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 1.4 2006/09/02 19:31:07 pavalos 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,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 static void put_gold(void); 161 static void plant_gold(short, short, boolean); 162 static unsigned short gr_what_is(void); 163 static void gr_scroll(object *); 164 static void gr_potion(object *); 165 static void gr_weapon(object *, int); 166 static void gr_armor(object *); 167 static void gr_wand(object *); 168 static void make_party(void); 169 static void rand_place(object *); 170 171 void 172 put_objects(void) 173 { 174 short i, n; 175 object *obj; 176 177 if (cur_level < max_level) { 178 return; 179 } 180 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); 181 while (rand_percent(33)) { 182 n++; 183 } 184 if (party_room != NO_ROOM) { 185 make_party(); 186 } 187 for (i = 0; i < n; i++) { 188 obj = gr_object(); 189 rand_place(obj); 190 } 191 put_gold(); 192 } 193 194 static void 195 put_gold(void) 196 { 197 short i, j; 198 short row,col; 199 boolean is_maze, is_room; 200 201 for (i = 0; i < MAXROOMS; i++) { 202 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; 203 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; 204 205 if (!(is_room || is_maze)) { 206 continue; 207 } 208 if (is_maze || rand_percent(GOLD_PERCENT)) { 209 for (j = 0; j < 50; j++) { 210 row = get_rand(rooms[i].top_row+1, 211 rooms[i].bottom_row-1); 212 col = get_rand(rooms[i].left_col+1, 213 rooms[i].right_col-1); 214 if ((dungeon[row][col] == FLOOR) || 215 (dungeon[row][col] == TUNNEL)) { 216 plant_gold(row, col, is_maze); 217 break; 218 } 219 } 220 } 221 } 222 } 223 224 static void 225 plant_gold(short row, short col, boolean is_maze) 226 { 227 object *obj; 228 229 obj = alloc_object(); 230 obj->row = row; obj->col = col; 231 obj->what_is = GOLD; 232 obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); 233 if (is_maze) { 234 obj->quantity += obj->quantity / 2; 235 } 236 dungeon[row][col] |= OBJECT; 237 add_to_pack(obj, &level_objects, 0); 238 } 239 240 void 241 place_at(object *obj, int row, int col) 242 { 243 obj->row = row; 244 obj->col = col; 245 dungeon[row][col] |= OBJECT; 246 add_to_pack(obj, &level_objects, 0); 247 } 248 249 object * 250 object_at(object *pack, short row, short col) 251 { 252 object *obj = (object *) 0; 253 254 if (dungeon[row][col] & (MONSTER | OBJECT)) { 255 obj = pack->next_object; 256 257 while (obj && ((obj->row != row) || (obj->col != col))) { 258 obj = obj->next_object; 259 } 260 if (!obj) { 261 message("object_at(): inconsistent", 1); 262 } 263 } 264 return(obj); 265 } 266 267 object * 268 get_letter_object(int ch) 269 { 270 object *obj; 271 272 obj = rogue.pack.next_object; 273 274 while (obj && (obj->ichar != ch)) { 275 obj = obj->next_object; 276 } 277 return(obj); 278 } 279 280 void 281 free_stuff(object *objlist) 282 { 283 object *obj; 284 285 while (objlist->next_object) { 286 obj = objlist->next_object; 287 objlist->next_object = 288 objlist->next_object->next_object; 289 free_object(obj); 290 } 291 } 292 293 const char * 294 name_of(const object *obj) 295 { 296 const char *retstring; 297 298 switch(obj->what_is) { 299 case SCROL: 300 retstring = obj->quantity > 1 ? "scrolls " : "scroll "; 301 break; 302 case POTION: 303 retstring = obj->quantity > 1 ? "potions " : "potion "; 304 break; 305 case FOOD: 306 if (obj->which_kind == RATION) { 307 retstring = "food "; 308 } else { 309 retstring = fruit; 310 } 311 break; 312 case WAND: 313 retstring = is_wood[obj->which_kind] ? "staff " : "wand "; 314 break; 315 case WEAPON: 316 switch(obj->which_kind) { 317 case DART: 318 retstring=obj->quantity > 1 ? "darts " : "dart "; 319 break; 320 case ARROW: 321 retstring=obj->quantity > 1 ? "arrows " : "arrow "; 322 break; 323 case DAGGER: 324 retstring=obj->quantity > 1 ? "daggers " : "dagger "; 325 break; 326 case SHURIKEN: 327 retstring=obj->quantity > 1?"shurikens ":"shuriken "; 328 break; 329 default: 330 retstring = id_weapons[obj->which_kind].title; 331 } 332 break; 333 case ARMOR: 334 retstring = "armor "; 335 break; 336 case RING: 337 retstring = "ring "; 338 break; 339 case AMULET: 340 retstring = "amulet "; 341 break; 342 default: 343 retstring = "unknown "; 344 break; 345 } 346 return(retstring); 347 } 348 349 object * 350 gr_object(void) 351 { 352 object *obj; 353 354 obj = alloc_object(); 355 356 if (foods < (cur_level / 3)) { 357 obj->what_is = FOOD; 358 foods++; 359 } else { 360 obj->what_is = gr_what_is(); 361 } 362 switch(obj->what_is) { 363 case SCROL: 364 gr_scroll(obj); 365 break; 366 case POTION: 367 gr_potion(obj); 368 break; 369 case WEAPON: 370 gr_weapon(obj, 1); 371 break; 372 case ARMOR: 373 gr_armor(obj); 374 break; 375 case WAND: 376 gr_wand(obj); 377 break; 378 case FOOD: 379 get_food(obj, 0); 380 break; 381 case RING: 382 gr_ring(obj, 1); 383 break; 384 } 385 return(obj); 386 } 387 388 static unsigned short 389 gr_what_is(void) 390 { 391 short percent; 392 unsigned short what_is; 393 394 percent = get_rand(1, 91); 395 396 if (percent <= 30) { 397 what_is = SCROL; 398 } else if (percent <= 60) { 399 what_is = POTION; 400 } else if (percent <= 64) { 401 what_is = WAND; 402 } else if (percent <= 74) { 403 what_is = WEAPON; 404 } else if (percent <= 83) { 405 what_is = ARMOR; 406 } else if (percent <= 88) { 407 what_is = FOOD; 408 } else { 409 what_is = RING; 410 } 411 return(what_is); 412 } 413 414 static void 415 gr_scroll(object *obj) 416 { 417 short percent; 418 419 percent = get_rand(0, 91); 420 421 obj->what_is = SCROL; 422 423 if (percent <= 5) { 424 obj->which_kind = PROTECT_ARMOR; 425 } else if (percent <= 10) { 426 obj->which_kind = HOLD_MONSTER; 427 } else if (percent <= 20) { 428 obj->which_kind = CREATE_MONSTER; 429 } else if (percent <= 35) { 430 obj->which_kind = IDENTIFY; 431 } else if (percent <= 43) { 432 obj->which_kind = TELEPORT; 433 } else if (percent <= 50) { 434 obj->which_kind = SLEEP; 435 } else if (percent <= 55) { 436 obj->which_kind = SCARE_MONSTER; 437 } else if (percent <= 64) { 438 obj->which_kind = REMOVE_CURSE; 439 } else if (percent <= 69) { 440 obj->which_kind = ENCH_ARMOR; 441 } else if (percent <= 74) { 442 obj->which_kind = ENCH_WEAPON; 443 } else if (percent <= 80) { 444 obj->which_kind = AGGRAVATE_MONSTER; 445 } else if (percent <= 86) { 446 obj->which_kind = CON_MON; 447 } else { 448 obj->which_kind = MAGIC_MAPPING; 449 } 450 } 451 452 static void 453 gr_potion(object *obj) 454 { 455 short percent; 456 457 percent = get_rand(1, 118); 458 459 obj->what_is = POTION; 460 461 if (percent <= 5) { 462 obj->which_kind = RAISE_LEVEL; 463 } else if (percent <= 15) { 464 obj->which_kind = DETECT_OBJECTS; 