libc/sysvipc: Mark two functions as printf-like and fix resulting errors.
[dragonfly.git] / games / rogue / object.c
blob58af143bd959b08bf1a69e714f7c0a8960fc4e4c
1 /*-
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
6 * Timothy C. Stoehr.
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
10 * are met:
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
30 * SUCH DAMAGE.
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 $
37 * object.c
39 * This source herein may be modified and/or distributed by anybody who
40 * so desires, with the following restrictions:
41 * 1.) No portion of this notice shall be removed.
42 * 2.) Credit shall not be taken for the creation of this source.
43 * 3.) This code is not to be traded, sold, or used for personal
44 * gain or profit.
48 #include "rogue.h"
50 object level_objects;
51 unsigned short dungeon[DROWS][DCOLS];
52 short foods = 0;
53 char *fruit = NULL;
55 static object *free_list = NULL;
57 fighter rogue = {
58 INIT_AW, /* armor, weapon */
59 INIT_RINGS, /* rings */
60 INIT_HP,INIT_HP,/* Hp current,max */
61 INIT_STR, /* Str current,max */
62 INIT_PACK, /* pack */
63 INIT_GOLD, /* gold */
64 INIT_EXP, /* exp level,points */
65 0, 0, /* row, col */
66 INIT_CHAR, /* char */
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 static void gr_armor(object *);
153 static void gr_potion(object *);
154 static void gr_scroll(object *);
155 static void gr_wand(object *);
156 static void gr_weapon(object *, int);
157 static unsigned short gr_what_is(void);
158 static void make_party(void);
159 static void plant_gold(short, short, boolean);
160 static void put_gold(void);
161 static void rand_place(object *);
163 void
164 put_objects(void)
166 short i, n;
167 object *obj;
169 if (cur_level < max_level) {
170 return;
172 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
173 while (rand_percent(33)) {
174 n++;
176 if (party_room != NO_ROOM) {
177 make_party();
179 for (i = 0; i < n; i++) {
180 obj = gr_object();
181 rand_place(obj);
183 put_gold();
186 static void
187 put_gold(void)
189 short i, j;
190 short row,col;
191 boolean is_maze, is_room;
193 for (i = 0; i < MAXROOMS; i++) {
194 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
195 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
197 if (!(is_room || is_maze)) {
198 continue;
200 if (is_maze || rand_percent(GOLD_PERCENT)) {
201 for (j = 0; j < 50; j++) {
202 row = get_rand(rooms[i].top_row+1,
203 rooms[i].bottom_row-1);
204 col = get_rand(rooms[i].left_col+1,
205 rooms[i].right_col-1);
206 if ((dungeon[row][col] == FLOOR) ||
207 (dungeon[row][col] == TUNNEL)) {
208 plant_gold(row, col, is_maze);
209 break;
216 static void
217 plant_gold(short row, short col, boolean is_maze)
219 object *obj;
221 obj = alloc_object();
222 obj->row = row; obj->col = col;
223 obj->what_is = GOLD;
224 obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
225 if (is_maze) {
226 obj->quantity += obj->quantity / 2;
228 dungeon[row][col] |= OBJECT;
229 add_to_pack(obj, &level_objects, 0);
232 void
233 place_at(object *obj, int row, int col)
235 obj->row = row;
236 obj->col = col;
237 dungeon[row][col] |= OBJECT;
238 add_to_pack(obj, &level_objects, 0);
241 object *
242 object_at(object *pack, short row, short col)
244 object *obj = NULL;
246 if (dungeon[row][col] & (MONSTER | OBJECT)) {
247 obj = pack->next_object;
249 while (obj && ((obj->row != row) || (obj->col != col))) {
