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 * @(#)object.c 8.1 (Berkeley) 5/31/93 37 * $FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $ 38 * $DragonFly: src/games/rogue/object.c,v 1.3 2003/08/26 23:52:50 drhodus Exp $ 39 */ 40 41 /* 42 * object.c 43 * 44 * This source herein may be modified and/or distributed by anybody who 45 * so desires, with the following restrictions: 46 * 1.) No portion of this notice shall be removed. 47 * 2.) Credit shall not be taken for the creation of this source. 48 * 3.) This code is not to be traded, sold, or used for personal 49 * gain or profit. 50 * 51 */ 52 53 #include "rogue.h" 54 55 object level_objects; 56 unsigned short dungeon[DROWS][DCOLS]; 57 short foods = 0; 58 object *free_list = (object *) 0; 59 char *fruit = (char *) 0; 60 61 fighter rogue = { 62 INIT_AW, /* armor, weapon */ 63 INIT_RINGS, /* rings */ 64 INIT_HP, /* Hp current,max */ 65 INIT_STR, /* Str current,max */ 66 INIT_PACK, /* pack */ 67 INIT_GOLD, /* gold */ 68 INIT_EXP, /* exp level,points */ 69 0, 0, /* row, col */ 70 INIT_CHAR, /* char */ 71 INIT_MOVES /* moves */ 72 }; 73 74 struct id id_potions[POTIONS] = { 75 {100, "blue \0 ", "of increase strength ", 0}, 76 {250, "red \0 ", "of restore strength ", 0}, 77 {100, "green \0 ", "of healing ", 0}, 78 {200, "grey \0 ", "of extra healing ", 0}, 79 {10, "brown \0 ", "of poison ", 0}, 80 {300, "clear \0 ", "of raise level ", 0}, 81 {10, "pink \0 ", "of blindness ", 0}, 82 {25, "white \0 ", "of hallucination ", 0}, 83 {100, "purple \0 ", "of detect monster ", 0}, 84 {100, "black \0 ", "of detect things ", 0}, 85 {10, "yellow \0 ", "of confusion ", 0}, 86 {80, "plaid \0 ", "of levitation ", 0}, 87 {150, "burgundy \0 ", "of haste self ", 0}, 88 {145, "beige \0 ", "of see invisible ", 0} 89 }; 90 91 struct id id_scrolls[SCROLS] = { 92 {505, " ", "of protect armor ", 0}, 93 {200, " ", "of hold monster ", 0}, 94 {235, " ", "of enchant weapon ", 0}, 95 {235, " ", "of enchant armor ", 0}, 96 {175, " ", "of identify ", 0}, 97 {190, " ", "of teleportation ", 0}, 98 {25, " ", "of sleep ", 0}, 99 {610, " ", "of scare monster ", 0}, 100 {210, " ", "of remove curse ", 0}, 101 {80, " ", "of create monster ",0}, 102 {25, " ", "of aggravate monster ",0}, 103 {180, " ", "of magic mapping ", 0}, 104 {90, " ", "of confuse monster ", 0} 105 }; 106 107 struct id id_weapons[WEAPONS] = { 108 {150, "short bow ", "", 0}, 109 {8, "darts ", "", 0}, 110 {15, "arrows ", "", 0}, 111 {27, "daggers ", "", 0}, 112 {35, "shurikens ", "", 0}, 113 {360, "mace ", "", 0}, 114 {470, "long sword ", "", 0}, 115 {580, "two-handed sword ", "", 0} 116 }; 117 118 struct id id_armors[ARMORS] = { 119 {300, "leather armor ", "", (UNIDENTIFIED)}, 120 {300, "ring mail ", "", (UNIDENTIFIED)}, 121 {400, "scale mail ", "", (UNIDENTIFIED)}, 122 {500, "chain mail ", "", (UNIDENTIFIED)}, 123 {600, "banded mail ", "", (UNIDENTIFIED)}, 124 {600, "splint mail ", "", (UNIDENTIFIED)}, 125 {700, "plate mail ", "", (UNIDENTIFIED)} 126 }; 127 128 struct id id_wands[WANDS] = { 129 {25, " ", "of teleport away ",0}, 130 {50, " ", "of slow monster ", 0}, 131 {8, " ", "of invisibility ",0}, 132 {55, " ", "of polymorph ",0}, 133 {2, " ", "of haste monster ",0}, 134 {20, " ", "of magic missile ",0}, 135 {20, " ", "of cancellation ",0}, 136 {0, " ", "of do nothing ",0}, 137 {35, " ", "of drain life ",0}, 138 {20, " ", "of cold ",0}, 139 {20, " ", "of fire ",0} 140 }; 141 142 struct id id_rings[RINGS] = { 143 {250, " ", "of stealth ",0}, 144 {100, " ", "of teleportation ", 0}, 145 {255, " ", "of regeneration ",0}, 146 {295, " ", "of slow digestion ",0}, 147 {200, " ", "of add strength ",0}, 148 {250, " ", "of sustain strength ",0}, 149 {250, " ", "of dexterity ",0}, 150 {25, " ", "of adornment ",0}, 151 {300, " ", "of see invisible ",0}, 152 {290, " ", "of maintain armor ",0}, 153 {270, " ", "of searching ",0}, 154 }; 155 156 extern short cur_level, max_level; 157 extern short party_room; 158 extern boolean is_wood[]; 159 160 put_objects() 161 { 162 short i, n; 163 object *obj; 164 165 if (cur_level < max_level) { 166 return; 167 } 168 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); 169 while (rand_percent(33)) { 170 n++; 171 } 172 if (party_room != NO_ROOM) { 173 make_party(); 174 } 175 for (i = 0; i < n; i++) { 176 obj = gr_object(); 177 rand_place(obj); 178 } 179 put_gold(); 180 } 181 182 put_gold() 183 { 184 short i, j; 185 short row,col; 186 boolean is_maze, is_room; 187 188 for (i = 0; i < MAXROOMS; i++) { 189 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; 190 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; 191 192 if (!(is_room || is_maze)) { 193 continue; 194 } 195 if (is_maze || rand_percent(GOLD_PERCENT)) { 196 for (j = 0; j < 50; j++) { 197 row = get_rand(rooms[i].top_row+1, 198 rooms[i].bottom_row-1); 199 col = get_rand(rooms[i].left_col+1, 200 rooms[i].right_col-1); 201 if ((dungeon[row][col] == FLOOR) || 202 (dungeon[row][col] == TUNNEL)) { 203 plant_gold(row, col, is_maze); 204 break; 205 } 206 } 207 } 208 } 209 } 210 211 plant_gold(row, col, is_maze) 212 short row, col; 213 boolean is_maze; 214 { 215 object *obj; 216 217 obj = alloc_object(); 218 obj->row = row; obj->col = col; 219 obj->what_is = GOLD; 220 obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); 221 if (is_maze) { 222 obj->quantity += obj->quantity / 2; 223 } 224 dungeon[row][col] |= OBJECT; 225 (void) add_to_pack(obj, &level_objects, 0); 226 } 227 228 place_at(obj, row, col) 229 object *obj; 230 int row, col; 231 { 232 obj->row = row; 233 obj->col = col; 234 dungeon[row][col] |= OBJECT; 235 (void) add_to_pack(obj, &level_objects, 0); 236 } 237 238 object * 239 object_at(pack, row, col) 240 object *pack; 241 short row, col; 242 { 243 object *obj = (object *) 0; 244 245 if (dungeon[row][col] & (MONSTER | OBJECT)) { 246 obj = pack->next_object; 247 248 while (obj && ((obj->row != row) || (obj->col != col))) { 249 obj = obj->next_object; 250 } 251 if (!obj) { 252 message("object_at(): inconsistent", 1); 253 } 254 } 255 return(obj); 256 } 257 258 object * 259 get_letter_object(ch) 260 int ch; 261 { 262 object *obj; 263 264 obj = rogue.pack.next_object; 265 266 while (obj && (obj->ichar != ch)) { 267 obj = obj->next_object; 268 } 269 return(obj); 270 } 271 272 free_stuff(objlist) 273 object *objlist; 274 { 275 object *obj; 276 277 while (objlist->next_object) { 278 obj = objlist->next_object; 279 objlist->next_object = 280 objlist->next_object->next_object; 281 free_object(obj); 282 } 283 } 284 285 const char * 286 name_of(obj) 287 const object *obj; 288 { 289 const char *retstring; 290 291 switch(obj->what_is) { 292 case SCROL: 293 retstring = obj->quantity > 1 ? "scrolls " : "scroll "; 294 break; 295 case POTION: 296 