xref: /original-bsd/games/rogue/object.c (revision b8338845)
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  * Redistribution and use in source and binary forms are permitted
9  * provided that the above copyright notice and this paragraph are
10  * duplicated in all such forms and that any documentation,
11  * advertising materials, and other materials related to such
12  * distribution and use acknowledge that the software was developed
13  * by the University of California, Berkeley.  The name of the
14  * University may not be used to endorse or promote products derived
15  * from this software without specific prior written permission.
16  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
17  * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
18  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
19  */
20 
21 #ifndef lint
22 static char sccsid[] = "@(#)object.c	5.2 (Berkeley) 02/07/89";
23 #endif /* not lint */
24 
25 /*
26  * object.c
27  *
28  * This source herein may be modified and/or distributed by anybody who
29  * so desires, with the following restrictions:
30  *    1.)  No portion of this notice shall be removed.
31  *    2.)  Credit shall not be taken for the creation of this source.
32  *    3.)  This code is not to be traded, sold, or used for personal
33  *         gain or profit.
34  *
35  */
36 
37 #include "rogue.h"
38 
39 object level_objects;
40 unsigned short dungeon[DROWS][DCOLS];
41 short foods = 0;
42 object *free_list = (object *) 0;
43 char *fruit = (char *) 0;
44 
45 fighter rogue = {
46 	INIT_AW,	/* armor, weapon */
47 	INIT_RINGS,	/* rings */
48 	INIT_HP,	/* Hp current,max */
49 	INIT_STR,	/* Str current,max */
50 	INIT_PACK,	/* pack */
51 	INIT_GOLD,	/* gold */
52 	INIT_EXP,	/* exp level,points */
53 	0, 0,		/* row, col */
54 	INIT_CHAR,	/* char */
55 	INIT_MOVES	/* moves */
56 };
57 
58 struct id id_potions[POTIONS] = {
59 {100, "blue \0                           ", "of increase strength ", 0},
60 {250, "red \0                            ", "of restore strength ", 0},
61 {100, "green \0                          ", "of healing ", 0},
62 {200, "grey \0                           ", "of extra healing ", 0},
63  {10, "brown \0                          ", "of poison ", 0},
64 {300, "clear \0                          ", "of raise level ", 0},
65  {10, "pink \0                           ", "of blindness ", 0},
66  {25, "white \0                          ", "of hallucination ", 0},
67 {100, "purple \0                         ", "of detect monster ", 0},
68 {100, "black \0                          ", "of detect things ", 0},
69  {10, "yellow \0                         ", "of confusion ", 0},
70  {80, "plaid \0                          ", "of levitation ", 0},
71 {150, "burgundy \0                       ", "of haste self ", 0},
72 {145, "beige \0                          ", "of see invisible ", 0}
73 };
74 
75 struct id id_scrolls[SCROLS] = {
76 {505, "                                   ", "of protect armor ", 0},
77 {200, "                                   ", "of hold monster ", 0},
78 {235, "                                   ", "of enchant weapon ", 0},
79 {235, "                                   ", "of enchant armor ", 0},
80 {175, "                                   ", "of identify ", 0},
81 {190, "                                   ", "of teleportation ", 0},
82  {25, "                                   ", "of sleep ", 0},
83 {610, "                                   ", "of scare monster ", 0},
84 {210, "                                   ", "of remove curse ", 0},
85  {80, "                                   ", "of create monster ",0},
86  {25, "                                   ", "of aggravate monster ",0},
87 {180, "                                   ", "of magic mapping ", 0},
88  {90, "                                   ", "of confuse monster ", 0}
89 };
90 
91 struct id id_weapons[WEAPONS] = {
92 	{150, "short bow ", "", 0},
93 	  {8, "darts ", "", 0},
