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 */ 35 36 /* 37 * object.c 38 * 39 * This source herein may be modified and/or distributed by anybody who 40 * so desires, with the following restrictions: 41 * 1.) No portion of this notice shall be removed. 42 * 2.) Credit shall not be taken for the creation of this source. 43 * 3.) This code is not to be traded, sold, or used for personal 44 * gain or profit. 45 * 46 */ 47 48 #include "rogue.h" 49 50 object level_objects; 51 unsigned short dungeon[DROWS][DCOLS]; 52 short foods = 0; 53 char *fruit = NULL; 54 55 static object *free_list = 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 static void gr_armor(object *); 153 static void gr_potion(object *); 154 static void gr_scroll(object *); 155 static void gr_wand(object *); 156 static void gr_weapon(object *, int); 157 static unsigned short gr_what_is(void); 158 static void make_party(void); 159 static void plant_gold(short, short, boolean); 160 static void put_gold(void); 161 static void rand_place(object *); 162 163 void 164 put_objects(void) 165 { 166 short i, n; 167 object *obj; 168 169 if (cur_level < max_level) { 170 return; 171 } 172 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); 173 while (rand_percent(33)) { 174 n++; 175 } 176 if (party_room != NO_ROOM) { 177 make_party(); 178 } 179 for (i = 0; i < n; i++) { 180 obj = gr_object(); 181 rand_place(obj); 182 } 183 put_gold(); 184 } 185 186 static void 187 put_gold(void) 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 static void 217 plant_gold(short row, short col, boolean is_maze) 218 { 219 object *obj; 220 221 obj = alloc_object(); 222 obj->row = row; obj->col = col; 223 obj->what_is = GOLD; 224 obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); 225 if (is_maze) { 226 obj->quantity += obj->quantity / 2; 227 } 228 dungeon[row][col] |= OBJECT; 229 add_to_pack(obj, &level_objects, 0); 230 } 231 232 void 233 place_at(object *obj, int row, int col) 234 { 235 obj->row = row; 236 obj->col = col; 237 dungeon[row][col] |= OBJECT; 238 add_to_pack(obj, &level_objects, 0); 239 } 240 241 object * 242 object_at(object *pack, short row, short col) 243 { 244 object *obj = NULL; 245 246 if (dungeon[row][col] & (MONSTER | OBJECT)) { 247 obj = pack->next_object; 248 249 while (obj && ((obj->row != row) || (obj->col != col))) { 250 obj = obj->next_object; 251 } 252 if (!obj) { 253 message("object_at(): inconsistent", 1); 254 } 255 } 256 return(obj); 257 } 258 259 object * 260 get_letter_object(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 void 273 free_stuff(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(const object *obj) 287 { 288 const char *retstring; 289 290 switch(obj->what_is) { 291 case SCROL: 292 retstring = obj->quantity > 1 ? "scrolls " : "scroll "; 293 break; 294 case POTION: 295 retstring = obj->quantity > 1 ? "potions " : "potion "; 296 break; 297 case FOOD: 298 if (obj->which_kind == RATION) { 299 retstring = "food "; 300 } else { 301 retstring = fruit; 302 } 303 break; 304 case WAND: 305 retstring = is_wood[obj->which_kind] ? "staff " : "wand "; 306 break; 307 case WEAPON: 308 switch(obj->which_kind) { 309 case DART: 310 retstring=obj->quantity > 1 ? "darts " : "dart "; 311 