retstring = obj->quantity > 1 ? "potions " : "potion "; 297 break; 298 case FOOD: 299 if (obj->which_kind == RATION) { 300 retstring = "food "; 301 } else { 302 retstring = fruit; 303 } 304 break; 305 case WAND: 306 retstring = is_wood[obj->which_kind] ? "staff " : "wand "; 307 break; 308 case WEAPON: 309 switch(obj->which_kind) { 310 case DART: 311 retstring=obj->quantity > 1 ? "darts " : "dart "; 312 break; 313 case ARROW: 314 retstring=obj->quantity > 1 ? "arrows " : "arrow "; 315 break; 316 case DAGGER: 317 retstring=obj->quantity > 1 ? "daggers " : "dagger "; 318 break; 319 case SHURIKEN: 320 retstring=obj->quantity > 1?"shurikens ":"shuriken "; 321 break; 322 default: 323 retstring = id_weapons[obj->which_kind].title; 324 } 325 break; 326 case ARMOR: 327 retstring = "armor "; 328 break; 329 case RING: 330 retstring = "ring "; 331 break; 332 case AMULET: 333 retstring = "amulet "; 334 break; 335 default: 336 retstring = "unknown "; 337 break; 338 } 339 return(retstring); 340 } 341 342 object * 343 gr_object() 344 { 345 object *obj; 346 347 obj = alloc_object(); 348 349 if (foods < (cur_level / 3)) { 350 obj->what_is = FOOD; 351 foods++; 352 } else { 353 obj->what_is = gr_what_is(); 354 } 355 switch(obj->what_is) { 356 case SCROL: 357 gr_scroll(obj); 358 break; 359 case POTION: 360 gr_potion(obj); 361 break; 362 case WEAPON: 363 gr_weapon(obj, 1); 364 break; 365 case ARMOR: 366 gr_armor(obj); 367 break; 368 case WAND: 369 gr_wand(obj); 370 break; 371 case FOOD: 372 get_food(obj, 0); 373 break; 374 case RING: 375 gr_ring(obj, 1); 376 break; 377 } 378 return(obj); 379 } 380 381 unsigned short 382 gr_what_is() 383 { 384 short percent; 385 unsigned short what_is; 386 387 percent = get_rand(1, 91); 388 389 if (percent <= 30) { 390 what_is = SCROL; 391 } else if (percent <= 60) { 392 what_is = POTION; 393 } else if (percent <= 64) { 394 what_is = WAND; 395 } else if (percent <= 74) { 396 what_is = WEAPON; 397 } else if (percent <= 83) { 398 what_is = ARMOR; 399 } else if (percent <= 88) { 400 what_is = FOOD; 401 } else { 402 what_is = RING; 403 } 404 return(what_is); 405 } 406 407 gr_scroll(obj) 408 object *obj; 409 { 410 short percent; 411 412 percent = get_rand(0, 91); 413 414 obj->what_is = SCROL; 415 416 if (percent <= 5) { 417 obj->which_kind = PROTECT_ARMOR; 418 } else if (percent <= 10) { 419 obj->which_kind = HOLD_MONSTER; 420 } else if (percent <= 20) { 421 obj->which_kind = CREATE_MONSTER; 422 } else if (percent <= 35) { 423 obj->which_kind = IDENTIFY; 424 } else if (percent <= 43) { 425 obj->which_kind = TELEPORT; 426 } else if (percent <= 50) { 427 obj->which_kind = SLEEP; 428 } else if (percent <= 55) { 429 obj->which_kind = SCARE_MONSTER; 430 } else if (percent <= 64) { 431 obj->which_kind = REMOVE_CURSE; 432 } else if (percent <= 69) { 433 obj->which_kind = ENCH_ARMOR; 434 } else if (percent <= 74) { 435 obj->which_kind = ENCH_WEAPON; 436 } else if (percent <= 80) { 437 obj->which_kind = AGGRAVATE_MONSTER; 438 } else if (percent <= 86) { 439 obj->which_kind = CON_MON; 440 } else { 441 obj->which_kind = MAGIC_MAPPING; 442 } 443 } 444 445 gr_potion(obj) 446 object *obj; 447 { 448 short percent; 449 450 percent = get_rand(1, 118); 451 452 obj->what_is = POTION; 453 454 if (percent <= 5) { 455 obj->which_kind = RAISE_LEVEL; 456 } else if (percent <= 15) { 457 obj->which_kind = DETECT_OBJECTS; 458 } else