1 /* $NetBSD: object.c,v 1.9 2003/08/07 09:37:39 agc 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 1.9 2003/08/07 09:37:39 agc 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 object *free_list = (object *) 0; 62 char *fruit = (char *) 0; 63 64 fighter rogue = { 65 INIT_AW, /* armor */ 66 INIT_AW, /* weapon */ 67 INIT_RINGS, /* left ring */ 68 INIT_RINGS, /* right ring */ 69 INIT_HP, /* Hp current */ 70 INIT_HP, /* Hp max */ 71 INIT_STR, /* Str current */ 72 INIT_STR, /* Str max */ 73 INIT_PACK, /* pack */ 74 INIT_GOLD, /* gold */ 75 INIT_EXPLEVEL, /* exp level */ 76 INIT_EXP, /* exp points */ 77 0, 0, /* row, col */ 78 INIT_CHAR, /* char */ 79 INIT_MOVES /* moves */ 80 }; 81 82 struct id id_potions[POTIONS] = { 83 {100, "blue \0 ", "of increase strength ", 0}, 84 {250, "red \0 ", "of restore strength ", 0}, 85 {100, "green \0 ", "of healing ", 0}, 86 {200, "grey \0 ", "of extra healing ", 0}, 87 {10, "brown \0 ", "of poison ", 0}, 88 {300, "clear \0 ", "of raise level ", 0}, 89 {10, "pink \0 ", "of blindness ", 0}, 90 {25, "white \0 ", "of hallucination ", 0}, 91 {100, "purple \0 ", "of detect monster ", 0}, 92 {100, "black \0 ", "of detect things ", 0}, 93 {10, "yellow \0 ", "of confusion ", 0}, 94 {80, "plaid \0 ", "of levitation ", 0}, 95 {150, "burgundy \0 ", "of haste self ", 0}, 96 {145, "beige \0 ", "of see invisible ", 0} 97 }; 98 99 struct id id_scrolls[SCROLS] = { 100 {505, " ", "of protect armor ", 0}, 101 {200, " ", "of hold monster ", 0}, 102 {235, " ", "of enchant weapon ", 0}, 103 {235, " ", "of enchant armor ", 0}, 104 {175, " ", "of identify ", 0}, 105 {190, " ", "of teleportation ", 0}, 106 {25, " ", "of sleep ", 0}, 107 {610, " ", "of scare monster ", 0}, 108 {210, " ", "of remove curse ", 0}, 109 {80, " ", "of create monster ",0}, 110 {25, " ", "of aggravate monster ",0}, 111 {180, " ", "of magic mapping ", 0}, 112 {90, " ", "of confuse monster ", 0} 113 }; 114 115 struct id id_weapons[WEAPONS] = { 116 {150, "short bow ", "", 0}, 117 {8, "darts ", "", 0}, 118 {15, "arrows ", "", 0}, 119 {27, "daggers ", "", 0}, 120 {35, "shurikens ", "", 0}, 121 {360, "mace ", "", 0}, 122 {470, "long sword ", "", 0}, 123 {580, "two-handed sword ", "", 0} 124 }; 125 126 struct id id_armors[ARMORS] = { 127 {300, "leather armor ", "", (UNIDENTIFIED)}, 128 {300, "ring mail ", "", (UNIDENTIFIED)}, 129 {400, "scale mail ", "", (UNIDENTIFIED)}, 130 {500, "chain mail ", "", (UNIDENTIFIED)}, 131 {600, "banded mail ", "", (UNIDENTIFIED)}, 132 {600, "splint mail ", "", (UNIDENTIFIED)}, 133 {700, "plate mail ", "", (UNIDENTIFIED)} 134 }; 135 136 struct id id_wands[WANDS] = { 137 {25, " ", "of teleport away ",0}, 138 {50, " ", "of slow monster ", 0}, 139 {8, " ", "of invisibility ",0}, 140 {55, " ", "of polymorph ",0}, 141 {2, " ", "of haste monster ",0}, 142 {20, " ", "of magic missile ",0}, 143 {20, " ", "of cancellation ",0}, 144 {0, " ", "of do nothing ",0}, 145 {35, " ", "of drain life ",0}, 146 {20, " ", "of cold ",0}, 147 {20, " ", "of fire ",0} 148 }; 149 150 struct id id_rings[RINGS] = { 151 {250, " ", "of stealth ",0}, 152 {100, " ", "of teleportation ", 0}, 153 {255, " ", "of regeneration ",0}, 154 {295, " ", "of slow digestion ",0}, 155 {200, " ", "of add strength ",0}, 156 {250, " ", "of sustain strength ",0}, 157 {250, " ", "of