xref: /original-bsd/games/rogue/object.c (revision 6f7fe4a1)
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  * %sccs.include.redist.c%
9  */
10 
11 #ifndef lint
12 static char sccsid[] = "@(#)object.c	8.1 (Berkeley) 05/31/93";
13 #endif /* not lint */
14 
15 /*
16  * object.c
17  *
18  * This source herein may be modified and/or distributed by anybody who
19  * so desires, with the following restrictions:
20  *    1.)  No portion of this notice shall be removed.
21  *    2.)  Credit shall not be taken for the creation of this source.
22  *    3.)  This code is not to be traded, sold, or used for personal
23  *         gain or profit.
24  *
25  */
26 
27 #include "rogue.h"
28 
29 object level_objects;
30 unsigned short dungeon[DROWS][DCOLS];
31 short foods = 0;
32 object *free_list = (object *) 0;
33 char *fruit = (char *) 0;
34 
35 fighter rogue = {
36 	INIT_AW,	/* armor, weapon */
37 	INIT_RINGS,	/* rings */
38 	INIT_HP,	/* Hp current,max */
39 	INIT_STR,	/* Str current,max */
40 	INIT_PACK,	/* pack */
41 	INIT_GOLD,	/* gold */
42 	INIT_EXP,	/* exp level,points */
43 	0, 0,		/* row, col */
44 	INIT_CHAR,	/* char */
45 	INIT_MOVES	/* moves */
46 };
47 
48 struct id id_potions[POTIONS] = {
49 {100, "blue \0                           ", "of increase strength ", 0},
50 {250, "red \0                            ", "of restore strength ", 0},
51 {100, "green \0                          ", "of healing ", 0},
52 {200, "grey \0                           ", "of extra healing ", 0},
53  {10, "brown \0                          ", "of poison ", 0},
54 {300, "clear \0                          ", "of raise level ", 0},
55  {10, "pink \0                           ", "of blindness ", 0},
56  {25, "white \0                          ", "of hallucination ", 0},
57 {100, "purple \0                         ", "of detect monster ", 0},
58 {100, "black \0                          ", "of detect things ", 0},
59  {10, "yellow \0                         ", "of confusion ", 0},
60  {80, "plaid \0                          ", "of levitation ", 0},
61 {150, "burgundy \0                       ", "of haste self ", 0},
62 {145, "beige \0                          ", "of see invisible ", 0}
63 };
64 
65 struct id id_scrolls[SCROLS] = {
66 {505, "                                   ", "of protect armor ", 0},
67 {200, "                                   ", "of hold monster ", 0},
68 {235, "                                   ", "of enchant weapon ", 0},
69 {235, "                                   ", "of enchant armor ", 0},
70 {175, "                                   ", "of identify ", 0},
71 {190, "                                   ", "of teleportation ", 0},
72  {25, "                                   ", "of sleep ", 0},
73 {610, "                                   ", "of scare monster ", 0},
74 {210, "                                   ", "of remove curse ", 0},
75  {80, "                                   ", "of create monster ",0},
76  {25, "                                   ", "of aggravate monster ",0},
77 {180, "                                   ", "of magic mapping ", 0},
78  {90, "                                   ", "of confuse monster ", 0}
79 };
80 
81 struct id id_weapons[WEAPONS] = {
82 	{150, "short bow ", "", 0},
83 	  {8, "darts ", "", 0},
84 	 {15, "arrows ", "", 0},
85 	 {27, "daggers ", "", 0},
86 	 {35, "shurikens ", "", 0},
87 	{360, "mace ", "", 0},
88 	{470, "long sword ", "", 0},
89 	{580, "two-handed sword ", "", 0}
90 };
91 
92 struct id id_armors[ARMORS] = {
93 	{300, "leather armor ", "", (UNIDENTIFIED)},
94 	{300, "ring mail ", "", (UNIDENTIFIED)},
95 	{400, "scale mail ", "", (UNIDENTIFIED)},
96 	{500, "chain mail ", "", (UNIDENTIFIED)},
97 	{600, "banded mail ", "", (UNIDENTIFIED)},
98 	{600, "splint mail ", "", (UNIDENTIFIED)},
99 	{700, "plate mail ", "", (UNIDENTIFIED)}
