2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. Neither the name of the University nor the names of its contributors
17 * may be used to endorse or promote products derived from this software
18 * without specific prior written permission.
20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32 * @(#)object.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $
34 * $DragonFly: src/games/rogue/object.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $
40 * This source herein may be modified and/or distributed by anybody who
41 * so desires, with the following restrictions:
42 * 1.) No portion of this notice shall be removed.
43 * 2.) Credit shall not be taken for the creation of this source.
44 * 3.) This code is not to be traded, sold, or used for personal
52 unsigned short dungeon
[DROWS
][DCOLS
];
54 object
*free_list
= NULL
;
58 INIT_AW
, /* armor, weapon */
59 INIT_RINGS
, /* rings */
60 INIT_HP
,INIT_HP
,/* Hp current,max */
61 INIT_STR
, /* Str current,max */
64 INIT_EXP
, /* exp level,points */
67 INIT_MOVES
/* moves */
70 struct id id_potions
[POTIONS
] = {
71 {100, "blue \0 ", "of increase strength ", 0},
72 {250, "red \0 ", "of restore strength ", 0},
73 {100, "green \0 ", "of healing ", 0},
74 {200, "grey \0 ", "of extra healing ", 0},
75 {10, "brown \0 ", "of poison ", 0},
76 {300, "clear \0 ", "of raise level ", 0},
77 {10, "pink \0 ", "of blindness ", 0},
78 {25, "white \0 ", "of hallucination ", 0},
79 {100, "purple \0 ", "of detect monster ", 0},
80 {100, "black \0 ", "of detect things ", 0},
81 {10, "yellow \0 ", "of confusion ", 0},
82 {80, "plaid \0 ", "of levitation ", 0},
83 {150, "burgundy \0 ", "of haste self ", 0},
84 {145, "beige \0 ", "of see invisible ", 0}
87 struct id id_scrolls
[SCROLS
] = {
88 {505, " ", "of protect armor ", 0},
89 {200, " ", "of hold monster ", 0},
90 {235, " ", "of enchant weapon ", 0},
91 {235, " ", "of enchant armor ", 0},
92 {175, " ", "of identify ", 0},
93 {190, " ", "of teleportation ", 0},
94 {25, " ", "of sleep ", 0},
95 {610, " ", "of scare monster ", 0},
96 {210, " ", "of remove curse ", 0},
97 {80, " ", "of create monster ",0},
98 {25, " ", "of aggravate monster ",0},
99 {180, " ", "of magic mapping ", 0},
100 {90, " ", "of confuse monster ", 0}
103 struct id id_weapons
[WEAPONS
] = {
104 {150, "short bow ", "", 0},
105 {8, "darts ", "", 0},
106 {15, "arrows ", "", 0},
107 {27, "daggers ", "", 0},
108 {35, "shurikens ", "", 0},
109 {360, "mace ", "", 0},
110 {470, "long sword ", "", 0},
111 {580, "two-handed sword ", "", 0}
114 struct id id_armors
[ARMORS
] = {
115 {300, "leather armor ", "", (UNIDENTIFIED
)},
116 {300, "ring mail ", "", (UNIDENTIFIED
)},
117 {400, "scale mail ", "", (UNIDENTIFIED
)},
118 {500, "chain mail ", "", (UNIDENTIFIED
)},
119 {600, "banded mail ", "", (UNIDENTIFIED
)},
120 {600, "splint mail ", "", (UNIDENTIFIED
)},
121 {700, "plate mail ", "", (UNIDENTIFIED
)}
124 struct id id_wands
[WANDS
] = {
125 {25, " ", "of teleport away ",0},
126 {50, " ", "of slow monster ", 0},
127 {8, " ", "of invisibility ",0},
128 {55, " ", "of polymorph ",0},
129 {2, " ", "of haste monster ",0},