dexterity ",0}, 158 {25, " ", "of adornment ",0}, 159 {300, " ", "of see invisible ",0}, 160 {290, " ", "of maintain armor ",0}, 161 {270, " ", "of searching ",0}, 162 }; 163 164 void 165 put_objects() 166 { 167 short i, n; 168 object *obj; 169 170 if (cur_level < max_level) { 171 return; 172 } 173 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); 174 while (rand_percent(33)) { 175 n++; 176 } 177 if (party_room != NO_ROOM) { 178 make_party(); 179 } 180 for (i = 0; i < n; i++) { 181 obj = gr_object(); 182 rand_place(obj); 183 } 184 put_gold(); 185 } 186 187 void 188 put_gold() 189 { 190 short i, j; 191 short row,col; 192 boolean is_maze, is_room; 193 194 for (i = 0; i < MAXROOMS; i++) { 195 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; 196 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; 197 198 if (!(is_room || is_maze)) { 199 continue; 200 } 201 if (is_maze || rand_percent(GOLD_PERCENT)) { 202 for (j = 0; j < 50; j++) { 203 row = get_rand(rooms[i].top_row+1, 204 rooms[i].bottom_row-1); 205 col = get_rand(rooms[i].left_col+1, 206 rooms[i].right_col-1); 207 if ((dungeon[row][col] == FLOOR) || 208 (dungeon[row][col] == TUNNEL)) { 209 plant_gold(row, col, is_maze); 210 break; 211 } 212 } 213 } 214 } 215 } 216 217 void 218 plant_gold(row, col, is_maze) 219 short row, col; 220 boolean is_maze; 221 { 222 object *obj; 223 224 obj = alloc_object(); 225 obj->row = row; obj->col = col; 226 obj->what_is = GOLD; 227 obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); 228 if (is_maze) { 229 obj->quantity += obj->quantity / 2; 230 } 231 dungeon[row][col] |= OBJECT; 232 (void) add_to_pack(obj, &level_objects, 0); 233 } 234 235 void 236 place_at(obj, row, col) 237 object *obj; 238 int row, col; 239 { 240 obj->row = row; 241 obj->col = col; 242 dungeon[row][col] |= OBJECT; 243 (void) add_to_pack(obj, &level_objects, 0); 244 } 245 246 object * 247 object_at(pack, row, col) 248 object *pack; 249 short row, col; 250 { 251 object *obj = (object *) 0; 252 253 if (dungeon[row][col] & (MONSTER | OBJECT)) { 254 obj = pack->next_object; 255 256 while (obj && ((obj->row != row) || (obj->col != col))) { 257 obj = obj->next_object; 258 } 259 if (!obj) { 260 message("object_at(): inconsistent", 1); 261 } 262 } 263 return(obj); 264 } 265 266 object * 267 get_letter_object(ch) 268 int ch; 269 { 270 object *obj; 271 272 obj = rogue.pack.next_object; 273 274 while (obj && (obj->ichar != ch)) { 275 obj = obj->next_object; 276 } 277 return(obj); 278 } 279 280 void 281 free_stuff(objlist) 282 object *objlist; 283 { 284 object *obj; 285 286 while (objlist->next_object) { 287 obj = objlist->next_object; 288 objlist->next_object = 289 objlist->next_object->next_object; 290 free_object(obj); 291 } 292 } 293 294 const char * 295 name_of(obj) 296 const object *obj; 297 { 298 const char *retstring; 299 300 switch(obj->what_is) { 301 case SCROL: 302 retstring = obj->quantity > 1 ? "scrolls " : "scroll "; 303 break; 304 case POTION: 305 retstring = obj->quantity > 1 ? "potions " : "potion "; 306 break; 307 case FOOD: 308 if (obj->which_kind == RATION) { 309 retstring = "food "; 310 } else { 311 retstring = fruit; 312 } 313 break; 314 case WAND: 315 retstring = is_wood[obj->which_kind] ? "staff " : "wand "; 316 break; 317 case WEAPON: 318 switch(obj->which_kind) { 