94 	 {15, "arrows ", "", 0},
95 	 {27, "daggers ", "", 0},
96 	 {35, "shurikens ", "", 0},
97 	{360, "mace ", "", 0},
98 	{470, "long sword ", "", 0},
99 	{580, "two-handed sword ", "", 0}
100 };
101 
102 struct id id_armors[ARMORS] = {
103 	{300, "leather armor ", "", (UNIDENTIFIED)},
104 	{300, "ring mail ", "", (UNIDENTIFIED)},
105 	{400, "scale mail ", "", (UNIDENTIFIED)},
106 	{500, "chain mail ", "", (UNIDENTIFIED)},
107 	{600, "banded mail ", "", (UNIDENTIFIED)},
108 	{600, "splint mail ", "", (UNIDENTIFIED)},
109 	{700, "plate mail ", "", (UNIDENTIFIED)}
110 };
111 
112 struct id id_wands[WANDS] = {
113 	 {25, "                                 ", "of teleport away ",0},
114 	 {50, "                                 ", "of slow monster ", 0},
115 	  {8, "                                 ", "of invisibility ",0},
116 	 {55, "                                 ", "of polymorph ",0},
117 	  {2, "                                 ", "of haste monster ",0},
118 	 {20, "                                 ", "of magic missile ",0},
119 	 {20, "                                 ", "of cancellation ",0},
120 	  {0, "                                 ", "of do nothing ",0},
121 	 {35, "                                 ", "of drain life ",0},
122 	 {20, "                                 ", "of cold ",0},
123 	 {20, "                                 ", "of fire ",0}
124 };
125 
126 struct id id_rings[RINGS] = {
127 	 {250, "                                 ", "of stealth ",0},
128 	 {100, "                                 ", "of teleportation ", 0},
129 	 {255, "                                 ", "of regeneration ",0},
130 	 {295, "                                 ", "of slow digestion ",0},
131 	 {200, "                                 ", "of add strength ",0},
132 	 {250, "                                 ", "of sustain strength ",0},
133 	 {250, "                                 ", "of dexterity ",0},
134 	  {25, "                                 ", "of adornment ",0},
135 	 {300, "                                 ", "of see invisible ",0},
136 	 {290, "                                 ", "of maintain armor ",0},
137 	 {270, "                                 ", "of searching ",0},
138 };
139 
140 extern short cur_level, max_level;
141 extern short party_room;
142 extern char *error_file;
143 extern boolean is_wood[];
144 
145 put_objects()
146 {
147 	short i, n;
148 	object *obj;
149 
150 	if (cur_level < max_level) {
151 		return;
152 	}
153 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
154 	while (rand_percent(33)) {
155 		n++;
156 	}
157 	if (party_room != NO_ROOM) {
158 		make_party();
159 	}
160 	for (i = 0; i < n; i++) {
161 		obj = gr_object();
162 		rand_place(obj);
163 	}
164 	put_gold();
165 }
166 
167 put_gold()
168 {
169 	short i, j;
170 	short row,col;
171 	boolean is_maze, is_room;
172 
173 	for (i = 0; i < MAXROOMS; i++) {
174 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
175 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
176 
177 		if (!(is_room || is_maze)) {
178 			continue;
179 		}
180 		if (is_maze || rand_percent(GOLD_PERCENT)) {
181 			for (j = 0; j < 50; j++) {
182 				row = get_rand(rooms[i].top_row+1,
183 				rooms[i].bottom_row-1);
184 				col = get_rand(rooms[i].left_col+1,
185 				rooms[i].right_col-1);
186 				if ((dungeon[row][col] == FLOOR) ||
187 					(dungeon[row][col] == TUNNEL)) {
188 					plant_gold(row, col, is_maze);
189 					break;
190 				}
191 			}
192 		}
193 	}
194 }
195 
196 plant_gold(row, col, is_maze)
197 short row, col;
198 boolean is_maze;
199 {
200 	object *obj;
201 
202 	obj = alloc_object();
203 	obj->row = row; obj->col = col;
204 	obj->what_is = GOLD;
205 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
206 	if (is_maze) {
207 		obj->quantity += obj->quantity / 2;
208 	}
209 	dungeon[row][col] |= OBJECT;
210 	(void) add_to_pack(obj, &level_objects, 0);
211 }
212 
213 place_at(obj, row, col)
214 object *obj;
215 {
216 	obj->row = row;
217 	obj->col = col;
