1 /* $NetBSD: object.c,v 1.13 2008/01/14 03:50:02 dholland Exp $ */ 2 3 /* 4 * Copyright (c) 1988, 1993 5 * The Regents of the University of California. All rights reserved. 6 * 7 * This code is derived from software contributed to Berkeley by 8 * Timothy C. Stoehr. 9 * 10 * Redistribution and use in source and binary forms, with or without 11 * modification, are permitted provided that the following conditions 12 * are met: 13 * 1. Redistributions of source code must retain the above copyright 14 * notice, this list of conditions and the following disclaimer. 15 * 2. Redistributions in binary form must reproduce the above copyright 16 * notice, this list of conditions and the following disclaimer in the 17 * documentation and/or other materials provided with the distribution. 18 * 3. Neither the name of the University nor the names of its contributors 19 * may be used to endorse or promote products derived from this software 20 * without specific prior written permission. 21 * 22 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 23 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 24 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 25 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 26 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 27 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 28 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 29 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 30 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 31 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 32 * SUCH DAMAGE. 33 */ 34 35 #include <sys/cdefs.h> 36 #ifndef lint 37 #if 0 38 static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93"; 39 #else 40 __RCSID("$NetBSD: object.c,v 1.13 2008/01/14 03:50:02 dholland Exp $"); 41 #endif 42 #endif /* not lint */ 43 44 /* 45 * object.c 46 * 47 * This source herein may be modified and/or distributed by anybody who 48 * so desires, with the following restrictions: 49 * 1.) No portion of this notice shall be removed. 50 * 2.) Credit shall not be taken for the creation of this source. 51 * 3.) This code is not to be traded, sold, or used for personal 52 * gain or profit. 53 * 54 */ 55 56 #include "rogue.h" 57 58 object level_objects; 59 unsigned short dungeon[DROWS][DCOLS]; 60 short foods = 0; 61 char *fruit = NULL; 62 63 static object *free_list = NULL; 64 65 fighter rogue = { 66 INIT_AW, /* armor */ 67 INIT_AW, /* weapon */ 68 INIT_RINGS, /* left ring */ 69 INIT_RINGS, /* right ring */ 70 INIT_HP, /* Hp current */ 71 INIT_HP, /* Hp max */ 72 INIT_STR, /* Str current */ 73 INIT_STR, /* Str max */ 74 INIT_PACK, /* pack */ 75 INIT_GOLD, /* gold */ 76 INIT_EXPLEVEL, /* exp level */ 77 INIT_EXP, /* exp points */ 78 0, 0, /* row, col */ 79 INIT_CHAR, /* char */ 80 INIT_MOVES /* moves */ 81 }; 82 83 struct id id_potions[POTIONS] = { 84 {100, "blue ", "of increase strength ", 0}, 85 {250, "red ", "of restore strength ", 0}, 86 {100, "green ", "of healing ", 0}, 87 {200, "grey ", "of extra healing ", 0}, 88 {10, "brown ", "of poison ", 0}, 89 {300, "clear ", "of raise level ", 0}, 90 {10, "pink ", "of blindness ", 0}, 91 {25, "white ", "of hallucination ", 0}, 92 {100, "purple ", "of detect monster ", 0}, 93 {100, "black ", "of detect things ", 0}, 94 {10, "yellow ", "of confusion ", 0}, 95 {80, "plaid ", "of levitation ", 0}, 96 {150, "burgundy ", "of haste self ", 0}, 97 {145, "beige ", "of see invisible ", 0} 98 }; 99 100 struct id id_scrolls[SCROLS] = { 101 {505, "", "of protect armor ", 0}, 102 {200, "", "of hold monster ", 0}, 103 {235, "", "of enchant weapon ", 0}, 104 {235, "", "of enchant armor ", 0}, 105 {175, "", "of identify ", 0}, 106 {190, "", "of teleportation ", 0}, 107 {25, "", "of sleep ", 0}, 108 {610, "", "of scare monster ", 0}, 109 {210, "", "of remove curse ", 0}, 110 {80, "", "of create monster ",0}, 111 {25, "", "of aggravate monster ",0}, 112 {180, "", "of magic mapping ", 0}, 113 {90, "", "of confuse monster ", 0} 114 }; 115 116 struct id id_weapons[WEAPONS] = { 117 {150, "short bow ", "", 0}, 118 {8, "darts ", "", 0}, 119 {15, "arrows ", "", 0}, 120 {27, "daggers ", "", 0}, 121 {35, "shurikens ", "", 0}, 122 {360, "mace ", "", 0}, 123 {470, "long sword ", "", 0}, 124 {580, "two-handed sword ", "", 0} 125 }; 126 127 struct id id_armors[ARMORS] = { 128 {300, "leather armor ", "", (UNIDENTIFIED)}, 129 {300, "ring mail ", "", (UNIDENTIFIED)}, 130 {400, "scale mail ", "", (UNIDENTIFIED)}, 131 {500, "chain mail ", "", (UNIDENTIFIED)}, 132 {600, "banded mail ", "", (UNIDENTIFIED)}, 133 {600, "splint mail ", "", (UNIDENTIFIED)}, 134 {700, "plate mail ", "", (UNIDENTIFIED)} 135 }; 136 137 struct id id_wands[WANDS] = { 138 {25, "", "of teleport away ",0}, 139 {50, "", "of slow monster ", 0}, 140 {8, "", "of invisibility ",0}, 141 {55, "", "of polymorph ",0}, 142 {2, "", "of haste monster ",0}, 143 {20, "", "of magic missile ",0}, 144 {20, "", "of cancellation ",0}, 145 {0, "", "of do nothing ",0}, 146 {35, "", "of drain life ",0}, 147 {20, "", "of cold ",0}, 148 {20, "", "of fire ",0} 149 }; 150 151 struct id id_rings[RINGS] = { 152 {250, "", "of stealth ",0}, 153 {100, "", "of teleportation ", 0}, 154 {255, "", "of regeneration ",0}, 155 {295, "", "of slow digestion ",0}, 156 {200, "", "of add strength ",0}, 157 {250, "", "of sustain strength ",0}, 158 {250, "", "of dexterity ",0}, 159 {25, "", "of adornment ",0}, 160 {300, "", "of see invisible ",0}, 161 {290, "", "of maintain armor ",0}, 162 {270, "", "of searching ",0}, 163 }; 164 165 void 166 put_objects(void) 167 { 168 short i, n; 169 object *obj; 170 171 if (cur_level < max_level) { 172 return; 173 } 174 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); 175 while (rand_percent(33)) { 176 n++; 177 } 178 if (party_room != NO_ROOM) { 179 make_party(); 180 } 181 for (i = 0; i < n; i++) { 182 obj = gr_object(); 183 rand_place(obj); 184 } 185 put_gold(); 186 } 187 188 void 189 put_gold(void) 190 { 191 short i, j; 192 short row,col; 193 boolean is_maze, is_room; 194 195 for (i = 0; i < MAXROOMS; i++) { 196 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; 197 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; 198 199 if (!(is_room || is_maze)) { 200 continue; 201 } 202 if (is_maze || rand_percent(GOLD_PERCENT)) { 203 for (j = 0; j < 50; j++) { 204 row = get_rand(rooms[i].top_row+1, 205 rooms[i].bottom_row-1); 206 col = get_rand(rooms[i].left_col+1, 207 rooms[i].right_col-1); 208 if ((dungeon[row][col] == FLOOR) || 209 (dungeon[row][col] == TUNNEL)) { 210 plant_gold(row, col, is_maze); 211 break; 212 } 213 } 214 } 215 } 216 } 217 218 void 219 plant_gold(short row, short col, boolean is_maze) 220 { 221 object *obj; 222 223 obj = alloc_object(); 224 obj->row = row; obj->col = col; 225 obj->what_is = GOLD; 226 obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); 227 if (is_maze) { 228 obj->quantity += obj->quantity / 2; 229 } 230 dungeon[row][col] |= OBJECT; 231 (void)add_to_pack(obj, &level_objects, 0); 232 } 233 234 void 235 place_at(object *obj, int row, int col) 236 { 237 obj->row = row; 238 obj->col = col; 239 dungeon[row][col] |= OBJECT; 240 (void)add_to_pack(obj, &level_objects, 0); 241 } 242 243 object * 244 object_at(object *pack, short row, short col) 245 { 246 object *obj = NULL; 247 248 if (dungeon[row][col] & (MONSTER | OBJECT)) { 249 obj = pack->next_object; 250 251 while (obj && ((obj->row != row) || (obj->col != col))) { 252 obj = obj->next_object; 253 } 254 if (!obj) { 255 messagef(1, "object_at(): inconsistent"); 256 } 257 } 258 return(obj); 259 } 260 261 object * 262 get_letter_object(int ch) 263 { 264 object *obj; 265 266 obj = rogue.pack.next_object; 267 268 while (obj && (obj->ichar != ch)) { 269 obj = obj->next_object; 270 } 271 return(obj); 272 } 273 274 void 275 free_stuff(object *objlist) 276 { 277 object *obj; 278 279 while (objlist->next_object) { 280 obj = objlist->next_object; 281 objlist->next_object = 282 objlist->next_object->next_object; 283 free_object(obj); 284 } 285 } 286 287 const char * 288 name_of(const object *obj) 289 { 290 const char *retstring; 291 292 switch(obj->what_is) { 293 case SCROL: 294 retstring = obj->quantity > 1 ? "scrolls " : "scroll "; 295 break; 296 case POTION: 297 retstring = obj->quantity > 1 ? "potions " : "potion "; 298 break; 299 case FOOD: 300 if (obj->which_kind == RATION) { 301 retstring = "food "; 302 } else { 303 retstring = fruit; 304 } 305 break; 306 case WAND: 307 retstring = is_wood[obj->which_kind] ? "staff " : "wand "; 308 break; 309 case WEAPON: 310 switch(obj->which_kind) { 311 case DART: 312 retstring=obj->quantity > 1 ? "darts " : "dart "; 313 break; 314 case ARROW: 315 retstring=obj->quantity > 1 ? "arrows " : "arrow "; 316 break; 317 case DAGGER: 318 retstring=obj->quantity > 1 ? "daggers " : "dagger "; 319 break; 320 case SHURIKEN: 321 retstring=obj->quantity > 1?"shurikens ":"shuriken "; 322 break; 323 default: 324 retstring = id_weapons[obj->which_kind].title; 325 } 326 break; 327 case ARMOR: 328 retstring = "armor "; 329 break; 330 case RING: 331 retstring = "ring "; 332 break; 333 case AMULET: 334 retstring = "amulet "; 335 break; 336 default: 337 retstring = "unknown "; 338 break; 339 } 340 return(retstring); 341 } 342 343 object * 344 gr_object(void) 345 { 346 object *obj; 347 348 obj = alloc_object(); 349 350 if (foods < (cur_level / 3)) { 351 obj->what_is = FOOD; 352 foods++; 353 } else { 354 obj->what_is = gr_what_is(); 355 } 356 switch(obj->what_is) { 357 case SCROL: 358 gr_scroll(obj); 359 break; 360 case POTION: 361 gr_potion(obj); 362 break; 363 case WEAPON: 364 gr_weapon(obj, 1); 365 break; 366 case ARMOR: 367 gr_armor(obj); 368 break; 369 case WAND: 370 gr_wand(obj); 371 break; 372 case FOOD: 373 get_food(obj, 0); 374 break; 375 case RING: 376 gr_ring(obj, 1); 377 break; 378 } 379 return(obj); 380 } 381 382 unsigned short 383 gr_what_is(void) 384 { 385 short percent; 386 unsigned short what_is; 387 388 percent = get_rand(1, 91); 389 390 if (percent <= 30) { 391 what_is = SCROL; 392 } else if (percent <= 60) { 393 what_is = POTION; 394 } else if (percent <= 64) { 395 what_is = WAND; 396 } else if (percent <= 74) { 397 what_is = WEAPON; 398 } else if (percent <= 83) { 399 what_is = ARMOR; 400 } else if (percent <= 88) { 401 what_is = FOOD; 402 } else { 403 what_is = RING; 404 } 405 return(what_is); 406 } 407 408 void 409 gr_scroll(object *obj) 410 { 411 short percent; 412 413 percent = get_rand(0, 91); 414 415 obj->what_is = SCROL; 416 417 if (percent <= 5) { 418 obj->which_kind = PROTECT_ARMOR; 419 } else if (percent <= 10) { 420 obj->which_kind = HOLD_MONSTER; 421 } else if (percent <= 20) { 422 obj->which_kind = CREATE_MONSTER; 423 } else if (percent <= 35) { 424 obj->which_kind = IDENTIFY; 425 } else if (percent <= 43) { 426 obj->which_kind = TELEPORT; 427 } else if (percent <= 50) { 428 obj->which_kind = SLEEP; 429 } else if (percent <= 55) { 430 obj->which_kind = SCARE_MONSTER; 431 } else if (percent <= 64) { 432 obj->which_kind = REMOVE_CURSE; 433 } else if (percent <= 69) { 434 obj->which_kind = ENCH_ARMOR; 435 } else if (percent <= 74) { 436 obj->which_kind = ENCH_WEAPON; 437 } else if (percent <= 80) { 438 obj->which_kind = AGGRAVATE_MONSTER; 439 } else if (percent <= 86) { 440 obj->which_kind = CON_MON; 441 } else { 442 obj->which_kind = MAGIC_MAPPING; 443 } 444 } 445 446 void 447 gr_potion(object *obj) 448 { 449 short percent; 450 451 percent = get_rand(1, 118); 452 453 obj->what_is = POTION; 454 455 if (percent <= 5) { 456 obj->which_kind = RAISE_LEVEL; 457 } else if (percent <= 15) { 458 obj->which_kind = DETECT_OBJECTS; 459 } else if (percent <= 25) { 460 obj->which_kind = DETECT_MONSTER; 461 } else if (percent <= 35) { 462 obj->which_kind = INCREASE_STRENGTH; 463 } else if (percent <= 45) { 464 obj->which_kind = RESTORE_STRENGTH; 465 } else if (percent <= 55) { 466 obj->which_kind = HEALING; 467 } else if (percent <= 65) { 468 obj->which_kind = EXTRA_HEALING; 469 } else if (percent <= 75) { 470 obj->which_kind = BLINDNESS; 471 } else if (percent <= 85) { 472 obj->which_kind = HALLUCINATION; 473 } else if (percent <= 95) { 474 obj->which_kind = CONFUSION; 475 } else if (percent <= 105) { 476 obj->which_kind = POISON; 477 } else if (percent <= 110) { 478 obj->which_kind = LEVITATION; 479 } else if (percent <= 114) { 480 obj->which_kind = HASTE_SELF; 481 } else { 482 obj->which_kind = SEE_INVISIBLE; 483 } 484 } 485 486 void 487 gr_weapon(object *obj, int assign_wk) 488 { 489 short percent; 490 short i; 491 short blessing, increment; 492 493 obj->what_is = WEAPON; 494 if (assign_wk) { 495 obj->which_kind = get_rand(0, (WEAPONS - 1)); 496 } 497 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || 498 (obj->which_kind == SHURIKEN) || (obj->which_kind == DART)) { 499 obj->quantity = get_rand(3, 15); 500 obj->quiver = get_rand(0, 126); 501 } else { 502 obj->quantity = 1; 503 } 504 obj->hit_enchant = obj->d_enchant = 0; 505 506 percent = get_rand(1, 96); 507 blessing = get_rand(1, 3); 508 509 if (percent <= 32) { 510 if (percent <= 16) { 511 increment = 1; 512 } else { 513 increment = -1; 514 obj->is_cursed = 1; 515 } 516 for (i = 0; i < blessing; i++) { 517 if (coin_toss()) { 518 obj->hit_enchant += increment; 519 } else { 520 obj->d_enchant += increment; 521 } 522 } 523 } 524 switch(obj->which_kind) { 525 case BOW: 526 case DART: 527 obj->damage = "1d1"; 528 break; 529 case ARROW: 530 obj->damage = "1d2"; 531 break; 532 case DAGGER: 533 obj->damage = "1d3"; 534 break; 535 case SHURIKEN: 536 obj->damage = "1d4"; 537 break; 538 case MACE: 539 obj->damage = "2d3"; 540 break; 541 case LONG_SWORD: 542 obj->damage = "3d4"; 543 break; 544 case TWO_HANDED_SWORD: 545 obj->damage = "4d5"; 546 break; 547 } 548 } 549 550 void 551 gr_armor(object *obj) 552 { 553 short percent; 554 short blessing; 555 556 obj->what_is = ARMOR; 557 obj->which_kind = get_rand(0, (ARMORS - 1)); 558 obj->class = obj->which_kind + 2; 559 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { 560 obj->class--; 561 } 562 obj->is_protected = 0; 563 obj->d_enchant = 0; 564 565 percent = get_rand(1, 100); 566 blessing = get_rand(1, 3); 567 568 if (percent <= 16) { 569 obj->is_cursed = 1; 570 obj->d_enchant -= blessing; 571 } else if (percent <= 33) { 572 obj->d_enchant += blessing; 573 } 574 } 575 576 void 577 gr_wand(object *obj) 578 { 579 obj->what_is = WAND; 580 obj->which_kind = get_rand(0, (WANDS - 1)); 581 obj->class = get_rand(3, 7); 582 } 583 584 void 585 get_food(object *obj, boolean force_ration) 586 { 587 obj->what_is = FOOD; 588 589 if (force_ration || rand_percent(80)) { 590 obj->which_kind = RATION; 591 } else { 592 obj->which_kind = FRUIT; 593 } 594 } 595 596 void 597 put_stairs(void) 598 { 599 short row, col; 600 601 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 602 dungeon[row][col] |= STAIRS; 603 } 604 605 int 606 get_armor_class(const object *obj) 607 { 608 if (obj) { 609 return(obj->class + obj->d_enchant); 610 } 611 return(0); 612 } 613 614 object * 615 alloc_object(void) 616 { 617 object *obj; 618 619 if (free_list) { 620 obj = free_list; 621 free_list = free_list->next_object; 622 } else if (!