break; 312 case ARROW: 313 retstring=obj->quantity > 1 ? "arrows " : "arrow "; 314 break; 315 case DAGGER: 316 retstring=obj->quantity > 1 ? "daggers " : "dagger "; 317 break; 318 case SHURIKEN: 319 retstring=obj->quantity > 1?"shurikens ":"shuriken "; 320 break; 321 default: 322 retstring = id_weapons[obj->which_kind].title; 323 } 324 break; 325 case ARMOR: 326 retstring = "armor "; 327 break; 328 case RING: 329 retstring = "ring "; 330 break; 331 case AMULET: 332 retstring = "amulet "; 333 break; 334 default: 335 retstring = "unknown "; 336 break; 337 } 338 return(retstring); 339 } 340 341 object * 342 gr_object(void) 343 { 344 object *obj; 345 346 obj = alloc_object(); 347 348 if (foods < (cur_level / 3)) { 349 obj->what_is = FOOD; 350 foods++; 351 } else { 352 obj->what_is = gr_what_is(); 353 } 354 switch(obj->what_is) { 355 case SCROL: 356 gr_scroll(obj); 357 break; 358 case POTION: 359 gr_potion(obj); 360 break; 361 case WEAPON: 362 gr_weapon(obj, 1); 363 break; 364 case ARMOR: 365 gr_armor(obj); 366 break; 367 case WAND: 368 gr_wand(obj); 369 break; 370 case FOOD: 371 get_food(obj, 0); 372 break; 373 case RING: 374 gr_ring(obj, 1); 375 break; 376 } 377 return(obj); 378 } 379 380 static unsigned short 381 gr_what_is(void) 382 { 383 short percent; 384 unsigned short what_is; 385 386 percent = get_rand(1, 91); 387 388 if (percent <= 30) { 389 what_is = SCROL; 390 } else if (percent <= 60) { 391 what_is = POTION; 392 } else if (percent <= 64) { 393 what_is = WAND; 394 } else if (percent <= 74) { 395 what_is = WEAPON; 396 } else if (percent <= 83) { 397 what_is = ARMOR; 398 } else if (percent <= 88) { 399 what_is = FOOD; 400 } else { 401 what_is = RING; 402 } 403 return(what_is); 404 } 405 406 static void 407 gr_scroll(object *obj) 408 { 409 short percent; 410 411 percent = get_rand(0, 91); 412 413 obj->what_is = SCROL; 414 415 if (percent <= 5) { 416 obj->which_kind = PROTECT_ARMOR; 417 } else if (percent <= 10) { 418 obj->which_kind = HOLD_MONSTER; 419 } else if (percent <= 20) { 420 obj->which_kind = CREATE_MONSTER; 421 } else if (percent <= 35) { 422 obj->which_kind = IDENTIFY; 423 } else if (percent <= 43) { 424 obj->which_kind = TELEPORT; 425 } else if (percent <= 50) { 426 obj->which_kind = SLEEP; 427 } else if (percent <= 55) { 428 obj->which_kind = SCARE_MONSTER; 429 } else if (percent <= 64) { 430 obj->which_kind = REMOVE_CURSE; 431 } else if (percent <= 69) { 432 obj->which_kind = ENCH_ARMOR; 433 } else if (percent <= 74) { 434 obj->which_kind = ENCH_WEAPON; 435 } else if (percent <= 80) { 436 obj->which_kind = AGGRAVATE_MONSTER; 437 } else if (percent <= 86) { 438 obj->which_kind = CON_MON; 439 } else { 440 obj->which_kind = MAGIC_MAPPING; 441 } 442 } 443 444 static void 445 gr_potion(object *obj) 446 { 447 short percent; 448 449 percent = get_rand(1, 118); 450 451 obj->what_is = POTION; 452 453 if (percent <= 5) { 454 obj->which_kind = RAISE_LEVEL; 455 } else if (percent <= 15) { 456 obj->which_kind = DETECT_OBJECTS; 457 } else if (percent <= 25) { 458 obj->which_kind = DETECT_MONSTER; 459 } else if (percent <= 35) { 460 obj->which_kind = INCREASE_STRENGTH; 461 } else if (percent <= 45) { 462 obj->which_kind = RESTORE_STRENGTH; 463 } else if (percent <= 55) { 464 