218 	dungeon[row][col] |= OBJECT;
219 	(void) add_to_pack(obj, &level_objects, 0);
220 }
221 
222 object *
223 object_at(pack, row, col)
224 register object *pack;
225 short row, col;
226 {
227 	object *obj = (object *) 0;
228 
229 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
230 		obj = pack->next_object;
231 
232 		while (obj && ((obj->row != row) || (obj->col != col))) {
233 			obj = obj->next_object;
234 		}
235 		if (!obj) {
236 			message("object_at(): inconsistent", 1);
237 		}
238 	}
239 	return(obj);
240 }
241 
242 object *
243 get_letter_object(ch)
244 {
245 	object *obj;
246 
247 	obj = rogue.pack.next_object;
248 
249 	while (obj && (obj->ichar != ch)) {
250 		obj = obj->next_object;
251 	}
252 	return(obj);
253 }
254 
255 free_stuff(objlist)
256 object *objlist;
257 {
258 	object *obj;
259 
260 	while (objlist->next_object) {
261 		obj = objlist->next_object;
262 		objlist->next_object =
263 			objlist->next_object->next_object;
264 		free_object(obj);
265 	}
266 }
267 
268 char *
269 name_of(obj)
270 object *obj;
271 {
272 	char *retstring;
273 
274 	switch(obj->what_is) {
275 	case SCROL:
276 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
277 		break;
278 	case POTION:
279 		retstring = obj->quantity > 1 ? "potions " : "potion ";
280 		break;
281 	case FOOD:
282 		if (obj->which_kind == RATION) {
283 			retstring = "food ";
284 		} else {
285 			retstring = fruit;
286 		}
287 		break;
288 	case WAND:
289 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
290 		break;
291 	case WEAPON:
292 		switch(obj->which_kind) {
293 		case DART:
294 			retstring=obj->quantity > 1 ? "darts " : "dart ";
295 			break;
296 		case ARROW:
297 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
298 			break;
299 		case DAGGER:
300 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
301 			break;
302 		case SHURIKEN:
303 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
304 			break;
305 		default:
306 			retstring = id_weapons[obj->which_kind].title;
307 		}
308 		break;
309 	case ARMOR:
310 		retstring = "armor ";
311 		break;
312 	case RING:
313 			retstring = "ring ";
314 		break;
315 	case AMULET:
316 		retstring = "amulet ";
317 		break;
318 	default:
319 		retstring = "unknown ";
320 		break;
321 	}
322 	return(retstring);
323 }
324 
325 object *
326 gr_object()
327 {
328 	object *obj;
329 
330 	obj = alloc_object();
331 
332 	if (foods < (cur_level / 3)) {
333 		obj->what_is = FOOD;
334 		foods++;
335 	} else {
336 		obj->what_is = gr_what_is();
337 	}
338 	switch(obj->what_is) {
339 	case SCROL:
340 		gr_scroll(obj);
341 		break;
342 	case POTION:
343 		gr_potion(obj);
344 		break;
345 	case WEAPON:
346 		gr_weapon(obj, 1);
347 		break;
348 	case ARMOR:
349 		gr_armor(obj);
350 		break;
351 	case WAND:
352 		gr_wand(obj);
353 		break;
354 	case FOOD:
355 		get_food(obj, 0);
356 		break;
357 	case RING:
358 		gr_ring(obj, 1);
359 		break;
360 	}
361 	return(obj);
362 }
363 
364 unsigned short
365 gr_what_is()
366 {
367 	short percent;
368 	unsigned short what_is;
369 
370 	percent = get_rand(1, 91);
371 
372 	if (percent <= 30) {
373 		what_is = SCROL;
374 	} else if (percent <= 60) {
375 		what_is = POTION;
376 	} else if (percent <= 64) {
377 		what_is = WAND;
378 	} else if (percent <= 74) {
379 		what_is = WEAPON;
380 	} else if (percent <= 83) {
381 		what_is = ARMOR;
382 	} else if (percent <= 88) {
383 		what_is = FOOD;
384 	} else {
385 		what_is = RING;
386 	}
387 	return(what_is);
388 }
389 
390 gr_scroll(obj)
391 object *obj;
392 {
393 	short percent;
394 
395 	percent = get_rand(0, 91);
396 
397 	obj->what_is = SCROL;
398 
399 	if (percent <= 5) {
400 		obj->which_kind = PROTECT_ARMOR;
401 	} else if (percent <= 10) {
402 		obj->which_kind = HOLD_MONSTER;
403 	} else if (percent <= 20) {
404 		obj->which_kind = CREATE_MONSTER;
405 	} else if (percent <= 35) {
406 		obj->which_kind = IDENTIFY;
407 	} else if (percent <= 43) {
408 		obj->which_kind = TELEPORT;