130 {20, " ", "of magic missile ",0},
131 {20, " ", "of cancellation ",0},
132 {0, " ", "of do nothing ",0},
133 {35, " ", "of drain life ",0},
134 {20, " ", "of cold ",0},
135 {20, " ", "of fire ",0}
138 struct id id_rings
[RINGS
] = {
139 {250, " ", "of stealth ",0},
140 {100, " ", "of teleportation ", 0},
141 {255, " ", "of regeneration ",0},
142 {295, " ", "of slow digestion ",0},
143 {200, " ", "of add strength ",0},
144 {250, " ", "of sustain strength ",0},
145 {250, " ", "of dexterity ",0},
146 {25, " ", "of adornment ",0},
147 {300, " ", "of see invisible ",0},
148 {290, " ", "of maintain armor ",0},
149 {270, " ", "of searching ",0},
152 extern short cur_level
, max_level
;
153 extern short party_room
;
154 extern boolean is_wood
[];
156 static void gr_armor(object
*);
157 static void gr_potion(object
*);
158 static void gr_scroll(object
*);
159 static void gr_wand(object
*);
160 static void gr_weapon(object
*, int);
161 static unsigned short gr_what_is(void);
162 static void make_party(void);
163 static void plant_gold(short, short, boolean
);
164 static void put_gold(void);
165 static void rand_place(object
*);
173 if (cur_level
< max_level
) {
176 n
= coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
177 while (rand_percent(33)) {
180 if (party_room
!= NO_ROOM
) {
183 for (i
= 0; i
< n
; i
++) {
195 boolean is_maze
, is_room
;
197 for (i
= 0; i
< MAXROOMS
; i
++) {
198 is_maze
= (rooms
[i
].is_room
& R_MAZE
) ? 1 : 0;
199 is_room
= (rooms
[i
].is_room
& R_ROOM
) ? 1 : 0;
201 if (!(is_room
|| is_maze
)) {
204 if (is_maze
|| rand_percent(GOLD_PERCENT
)) {
205 for (j
= 0; j
< 50; j
++) {
206 row
= get_rand(rooms
[i
].top_row
+1,
207 rooms
[i
].bottom_row
-1);
208 col
= get_rand(rooms
[i
].left_col
+1,
209 rooms
[i
].right_col
-1);
210 if ((dungeon
[row
][col
] == FLOOR
) ||
211 (dungeon
[row
][col
] == TUNNEL
)) {
212 plant_gold(row
, col
, is_maze
);
221 plant_gold(short row
, short col
, boolean is_maze
)
225 obj
= alloc_object();
226 obj
->row
= row
; obj
->col
= col
;
228 obj
->quantity
= get_rand((2 * cur_level
), (16 * cur_level
));
230 obj
->quantity
+= obj
->quantity
/ 2;
232 dungeon
[row
][col
] |= OBJECT
;
233 add_to_pack(obj
, &level_objects
, 0);
237 place_at(object
*obj
, int row
, int col
)
241 dungeon
[row
][col
] |= OBJECT
;
242 add_to_pack(obj
, &level_objects
, 0);
246 object_at(object
*pack
, short row
, short col
)
250 if (dungeon
[row
][col
] & (MONSTER
| OBJECT
)) {
251 obj
= pack
->next_object
;
253 while (obj
&& ((obj
->row
!= row
) || (obj
->col
!= col
))) {
254 obj
= obj
->next_object
;
257 message("object_at(): inconsistent", 1);
264 get_letter_object(int ch
)
268 obj
= rogue
.pack
.next_object
;
270 while (obj
&& (obj
->ichar
!= ch
)) {
271 obj
= obj
->next_object
;
277 free_stuff(object
*objlist
)
281 while (objlist
->next_object
) {
282 obj
= objlist
->next_object
;
283 objlist
->next_object
=
284 objlist
->next_object
->next_object
;
290 name_of(const object
*obj
)
292 const char *retstring
;
294 switch(obj
->what_is
) {
296 retstring
= obj
->quantity
> 1 ? "scrolls " : "scroll ";
299 retstring
= obj
->quantity
> 1 ? "potions " : "potion ";
