungeon[DROWS][DCOLS]; 53 short foods = 0; 54 object *free_list = NULL; 55 char *fruit = NULL; 56 57 fighter rogue = { 58 INIT_AW, /* armor, weapon */ 59 INIT_RINGS, /* rings */ 60 INIT_HP,INIT_HP,/* Hp current,max */ 61 INIT_STR, /* Str current,max */ 62 INIT_PACK, /* pack */ 63 INIT_GOLD, /* gold */ 64 INIT_EXP, /* exp level,points */ 65 0, 0, /* row, col */ 66 INIT_CHAR, /* char */ 67 INIT_MOVES /* moves */ 68 }; 69 70 struct id id_potions[POTIONS] = { 71 {100, "blue \0 ", "of increase strength ", 0}, 72 {250, "red \0 ", "of restore strength ", 0}, 73 {100, "green \0 ", "of healing ", 0}, 74 {200, "grey \0 ", "of extra healing ", 0}, 75 {10, "brown \0 ", "of poison ", 0}, 76 {300, "clear \0 ", "of raise level ", 0}, 77 {10, "pink \0 ", "of blindness ", 0}, 78 {25, "white \0 ", "of hallucination ", 0}, 79 {100, "purple \0 ", "of detect monster ", 0}, 80 {100, "black \0 ", "of detect things ", 0}, 81 {10, "yellow \0 ", "of confusion ", 0}, 82 {80, "plaid \0 ", "of levitation ", 0}, 83 {150, "burgundy \0 ", "of haste self ", 0}, 84 {145, "beige \0 ", "of see invisible ", 0} 85 }; 86 87 struct id id_scrolls[SCROLS] = { 88 {505, " ", "of protect armor ", 0}, 89 {200, " ", "of hold monster ", 0}, 90 {235, " ", "of enchant weapon ", 0}, 91 {235, " ", "of enchant armor ", 0}, 92 {175, " ", "of identify ", 0}, 93 {190, " ", "of teleportation ", 0}, 94 {25, " ", "of sleep ", 0}, 95 {610, " ", "of scare monster ", 0}, 96 {210, " ", "of remove curse ", 0}, 97 {80, " ", "of create monster ",0}, 98 {25, " ", "of aggravate monster ",0}, 99 {180, " ", "of magic mapping ", 0}, 100 {90, " ", "of confuse monster ", 0} 101 }; 102 103 struct id id_weapons[WEAPONS] = { 104 {150, "short bow ", "", 0}, 105 {8, "darts ", "", 0}, 106 {15, "arrows ", "", 0}, 107 {27, "daggers ", "", 0}, 108 {35, "shurikens ", "", 0}, 109 {360, "mace ", "", 0}, 110 {470, "long sword ", "", 0}, 111 {580, "two-handed sword ", "", 0} 112 }; 113 114 struct id id_armors[ARMORS] = { 115 {300, "leather armor ", "", (UNIDENTIFIED)}, 116 {300, "ring mail ", "", (UNIDENTIFIED)}, 117 {400, "scale mail ", "", (UNIDENTIFIED)}, 118 {500, "chain mail ", "", (UNIDENTIFIED)}, 119 {600, "banded mail ", "", (UNIDENTIFIED)}, 120 {600, "splint mail ", "", (UNIDENTIFIED)}, 121 {700, "plate mail ", "", (UNIDENTIFIED)} 122 }; 123 124 struct id id_wands[WANDS] = { 125 {25, " ", "of teleport away ",0}, 126 {50, " ", "of slow monster ", 0}, 127 {8, " ", "of invisibility ",0}, 128 {55, " ", "of polymorph ",0}, 129 {2, " ", "of haste monster ",0}, 130 {20, " ", "of magic missile ",0}, 131 {20, " ", "of cancellation ",0}, 132 {0, " ", "of do nothing ",0}, 133 {35, " ", "of drain life ",0}, 134 {20, " ", "of cold ",0}, 135 {20, " ", "of fire ",0} 136 }; 137 138 struct id id_rings[RINGS] = { 139 {250, " ", "of stealth ",0}, 140 {100, " ", "of teleportation ", 0}, 141 {255, " ", "of regeneration ",0}, 142 {295, " ", "of slow digestion ",0}, 143 {200, " ", "of add strength ",0}, 144 {250, " ", "of sustain strength ",0}, 145 {250, " ", "of dexterity ",0}, 146 {25, " ", "of adornment ",0}, 147 {300, " ", "of see invisible ",0}, 148 {290, " ", "of maintain armor ",0}, 149 {270, " ", "of searching ",0}, 150 }; 151 152 extern short cur_level, max_level; 153 extern short