250 obj = obj->next_object;
252 if (!obj) {
253 message("object_at(): inconsistent", 1);
256 return(obj);
259 object *
260 get_letter_object(int ch)
262 object *obj;
264 obj = rogue.pack.next_object;
266 while (obj && (obj->ichar != ch)) {
267 obj = obj->next_object;
269 return(obj);
272 void
273 free_stuff(object *objlist)
275 object *obj;
277 while (objlist->next_object) {
278 obj = objlist->next_object;
279 objlist->next_object =
280 objlist->next_object->next_object;
281 free_object(obj);
285 const char *
286 name_of(const object *obj)
288 const char *retstring;
290 switch(obj->what_is) {
291 case SCROL:
292 retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
293 break;
294 case POTION:
295 retstring = obj->quantity > 1 ? "potions " : "potion ";
296 break;
297 case FOOD:
298 if (obj->which_kind == RATION) {
299 retstring = "food ";
300 } else {
301 retstring = fruit;
303 break;
304 case WAND:
305 retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
306 break;
307 case WEAPON:
308 switch(obj->which_kind) {
309 case DART:
310 retstring=obj->quantity > 1 ? "darts " : "dart ";
311 break;
312 case ARROW:
313 retstring=obj->quantity > 1 ? "arrows " : "arrow ";
314 break;
315 case DAGGER:
316 retstring=obj->quantity > 1 ? "daggers " : "dagger ";
317 break;
318 case SHURIKEN:
319 retstring=obj->quantity > 1?"shurikens ":"shuriken ";
320 break;
321 default:
322 retstring = id_weapons[obj->which_kind].title;
324 break;
325 case ARMOR:
326 retstring = "armor ";
327 break;
328 case RING:
329 retstring = "ring ";
330 break;
331 case AMULET:
332 retstring = "amulet ";
333 break;
334 default:
335 retstring = "unknown ";
336 break;
338 return(retstring);
341 object *
342 gr_object(void)
344 object *obj;
346 obj = alloc_object();
348 if (foods < (cur_level / 3)) {
349 obj->what_is = FOOD;
350 foods++;
351 } else {
352 obj->what_is = gr_what_is();
354 switch(obj->what_is) {
355 case SCROL:
356 gr_scroll(obj);
357 break;
358 case POTION:
359 gr_potion(obj);
360 break;
361 case WEAPON:
362 gr_weapon(obj, 1);
363 break;
364 case ARMOR:
365 gr_armor(obj);
366 break;
367 case WAND:
368 gr_wand(obj);
369 break;
370 case FOOD:
371 get_food(obj, 0);
372 break;
373 case RING:
374 gr_ring(obj, 1);
375 break;
377 return(obj);
380 static unsigned short
381 gr_what_is(void)
383 short percent;
384 unsigned short what_is;
386 percent = get_rand(1, 91);
388 if (percent <= 30) {
389 what_is = SCROL;
390 } else if (percent <= 60) {
391 what_is = POTION;
392 } else if (percent <= 64) {
393 what_is = WAND;
394 } else if (percent <= 74) {
395 what_is = WEAPON;
396 } else if (percent <= 83) {
397 what_is = ARMOR;
398 } else if (percent <= 88) {
399 what_is = FOOD;
400 } else {
401 what_is = RING;
403 return(what_is);
406 static void
407 gr_scroll(object *obj)
409 short percent;
411 percent = get_rand(0, 91);
413 obj->what_is = SCROL;
415 if (percent <= 5) {
416 obj->which_kind = PROTECT_ARMOR;
417 } else if (percent <= 10) {
418 obj->which_kind = HOLD_MONSTER;
419 } else if (percent <= 20) {
420 obj->which_kind = CREATE_MONSTER;
421 } else if (percent <= 35) {
422 obj->which_kind = IDENTIFY;
423 } else if (percent <= 43) {
424 obj->which_kind = TELEPORT;
425 } else if (percent <= 50) {
426 obj->which_kind = SLEEP;
427 } else if (percent <= 55) {
428 obj->which_kind = SCARE_MONSTER;
429 } else if (percent <= 64) {
430 obj->which_kind = REMOVE_CURSE;
431 } else if (percent <= 69) {
432 obj->which_kind = ENCH_ARMOR;