302 if (obj
->which_kind
== RATION
) {
309 retstring
= is_wood
[obj
->which_kind
] ? "staff " : "wand ";
312 switch(obj
->which_kind
) {
314 retstring
=obj
->quantity
> 1 ? "darts " : "dart ";
317 retstring
=obj
->quantity
> 1 ? "arrows " : "arrow ";
320 retstring
=obj
->quantity
> 1 ? "daggers " : "dagger ";
323 retstring
=obj
->quantity
> 1?"shurikens ":"shuriken ";
326 retstring
= id_weapons
[obj
->which_kind
].title
;
330 retstring
= "armor ";
336 retstring
= "amulet ";
339 retstring
= "unknown ";
350 obj
= alloc_object();
352 if (foods
< (cur_level
/ 3)) {
356 obj
->what_is
= gr_what_is();
358 switch(obj
->what_is
) {
384 static unsigned short
388 unsigned short what_is
;
390 percent
= get_rand(1, 91);
394 } else if (percent
<= 60) {
396 } else if (percent
<= 64) {
398 } else if (percent
<= 74) {
400 } else if (percent
<= 83) {
402 } else if (percent
<= 88) {
411 gr_scroll(object
*obj
)
415 percent
= get_rand(0, 91);
417 obj
->what_is
= SCROL
;
420 obj
->which_kind
= PROTECT_ARMOR
;
421 } else if (percent
<= 10) {
422 obj
->which_kind
= HOLD_MONSTER
;
423 } else if (percent
<= 20) {
424 obj
->which_kind
= CREATE_MONSTER
;
425 } else if (percent
<= 35) {
426 obj
->which_kind
= IDENTIFY
;
427 } else if (percent
<= 43) {
428 obj
->which_kind
= TELEPORT
;
429 } else if (percent
<= 50) {
430 obj
->which_kind
= SLEEP
;
431 } else if (percent
<= 55) {
432 obj
->which_kind
= SCARE_MONSTER
;
433 } else if (percent
<= 64) {
434 obj
->which_kind
= REMOVE_CURSE
;
435 } else if (percent
<= 69) {
436 obj
->which_kind
= ENCH_ARMOR
;
437 } else if (percent
<= 74) {
438 obj
->which_kind
= ENCH_WEAPON
;
439 } else if (percent
<= 80) {
440 obj
->which_kind
= AGGRAVATE_MONSTER
;
441 } else if (percent
<= 86) {
442 obj
->which_kind
= CON_MON
;
444 obj
->which_kind
= MAGIC_MAPPING
;
449 gr_potion(object
*obj
)
453 percent
= get_rand(1, 118);
455 obj
->what_is
= POTION
;
458 obj
->which_kind
= RAISE_LEVEL
;
459 } else if (percent
<= 15) {
460 obj
->which_kind
= DETECT_OBJECTS
;
461 } else if (percent
<= 25) {
462 obj
->which_kind
= DETECT_MONSTER
;
463 } else if (percent
<= 35) {
464 obj
->which_kind
= INCREASE_STRENGTH
;
465 } else if (percent
<= 45) {
466 obj
->which_kind
= RESTORE_STRENGTH
;
467 } else if (percent
<= 55) {
468 obj
->which_kind
= HEALING
;
469 } else if (percent
<= 65) {
470 obj
->which_kind
= EXTRA_HEALING
;
471 } else if (percent
<= 75) {
472 obj
->which_kind
= BLINDNESS
;
473 } else if (percent
<= 85) {
474 obj
->which_kind
= HALLUCINATION
;
475 } else if (percent
<= 95) {
476 obj
->which_kind
= CONFUSION
;
477 } else if (percent
<= 105) {
478 obj
->which_kind
= POISON
;
479 } else if (percent
<= 110) {
480 obj
->which_kind
= LEVITATION
;
481 } else if (percent
<= 114) {
482 obj
->which_kind
= HASTE_SELF
;
484 obj
->which_kind
= SEE_INVISIBLE
;
489 gr_weapon(object
*obj
, int assign_wk
)
493 short blessing
, increment
;
495 obj
->what_is
= WEAPON
;
497 obj
->which_kind
= get_rand(0, (WEAPONS
- 1));
499 if ((obj
->which_kind
== ARROW
) || (obj
->which_kind
== DAGGER
) ||
500 (obj
->which_kind
== SHURIKEN
) | (obj
->which_kind
== DART
)) {
501 obj
->quantity