409 	} else if (percent <= 50) {
410 		obj->which_kind = SLEEP;
411 	} else if (percent <= 55) {
412 		obj->which_kind = SCARE_MONSTER;
413 	} else if (percent <= 64) {
414 		obj->which_kind = REMOVE_CURSE;
415 	} else if (percent <= 69) {
416 		obj->which_kind = ENCH_ARMOR;
417 	} else if (percent <= 74) {
418 		obj->which_kind = ENCH_WEAPON;
419 	} else if (percent <= 80) {
420 		obj->which_kind = AGGRAVATE_MONSTER;
421 	} else if (percent <= 86) {
422 		obj->which_kind = CON_MON;
423 	} else {
424 		obj->which_kind = MAGIC_MAPPING;
425 	}
426 }
427 
428 gr_potion(obj)
429 object *obj;
430 {
431 	short percent;
432 
433 	percent = get_rand(1, 118);
434 
435 	obj->what_is = POTION;
436 
437 	if (percent <= 5) {
438 		obj->which_kind = RAISE_LEVEL;
439 	} else if (percent <= 15) {
440 		obj->which_kind = DETECT_OBJECTS;
441 	} else if (percent <= 25) {
442 		obj->which_kind = DETECT_MONSTER;
443 	} else if (percent <= 35) {
444 		obj->which_kind = INCREASE_STRENGTH;
445 	} else if (percent <= 45) {
446 		obj->which_kind = RESTORE_STRENGTH;
447 	} else if (percent <= 55) {
448 		obj->which_kind = HEALING;
449 	} else if (percent <= 65) {
450 		obj->which_kind = EXTRA_HEALING;
451 	} else if (percent <= 75) {
452 		obj->which_kind = BLINDNESS;
453 	} else if (percent <= 85) {
454 		obj->which_kind = HALLUCINATION;
455 	} else if (percent <= 95) {
456 		obj->which_kind = CONFUSION;
457 	} else if (percent <= 105) {
458 		obj->which_kind = POISON;
459 	} else if (percent <= 110) {
460 		obj->which_kind = LEVITATION;
461 	} else if (percent <= 114) {
462 		obj->which_kind = HASTE_SELF;
463 	} else {
464 		obj->which_kind = SEE_INVISIBLE;
465 	}
466 }
467 
468 gr_weapon(obj, assign_wk)
469 object *obj;
470 int assign_wk;
471 {
472 	short percent;
473 	short i;
474 	short blessing, increment;
475 
476 	obj->what_is = WEAPON;
477 	if (assign_wk) {
478 		obj->which_kind = get_rand(0, (WEAPONS - 1));
479 	}
480 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
481 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
482 		obj->quantity = get_rand(3, 15);
483 		obj->quiver = get_rand(0, 126);
484 	} else {
485 		obj->quantity = 1;
486 	}
487 	obj->hit_enchant = obj->d_enchant = 0;
488 
489 	percent = get_rand(1, 96);
490 	blessing = get_rand(1, 3);
491 
492 	if (percent <= 16) {
493 		increment = 1;
494 	} else if (percent <= 32) {
495 		increment = -1;
496 		obj->is_cursed = 1;
497 	}
498 	if (percent <= 32) {
499 		for (i = 0; i < blessing; i++) {
500 			if (coin_toss()) {
501 				obj->hit_enchant += increment;
502 			} else {
503 				obj->d_enchant += increment;
504 			}
505 		}
506 	}
507 	switch(obj->which_kind) {
508 	case BOW:
509 	case DART:
510 		obj->damage = "1d1";
511 		break;
512 	case ARROW:
513 		obj->damage = "1d2";
514 		break;
515 	case DAGGER:
516 		obj->damage = "1d3";
517 		break;
518 	case SHURIKEN:
519 		obj->damage = "1d4";
520 		break;
521 	case MACE:
522 		obj->damage = "2d3";
523 		break;
524 	case LONG_SWORD:
525 		obj->damage = "3d4";
526 		break;
527 	case TWO_HANDED_SWORD:
528 		obj->damage = "4d5";
529 		break;
530 	}
531 }
532 
533 gr_armor(obj)
534 object *obj;
535 {
536 	short percent;
537 	short blessing;
538 
539 	obj->what_is = ARMOR;
540 	obj->which_kind = get_rand(0, (ARMORS - 1));
541 	obj->class = obj->which_kind + 2;
542 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
543 		obj->class--;
544 	}
545 	obj->is_protected = 0;
546 	obj->d_enchant = 0;
547 
548 	percent = get_rand(1, 100);
549 	blessing = get_rand(1, 3);
550 
551 	if (percent <= 16) {
552 		obj->is_cursed = 1;
553 		obj->d_enchant -= blessing;
554 	} else if (percent <= 33) {
555 		obj->d_enchant += blessing;
556 	}
557 }
558 
559 gr_wand(obj)
560 object *obj;
561 {
562 	obj->what_is = WAND;
563 	obj->which_kind = get_rand(0, (WANDS - 1));
564 	obj->class = get_rand(3, 7);
565 }
566 
567 get_food(obj, force_ration)
568 object *obj;
569 boolean force_ration;
570 {
571 	obj->what_is = FOOD;
572 
573 	if (force_ration || rand_percent(80)) {
