1 /* $NetBSD: object.c,v 1.8 1998/11/10 13:01:32 hubertf 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. All advertising materials mentioning features or use of this software 19 * must display the following acknowledgement: 20 * This product includes software developed by the University of 21 * California, Berkeley and its contributors. 22 * 4. Neither the name of the University nor the names of its contributors 23 * may be used to endorse or promote products derived from this software 24 * without specific prior written permission. 25 * 26 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 27 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 28 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 29 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 30 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 31 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 32 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 33 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 34 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 35 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 36 * SUCH DAMAGE. 37 */ 38 39 #include <sys/cdefs.h> 40 #ifndef lint 41 #if 0 42 static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93"; 43 #else 44 __RCSID("$NetBSD: object.c,v 1.8 1998/11/10 13:01:32 hubertf Exp $"); 45 #endif 46 #endif /* not lint */ 47 48 /* 49 * object.c 50 * 51 * This source herein may be modified and/or distributed by anybody who 52 * so desires, with the following restrictions: 53 * 1.) No portion of this notice shall be removed. 54 * 2.) Credit shall not be taken for the creation of this source. 55 * 3.) This code is not to be traded, sold, or used for personal 56 * gain or profit. 57 * 58 */ 59 60 #include "rogue.h" 61 62 object level_objects; 63 unsigned short dungeon[DROWS][DCOLS]; 64 short foods = 0; 65 object *free_list = (object *) 0; 66 char *fruit = (char *) 0; 67 68 fighter rogue = { 69 INIT_AW, /* armor */ 70 INIT_AW, /* weapon */ 71 INIT_RINGS, /* left ring */ 72 INIT_RINGS, /* right ring */ 73 INIT_HP, /* Hp current */ 74 INIT_HP, /* Hp max */ 75 INIT_STR, /* Str current */ 76 INIT_STR, /* Str max */ 77 INIT_PACK, /* pack */ 78 INIT_GOLD, /* gold */ 79 INIT_EXPLEVEL, /* exp level */ 80 INIT_EXP, /* exp points */ 81 0, 0, /* row, col */ 82 INIT_CHAR, /* char */ 83 INIT_MOVES /* moves */ 84 }; 85 86 struct id id_potions[POTIONS] = { 87 {100, "blue \0 ", "of increase strength ", 0}, 88 {250, "red \0 ", "of restore strength ", 0}, 89 {100, "green \0 ", "of healing ", 0}, 90 {200, "grey \0 ", "of extra healing ", 0}, 91 {10, "brown \0 ", "of poison ", 0}, 92 {300, "clear \0 ", "of raise level ", 0}, 93 {10, "pink \0 ", "of blindness ", 0}, 94 {25, "white \0 ", "of hallucination ", 0}, 95 {100, "purple \0 ", "of detect monster ", 0}, 96 {100, "black \0 ", "of detect things ", 0}, 97 {10, "yellow \0 ", "of confusion ", 0}, 98 {80, "plaid \0 ", "of levitation ", 0}, 99 {150, "burgundy \0 ", "of haste self ", 0}, 100 {145, "beige \0 ", "of see invisible ", 0} 101 }; 102 103 struct id id_scrolls[SCROLS] = { 104 {505, " ", "of protect armor ", 0}, 105 {200, " ", "of hold monster ", 0}, 106 {235, " ", "of enchant weapon ", 0}, 107 {235, " ", "of enchant armor ", 0}, 108 {175, " ", "of identify ", 0}, 109 {190, " ", "of teleportation ", 0}, 110 {25, " ", "of sleep ", 0}, 111 {610, " ", "of scare monster ", 0}, 112 {210, " ", "of remove curse ", 0}, 113 {80, " ", "of create monster ",0}, 114 {25, " ", "of aggravate monster ",0}, 115 {180, " ", "of magic mapping ", 0}, 116 {90, " ", "of confuse monster ", 0} 117 }; 118 119 struct id id_weapons[WEAPONS] = { 