319 case DART: 320 retstring=obj->quantity > 1 ? "darts " : "dart "; 321 break; 322 case ARROW: 323 retstring=obj->quantity > 1 ? "arrows " : "arrow "; 324 break; 325 case DAGGER: 326 retstring=obj->quantity > 1 ? "daggers " : "dagger "; 327 break; 328 case SHURIKEN: 329 retstring=obj->quantity > 1?"shurikens ":"shuriken "; 330 break; 331 default: 332 retstring = id_weapons[obj->which_kind].title; 333 } 334 break; 335 case ARMOR: 336 retstring = "armor "; 337 break; 338 case RING: 339 retstring = "ring "; 340 break; 341 case AMULET: 342 retstring = "amulet "; 343 break; 344 default: 345 retstring = "unknown "; 346 break; 347 } 348 return(retstring); 349 } 350 351 object * 352 gr_object() 353 { 354 object *obj; 355 356 obj = alloc_object(); 357 358 if (foods < (cur_level / 3)) { 359 obj->what_is = FOOD; 360 foods++; 361 } else { 362 obj->what_is = gr_what_is(); 363 } 364 switch(obj->what_is) { 365 case SCROL: 366 gr_scroll(obj); 367 break; 368 case POTION: 369 gr_potion(obj); 370 break; 371 case WEAPON: 372 gr_weapon(obj, 1); 373 break; 374 case ARMOR: 375 gr_armor(obj); 376 break; 377 case WAND: 378 gr_wand(obj); 379 break; 380 case FOOD: 381 get_food(obj, 0); 382 break; 383 case RING: 384 gr_ring(obj, 1); 385 break; 386 } 387 return(obj); 388 } 389 390 unsigned short 391 gr_what_is() 392 { 393 short percent; 394 unsigned short what_is; 395 396 percent = get_rand(1, 91); 397 398 if (percent <= 30) { 399 what_is = SCROL; 400 } else if (percent <= 60) { 401 what_is = POTION; 402 } else if (percent <= 64) { 403 what_is = WAND; 404 } else if (percent <= 74) { 405 what_is = WEAPON; 406 } else if (percent <= 83) { 407 what_is = ARMOR; 408 } else if (percent <= 88) { 409 what_is = FOOD; 410 } else { 411 what_is = RING; 412 } 413 return(what_is); 414 } 415 416 void 417 gr_scroll(obj) 418 object *obj; 419 { 420 short percent; 421 422 percent = get_rand(0, 91); 423 424 obj->what_is = SCROL; 425 426 if (percent <= 5) { 427 obj->which_kind = PROTECT_ARMOR; 428 } else if (percent <= 10) { 429 obj->which_kind = HOLD_MONSTER; 430 } else if (percent <= 20) { 431 obj->which_kind = CREATE_MONSTER; 432 } else if (percent <= 35) { 433 obj->which_kind = IDENTIFY; 434 } else if (percent <= 43) { 435 obj->which_kind = TELEPORT; 436 } else if (percent <= 50) { 437 obj->which_kind = SLEEP; 438 } else if (percent <= 55) { 439 obj->which_kind = SCARE_MONSTER; 440 } else if (percent <= 64) { 441 obj->which_kind = REMOVE_CURSE; 442 } else if (percent <= 69) { 443 obj->which_kind = ENCH_ARMOR; 444 } else if (percent <= 74) { 445 obj->which_kind = ENCH_WEAPON; 446 } else if (percent <= 80) { 447 obj->which_kind = AGGRAVATE_MONSTER; 448 } else if (percent <= 86) { 449 obj->which_kind = CON_MON; 450 } else { 451 obj->which_kind = MAGIC_MAPPING; 452 } 453 } 454 455 void 456 gr_potion(obj) 457 object *obj; 458 { 459 short percent; 460 461 percent = get_rand(1, 118); 462 463 obj->what_is = POTION; 464 465 if (percent <= 5) { 466 obj->which_kind = RAISE_LEVEL; 467 } else if (percent <= 15) { 468 obj->which_kind = DETECT_OBJECTS; 469 } else if (percent <= 25) { 470 obj->which_kind = DETECT_MONSTER; 471 } else if (percent <= 35) { 472 obj->which_kind = INCREASE_STRENGTH; 473 } else if (percent <= 45) { 474 obj->which_kind = RESTORE_STRENGTH; 475 } else if (percent <= 55) { 