100 };
101 
102 struct id id_wands[WANDS] = {
103 	 {25, "                                 ", "of teleport away ",0},
104 	 {50, "                                 ", "of slow monster ", 0},
105 	  {8, "                                 ", "of invisibility ",0},
106 	 {55, "                                 ", "of polymorph ",0},
107 	  {2, "                                 ", "of haste monster ",0},
108 	 {20, "                                 ", "of magic missile ",0},
109 	 {20, "                                 ", "of cancellation ",0},
110 	  {0, "                                 ", "of do nothing ",0},
111 	 {35, "                                 ", "of drain life ",0},
112 	 {20, "                                 ", "of cold ",0},
113 	 {20, "                                 ", "of fire ",0}
114 };
115 
116 struct id id_rings[RINGS] = {
117 	 {250, "                                 ", "of stealth ",0},
118 	 {100, "                                 ", "of teleportation ", 0},
119 	 {255, "                                 ", "of regeneration ",0},
120 	 {295, "                                 ", "of slow digestion ",0},
121 	 {200, "                                 ", "of add strength ",0},
122 	 {250, "                                 ", "of sustain strength ",0},
123 	 {250, "                                 ", "of dexterity ",0},
124 	  {25, "                                 ", "of adornment ",0},
125 	 {300, "                                 ", "of see invisible ",0},
126 	 {290, "                                 ", "of maintain armor ",0},
127 	 {270, "                                 ", "of searching ",0},
128 };
129 
130 extern short cur_level, max_level;
131 extern short party_room;
132 extern char *error_file;
133 extern boolean is_wood[];
134 
135 put_objects()
136 {
137 	short i, n;
138 	object *obj;
139 
140 	if (cur_level < max_level) {
141 		return;
142 	}
143 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
144 	while (rand_percent(33)) {
145 		n++;
146 	}
147 	if (party_room != NO_ROOM) {
148 		make_party();
149 	}
150 	for (i = 0; i < n; i++) {
151 		obj = gr_object();
152 		rand_place(obj);
153 	}
154 	put_gold();
155 }
156 
157 put_gold()
158 {
159 	short i, j;
160 	short row,col;
161 	boolean is_maze, is_room;
162 
163 	for (i = 0; i < MAXROOMS; i++) {
164 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
165 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
166 
167 		if (!(is_room || is_maze)) {
168 			continue;
169 		}
170 		if (is_maze || rand_percent(GOLD_PERCENT)) {
171 			for (j = 0; j < 50; j++) {
172 				row = get_rand(rooms[i].top_row+1,
173 				rooms[i].bottom_row-1);
174 				col = get_rand(rooms[i].left_col+1,
175 				rooms[i].right_col-1);
176 				if ((dungeon[row][col] == FLOOR) ||
177 					(dungeon[row][col] == TUNNEL)) {
178 					plant_gold(row, col, is_maze);
179 					break;
180 				}
181 			}
182 		}
183 	}
184 }
185 
186 plant_gold(row, col, is_maze)
187 short row, col;
188 boolean is_maze;
189 {
190 	object *obj;
191 
192 	obj = alloc_object();
193 	obj->row = row; obj->col = col;
194 	obj->what_is = GOLD;
195 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
196 	if (is_maze) {
197 		obj->quantity += obj->quantity / 2;
198 	}
199 	dungeon[row][col] |= OBJECT;
200 	(void) add_to_pack(obj, &level_objects, 0);
201 }
202 
203 place_at(obj, row, col)
204 object *obj;
205 {
206 	obj->row = row;
207 	obj->col = col;
208 	dungeon[row][col] |= OBJECT;
209 	(void) add_to_pack(obj, &level_objects, 0);
210 }
211 
212 object *
213 object_at(pack, row, col)
214 register object *pack;
215 short row, col;
216 {
217 	object *obj = (object *) 0;
218 
219 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
220 		obj = pack->next_object;
221 
222 		while (obj && ((obj->row != row) || (obj->col != col))) {
223 			obj = obj->next_object;