120 {150, "short bow ", "", 0}, 121 {8, "darts ", "", 0}, 122 {15, "arrows ", "", 0}, 123 {27, "daggers ", "", 0}, 124 {35, "shurikens ", "", 0}, 125 {360, "mace ", "", 0}, 126 {470, "long sword ", "", 0}, 127 {580, "two-handed sword ", "", 0} 128 }; 129 130 struct id id_armors[ARMORS] = { 131 {300, "leather armor ", "", (UNIDENTIFIED)}, 132 {300, "ring mail ", "", (UNIDENTIFIED)}, 133 {400, "scale mail ", "", (UNIDENTIFIED)}, 134 {500, "chain mail ", "", (UNIDENTIFIED)}, 135 {600, "banded mail ", "", (UNIDENTIFIED)}, 136 {600, "splint mail ", "", (UNIDENTIFIED)}, 137 {700, "plate mail ", "", (UNIDENTIFIED)} 138 }; 139 140 struct id id_wands[WANDS] = { 141 {25, " ", "of teleport away ",0}, 142 {50, " ", "of slow monster ", 0}, 143 {8, " ", "of invisibility ",0}, 144 {55, " ", "of polymorph ",0}, 145 {2, " ", "of haste monster ",0}, 146 {20, " ", "of magic missile ",0}, 147 {20, " ", "of cancellation ",0}, 148 {0, " ", "of do nothing ",0}, 149 {35, " ", "of drain life ",0}, 150 {20, " ", "of cold ",0}, 151 {20, " ", "of fire ",0} 152 }; 153 154 struct id id_rings[RINGS] = { 155 {250, " ", "of stealth ",0}, 156 {100, " ", "of teleportation ", 0}, 157 {255, " ", "of regeneration ",0}, 158 {295, " ", "of slow digestion ",0}, 159 {200, " ", "of add strength ",0}, 160 {250, " ", "of sustain strength ",0}, 161 {250, " ", "of dexterity ",0}, 162 {25, " ", "of adornment ",0}, 163 {300, " ", "of see invisible ",0}, 164 {290, " ", "of maintain armor ",0}, 165 {270, " ", "of searching ",0}, 166 }; 167 168 void 169 put_objects() 170 { 171 short i, n; 172 object *obj; 173 174 if (cur_level < max_level) { 175 return; 176 } 177 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); 178 while (rand_percent(33)) { 179 n++; 180 } 181 if (party_room != NO_ROOM) { 182 make_party(); 183 } 184 for (i = 0; i < n; i++) { 185 obj = gr_object(); 186 rand_place(obj); 187 } 188 put_gold(); 189 } 190 191 void 192 put_gold() 193 { 194 short i, j; 195 short row,col; 196 boolean is_maze, is_room; 197 198 for (i = 0; i < MAXROOMS; i++) { 199 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; 200 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; 201 202 if (!(is_room || is_maze)) { 203 continue; 204 } 205 if (is_maze || rand_percent(GOLD_PERCENT)) { 206 for (j = 0; j < 50; j++) { 207 row = get_rand(rooms[i].top_row+1, 208 rooms[i].bottom_row-1); 209 col = get_rand(rooms[i].left_col+1, 210 rooms[i].right_col-1); 211 if ((dungeon[row][col] == FLOOR) || 212 (dungeon[row][col] == TUNNEL)) { 213 plant_gold(row, col, is_maze); 214 break; 215 } 216 } 217 } 218 } 219 } 220 221 void 222 plant_gold(row, col, is_maze) 223 short row, col; 224 boolean is_maze; 225 { 226 object *obj; 227 228 obj = alloc_object(); 229 obj->row = row; obj->col = col; 230 obj->what_is = GOLD; 231 obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); 232 if (is_maze) { 233 obj->quantity += obj->quantity / 2; 234 } 235 dungeon[row][col] |= OBJECT; 236 (void) add_to_pack(obj, &level_objects, 0); 237 } 238 239 void 240 place_at(obj, row, col) 241 object *obj; 242 int row, col; 243 { 244 obj->row = row; 245 obj->col = col; 246 dungeon[row][col] |= OBJECT; 247 (void) add_to_pack(obj, &level_objects, 0); 248 } 249 250 object * 251 object_at(pack, row, col) 252 object *pack; 253 short row, col; 254 { 255 object *obj = (object *) 0; 256 257 if (dungeon[row][col] & (MONSTER | OBJECT)) { 258 obj = pack->next_object; 259 260 while (obj && ((obj->row != row) || (obj->col != col))) { 261 obj = obj->next_object; 262 } 263 if (!obj) { 264 message("object_at(): inconsistent", 1); 265 } 266 } 267 return(obj); 268 } 269 270 object * 271 