(obj = md_malloc(sizeof(object)))) { 623 messagef(0, "cannot allocate object, saving game"); 624 save_into_file(error_file); 625 clean_up("alloc_object: save failed"); 626 } 627 obj->quantity = 1; 628 obj->ichar = 'L'; 629 obj->picked_up = obj->is_cursed = 0; 630 obj->in_use_flags = NOT_USED; 631 obj->identified = UNIDENTIFIED; 632 obj->damage = "1d1"; 633 return(obj); 634 } 635 636 void 637 free_object(object *obj) 638 { 639 obj->next_object = free_list; 640 free_list = obj; 641 } 642 643 void 644 make_party(void) 645 { 646 short n; 647 648 party_room = gr_room(); 649 650 n = rand_percent(99) ? party_objects(party_room) : 11; 651 if (rand_percent(99)) { 652 party_monsters(party_room, n); 653 } 654 } 655 656 void 657 show_objects(void) 658 { 659 object *obj; 660 short mc, rc, row, col; 661 object *monster; 662 663 obj = level_objects.next_object; 664 665 while (obj) { 666 row = obj->row; 667 col = obj->col; 668 669 rc = get_mask_char(obj->what_is); 670 671 if (dungeon[row][col] & MONSTER) { 672 if ((monster = 673 object_at(&level_monsters, row, col)) != NULL) { 674 monster->trail_char = rc; 675 } 676 } 677 mc = mvinch(row, col); 678 if (((mc < 'A') || (mc > 'Z')) && 679 ((row != rogue.row) || (col != rogue.col))) { 680 mvaddch(row, col, rc); 681 } 682 obj = obj->next_object; 683 } 684 685 monster = level_monsters.next_object; 686 687 while (monster) { 688 if (monster->m_flags & IMITATES) { 689 mvaddch(monster->row, monster->col, (int)monster->disguise); 690 } 691 monster = monster->next_monster; 692 } 693 } 694 695 void 696 put_amulet(void) 697 { 698 object *obj; 699 700 obj = alloc_object(); 701 obj->what_is = AMULET; 702 rand_place(obj); 703 } 704 705 void 706 rand_place(object *obj) 707 { 708 short row, col; 709 710 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 711 place_at(obj, row, col); 712 } 713 714 void 715 c_object_for_wizard(void) 716 { 717 short ch, max, wk; 718 object *obj; 719 char buf[80]; 720 721 max = 0; 722 if (pack_count(NULL) >= MAX_PACK_COUNT) { 723 messagef(0, "pack full"); 724 return; 725 } 726 messagef(0, "type of object?"); 727 728 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { 729 sound_bell(); 730 } 731 check_message(); 732 733 if (ch == '\033') { 734 return; 735 } 736 obj = alloc_object(); 737 738 switch(ch) { 739 case '!': 740 obj->what_is = POTION; 741 max = POTIONS - 1; 742 break; 743 case '?': 744 obj->what_is = SCROL; 745 max = SCROLS - 1; 746 break; 747 case ',': 748 obj->what_is = AMULET; 749 break; 750 case ':': 751 get_food(obj, 0); 752 break; 753 case ')': 754 gr_weapon(obj, 0); 755 max = WEAPONS - 1; 756 break; 757 case ']': 758 gr_armor(obj); 759 max = ARMORS - 1; 760 break; 761 case '/': 762 gr_wand(obj); 763 max = WANDS - 1; 764 break; 765 case '=': 766 max = RINGS - 1; 767 obj->what_is = RING; 768 break; 769 } 770 if ((ch != ',') && (ch != ':')) { 771 GIL: 772 if (get_input_line("which kind?", "", buf, sizeof(buf), "", 0, 1)) { 773 wk = get_number(buf); 774 if ((wk >= 0) && (wk <= max)) { 775 obj->which_kind = wk; 776 if (obj->what_is == RING) { 777 gr_ring(obj, 0); 778 } 779 } else { 780 sound_bell(); 781 goto GIL; 782 } 783 } else { 784 free_object(obj); 785 return; 786 } 787 } 788 get_desc(obj, buf, sizeof(buf)); 789 messagef(0, "%s", buf); 790 (void)add_to_pack(obj, &rogue.pack, 1); 791 } 792