433 } else if (percent <= 74) {
434 obj->which_kind = ENCH_WEAPON;
435 } else if (percent <= 80) {
436 obj->which_kind = AGGRAVATE_MONSTER;
437 } else if (percent <= 86) {
438 obj->which_kind = CON_MON;
439 } else {
440 obj->which_kind = MAGIC_MAPPING;
444 static void
445 gr_potion(object *obj)
447 short percent;
449 percent = get_rand(1, 118);
451 obj->what_is = POTION;
453 if (percent <= 5) {
454 obj->which_kind = RAISE_LEVEL;
455 } else if (percent <= 15) {
456 obj->which_kind = DETECT_OBJECTS;
457 } else if (percent <= 25) {
458 obj->which_kind = DETECT_MONSTER;
459 } else if (percent <= 35) {
460 obj->which_kind = INCREASE_STRENGTH;
461 } else if (percent <= 45) {
462 obj->which_kind = RESTORE_STRENGTH;
463 } else if (percent <= 55) {
464 obj->which_kind = HEALING;
465 } else if (percent <= 65) {
466 obj->which_kind = EXTRA_HEALING;
467 } else if (percent <= 75) {
468 obj->which_kind = BLINDNESS;
469 } else if (percent <= 85) {
470 obj->which_kind = HALLUCINATION;
471 } else if (percent <= 95) {
472 obj->which_kind = CONFUSION;
473 } else if (percent <= 105) {
474 obj->which_kind = POISON;
475 } else if (percent <= 110) {
476 obj->which_kind = LEVITATION;
477 } else if (percent <= 114) {
478 obj->which_kind = HASTE_SELF;
479 } else {
480 obj->which_kind = SEE_INVISIBLE;
484 static void
485 gr_weapon(object *obj, int assign_wk)
487 short percent;
488 short i;
489 short blessing, increment;
491 obj->what_is = WEAPON;
492 if (assign_wk) {
493 obj->which_kind = get_rand(0, (WEAPONS - 1));
495 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
496 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
497 obj->quantity = get_rand(3, 15);
498 obj->quiver = get_rand(0, 126);
499 } else {
500 obj->quantity = 1;
502 obj->hit_enchant = obj->d_enchant = 0;
504 percent = get_rand(1, 96);
505 blessing = get_rand(1, 3);
507 if (percent <= 16) {
508 increment = 1;
509 } else if (percent <= 32) {
510 increment = -1;
511 obj->is_cursed = 1;
513 if (percent <= 32) {
514 for (i = 0; i < blessing; i++) {
515 if (coin_toss()) {
516 obj->hit_enchant += increment;
517 } else {
518 obj->d_enchant += increment;
522 switch(obj->which_kind) {
523 case BOW:
524 case DART:
525 obj->damage = "1d1";
526 break;
527 case ARROW:
528 obj->damage = "1d2";
529 break;
530 case DAGGER:
531 obj->damage = "1d3";
532 break;
533 case SHURIKEN:
534 obj->damage = "1d4";
535 break;
536 case MACE:
537 obj->damage = "2d3";
538 break;
539 case LONG_SWORD:
540 obj->damage = "3d4";
541 break;
542 case TWO_HANDED_SWORD:
543 obj->damage = "4d5";
544 break;
548 static void
549 gr_armor(object *obj)
551 short percent;
552 short blessing;
554 obj->what_is = ARMOR;
555 obj->which_kind = get_rand(0, (ARMORS - 1));
556 obj->class = obj->which_kind + 2;
557 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
558 obj->class--;
560 obj->is_protected = 0;
561 obj->d_enchant = 0;
563 percent = get_rand(1, 100);
564 blessing = get_rand(1, 3);
566 if (percent <= 16) {
567 obj->is_cursed = 1;
568 obj->d_enchant -= blessing;
569 } else if (percent <= 33) {
570 obj->d_enchant += blessing;
574 static void
575 gr_wand(object *obj)
577 obj->what_is = WAND;
578 obj->which_kind = get_rand(0, (WANDS - 1));
579 obj->class = get_rand(3, 7);
582 void
583 get_food(object *obj, boolean force_ration)
585 obj->what_is = FOOD;
587 if (force_ration || rand_percent(80)) {
588 obj->which_kind = RATION;
589 } else {
590 obj->which_kind = FRUIT;