get_letter_object(ch) 272 int ch; 273 { 274 object *obj; 275 276 obj = rogue.pack.next_object; 277 278 while (obj && (obj->ichar != ch)) { 279 obj = obj->next_object; 280 } 281 return(obj); 282 } 283 284 void 285 free_stuff(objlist) 286 object *objlist; 287 { 288 object *obj; 289 290 while (objlist->next_object) { 291 obj = objlist->next_object; 292 objlist->next_object = 293 objlist->next_object->next_object; 294 free_object(obj); 295 } 296 } 297 298 const char * 299 name_of(obj) 300 const object *obj; 301 { 302 const char *retstring; 303 304 switch(obj->what_is) { 305 case SCROL: 306 retstring = obj->quantity > 1 ? "scrolls " : "scroll "; 307 break; 308 case POTION: 309 retstring = obj->quantity > 1 ? "potions " : "potion "; 310 break; 311 case FOOD: 312 if (obj->which_kind == RATION) { 313 retstring = "food "; 314 } else { 315 retstring = fruit; 316 } 317 break; 318 case WAND: 319 retstring = is_wood[obj->which_kind] ? "staff " : "wand "; 320 break; 321 case WEAPON: 322 switch(obj->which_kind) { 323 case DART: 324 retstring=obj->quantity > 1 ? "darts " : "dart "; 325 break; 326 case ARROW: 327 retstring=obj->quantity > 1 ? "arrows " : "arrow "; 328 break; 329 case DAGGER: 330 retstring=obj->quantity > 1 ? "daggers " : "dagger "; 331 break; 332 case SHURIKEN: 333 retstring=obj->quantity > 1?"shurikens ":"shuriken "; 334 break; 335 default: 336 retstring = id_weapons[obj->which_kind].title; 337 } 338 break; 339 case ARMOR: 340 retstring = "armor "; 341 break; 342 case RING: 343 retstring = "ring "; 344 break; 345 case AMULET: 346 retstring = "amulet "; 347 break; 348 default: 349 retstring = "unknown "; 350 break; 351 } 352 return(retstring); 353 } 354 355 object * 356 gr_object() 357 { 358 object *obj; 359 360 obj = alloc_object(); 361 362 if (foods < (cur_level / 3)) { 363 obj->what_is = FOOD; 364 foods++; 365 } else { 366 obj->what_is = gr_what_is(); 367 } 368 switch(obj->what_is) { 369 case SCROL: 370 gr_scroll(obj); 371 break; 372 case POTION: 373 gr_potion(obj); 374 break; 375 case WEAPON: 376 gr_weapon(obj, 1); 377 break; 378 case ARMOR: 379 gr_armor(obj); 380 break; 381 case WAND: 382 gr_wand(obj); 383 break; 384 case FOOD: 385 get_food(obj, 0); 386 break; 387 case RING: 388 gr_ring(obj, 1); 389 break; 390 } 391 return(obj); 392 } 393 394 unsigned short 395 gr_what_is() 396 { 397 short percent; 398 unsigned short what_is; 399 400 percent = get_rand(1, 91); 401 402 if (percent <= 30) { 403 what_is = SCROL; 404 } else if (percent <= 60) { 405 what_is = POTION; 406 } else if (percent <= 64) { 407 what_is = WAND; 408 } else if (percent <= 74) { 409 what_is = WEAPON; 410 } else if (percent <= 83) { 411 what_is = ARMOR; 412 } else if (percent <= 88) { 413 what_is = FOOD; 414 } else { 415 what_is = RING; 416 } 417 return(what_is); 418 } 419 420 void 421 gr_scroll(obj) 422 object *obj; 423 { 424 short percent; 425 426 percent = get_rand(0, 91); 427 428 obj->what_is = SCROL; 429 430 if (percent <= 5) { 431 obj->which_kind = PROTECT_ARMOR; 432 } else if (percent <= 10) { 433 obj->which_kind = HOLD_MONSTER; 434 } else if (percent <= 20) { 435 obj->which_kind = CREATE_MONSTER; 436 } else if (percent <= 35) { 437 obj->which_kind = IDENTIFY; 438 } else if (percent <= 43) { 439 obj->which_kind = TELEPORT; 440 } else if (percent <= 50) { 441 obj->which_kind = SLEEP; 442 } else if (percent <= 55) { 443 obj->which_kind = SCARE_MONSTER; 444 } else if (percent <= 64) { 445 obj->which_kind = REMOVE_CURSE; 446 } else if (percent <= 69) { 447 obj->which_kind = ENCH_ARMOR; 448 } else if (percent <= 74) { 449 obj->which_kind = ENCH_WEAPON; 450 } else if (percent <= 80) { 451 obj->which_kind = AGGRAVATE_MONSTER; 452 } else if (percent <= 86) { 453 obj->which_kind = CON_MON; 454 } else { 455 obj->which_kind = MAGIC_MAPPING; 456 } 457 } 458 459 void 460 gr_potion(obj) 461 object *obj; 462 { 463 short percent; 464 465 percent = get_rand(1, 118); 466 467 obj->what_is = POTION; 468 469 if (percent <= 5) { 470 obj->which_kind = RAISE_LEVEL; 471 } else if (percent <= 15) { 472 obj->which_kind = DETECT_OBJECTS; 473 } else if (percent <= 25) { 474 obj->which_kind = DETECT_MONSTER; 475 } else if (percent <= 35) { 476 obj->which_kind = INCREASE_STRENGTH; 477 } else if (percent <= 45) { 478 obj->which_kind = RESTORE_STRENGTH; 479 } else if (percent <= 55) { 480 obj->which_kind = HEALING; 481 } else if (percent <= 65) { 482 obj->which_kind = EXTRA_HEALING; 483 } else if (percent <= 75) { 484 obj->which_kind = BLINDNESS; 485 } else if (percent <= 85) { 486 obj->which_kind = HALLUCINATION; 487 } else if (percent <= 95) { 488 obj->which_kind = CONFUSION; 489 } else if (percent <= 105) { 490 obj->which_kind = POISON; 491 } else if (percent <= 110) { 492 obj->which_kind = LEVITATION; 493 } else if (percent <= 114) { 494 obj->which_kind = HASTE_SELF; 495 } else { 496 obj->which_kind = SEE_INVISIBLE; 497 } 498 } 499 500 void 501 gr_weapon(obj, assign_wk) 502 object *obj; 503 int assign_wk; 504 { 505 short percent; 506 short i; 507 short blessing, increment; 508 509 obj->what_is = WEAPON; 510 if (assign_wk) { 511 obj->which_kind = get_rand(0, (WEAPONS - 1)); 512 } 513 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || 514 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { 515 obj->quantity = get_rand(3, 15); 516 obj->quiver = get_rand(0, 126); 517 } else { 518 obj->quantity = 1; 519 } 520 obj->hit_enchant = obj->d_enchant = 0; 521 522 percent = get_rand(1, 96); 523 blessing = get_rand(1, 3); 524 525 if (percent <= 32) { 526 if (percent <= 16) { 527 increment = 1; 528 } else { 529 increment = -1; 530 obj->is_cursed = 1; 531 } 532 for (i = 0; i < blessing; i++) { 533 if (coin_toss()) { 534 obj->hit_enchant += increment; 535 } else { 536 obj->d_enchant += increment; 537 } 538 } 539 } 540 switch(obj->which_kind) { 541 case BOW: 542 case DART: 543 obj->damage = "1d1"; 544 break; 545 case ARROW: 546 obj->damage = "1d2"; 547 break; 548 case DAGGER: 549 obj->damage = "1d3"; 550 break; 551 case SHURIKEN: 552 obj->damage = "1d4"; 553 break; 554 case MACE: 555 obj->damage = "2d3"; 556 break; 557 case LONG_SWORD: 558 obj->damage = "3d4"; 559 break; 560 case TWO_HANDED_SWORD: 561 obj->damage = "4d5"; 562 break; 563 } 564 } 565 566 void 567 gr_armor(obj) 568 object *obj; 569 { 570 short percent; 571 short blessing; 572 573 obj->what_is = ARMOR; 574 obj->which_kind = get_rand(0, (ARMORS - 1)); 575 obj->class = obj->which_kind + 2; 576 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { 577 obj->class--; 578 } 579 obj->is_protected = 0; 580 obj->d_enchant = 0; 581 582 percent = get_rand(1, 100); 583 blessing = get_rand(1, 3); 584 585 if (percent <= 16) { 586 obj->is_cursed = 1; 587 obj->d_enchant -= blessing; 588 } else if (percent <= 33) { 589 obj->d_enchant += blessing; 590 } 591 } 592 593 void 594 gr_wand(obj) 595 object *obj; 596 { 597 obj->what_is = WAND; 598 obj->which_kind = get_rand(0, (WANDS - 1)); 599 obj->class = get_rand(3, 7); 600 } 601 602 void 603 get_food(obj, force_ration) 604 object *obj; 605 boolean force_ration; 606 { 607 obj->what_is = FOOD; 608 609 if (force_ration || rand_percent(80)) { 610 obj->which_kind = RATION; 611 } else { 612 obj->which_kind = FRUIT; 613 } 614 } 615 616 void 617 put_stairs() 618 { 619 short row, col; 620 621 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 622 dungeon[row][col] |= STAIRS; 623 } 624 625 int 626 get_armor_class(obj) 627 const object *obj; 628 { 629 if (obj) { 630 return(obj->class + obj->d_enchant); 631 } 632 return(0); 633 } 634 635 object * 636 alloc_object() 637 { 638 object *obj; 639 640 if (free_list) { 641 obj = free_list; 642 free_list = free_list->next_object; 643 } else if (!