476 obj->which_kind = HEALING; 477 } else if (percent <= 65) { 478 obj->which_kind = EXTRA_HEALING; 479 } else if (percent <= 75) { 480 obj->which_kind = BLINDNESS; 481 } else if (percent <= 85) { 482 obj->which_kind = HALLUCINATION; 483 } else if (percent <= 95) { 484 obj->which_kind = CONFUSION; 485 } else if (percent <= 105) { 486 obj->which_kind = POISON; 487 } else if (percent <= 110) { 488 obj->which_kind = LEVITATION; 489 } else if (percent <= 114) { 490 obj->which_kind = HASTE_SELF; 491 } else { 492 obj->which_kind = SEE_INVISIBLE; 493 } 494 } 495 496 void 497 gr_weapon(obj, assign_wk) 498 object *obj; 499 int assign_wk; 500 { 501 short percent; 502 short i; 503 short blessing, increment; 504 505 obj->what_is = WEAPON; 506 if (assign_wk) { 507 obj->which_kind = get_rand(0, (WEAPONS - 1)); 508 } 509 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || 510 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { 511 obj->quantity = get_rand(3, 15); 512 obj->quiver = get_rand(0, 126); 513 } else { 514 obj->quantity = 1; 515 } 516 obj->hit_enchant = obj->d_enchant = 0; 517 518 percent = get_rand(1, 96); 519 blessing = get_rand(1, 3); 520 521 if (percent <= 32) { 522 if (percent <= 16) { 523 increment = 1; 524 } else { 525 increment = -1; 526 obj->is_cursed = 1; 527 } 528 for (i = 0; i < blessing; i++) { 529 if (coin_toss()) { 530 obj->hit_enchant += increment; 531 } else { 532 obj->d_enchant += increment; 533 } 534 } 535 } 536 switch(obj->which_kind) { 537 case BOW: 538 case DART: 539 obj->damage = "1d1"; 540 break; 541 case ARROW: 542 obj->damage = "1d2"; 543 break; 544 case DAGGER: 545 obj->damage = "1d3"; 546 break; 547 case SHURIKEN: 548 obj->damage = "1d4"; 549 break; 550 case MACE: 551 obj->damage = "2d3"; 552 break; 553 case LONG_SWORD: 554 obj->damage = "3d4"; 555 break; 556 case TWO_HANDED_SWORD: 557 obj->damage = "4d5"; 558 break; 559 } 560 } 561 562 void 563 gr_armor(obj) 564 object *obj; 565 { 566 short percent; 567 short blessing; 568 569 obj->what_is = ARMOR; 570 obj->which_kind = get_rand(0, (ARMORS - 1)); 571 obj->class = obj->which_kind + 2; 572 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { 573 obj->class--; 574 } 575 obj->is_protected = 0; 576 obj->d_enchant = 0; 577 578 percent = get_rand(1, 100); 579 blessing = get_rand(1, 3); 580 581 if (percent <= 16) { 582 obj->is_cursed = 1; 583 obj->d_enchant -= blessing; 584 } else if (percent <= 33) { 585 obj->d_enchant += blessing; 586 } 587 } 588 589 void 590 gr_wand(obj) 591 object *obj; 592 { 593 obj->what_is = WAND; 594 obj->which_kind = get_rand(0, (WANDS - 1)); 595 obj->class = get_rand(3, 7); 596 } 597 598 void 599 get_food(obj, force_ration) 600 object *obj; 601 boolean force_ration; 602 { 603 obj->what_is = FOOD; 604 605 if (force_ration || rand_percent(80)) { 606 obj->which_kind = RATION; 607 } else { 608 obj->which_kind = FRUIT; 609 } 610 } 611 612 void 613 put_stairs() 614 { 615 short row, col; 616 617 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 618 dungeon[row][col] |= STAIRS; 619 } 620 621 int 622 get_armor_class(obj) 623 const object *obj; 624 { 625 if (obj) { 626 return(obj->class + obj->d_enchant); 627 } 628 return(0); 629 } 630 631 object * 632 alloc_object() 633 { 634 object *obj; 635 636 if (free_list) { 637 obj = free_list; 638 free_list = free_list->next_object; 639 } else if (!