if (percent <= 25) { 459 obj->which_kind = DETECT_MONSTER; 460 } else if (percent <= 35) { 461 obj->which_kind = INCREASE_STRENGTH; 462 } else if (percent <= 45) { 463 obj->which_kind = RESTORE_STRENGTH; 464 } else if (percent <= 55) { 465 obj->which_kind = HEALING; 466 } else if (percent <= 65) { 467 obj->which_kind = EXTRA_HEALING; 468 } else if (percent <= 75) { 469 obj->which_kind = BLINDNESS; 470 } else if (percent <= 85) { 471 obj->which_kind = HALLUCINATION; 472 } else if (percent <= 95) { 473 obj->which_kind = CONFUSION; 474 } else if (percent <= 105) { 475 obj->which_kind = POISON; 476 } else if (percent <= 110) { 477 obj->which_kind = LEVITATION; 478 } else if (percent <= 114) { 479 obj->which_kind = HASTE_SELF; 480 } else { 481 obj->which_kind = SEE_INVISIBLE; 482 } 483 } 484 485 gr_weapon(obj, assign_wk) 486 object *obj; 487 int assign_wk; 488 { 489 short percent; 490 short i; 491 short blessing, increment; 492 493 obj->what_is = WEAPON; 494 if (assign_wk) { 495 obj->which_kind = get_rand(0, (WEAPONS - 1)); 496 } 497 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || 498 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { 499 obj->quantity = get_rand(3, 15); 500 obj->quiver = get_rand(0, 126); 501 } else { 502 obj->quantity = 1; 503 } 504 obj->hit_enchant = obj->d_enchant = 0; 505 506 percent = get_rand(1, 96); 507 blessing = get_rand(1, 3); 508 509 if (percent <= 16) { 510 increment = 1; 511 } else if (percent <= 32) { 512 increment = -1; 513 obj->is_cursed = 1; 514 } 515 if (percent <= 32) { 516 for (i = 0; i < blessing; i++) { 517 if (coin_toss()) { 518 obj->hit_enchant += increment; 519 } else { 520 obj->d_enchant += increment; 521 } 522 } 523 } 524 switch(obj->which_kind) { 525 case BOW: 526 case DART: 527 obj->damage = "1d1"; 528 break; 529 case ARROW: 530 obj->damage = "1d2"; 531 break; 532 case DAGGER: 533 obj->damage = "1d3"; 534 break; 535 case SHURIKEN: 536 obj->damage = "1d4"; 537 break; 538 case MACE: 539 obj->damage = "2d3"; 540 break; 541 case LONG_SWORD: 542 obj->damage = "3d4"; 543 break; 544 case TWO_HANDED_SWORD: 545 obj->damage = "4d5"; 546 break; 547 } 548 } 549 550 gr_armor(obj) 551 object *obj; 552 { 553 short percent; 554 short blessing; 555 556 obj->what_is = ARMOR; 557 obj->which_kind = get_rand(0, (ARMORS - 1)); 558 obj->class = obj->which_kind + 2; 559 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { 560 obj->class--; 561 } 562 obj->is_protected = 0; 563 obj->d_enchant = 0; 564 565 percent = get_rand(1, 100); 566 blessing = get_rand(1, 3); 567 568 if (percent <= 16) { 569 obj->is_cursed = 1; 570 obj->d_enchant -= blessing; 571 } else if (percent <= 33) { 572 obj->d_enchant += blessing; 573 } 574 } 575 576 gr_wand(obj) 577 object *obj; 578 { 579 obj->what_is = WAND; 580 obj->which_kind = get_rand(0, (WANDS - 1)); 581 obj->class = get_rand(3, 7); 582 } 583 584 get_food(obj, force_ration) 585 object *obj; 586 boolean force_ration; 587 { 588 obj->what_is = FOOD; 589 590 if (force_ration || rand_percent(80)) { 591 obj->which_kind = RATION; 592 } else { 593 obj->which_kind = FRUIT; 594 } 595 } 596 597 put_stairs() 598 { 599 short row, col; 600 601 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 602 dungeon[row][col] |= STAIRS; 603 } 604 605 get_armor_class(obj) 606 const object *obj; 607 { 608 if (obj) { 609 return(obj->class + obj->d_enchant); 610 } 611 return(0); 612 } 613 614 object * 615 alloc_object() 616 { 617 object *obj; 618 619 if (free_list) { 620 obj = free_list; 621 free_list = free_list->next_object; 622 } else if (!