party_room; 154 extern boolean is_wood[]; 155 156 static void gr_armor(object *); 157 static void gr_potion(object *); 158 static void gr_scroll(object *); 159 static void gr_wand(object *); 160 static void gr_weapon(object *, int); 161 static unsigned short gr_what_is(void); 162 static void make_party(void); 163 static void plant_gold(short, short, boolean); 164 static void put_gold(void); 165 static void rand_place(object *); 166 167 void 168 put_objects(void) 169 { 170 short i, n; 171 object *obj; 172 173 if (cur_level < max_level) { 174 return; 175 } 176 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); 177 while (rand_percent(33)) { 178 n++; 179 } 180 if (party_room != NO_ROOM) { 181 make_party(); 182 } 183 for (i = 0; i < n; i++) { 184 obj = gr_object(); 185 rand_place(obj); 186 } 187 put_gold(); 188 } 189 190 static void 191 put_gold(void) 192 { 193 short i, j; 194 short row,col; 195 boolean is_maze, is_room; 196 197 for (i = 0; i < MAXROOMS; i++) { 198 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; 199 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; 200 201 if (!(is_room || is_maze)) { 202 continue; 203 } 204 if (is_maze || rand_percent(GOLD_PERCENT)) { 205 for (j = 0; j < 50; j++) { 206 row = get_rand(rooms[i].top_row+1, 207 rooms[i].bottom_row-1); 208 col = get_rand(rooms[i].left_col+1, 209 rooms[i].right_col-1); 210 if ((dungeon[row][col] == FLOOR) || 211 (dungeon[row][col] == TUNNEL)) { 212 plant_gold(row, col, is_maze); 213 break; 214 } 215 } 216 } 217 } 218 } 219 220 static void 221 plant_gold(short row, short col, boolean is_maze) 222 { 223 object *obj; 224 225 obj = alloc_object(); 226 obj->row = row; obj->col = col; 227 obj->what_is = GOLD; 228 obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); 229 if (is_maze) { 230 obj->quantity += obj->quantity / 2; 231 } 232 dungeon[row][col] |= OBJECT; 233 add_to_pack(obj, &level_objects, 0); 234 } 235 236 void 237 place_at(object *obj, int row, int col) 238 { 239 obj->row = row; 240 obj->col = col; 241 dungeon[row][col] |= OBJECT; 242 add_to_pack(obj, &level_objects, 0); 243 } 244 245 object * 246 object_at(object *pack, short row, short col) 247 { 248 object *obj = NULL; 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(int ch) 265 { 266 object *obj; 267 268 obj = rogue.pack.next_object; 269 270 while (obj && (obj->ichar != ch)) { 271 obj = obj->next_object; 272 } 273 return(obj); 274 } 275 276 void 277 free_stuff(object *objlist) 278 { 279 object *obj; 280 281 while (objlist->next_object) { 282 obj = objlist->next_object; 283 objlist->next_object = 284 objlist->next_object->next_object; 285 free_object(obj); 286 } 287 } 288 289 const char * 290 name_of(const object *obj) 291 { 292 const char *retstring; 293 294 switch(obj->what_is) { 295 case SCROL: 296 retstring = obj->quantity > 1 ? "scrolls " : "scroll "; 297 break; 298 case POTION: 299 retstring = obj->quantity > 1 ? "potions " : "potion "; 300 break; 301 case FOOD: 302 if (obj->which_kind == RATION) { 303 retstring = "food "; 304 } else { 305 retstring = fruit; 306 } 307 break; 308 case WAND: 309 retstring = is_wood[obj->which_kind] ? "staff " : "wand "; 310 break; 311 case WEAPON: 312 switch(obj->which_kind) { 313 case DART: 314 retstring=obj->quantity > 1 ? "darts " : "dart "; 315 break; 316 case ARROW: 317 retstring=obj->quantity > 1 ? "arrows " : "arrow "; 318 break; 319 case DAGGER: 320 retstring=obj->quantity > 1 ? "daggers " : "dagger "; 321 break; 322 case SHURIKEN: 323 retstring=obj->quantity > 1?"shurikens ":"shuriken "; 324 break; 325 default: 326 retstring = id_weapons[obj->which_kind].title; 327 } 328 break; 329 case ARMOR: 330 retstring = "armor "; 331 break; 332 case RING: 333 retstring = "ring "; 334 break; 335 case AMULET: 336 retstring = "amulet "; 337 break; 338 default: 339 retstring = "unknown "; 340 break; 341 } 342 return(retstring); 343 } 344 345 object * 346 gr_object(void) 347 { 348 object *obj; 349 350 obj = alloc_object(); 351 352 if (foods < (cur_level / 3)) { 353 obj->what_is = FOOD; 354 foods++; 355 } else { 356 obj->what_is = gr_what_is(); 357 } 358 switch(obj->what_is) { 359 case SCROL: 360 gr_scroll(obj); 361 break; 362 case POTION: 363 gr_potion(obj); 364 break; 365 case WEAPON: 366 gr_weapon(obj, 1); 367 break; 368 case ARMOR: 369 gr_armor(obj); 370 break; 371 case WAND: 372 gr_wand(obj); 373 break; 374 case FOOD: 375 get_food(obj, 0); 376 break; 377 case RING: 378 gr_ring(obj, 1); 379 break; 380 } 381 return(obj); 382 } 383 384 static unsigned short 385 gr_what_is(void) 386 { 387 short percent; 388 unsigned short what_is; 389 390 percent = get_rand(1, 91); 391 392 if (percent <= 30) { 393 what_is = SCROL; 394 } else if (percent <= 60) { 395 what_is = POTION; 396 } else if (percent <= 64) { 397 what_is = WAND; 398 } else if (percent <= 74) { 399 what_is = WEAPON; 400 } else if (percent <= 83) { 401 what_is = ARMOR; 402 } else if (percent <= 88) { 403 what_is = FOOD; 404 } else { 405 what_is = RING; 406 } 407 return(what_is); 408 } 409 410 static void 411 gr_scroll(object *obj) 412 { 413 short percent; 414 415 percent = get_rand(0, 91); 416 417 obj->what_is = SCROL; 418 419 if (percent <= 5) { 420 obj->which_kind = PROTECT_ARMOR; 421 } else if (percent <= 10) { 422 obj->which_kind = HOLD_MONSTER; 423 } else if (percent <= 20) { 424 obj->which_kind = CREATE_MONSTER; 425 } else if (percent <= 35) { 426 obj->which_kind = IDENTIFY; 427 } else if (percent <= 43) { 428 obj->which_kind = TELEPORT; 429 } else if (percent <= 50) { 430 obj->which_kind = SLEEP; 431 } else if (percent <= 55) { 432 obj->which_kind = SCARE_MONSTER; 433 } else if (percent <= 64) { 434 obj->which_kind = REMOVE_CURSE; 435 } else if (percent <= 69) { 436 obj->which_kind = ENCH_ARMOR; 437 } else if (percent <= 74) { 438 obj->which_kind = ENCH_WEAPON; 439 } else if (percent <= 80) { 440 obj->which_kind = AGGRAVATE_MONSTER; 441 } else if (percent <= 86) { 442 obj->which_kind = CON_MON; 443 } else { 444 obj->which_kind = MAGIC_MAPPING; 445 } 446 } 447 448 static void 449 gr_potion(object *obj) 450 { 451 short percent; 452 453 percent = get_rand(1, 118); 454 455 obj->what_is = POTION; 456 457 if (percent <= 5) { 458 obj->which_kind = RAISE_LEVEL; 459 } else if (percent <= 15) { 460 obj->which_kind = DETECT_OBJECTS; 461 } else if (percent <= 25) { 462 obj->which_kind = DETECT_MONSTER; 463 } else if (percent <= 35) { 464 obj->which_kind = INCREASE_STRENGTH; 465 } else if (percent <= 45) { 466 obj->which_kind = RESTORE_STRENGTH; 467 } else if (percent <= 55) { 468 obj->which_kind = HEALING; 469 } else if (percent <= 65) { 470 obj->which_kind = EXTRA_HEALING; 471 } else if (percent <= 75) { 472 obj->which_kind = BLINDNESS; 473 } else if (percent <= 85) { 474 obj->which_kind = HALLUCINATION; 475 } else if (percent <= 95) { 476 obj->which_kind = CONFUSION; 477 } else if (percent <= 105) { 478 obj->which_kind = POISON; 479 } else if (percent <= 110) { 480 obj->which_kind = LEVITATION; 481 } else if (percent <= 114) { 482 obj->which_kind = HASTE_SELF; 483 } else { 484 obj->which_kind = SEE_INVISIBLE; 485 } 486 } 487 488 static void 489 gr_weapon(object *obj, int assign_wk) 490 { 491 short percent; 492 short i; 493 short blessing, increment; 494 495 obj->what_is = WEAPON; 496 if (assign_wk) { 497 obj->which_kind = get_rand(0, (WEAPONS - 1)); 498 } 499 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || 500 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { 501 obj->quantity = get_rand(3, 15); 502 obj->quiver = get_rand(0, 126); 503 } else { 504 obj->quantity = 1; 505 } 506 obj->hit_enchant = obj->d_enchant = 0; 507 508 percent = get_rand(1, 96); 509 blessing = get_rand(1, 3); 510 511 if (percent <= 16) { 512 increment = 1; 513 } else if (percent <= 32) { 514 increment = -1; 515 obj->is_cursed = 1; 516 } 517 if (percent <= 32) { 518 for (i = 0; i < blessing; i++) { 519 if (coin_toss()) { 520 obj->hit_enchant += increment; 521 } else { 522 obj->d_enchant += increment; 523 } 524 } 525 } 526 switch(obj->which_kind) { 527 case BOW: 528 case DART: 529 obj->damage = "1d1"; 530 break; 531 case ARROW: 532 obj->damage = "1d2"; 533 break; 534 case DAGGER: 535 obj->damage = "1d3"; 536 break; 537 case SHURIKEN: 538 obj->damage = "1d4"; 539 break; 540 case MACE: 541 obj->damage = "2d3"; 542 break; 543 case LONG_SWORD: 544 obj->damage = "3d4"; 545 break; 546 case TWO_HANDED_SWORD: 547 obj->damage = "4d5"; 548 break; 549 } 550 } 551 552 static void 553 gr_armor(object *obj) 554 { 555 short percent; 556 short blessing; 557 558 obj->what_is = ARMOR; 559 obj->which_kind = get_rand(0, (ARMORS - 1)); 560 obj->class = obj->which_kind + 2; 561 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { 562 obj->class--; 563 } 564 obj->is_protected = 0; 565 obj->d_enchant = 0; 566 567 percent = get_rand(1, 100); 568 blessing = get_rand(1, 3); 569 570 if (percent <= 16) { 571 obj->is_cursed = 1; 572 obj->d_enchant -= blessing; 573 } else if (percent <= 33) { 574 obj->d_enchant += blessing; 575 } 576 } 577 578 static void 579 gr_wand(object *obj) 580 { 581 obj->what_is = WAND; 582 obj->which_kind = get_rand(0, (WANDS - 1)); 583 obj->class = get_rand(3, 7); 584 } 585 586 void 587 get_food(object *obj, boolean force_ration) 588 { 589 obj->what_is = FOOD; 590 591 if (force_ration || rand_percent(80)) { 592 obj->which_kind = RATION; 593 } else { 594 obj->which_kind = FRUIT; 595 } 596 } 597 598 void 599 put_stairs(void) 600 { 601 short row, col; 602 603 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 604 dungeon[row][col] |= STAIRS; 605 } 606 607 short 608 get_armor_class(const object *obj) 609 { 610 if (obj) { 611 return(obj->class + obj->d_enchant); 612 } 613 return(0); 614 } 615 616 object * 617 alloc_object(void) 618 { 619 object *obj; 620 621 if (free_list) { 622 obj = free_list; 623 free_list = free_list->next_object; 624 } else if (!