224 		}
225 		if (!obj) {
226 			message("object_at(): inconsistent", 1);
227 		}
228 	}
229 	return(obj);
230 }
231 
232 object *
233 get_letter_object(ch)
234 {
235 	object *obj;
236 
237 	obj = rogue.pack.next_object;
238 
239 	while (obj && (obj->ichar != ch)) {
240 		obj = obj->next_object;
241 	}
242 	return(obj);
243 }
244 
245 free_stuff(objlist)
246 object *objlist;
247 {
248 	object *obj;
249 
250 	while (objlist->next_object) {
251 		obj = objlist->next_object;
252 		objlist->next_object =
253 			objlist->next_object->next_object;
254 		free_object(obj);
255 	}
256 }
257 
258 char *
259 name_of(obj)
260 object *obj;
261 {
262 	char *retstring;
263 
264 	switch(obj->what_is) {
265 	case SCROL:
266 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
267 		break;
268 	case POTION:
269 		retstring = obj->quantity > 1 ? "potions " : "potion ";
270 		break;
271 	case FOOD:
272 		if (obj->which_kind == RATION) {
273 			retstring = "food ";
274 		} else {
275 			retstring = fruit;
276 		}
277 		break;
278 	case WAND:
279 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
280 		break;
281 	case WEAPON:
282 		switch(obj->which_kind) {
283 		case DART:
284 			retstring=obj->quantity > 1 ? "darts " : "dart ";
285 			break;
286 		case ARROW:
287 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
288 			break;
289 		case DAGGER:
290 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
291 			break;
292 		case SHURIKEN:
293 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
294 			break;
295 		default:
296 			retstring = id_weapons[obj->which_kind].title;
297 		}
298 		break;
299 	case ARMOR:
300 		retstring = "armor ";
301 		break;
302 	case RING:
303 			retstring = "ring ";
304 		break;
305 	case AMULET:
306 		retstring = "amulet ";
307 		break;
308 	default:
309 		retstring = "unknown ";
310 		break;
311 	}
312 	return(retstring);
313 }
314 
315 object *
316 gr_object()
317 {
318 	object *obj;
319 
320 	obj = alloc_object();
321 
322 	if (foods < (cur_level / 3)) {
323 		obj->what_is = FOOD;
324 		foods++;
325 	} else {
326 		obj->what_is = gr_what_is();
327 	}
328 	switch(obj->what_is) {
329 	case SCROL:
330 		gr_scroll(obj);
331 		break;
332 	case POTION:
333 		gr_potion(obj);
334 		break;
335 	case WEAPON:
336 		gr_weapon(obj, 1);
337 		break;
338 	case ARMOR:
339 		gr_armor(obj);
340 		break;
341 	case WAND:
342 		gr_wand(obj);
343 		break;
344 	case FOOD:
345 		get_food(obj, 0);
346 		break;
347 	case RING:
348 		gr_ring(obj, 1);
349 		break;
350 	}
351 	return(obj);
352 }
353 
354 unsigned short
355 gr_what_is()
356 {
357 	short percent;
358 	unsigned short what_is;
359 
360 	percent = get_rand(1, 91);
361 
362 	if (percent <= 30) {
363 		what_is = SCROL;
364 	} else if (percent <= 60) {
365 		what_is = POTION;
366 	} else if (percent <= 64) {
367 		what_is = WAND;
368 	} else if (percent <= 74) {
369 		what_is = WEAPON;
370 	} else if (percent <= 83) {
371 		what_is = ARMOR;
372 	} else if (percent <= 88) {
373 		what_is = FOOD;
374 	} else {
375 		what_is = RING;
376 	}
377 	return(what_is);
378 }
379 
380 gr_scroll(obj)
381 object *obj;
382 {
383 	short percent;
384 
385 	percent = get_rand(0, 91);
386 
387 	obj->what_is = SCROL;
388 
389 	if (percent <= 5) {
390 		obj->which_kind = PROTECT_ARMOR;
391 	} else if (percent <= 10) {
392 		obj->which_kind = HOLD_MONSTER;
393 	} else if (percent <= 20) {
394 		obj->which_kind = CREATE_MONSTER;
395 	} else if (percent <= 35) {
396 		obj->which_kind = IDENTIFY;
397 	} else if (percent <= 43) {
398 		obj->which_kind = TELEPORT;
399 	} else if (percent <= 50) {
400 		obj->which_kind = SLEEP;
401 	} else if (percent <= 55) {
402 		obj->which_kind = SCARE_MONSTER;
403 	} else if (percent <= 64) {
404 		obj->which_kind = REMOVE_CURSE;
405 	} else if (percent <= 69) {
406 		obj->which_kind = ENCH_ARMOR;
