1 /* 2 * Copyright (c) 1988 The Regents of the University of California. 3 * 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 5.3 (Berkeley) 06/01/90"; 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