594 void
595 put_stairs(void)
597 short row, col;
599 gr_row_col(&row, &col, (FLOOR | TUNNEL));
600 dungeon[row][col] |= STAIRS;
603 short
604 get_armor_class(const object *obj)
606 if (obj) {
607 return(obj->class + obj->d_enchant);
609 return(0);
612 object *
613 alloc_object(void)
615 object *obj;
617 if (free_list) {
618 obj = free_list;
619 free_list = free_list->next_object;
620 } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
621 message("cannot allocate object, saving game", 0);
622 save_into_file(error_file);
623 clean_up("alloc_object: save failed");
625 obj->quantity = 1;
626 obj->ichar = 'L';
627 obj->picked_up = obj->is_cursed = 0;
628 obj->in_use_flags = NOT_USED;
629 obj->identified = UNIDENTIFIED;
630 obj->damage = "1d1";
631 return(obj);
634 void
635 free_object(object *obj)
637 obj->next_object = free_list;
638 free_list = obj;
641 static void
642 make_party(void)
644 short n;
646 party_room = gr_room();
648 n = rand_percent(99) ? party_objects(party_room) : 11;
649 if (rand_percent(99)) {
650 party_monsters(party_room, n);
654 void
655 show_objects(void)
657 object *obj;
658 short mc, rc, row, col;
659 object *monster;
661 obj = level_objects.next_object;
663 while (obj) {
664 row = obj->row;
665 col = obj->col;
667 rc = get_mask_char(obj->what_is);
669 if (dungeon[row][col] & MONSTER) {
670 if ((monster = object_at(&level_monsters, row, col))) {
671 monster->trail_char = rc;
674 mc = mvinch(row, col);
675 if (((mc < 'A') || (mc > 'Z')) &&
676 ((row != rogue.row) || (col != rogue.col))) {
677 mvaddch(row, col, rc);
679 obj = obj->next_object;
682 monster = level_monsters.next_object;
684 while (monster) {
685 if (monster->m_flags & IMITATES) {
686 mvaddch(monster->row, monster->col, (int)monster->disguise);
688 monster = monster->next_monster;
692 void
693 put_amulet(void)
695 object *obj;
697 obj = alloc_object();
698 obj->what_is = AMULET;
699 rand_place(obj);
702 static void
703 rand_place(object *obj)
705 short row, col;
707 gr_row_col(&row, &col, (FLOOR | TUNNEL));
708 place_at(obj, row, col);
711 void
712 c_object_for_wizard(void)
714 short ch, max, wk;
715 object *obj;
716 char buf[80];
718 max = 0;
719 if (pack_count(NULL) >= MAX_PACK_COUNT) {
720 message("pack full", 0);
721 return;
723 message("type of object?", 0);
725 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
726 sound_bell();
728 check_message();
730 if (ch == '\033') {
731 return;
733 obj = alloc_object();
735 switch(ch) {
736 case '!':
737 obj->what_is = POTION;
738 max = POTIONS - 1;
739 break;
740 case '?':
741 obj->what_is = SCROL;
742 max = SCROLS - 1;
743 break;
744 case ',':
745 obj->what_is = AMULET;
746 break;
747 case ':':
748 get_food(obj, 0);
749 break;
750 case ')':
751 gr_weapon(obj, 0);
752 max = WEAPONS - 1;
753 break;
754 case ']':
755 gr_armor(obj);
756 max = ARMORS - 1;
757 break;
758 case '/':
759 gr_wand(obj);
760 max = WANDS - 1;
761 break;
762 case '=':
763 max = RINGS - 1;
764 obj->what_is = RING;
765 break;
767 if ((ch != ',') && (ch != ':')) {
768 GIL:
769 if (get_input_line("which kind?", "", buf, "", 0, 1)) {
770 wk = get_number(buf);
771 if ((wk >= 0) && (wk <= max)) {
772 obj->which_kind = (unsigned short)wk;
773 if (obj->what_is == RING) {
774 gr_ring(obj, 0);
776 } else {
777 sound_bell();
778 goto GIL;
780 } else {
781 free_object(obj);
782 return;
785 get_desc(obj, buf);
786 message(buf, 0);
787 add_to_pack(obj, &rogue.pack, 1);