407 	} else if (percent <= 74) {
408 		obj->which_kind = ENCH_WEAPON;
409 	} else if (percent <= 80) {
410 		obj->which_kind = AGGRAVATE_MONSTER;
411 	} else if (percent <= 86) {
412 		obj->which_kind = CON_MON;
413 	} else {
414 		obj->which_kind = MAGIC_MAPPING;
415 	}
416 }
417 
418 gr_potion(obj)
419 object *obj;
420 {
421 	short percent;
422 
423 	percent = get_rand(1, 118);
424 
425 	obj->what_is = POTION;
426 
427 	if (percent <= 5) {
428 		obj->which_kind = RAISE_LEVEL;
429 	} else if (percent <= 15) {
430 		obj->which_kind = DETECT_OBJECTS;
431 	} else if (percent <= 25) {
432 		obj->which_kind = DETECT_MONSTER;
433 	} else if (percent <= 35) {
434 		obj->which_kind = INCREASE_STRENGTH;
435 	} else if (percent <= 45) {
436 		obj->which_kind = RESTORE_STRENGTH;
437 	} else if (percent <= 55) {
438 		obj->which_kind = HEALING;
439 	} else if (percent <= 65) {
440 		obj->which_kind = EXTRA_HEALING;
441 	} else if (percent <= 75) {
442 		obj->which_kind = BLINDNESS;
443 	} else if (percent <= 85) {
444 		obj->which_kind = HALLUCINATION;
445 	} else if (percent <= 95) {
446 		obj->which_kind = CONFUSION;
447 	} else if (percent <= 105) {
448 		obj->which_kind = POISON;
449 	} else if (percent <= 110) {
450 		obj->which_kind = LEVITATION;
451 	} else if (percent <= 114) {
452 		obj->which_kind = HASTE_SELF;
453 	} else {
454 		obj->which_kind = SEE_INVISIBLE;
455 	}
456 }
457 
458 gr_weapon(obj, assign_wk)
459 object *obj;
460 int assign_wk;
461 {
462 	short percent;
463 	short i;
464 	short blessing, increment;
465 
466 	obj->what_is = WEAPON;
467 	if (assign_wk) {
468 		obj->which_kind = get_rand(0, (WEAPONS - 1));
469 	}
470 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
471 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
472 		obj->quantity = get_rand(3, 15);
473 		obj->quiver = get_rand(0, 126);
474 	} else {
475 		obj->quantity = 1;
476 	}
477 	obj->hit_enchant = obj->d_enchant = 0;
478 
479 	percent = get_rand(1, 96);
480 	blessing = get_rand(1, 3);
481 
482 	if (percent <= 16) {
483 		increment = 1;
484 	} else if (percent <= 32) {
485 		increment = -1;
486 		obj->is_cursed = 1;
487 	}
488 	if (percent <= 32) {
489 		for (i = 0; i < blessing; i++) {
490 			if (coin_toss()) {
491 				obj->hit_enchant += increment;
492 			} else {
493 				obj->d_enchant += increment;
494 			}
495 		}
496 	}
497 	switch(obj->which_kind) {
498 	case BOW:
499 	case DART:
500 		obj->damage = "1d1";
501 		break;
502 	case ARROW:
503 		obj->damage = "1d2";
504 		break;
505 	case DAGGER:
506 		obj->damage = "1d3";
507 		break;
508 	case SHURIKEN:
509 		obj->damage = "1d4";
510 		break;
511 	case MACE:
512 		obj->damage = "2d3";
513 		break;
514 	case LONG_SWORD:
515 		obj->damage = "3d4";
516 		break;
517 	case TWO_HANDED_SWORD:
518 		obj->damage = "4d5";
519 		break;
520 	}
521 }
522 
523 gr_armor(obj)
524 object *obj;
525 {
526 	short percent;
527 	short blessing;
528 
529 	obj->what_is = ARMOR;
530 	obj->which_kind = get_rand(0, (ARMORS - 1));
531 	obj->class = obj->which_kind + 2;
532 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
533 		obj->class--;
534 	}
535 	obj->is_protected = 0;
536 	obj->d_enchant = 0;
537 
538 	percent = get_rand(1, 100);
539 	blessing = get_rand(1, 3);
540 
541 	if (percent <= 16) {
542 		obj->is_cursed = 1;
543 		obj->d_enchant -= blessing;
544 	} else if (percent <= 33) {
545 		obj->d_enchant += blessing;
546 	}
547 }
548 
549 gr_wand(obj)
550 object *obj;
551 {
552 	obj->what_is = WAND;
553 	obj->which_kind = get_rand(0, (WANDS - 1));
554 	obj->class = get_rand(3, 7);
555 }
556 
557 get_food(obj, force_ration)
558 object *obj;
559 boolean force_ration;
560 {
561 	obj->what_is = FOOD;
562 
563 	if (force_ration || rand_percent(80)) {
564 		obj->which_kind = RATION;
565 	} else {
566 		obj->which_kind = FRUIT;
567 	}
568 }
569 
570 put_stairs()
571 {