(obj = (object *) md_malloc(sizeof(object)))) { 640 message("cannot allocate object, saving game", 0); 641 save_into_file(error_file); 642 } 643 obj->quantity = 1; 644 obj->ichar = 'L'; 645 obj->picked_up = obj->is_cursed = 0; 646 obj->in_use_flags = NOT_USED; 647 obj->identified = UNIDENTIFIED; 648 obj->damage = "1d1"; 649 return(obj); 650 } 651 652 void 653 free_object(obj) 654 object *obj; 655 { 656 obj->next_object = free_list; 657 free_list = obj; 658 } 659 660 void 661 make_party() 662 { 663 short n; 664 665 party_room = gr_room(); 666 667 n = rand_percent(99) ? party_objects(party_room) : 11; 668 if (rand_percent(99)) { 669 party_monsters(party_room, n); 670 } 671 } 672 673 void 674 show_objects() 675 { 676 object *obj; 677 short mc, rc, row, col; 678 object *monster; 679 680 obj = level_objects.next_object; 681 682 while (obj) { 683 row = obj->row; 684 col = obj->col; 685 686 rc = get_mask_char(obj->what_is); 687 688 if (dungeon[row][col] & MONSTER) { 689 if ((monster = 690 object_at(&level_monsters, row, col)) != NULL) { 691 monster->trail_char = rc; 692 } 693 } 694 mc = mvinch(row, col); 695 if (((mc < 'A') || (mc > 'Z')) && 696 ((row != rogue.row) || (col != rogue.col))) { 697 mvaddch(row, col, rc); 698 } 699 obj = obj->next_object; 700 } 701 702 monster = level_monsters.next_object; 703 704 while (monster) { 705 if (monster->m_flags & IMITATES) { 706 mvaddch(monster->row, monster->col, (int) monster->disguise); 707 } 708 monster = monster->next_monster; 709 } 710 } 711 712 void 713 put_amulet() 714 { 715 object *obj; 716 717 obj = alloc_object(); 718 obj->what_is = AMULET; 719 rand_place(obj); 720 } 721 722 void 723 rand_place(obj) 724 object *obj; 725 { 726 short row, col; 727 728 gr_row_col(&row, &col, (FLOOR | TUNNEL)); 729 place_at(obj, row, col); 730 } 731 732 void 733 c_object_for_wizard() 734 { 735 short ch, max, wk; 736 object *obj; 737 char buf[80]; 738 739 max = 0; 740 if (pack_count((object *) 0) >= MAX_PACK_COUNT) { 741 message("pack full", 0); 742 return; 743 } 744 message("type of object?", 0); 745 746 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { 747 sound_bell(); 748 } 749 check_message(); 750 751 if (ch == '\033') { 752 return; 753 } 754 obj = alloc_object(); 755 756 switch(ch) { 757 case '!': 758 obj->what_is = POTION; 759 max = POTIONS - 1; 760 break; 761 case '?': 762 obj->what_is = SCROL; 763 max = SCROLS - 1; 764 break; 765 case ',': 766 obj->what_is = AMULET; 767 break; 768 case ':': 769 get_food(obj, 0); 770 break; 771 case ')': 772 gr_weapon(obj, 0); 773 max = WEAPONS - 1; 774 break; 775 case ']': 776 gr_armor(obj); 777 max = ARMORS - 1; 778 break; 779 case '/': 780 gr_wand(obj); 781 max = WANDS - 1; 782 break; 783 case '=': 784 max = RINGS - 1; 785 obj->what_is = RING; 786 break; 787 } 788 if ((ch != ',') && (ch != ':')) { 789 GIL: 790 if (get_input_line("which kind?", "", buf, "", 0, 1)) { 791 wk = get_number(buf); 792 if ((wk >= 0) && (wk <= max)) { 793 obj->which_kind = (unsigned short) wk; 794 if (obj->what_is == RING) { 795 gr_ring(obj, 0); 796 } 797 } else { 798 sound_bell(); 799 goto GIL; 800 } 801 } else { 802 free_object(obj); 803 return; 804 } 805 } 806 get_desc(obj, buf); 807 message(buf, 0); 808 (void) add_to_pack(obj, &rogue.pack, 1); 809 } 810