465 } else if (percent <= 25) { 466 obj->which_kind = DETECT_MONSTER; 467 } else if (percent <= 35) { 468 obj->which_kind = INCREASE_STRENGTH; 469 } else if (percent <= 45) { 470 obj->which_kind = RESTORE_STRENGTH; 471 } else if (percent <= 55) { 472 obj->which_kind = HEALING; 473 } else if (percent <= 65) { 474 obj->which_kind = EXTRA_HEALING; 475 } else if (percent <= 75) { 476 obj->which_kind = BLINDNESS; 477 } else if (percent <= 85) { 478 obj->which_kind = HALLUCINATION; 479 } else if (percent <= 95) { 480 obj->which_kind = CONFUSION; 481 } else if (percent <= 105) { 482 obj->which_kind = POISON; 483 } else if (percent <= 110) { 484 obj->which_kind = LEVITATION; 485 } else if (percent <= 114) { 486 obj->which_kind = HASTE_SELF; 487 } else { 488 obj->which_kind = SEE_INVISIBLE; 489 } 490 } 491 492 static void 493 gr_weapon(object *obj, int assign_wk) 494 { 495 short percent; 496 short i; 497 short blessing, increment; 498 499 obj->what_is = WEAPON; 500 if (assign_wk) { 501 obj->which_kind = get_rand(0, (WEAPONS - 1)); 502 } 503 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || 504 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { 505 obj->quantity = get_rand(3, 15); 506 obj->quiver = get_rand(0, 126); 507 } else { 508 obj->quantity = 1; 509 } 510 obj->hit_enchant = obj->d_enchant = 0; 511 512 percent = get_rand(1, 96); 513 blessing = get_rand(1, 3); 514 515 if (percent <= 16) { 516 increment = 1; 517 } else if (percent <= 32) { 518 increment = -1; 519 obj->is_cursed = 1; 520 } 521 if (percent <= 32) { 522 for (i = 0; i < blessing; i++) { 523 if (coin_toss()) { 524 obj->hit_enchant += increment; 525 } else { 526 obj->d_enchant += increment; 527 } 528 } 529 } 530 switch(obj->which_kind) { 531 case BOW: 532 case DART: 533 obj->damage = "1d1"; 534 break; 535 case ARROW: 536 obj->damage = "1d2"; 537 break; 538 case DAGGER: 539 obj->damage = "1d3"; 540 break; 541 case SHURIKEN: 542 obj->damage = "1d4"; 543 break; 544 case MACE: 545 obj->damage = "2d3"; 546 break; 547 case LONG_SWORD: 548 obj->damage = "3d4"; 549 break; 550 case TWO_HANDED_SWORD: 551 obj->damage = "4d5"; 552 break; 553 } 554 } 555 556 static void 557 gr_armor(object *obj) 558 { 559 short percent; 560 short blessing; 561 562 obj->what_is = ARMOR; 563 obj->which_kind = get_rand(0, (ARMORS - 1)); 564 obj->class = obj->which_kind + 2; 565 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { 566 obj->class--; 567 } 568 obj->is_protected = 0; 569 obj->d_enchant = 0; 570 571 percent = get_rand(1, 100); 572 blessing = get_rand(1, 3); 573 574 if (percent <= 16) { 575 obj->is_cursed = 1; 576 obj->d_enchant -= blessing; 577 } else if (percent <= 33) { 578 obj->d_enchant += blessing; 579 } 580 } 581 582 static void 583 gr_wand(object *obj) 584 { 585 obj->what_is = WAND; 586 obj->which_kind = get_rand(0, (WANDS - 1)); 587 obj->class = get_rand(3, 7); 588 } 589 590 void 591 get_food(object *obj, 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 void 603 put_stairs(void) 604 { 605 short row, col; 606 607 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 608 dungeon[row][col] |= STAIRS; 609 } 610 611 short 612 get_armor_class(const object *obj) 613 { 614 if (obj) { 615 return(obj->class + obj->d_enchant); 616 } 617 return(0); 618 } 619 620 object * 621 alloc_object(void) 622 { 623 object *obj; 624 625 if (free_list) { 626 obj = free_list; 627 free_list = free_list->next_object; 628 } else if (!