(obj = (object *) md_malloc(sizeof(object)))) { 625 message("cannot allocate object, saving game", 0); 626 save_into_file(error_file); 627 } 628 obj->quantity = 1; 629 obj->ichar = 'L'; 630 obj->picked_up = obj->is_cursed = 0; 631 obj->in_use_flags = NOT_USED; 632 obj->identified = UNIDENTIFIED; 633 obj->damage = "1d1"; 634 return(obj); 635 } 636 637 void 638 free_object(object *obj) 639 { 640 obj->next_object = free_list; 641 free_list = obj; 642 } 643 644 static void 645 make_party(void) 646 { 647 short n; 648 649 party_room = gr_room(); 650 651 n = rand_percent(99) ? party_objects(party_room) : 11; 652 if (rand_percent(99)) { 653 party_monsters(party_room, n); 654 } 655 } 656 657 void 658 show_objects(void) 659 { 660 object *obj; 661 short mc, rc, row, col; 662 object *monster; 663 664 obj = level_objects.next_object; 665 666 while (obj) { 667 row = obj->row; 668 col = obj->col; 669 670 rc = get_mask_char(obj->what_is); 671 672 if (dungeon[row][col] & MONSTER) { 673 if ((monster = object_at(&level_monsters, row, col))) { 674 monster->trail_char = rc; 675 } 676 } 677 mc = mvinch(row, col); 678 if (((mc < 'A') || (mc > 'Z')) && 679 ((row != rogue.row) || (col != rogue.col))) { 680 mvaddch(row, col, rc); 681 } 682 obj = obj->next_object; 683 } 684 685 monster = level_monsters.next_object; 686 687 while (monster) { 688 if (monster->m_flags & IMITATES) { 689 mvaddch(monster->row, monster->col, (int)monster->disguise); 690 } 691 monster = monster->next_monster; 692 } 693 } 694 695 void 696 put_amulet(void) 697 { 698 object *obj; 699 700 obj = alloc_object(); 701 obj->what_is = AMULET; 702 rand_place(obj); 703 } 704 705 static void 706 rand_place(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 void 715 c_object_for_wizard(void) 716 { 717 short ch, max, wk; 718 object *obj; 719 char buf[80]; 720 721 max = 0; 722 if (pack_count(NULL) >= MAX_PACK_COUNT) { 723 message("pack full", 0); 724 return; 725 } 726 message("type of object?", 0); 727 728 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { 729 sound_bell(); 730 } 731 check_message(); 732 733 if (ch == '\033') { 734 return; 735 } 736 obj = alloc_object(); 737 738 switch(ch) { 739 case '!': 740 obj->what_is = POTION; 741 max = POTIONS - 1; 742 break; 743 case '?': 744 obj->what_is = SCROL; 745 max = SCROLS - 1; 746 break; 747 case ',': 748 obj->what_is = AMULET; 749 break; 750 case ':': 751 get_food(obj, 0); 752 break; 753 case ')': 754 gr_weapon(obj, 0); 755 max = WEAPONS - 1; 756 break; 757 case ']': 758 gr_armor(obj); 759 max = ARMORS - 1; 760 break; 761 case '/': 762 gr_wand(obj); 763 max = WANDS - 1; 764 break; 765 case '=': 766 max = RINGS - 1; 767 obj->what_is = RING; 768 break; 769 } 770 if ((ch != ',') && (ch != ':')) { 771 GIL: 772 if (get_input_line("which kind?", "", buf, "", 0, 1)) { 773 wk = get_number(buf); 774 if ((wk >= 0) && (wk <= max)) { 775 obj->which_kind = (unsigned short)wk; 776 if (obj->what_is == RING) { 777 gr_ring(obj, 0); 778 } 779 } else { 780 sound_bell(); 781 goto GIL; 782 } 783 } else { 784 free_object(obj); 785 return; 786 } 787 } 788 get_desc(obj, buf); 789 message(buf, 0); 790 add_to_pack(obj, &rogue.pack, 1); 791 } 792