(obj = (object *) md_malloc(sizeof(object)))) { 644 message("cannot allocate object, saving game", 0); 645 save_into_file(error_file); 646 } 647 obj->quantity = 1; 648 obj->ichar = 'L'; 649 obj->picked_up = obj->is_cursed = 0; 650 obj->in_use_flags = NOT_USED; 651 obj->identified = UNIDENTIFIED; 652 obj->damage = "1d1"; 653 return(obj); 654 } 655 656 void 657 free_object(obj) 658 object *obj; 659 { 660 obj->next_object = free_list; 661 free_list = obj; 662 } 663 664 void 665 make_party() 666 { 667 short n; 668 669 party_room = gr_room(); 670 671 n = rand_percent(99) ? party_objects(party_room) : 11; 672 if (rand_percent(99)) { 673 party_monsters(party_room, n); 674 } 675 } 676 677 void 678 show_objects() 679 { 680 object *obj; 681 short mc, rc, row, col; 682 object *monster; 683 684 obj = level_objects.next_object; 685 686 while (obj) { 687 row = obj->row; 688 col = obj->col; 689 690 rc = get_mask_char(obj->what_is); 691 692 if (dungeon[row][col] & MONSTER) { 693 if ((monster = 694 object_at(&level_monsters, row, col)) != NULL) { 695 monster->trail_char = rc; 696 } 697 } 698 mc = mvinch(row, col); 699 if (((mc < 'A') || (mc > 'Z')) && 700 ((row != rogue.row) || (col != rogue.col))) { 701 mvaddch(row, col, rc); 702 } 703 obj = obj->next_object; 704 } 705 706 monster = level_monsters.next_object; 707 708 while (monster) { 709 if (monster->m_flags & IMITATES) { 710 mvaddch(monster->row, monster->col, (int) monster->disguise); 711 } 712 monster = monster->next_monster; 713 } 714 } 715 716 void 717 put_amulet() 718 { 719 object *obj; 720 721 obj = alloc_object(); 722 obj->what_is = AMULET; 723 rand_place(obj); 724 } 725 726 void 727 rand_place(obj) 728 object *obj; 729 { 730 short row, col; 731 732 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 733 place_at(obj, row, col); 734 } 735 736 void 737 c_object_for_wizard() 738 { 739 short ch, max, wk; 740 object *obj; 741 char buf[80]; 742 743 max = 0; 744 if (pack_count((object *) 0) >= MAX_PACK_COUNT) { 745 message("pack full", 0); 746 return; 747 } 748 message("type of object?", 0); 749 750 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { 751 sound_bell(); 752 } 753 check_message(); 754 755 if (ch == '\033') { 756 return; 757 } 758 obj = alloc_object(); 759 760 switch(ch) { 761 case '!': 762 obj->what_is = POTION; 763 max = POTIONS - 1; 764 break; 765 case '?': 766 obj->what_is = SCROL; 767 max = SCROLS - 1; 768 break; 769 case ',': 770 obj->what_is = AMULET; 771 break; 772 case ':': 773 get_food(obj, 0); 774 break; 775 case ')': 776 gr_weapon(obj, 0); 777 max = WEAPONS - 1; 778 break; 779 case ']': 780 gr_armor(obj); 781 max = ARMORS - 1; 782 break; 783 case '/': 784 gr_wand(obj); 785 max = WANDS - 1; 786 break; 787 case '=': 788 max = RINGS - 1; 789 obj->what_is = RING; 790 break; 791 } 792 if ((ch != ',') && (ch != ':')) { 793 GIL: 794 if (get_input_line("which kind?", "", buf, "", 0, 1)) { 795 wk = get_number(buf); 796 if ((wk >= 0) && (wk <= max)) { 797 obj->which_kind = (unsigned short) wk; 798 if (obj->what_is == RING) { 799 gr_ring(obj, 0); 800 } 801 } else { 802 sound_bell(); 803 goto GIL; 804 } 805 } else { 806 free_object(obj); 807 return; 808 } 809 } 810 get_desc(obj, buf); 811 message(buf, 0); 812 (void) add_to_pack(obj, &rogue.pack, 1); 813 } 814