572 	short row, col;
573 
574 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
575 	dungeon[row][col] |= STAIRS;
576 }
577 
578 get_armor_class(obj)
579 object *obj;
580 {
581 	if (obj) {
582 		return(obj->class + obj->d_enchant);
583 	}
584 	return(0);
585 }
586 
587 object *
588 alloc_object()
589 {
590 	object *obj;
591 
592 	if (free_list) {
593 		obj = free_list;
594 		free_list = free_list->next_object;
595 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
596 			message("cannot allocate object, saving game", 0);
597 			save_into_file(error_file);
598 	}
599 	obj->quantity = 1;
600 	obj->ichar = 'L';
601 	obj->picked_up = obj->is_cursed = 0;
602 	obj->in_use_flags = NOT_USED;
603 	obj->identified = UNIDENTIFIED;
604 	obj->damage = "1d1";
605 	return(obj);
606 }
607 
608 free_object(obj)
609 object *obj;
610 {
611 	obj->next_object = free_list;
612 	free_list = obj;
613 }
614 
615 make_party()
616 {
617 	short n;
618 
619 	party_room = gr_room();
620 
621 	n = rand_percent(99) ? party_objects(party_room) : 11;
622 	if (rand_percent(99)) {
623 		party_monsters(party_room, n);
624 	}
625 }
626 
627 show_objects()
628 {
629 	object *obj;
630 	short mc, rc, row, col;
631 	object *monster;
632 
633 	obj = level_objects.next_object;
634 
635 	while (obj) {
636 		row = obj->row;
637 		col = obj->col;
638 
639 		rc = get_mask_char(obj->what_is);
640 
641 		if (dungeon[row][col] & MONSTER) {
642 			if (monster = object_at(&level_monsters, row, col)) {
643 				monster->trail_char = rc;
644 			}
645 		}
646 		mc = mvinch(row, col);
647 		if (((mc < 'A') || (mc > 'Z')) &&
648 			((row != rogue.row) || (col != rogue.col))) {
649 			mvaddch(row, col, rc);
650 		}
651 		obj = obj->next_object;
652 	}
653 
654 	monster = level_monsters.next_object;
655 
656 	while (monster) {
657 		if (monster->m_flags & IMITATES) {
658 			mvaddch(monster->row, monster->col, (int) monster->disguise);
659 		}
660 		monster = monster->next_monster;
661 	}
662 }
663 
664 put_amulet()
665 {
666 	object *obj;
667 
668 	obj = alloc_object();
669 	obj->what_is = AMULET;
670 	rand_place(obj);
671 }
672 
673 rand_place(obj)
674 object *obj;
675 {
676 	short row, col;
677 
678 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
679 	place_at(obj, row, col);
680 }
681 
682 c_object_for_wizard()
683 {
684 	short ch, max, wk;
685 	object *obj;
686 	char buf[80];
687 
688 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
689 		message("pack full", 0);
690 		return;
691 	}
692 	message("type of object?", 0);
693 
694 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
695 		sound_bell();
696 	}
697 	check_message();
698 
699 	if (ch == '\033') {
700 		return;
701 	}
702 	obj = alloc_object();
703 
704 	switch(ch) {
705 	case '!':
706 		obj->what_is = POTION;
707 		max = POTIONS - 1;
708 		break;
709 	case '?':
710 		obj->what_is = SCROL;
711 		max = SCROLS - 1;
712 		break;
713 	case ',':
714 		obj->what_is = AMULET;
715 		break;
716 	case ':':
717 		get_food(obj, 0);
718 		break;
719 	case ')':
720 		gr_weapon(obj, 0);
721 		max = WEAPONS - 1;
722 		break;
723 	case ']':
724 		gr_armor(obj);
725 		max = ARMORS - 1;
726 		break;
727 	case '/':
728 		gr_wand(obj);
729 		max = WANDS - 1;
730 		break;
731 	case '=':
732 		max = RINGS - 1;
733 		obj->what_is = RING;
734 		break;
735 	}
736 	if ((ch != ',') && (ch != ':')) {
737 GIL:
738 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
739 			wk = get_number(buf);
740 			if ((wk >= 0) && (wk <= max)) {
741 				obj->which_kind = (unsigned short) wk;
742 				if (obj->what_is == RING) {
743 					gr_ring(obj, 0);
744 				}
745 			} else {
746 				sound_bell();
747 				goto GIL;
748 			}
749 		} else {
750 			free_object(obj);
751 			return;
752 		}
753 	}
754 	get_desc(obj, buf);
755 	message(buf, 0);
756 	(void) add_to_pack(obj, &rogue.pack, 1);
757 }
758