(obj = (object *) md_malloc(sizeof(object)))) { 623 message("cannot allocate object, saving game", 0); 624 save_into_file(error_file); 625 } 626 obj->quantity = 1; 627 obj->ichar = 'L'; 628 obj->picked_up = obj->is_cursed = 0; 629 obj->in_use_flags = NOT_USED; 630 obj->identified = UNIDENTIFIED; 631 obj->damage = "1d1"; 632 return(obj); 633 } 634 635 free_object(obj) 636 object *obj; 637 { 638 obj->next_object = free_list; 639 free_list = obj; 640 } 641 642 make_party() 643 { 644 short n; 645 646 party_room = gr_room(); 647 648 n = rand_percent(99) ? party_objects(party_room) : 11; 649 if (rand_percent(99)) { 650 party_monsters(party_room, n); 651 } 652 } 653 654 show_objects() 655 { 656 object *obj; 657 short mc, rc, row, col; 658 object *monster; 659 660 obj = level_objects.next_object; 661 662 while (obj) { 663 row = obj->row; 664 col = obj->col; 665 666 rc = get_mask_char(obj->what_is); 667 668 if (dungeon[row][col] & MONSTER) { 669 if (monster = object_at(&level_monsters, row, col)) { 670 monster->trail_char = rc; 671 } 672 } 673 mc = mvinch(row, col); 674 if (((mc < 'A') || (mc > 'Z')) && 675 ((row != rogue.row) || (col != rogue.col))) { 676 mvaddch(row, col, rc); 677 } 678 obj = obj->next_object; 679 } 680 681 monster = level_monsters.next_object; 682 683 while (monster) { 684 if (monster->m_flags & IMITATES) { 685 mvaddch(monster->row, monster->col, (int) monster->disguise); 686 } 687 monster = monster->next_monster; 688 } 689 } 690 691 put_amulet() 692 { 693 object *obj; 694 695 obj = alloc_object(); 696 obj->what_is = AMULET; 697 rand_place(obj); 698 } 699 700 rand_place(obj) 701 object *obj; 702 { 703 short row, col; 704 705 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 706 place_at(obj, row, col); 707 } 708 709 c_object_for_wizard() 710 { 711 short ch, max, wk; 712 object *obj; 713 char buf[80]; 714 715 if (pack_count((object *) 0) >= MAX_PACK_COUNT) { 716 message("pack full", 0); 717 return; 718 } 719 message("type of object?", 0); 720 721 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { 722 sound_bell(); 723 } 724 check_message(); 725 726 if (ch == '\033') { 727 return; 728 } 729 obj = alloc_object(); 730 731 switch(ch) { 732 case '!': 733 obj->what_is = POTION; 734 max = POTIONS - 1; 735 break; 736 case '?': 737 obj->what_is = SCROL; 738 max = SCROLS - 1; 739 break; 740 case ',': 741 obj->what_is = AMULET; 742 break; 743 case ':': 744 get_food(obj, 0); 745 break; 746 case ')': 747 gr_weapon(obj, 0); 748 max = WEAPONS - 1; 749 break; 750 case ']': 751 gr_armor(obj); 752 max = ARMORS - 1; 753 break; 754 case '/': 755 gr_wand(obj); 756 max = WANDS - 1; 757 break; 758 case '=': 759 max = RINGS - 1; 760 obj->what_is = RING; 761 break; 762 } 763 if ((ch != ',') && (ch != ':')) { 764 GIL: 765 if (get_input_line("which kind?", "", buf, "", 0, 1)) { 766 wk = get_number(buf); 767 if ((wk >= 0) && (wk <= max)) { 768 obj->which_kind = (unsigned short) wk; 769 if (obj->what_is == RING) { 770 gr_ring(obj, 0); 771 } 772 } else { 773 sound_bell(); 774 goto GIL; 775 } 776 } else { 777 free_object(obj); 778 return; 779 } 780 } 781 get_desc(obj, buf); 782 message(buf, 0); 783 (void) add_to_pack(obj, &rogue.pack, 1); 784 } 785