= get_rand(3, 15);
502 obj
->quiver
= get_rand(0, 126);
506 obj
->hit_enchant
= obj
->d_enchant
= 0;
508 percent
= get_rand(1, 96);
509 blessing
= get_rand(1, 3);
513 } else if (percent
<= 32) {
518 for (i
= 0; i
< blessing
; i
++) {
520 obj
->hit_enchant
+= increment
;
522 obj
->d_enchant
+= increment
;
526 switch(obj
->which_kind
) {
546 case TWO_HANDED_SWORD
:
553 gr_armor(object
*obj
)
558 obj
->what_is
= ARMOR
;
559 obj
->which_kind
= get_rand(0, (ARMORS
- 1));
560 obj
->class = obj
->which_kind
+ 2;
561 if ((obj
->which_kind
== PLATE
) || (obj
->which_kind
== SPLINT
)) {
564 obj
->is_protected
= 0;
567 percent
= get_rand(1, 100);
568 blessing
= get_rand(1, 3);
572 obj
->d_enchant
-= blessing
;
573 } else if (percent
<= 33) {
574 obj
->d_enchant
+= blessing
;
582 obj
->which_kind
= get_rand(0, (WANDS
- 1));
583 obj
->class = get_rand(3, 7);
587 get_food(object
*obj
, boolean force_ration
)
591 if (force_ration
|| rand_percent(80)) {
592 obj
->which_kind
= RATION
;
594 obj
->which_kind
= FRUIT
;
603 gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
));
604 dungeon
[row
][col
] |= STAIRS
;
608 get_armor_class(const object
*obj
)
611 return(obj
->class + obj
->d_enchant
);
623 free_list
= free_list
->next_object
;
624 } else if (!(obj
= (object
*) md_malloc(sizeof(object
)))) {
625 message("cannot allocate object, saving game", 0);
626 save_into_file(error_file
);
630 obj
->picked_up
= obj
->is_cursed
= 0;
631 obj
->in_use_flags
= NOT_USED
;
632 obj
->identified
= UNIDENTIFIED
;
638 free_object(object
*obj
)
640 obj
->next_object
= free_list
;
649 party_room
= gr_room();
651 n
= rand_percent(99) ? party_objects(party_room
) : 11;
652 if (rand_percent(99)) {
653 party_monsters(party_room
, n
);
661 short mc
, rc
, row
, col
;
664 obj
= level_objects
.next_object
;
670 rc
= get_mask_char(obj
->what_is
);
672 if (dungeon
[row
][col
] & MONSTER
) {
673 if ((monster
= object_at(&level_monsters
, row
, col
))) {
674 monster
->trail_char
= rc
;
677 mc
= mvinch(row
, col
);
678 if (((mc
< 'A') || (mc
> 'Z')) &&
679 ((row
!= rogue
.row
) || (col
!= rogue
.col
))) {
680 mvaddch(row
, col
, rc
);
682 obj
= obj
->next_object
;
685 monster
= level_monsters
.next_object
;
688 if (monster
->m_flags
& IMITATES
) {
689 mvaddch(monster
->row
, monster
->col
, (int)monster
->disguise
);
691 monster
= monster
->next_monster
;
700 obj
= alloc_object();
701 obj
->what_is
= AMULET
;
706 rand_place(object
*obj
)
710 gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
));
711 place_at(obj
, row
, col
);
715 c_object_for_wizard(void)
722 if (pack_count(NULL
) >= MAX_PACK_COUNT
) {
723 message("pack full", 0);
726 message("type of object?", 0);
728 while (r_index("!?:)]=/,\033", (ch
= rgetchar()), 0) == -1) {
736 obj
= alloc_object();
740 obj
->what_is
= POTION
;
744 obj
->what_is
= SCROL
;
748 obj
->what_is
= AMULET
;
770 if ((ch
!= ',') && (ch
!= ':')) {
772 if (get_input_line("which kind?", "", buf
, "", 0, 1)) {
773 wk
= get_number(buf
);
774 if ((wk
>= 0) && (wk
<= max
)) {
775 obj
->which_kind
= (unsigned short)wk
;
776 if (obj
->what_is
== RING
) {
790 add_to_pack(obj
, &rogue
.pack
, 1);