(obj = (object *) md_malloc(sizeof(object)))) { 629 message("cannot allocate object, saving game", 0); 630 save_into_file(error_file); 631 } 632 obj->quantity = 1; 633 obj->ichar = 'L'; 634 obj->picked_up = obj->is_cursed = 0; 635 obj->in_use_flags = NOT_USED; 636 obj->identified = UNIDENTIFIED; 637 obj->damage = "1d1"; 638 return(obj); 639 } 640 641 void 642 free_object(object *obj) 643 { 644 obj->next_object = free_list; 645 free_list = obj; 646 } 647 648 static void 649 make_party(void) 650 { 651 short n; 652 653 party_room = gr_room(); 654 655 n = rand_percent(99) ? party_objects(party_room) : 11; 656 if (rand_percent(99)) { 657 party_monsters(party_room, n); 658 } 659 } 660 661 void 662 show_objects(void) 663 { 664 object *obj; 665 short mc, rc, row, col; 666 object *monster; 667 668 obj = level_objects.next_object; 669 670 while (obj) { 671 row = obj->row; 672 col = obj->col; 673 674 rc = get_mask_char(obj->what_is); 675 676 if (dungeon[row][col] & MONSTER) { 677 if ((monster = object_at(&level_monsters, row, col))) { 678 monster->trail_char = rc; 679 } 680 } 681 mc = mvinch(row, col); 682 if (((mc < 'A') || (mc > 'Z')) && 683 ((row != rogue.row) || (col != rogue.col))) { 684 mvaddch(row, col, rc); 685 } 686 obj = obj->next_object; 687 } 688 689 monster = level_monsters.next_object; 690 691 while (monster) { 692 if (monster->m_flags & IMITATES) { 693 mvaddch(monster->row, monster->col, (int) monster->disguise); 694 } 695 monster = monster->next_monster; 696 } 697 } 698 699 void 700 put_amulet(void) 701 { 702 object *obj; 703 704 obj = alloc_object(); 705 obj->what_is = AMULET; 706 rand_place(obj); 707 } 708 709 static void 710 rand_place(object *obj) 711 { 712 short row, col; 713 714 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 715 place_at(obj, row, col); 716 } 717 718 void 719 c_object_for_wizard(void) 720 { 721 short ch, max = 0, wk; 722 object *obj; 723 char buf[80]; 724 725 if (pack_count((object *) 0) >= MAX_PACK_COUNT) { 726 message("pack full", 0); 727 return; 728 } 729 message("type of object?", 0); 730 731 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { 732 sound_bell(); 733 } 734 check_message(); 735 736 if (ch == '\033') { 737 return; 738 } 739 obj = alloc_object(); 740 741 switch(ch) { 742 case '!': 743 obj->what_is = POTION; 744 max = POTIONS - 1; 745 break; 746 case '?': 747 obj->what_is = SCROL; 748 max = SCROLS - 1; 749 break; 750 case ',': 751 obj->what_is = AMULET; 752 break; 753 case ':': 754 get_food(obj, 0); 755 break; 756 case ')': 757 gr_weapon(obj, 0); 758 max = WEAPONS - 1; 759 break; 760 case ']': 761 gr_armor(obj); 762 max = ARMORS - 1; 763 break; 764 case '/': 765 gr_wand(obj); 766 max = WANDS - 1; 767 break; 768 case '=': 769 max = RINGS - 1; 770 obj->what_is = RING; 771 break; 772 } 773 if ((ch != ',') && (ch != ':')) { 774 GIL: 775 if (get_input_line("which kind?", "", buf, "", 0, 1)) { 776 wk = get_number(buf); 777 if ((wk >= 0) && (wk <= max)) { 778 obj->which_kind = (unsigned short) wk; 779 if (obj->what_is == RING) { 780 gr_ring(obj, 0); 781 } 782 } else { 783 sound_bell(); 784 goto GIL; 785 } 786 } else { 787 free_object(obj); 788 return; 789 } 790 } 791 get_desc(obj, buf); 792 message(buf, 0); 793 add_to_pack(obj, &rogue.pack, 1); 794 } 795