obj->which_kind = HEALING; 465 } else if (percent <= 65) { 466 obj->which_kind = EXTRA_HEALING; 467 } else if (percent <= 75) { 468 obj->which_kind = BLINDNESS; 469 } else if (percent <= 85) { 470 obj->which_kind = HALLUCINATION; 471 } else if (percent <= 95) { 472 obj->which_kind = CONFUSION; 473 } else if (percent <= 105) { 474 obj->which_kind = POISON; 475 } else if (percent <= 110) { 476 obj->which_kind = LEVITATION; 477 } else if (percent <= 114) { 478 obj->which_kind = HASTE_SELF; 479 } else { 480 obj->which_kind = SEE_INVISIBLE; 481 } 482 } 483 484 static void 485 gr_weapon(object *obj, int assign_wk) 486 { 487 short percent; 488 short i; 489 short blessing, increment; 490 491 obj->what_is = WEAPON; 492 if (assign_wk) { 493 obj->which_kind = get_rand(0, (WEAPONS - 1)); 494 } 495 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || 496 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { 497 obj->quantity = get_rand(3, 15); 498 obj->quiver = get_rand(0, 126); 499 } else { 500 obj->quantity = 1; 501 } 502 obj->hit_enchant = obj->d_enchant = 0; 503 504 percent = get_rand(1, 96); 505 blessing = get_rand(1, 3); 506 507 if (percent <= 16) { 508 increment = 1; 509 } else if (percent <= 32) { 510 increment = -1; 511 obj->is_cursed = 1; 512 } 513 if (percent <= 32) { 514 for (i = 0; i < blessing; i++) { 515 if (coin_toss()) { 516 obj->hit_enchant += increment; 517 } else { 518 obj->d_enchant += increment; 519 } 520 } 521 } 522 switch(obj->which_kind) { 523 case BOW: 524 case DART: 525 obj->damage = "1d1"; 526 break; 527 case ARROW: 528 obj->damage = "1d2"; 529 break; 530 case DAGGER: 531 obj->damage = "1d3"; 532 break; 533 case SHURIKEN: 534 obj->damage = "1d4"; 535 break; 536 case MACE: 537 obj->damage = "2d3"; 538 break; 539 case LONG_SWORD: 540 obj->damage = "3d4"; 541 break; 542 case TWO_HANDED_SWORD: 543 obj->damage = "4d5"; 544 break; 545 } 546 } 547 548 static void 549 gr_armor(object *obj) 550 { 551 short percent; 552 short blessing; 553 554 obj->what_is = ARMOR; 555 obj->which_kind = get_rand(0, (ARMORS - 1)); 556 obj->class = obj->which_kind + 2; 557 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { 558 obj->class--; 559 } 560 obj->is_protected = 0; 561 obj->d_enchant = 0; 562 563 percent = get_rand(1, 100); 564 blessing = get_rand(1, 3); 565 566 if (percent <= 16) { 567 obj->is_cursed = 1; 568 obj->d_enchant -= blessing; 569 } else if (percent <= 33) { 570 obj->d_enchant += blessing; 571 } 572 } 573 574 static void 575 gr_wand(object *obj) 576 { 577 obj->what_is = WAND; 578 obj->which_kind = get_rand(0, (WANDS - 1)); 579 obj->class = get_rand(3, 7); 580 } 581 582 void 583 get_food(object *obj, boolean force_ration) 584 { 585 obj->what_is = FOOD; 586 587 if (force_ration || rand_percent(80)) { 588 obj->which_kind = RATION; 589 } else { 590 obj->which_kind = FRUIT; 591 } 592 } 593 594 void 595 put_stairs(void) 596 { 597 short row, col; 598 599 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 600 dungeon[row][col] |= STAIRS; 601 } 602 603 short 604 get_armor_class(const object *obj) 605 { 606 if (obj) { 607 return(obj->class + obj->d_enchant); 608 } 609 return(0); 610 } 611 612 object * 613 alloc_object(void) 614 { 615 object *obj; 616 617 if (free_list) { 618 obj = free_list; 619 free_list = free_list->next_object; 620 } else if (!