574 		obj->which_kind = RATION;
575 	} else {
576 		obj->which_kind = FRUIT;
577 	}
578 }
579 
580 put_stairs()
581 {
582 	short row, col;
583 
584 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
585 	dungeon[row][col] |= STAIRS;
586 }
587 
588 get_armor_class(obj)
589 object *obj;
590 {
591 	if (obj) {
592 		return(obj->class + obj->d_enchant);
593 	}
594 	return(0);
595 }
596 
597 object *
598 alloc_object()
599 {
600 	object *obj;
601 
602 	if (free_list) {
603 		obj = free_list;
604 		free_list = free_list->next_object;
605 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
606 			message("cannot allocate object, saving game", 0);
607 			save_into_file(error_file);
608 	}
609 	obj->quantity = 1;
610 	obj->ichar = 'L';
611 	obj->picked_up = obj->is_cursed = 0;
612 	obj->in_use_flags = NOT_USED;
613 	obj->identified = UNIDENTIFIED;
614 	obj->damage = "1d1";
615 	return(obj);
616 }
617 
618 free_object(obj)
619 object *obj;
620 {
621 	obj->next_object = free_list;
622 	free_list = obj;
623 }
624 
625 make_party()
626 {
627 	short n;
628 
629 	party_room = gr_room();
630 
631 	n = rand_percent(99) ? party_objects(party_room) : 11;
632 	if (rand_percent(99)) {
633 		party_monsters(party_room, n);
634 	}
635 }
636 
637 show_objects()
638 {
639 	object *obj;
640 	short mc, rc, row, col;
641 	object *monster;
642 
643 	obj = level_objects.next_object;
644 
645 	while (obj) {
646 		row = obj->row;
647 		col = obj->col;
648 
649 		rc = get_mask_char(obj->what_is);
650 
651 		if (dungeon[row][col] & MONSTER) {
652 			if (monster = object_at(&level_monsters, row, col)) {
653 				monster->trail_char = rc;
654 			}
655 		}
656 		mc = mvinch(row, col);
657 		if (((mc < 'A') || (mc > 'Z')) &&
658 			((row != rogue.row) || (col != rogue.col))) {
659 			mvaddch(row, col, rc);
660 		}
661 		obj = obj->next_object;
662 	}
663 
664 	monster = level_monsters.next_object;
665 
666 	while (monster) {
667 		if (monster->m_flags & IMITATES) {
668 			mvaddch(monster->row, monster->col, (int) monster->disguise);
669 		}
670 		monster = monster->next_monster;
671 	}
672 }
673 
674 put_amulet()
675 {
676 	object *obj;
677 
678 	obj = alloc_object();
679 	obj->what_is = AMULET;
680 	rand_place(obj);
681 }
682 
683 rand_place(obj)
684 object *obj;
685 {
686 	short row, col;
687 
688 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
689 	place_at(obj, row, col);
690 }
691 
692 c_object_for_wizard()
693 {
694 	short ch, max, wk;
695 	object *obj;
696 	char buf[80];
697 
698 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
699 		message("pack full", 0);
700 		return;
701 	}
702 	message("type of object?", 0);
703 
704 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
705 		sound_bell();
706 	}
707 	check_message();
708 
709 	if (ch == '\033') {
710 		return;
711 	}
712 	obj = alloc_object();
713 
714 	switch(ch) {
715 	case '!':
716 		obj->what_is = POTION;
717 		max = POTIONS - 1;
718 		break;
719 	case '?':
720 		obj->what_is = SCROL;
721 		max = SCROLS - 1;
722 		break;
723 	case ',':
724 		obj->what_is = AMULET;
725 		break;
726 	case ':':
727 		get_food(obj, 0);
728 		break;
729 	case ')':
730 		gr_weapon(obj, 0);
731 		max = WEAPONS - 1;
732 		break;
733 	case ']':
734 		gr_armor(obj);
735 		max = ARMORS - 1;
736 		break;
737 	case '/':
738 		gr_wand(obj);
739 		max = WANDS - 1;
740 		break;
741 	case '=':
742 		max = RINGS - 1;
743 		obj->what_is = RING;
744 		break;
745 	}
746 	if ((ch != ',') && (ch != ':')) {
747 GIL:
748 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
749 			wk = get_number(buf);
750 			if ((wk >= 0) && (wk <= max)) {
751 				obj->which_kind = (unsigned short) wk;
752 				if (obj->what_is == RING) {
753 					gr_ring(obj, 0);
754 				}
755 			} else {
756 				sound_bell();
757 				goto GIL;
758 			}
759 		} else {
760 			free_object(obj);
761 			return;
762 		}
763 	}
764 	get_desc(obj, buf);
765 	message(buf, 0);
766 	(void) add_to_pack(obj, &rogue.pack, 1);
767 }
768