(obj = (object *) md_malloc(sizeof(object)))) { 621 message("cannot allocate object, saving game", 0); 622 save_into_file(error_file); 623 clean_up("alloc_object: save failed"); 624 } 625 obj->quantity = 1; 626 obj->ichar = 'L'; 627 obj->picked_up = obj->is_cursed = 0; 628 obj->in_use_flags = NOT_USED; 629 obj->identified = UNIDENTIFIED; 630 obj->damage = "1d1"; 631 return(obj); 632 } 633 634 void 635 free_object(object *obj) 636 { 637 obj->next_object = free_list; 638 free_list = obj; 639 } 640 641 static void 642 make_party(void) 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 void 655 show_objects(void) 656 { 657 object *obj; 658 short mc, rc, row, col; 659 object *monster; 660 661 obj = level_objects.next_object; 662 663 while (obj) { 664 row = obj->row; 665 col = obj->col; 666 667 rc = get_mask_char(obj->what_is); 668 669 if (dungeon[row][col] & MONSTER) { 670 if ((monster = object_at(&level_monsters, row, col))) { 671 monster->trail_char = rc; 672 } 673 } 674 mc = mvinch(row, col); 675 if (((mc < 'A') || (mc > 'Z')) && 676 ((row != rogue.row) || (col != rogue.col))) { 677 mvaddch(row, col, rc); 678 } 679 obj = obj->next_object; 680 } 681 682 monster = level_monsters.next_object; 683 684 while (monster) { 685 if (monster->m_flags & IMITATES) { 686 mvaddch(monster->row, monster->col, (int)monster->disguise); 687 } 688 monster = monster->next_monster; 689 } 690 } 691 692 void 693 put_amulet(void) 694 { 695 object *obj; 696 697 obj = alloc_object(); 698 obj->what_is = AMULET; 699 rand_place(obj); 700 } 701 702 static void 703 rand_place(object *obj) 704 { 705 short row, col; 706 707 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 708 place_at(obj, row, col); 709 } 710 711 void 712 c_object_for_wizard(void) 713 { 714 short ch, max, wk; 715 object *obj; 716 char buf[80]; 717 718 max = 0; 719 if (pack_count(NULL) >= MAX_PACK_COUNT) { 720 message("pack full", 0); 721 return; 722 } 723 message("type of object?", 0); 724 725 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { 726 sound_bell(); 727 } 728 check_message(); 729 730 if (ch == '\033') { 731 return; 732 } 733 obj = alloc_object(); 734 735 switch(ch) { 736 case '!': 737 obj->what_is = POTION; 738 max = POTIONS - 1; 739 break; 740 case '?': 741 obj->what_is = SCROL; 742 max = SCROLS - 1; 743 break; 744 case ',': 745 obj->what_is = AMULET; 746 break; 747 case ':': 748 get_food(obj, 0); 749 break; 750 case ')': 751 gr_weapon(obj, 0); 752 max = WEAPONS - 1; 753 break; 754 case ']': 755 gr_armor(obj); 756 max = ARMORS - 1; 757 break; 758 case '/': 759 gr_wand(obj); 760 max = WANDS - 1; 761 break; 762 case '=': 763 max = RINGS - 1; 764 obj->what_is = RING; 765 break; 766 } 767 if ((ch != ',') && (ch != ':')) { 768 GIL: 769 if (get_input_line("which kind?", "", buf, "", 0, 1)) { 770 wk = get_number(buf); 771 if ((wk >= 0) && (wk <= max)) { 772 obj->which_kind = (unsigned short)wk; 773 if (obj->what_is == RING) { 774 gr_ring(obj, 0); 775 } 776 } else { 777 sound_bell(); 778 goto GIL; 779 } 780 } else { 781 free_object(obj); 782 return; 783 } 784 } 785 get_desc(obj, buf); 786 message(buf, 0); 787 add_to_pack(obj, &rogue.pack, 1); 788 } 789