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. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 * @(#)object.c 8.1 (Berkeley) 5/31/93
37 * $FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $
38 * $DragonFly: src/games/rogue/object.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $
44 * This source herein may be modified and/or distributed by anybody who
45 * so desires, with the following restrictions:
46 * 1.) No portion of this notice shall be removed.
47 * 2.) Credit shall not be taken for the creation of this source.
48 * 3.) This code is not to be traded, sold, or used for personal
56 unsigned short dungeon
[DROWS
][DCOLS
];
58 object
*free_list
= (object
*) 0;
59 char *fruit
= (char *) 0;
62 INIT_AW
, /* armor, weapon */
63 INIT_RINGS
, /* rings */
64 INIT_HP
,INIT_HP
,/* Hp current,max */
65 INIT_STR
, /* Str current,max */
68 INIT_EXP
, /* exp level,points */
71 INIT_MOVES
/* moves */
74 struct id id_potions
[POTIONS
] = {
75 {100, "blue \0 ", "of increase strength ", 0},
76 {250, "red \0 ", "of restore strength ", 0},
77 {100, "green \0 ", "of healing ", 0},
78 {200, "grey \0 ", "of extra healing ", 0},
79 {10, "brown \0 ", "of poison ", 0},
80 {300, "clear \0 ", "of raise level ", 0},
81 {10, "pink \0 ", "of blindness ", 0},
82 {25, "white \0 ", "of hallucination ", 0},
83 {100, "purple \0 ", "of detect monster ", 0},
84 {100, "black \0 ", "of detect things ", 0},
85 {10, "yellow \0 ", "of confusion ", 0},
86 {80, "plaid \0 ", "of levitation ", 0},
87 {150, "burgundy \0 ", "of haste self ", 0},
88 {145, "beige \0 ", "of see invisible ", 0}
91 struct id id_scrolls
[SCROLS
] = {
92 {505, " ", "of protect armor ", 0},
93 {200, " ", "of hold monster ", 0},
94 {235, " ", "of enchant weapon ", 0},
95 {235, " ", "of enchant armor ", 0},
96 {175, " ", "of identify ", 0},
97 {190, " ", "of teleportation ", 0},
98 {25, " ", "of sleep ", 0},
99 {610, " ", "of scare monster ", 0},
100 {210, " ", "of remove curse ", 0},
101 {80, " ", "of create monster ",0},
102 {25, " ", "of aggravate monster ",0},
103 {180, " ", "of magic mapping ", 0},
104 {90, " ", "of confuse monster ", 0}
107 struct id id_weapons
[WEAPONS
] = {
108 {150, "short bow ", "", 0},
109 {8, "darts ", "", 0},
110 {15, "arrows ", "", 0},
111 {27, "daggers ", "", 0},
112 {35, "shurikens ", "", 0},
113 {360, "mace ", "", 0},
114 {470, "long sword ", "", 0},
115 {580, "two-handed sword ", "", 0}
118 struct id id_armors
[ARMORS
] = {
119 {300, "leather armor ", "", (UNIDENTIFIED
)},
120 {300, "ring mail ", "", (UNIDENTIFIED
)},
121 {400, "scale mail ", "", (UNIDENTIFIED
)},
122 {500, "chain mail ", "", (UNIDENTIFIED
)},
123 {600, "banded mail ", "", (UNIDENTIFIED
)},
124 {600, "splint mail ", "", (UNIDENTIFIED
)},
125 {700, "plate mail ", "", (UNIDENTIFIED
)}
128 struct id id_wands
[WANDS
] = {
129 {25, " ", "of teleport away ",0},
130 {50, " ", "of slow monster ", 0},
131 {8, " ", "of invisibility ",0},
132 {55, " ", "of polymorph ",0},
133 {2, " ", "of haste monster ",0},
134 {20, " ", "of magic missile ",0},
135 {20, " ", "of cancellation ",0},
136 {0, " ", "of do nothing ",0},
137 {35, " ", "of drain life ",0},
138 {20, " ", "of cold ",0},
139 {20, " ", "of fire ",0}
142 struct id id_rings
[RINGS
] = {
143 {250, " ", "of stealth ",0},
144 {100, " ", "of teleportation ", 0},
145 {255, " ", "of regeneration ",0},
146 {295, " ", "of slow digestion ",0},
147 {200, " ", "of add strength ",0},
148 {250, " ", "of sustain strength ",0},
149 {250, " ", "of dexterity ",0},
150 {25, " ", "of adornment ",0},
151 {300, " ", "of see invisible ",0},
152 {290, " ", "of maintain armor ",0},
153 {270, " ", "of searching ",0},
156 extern short cur_level
, max_level
;
157 extern short party_room
;
158 extern boolean is_wood
[];
160 static void put_gold(void);
161 static void plant_gold(short, short, boolean
);
162 static unsigned short gr_what_is(void);
163 static void gr_scroll(object
*);
164 static void gr_potion(object
*);
165 static void gr_weapon(object
*, int);
166 static void gr_armor(object
*);
167 static void gr_wand(object
*);
168 static void make_party(void);
169 static void rand_place(object
*);
177 if (cur_level
< max_level
) {
180 n
= coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
181 while (rand_percent(33)) {
184 if (party_room
!= NO_ROOM
) {
187 for (i
= 0; i
< n
; i
++) {
199 boolean is_maze
, is_room
;
201 for (i
= 0; i
< MAXROOMS
; i
++) {
202 is_maze
= (rooms
[i
].is_room
& R_MAZE
) ? 1 : 0;
203 is_room
= (rooms
[i
].is_room
& R_ROOM
) ? 1 : 0;
205 if (!(is_room
|| is_maze
)) {
208 if (is_maze
|| rand_percent(GOLD_PERCENT
)) {
209 for (j
= 0; j
< 50; j
++) {
210 row
= get_rand(rooms
[i
].top_row
+1,
211 rooms
[i
].bottom_row
-1);
212 col
= get_rand(rooms
[i
].left_col
+1,
213 rooms
[i
].right_col
-1);
214 if ((dungeon
[row
][col
] == FLOOR
) ||
215 (dungeon
[row
][col
] == TUNNEL
)) {
216 plant_gold(row
, col
, is_maze
);
225 plant_gold(short row
, short col
, boolean is_maze
)
229 obj
= alloc_object();
230 obj
->row
= row
; obj
->col
= col
;
232 obj
->quantity
= get_rand((2 * cur_level
), (16 * cur_level
));
234 obj
->quantity
+= obj
->quantity
/ 2;
236 dungeon
[row
][col
] |= OBJECT
;
237 add_to_pack(obj
, &level_objects
, 0);
241 place_at(object
*obj
, int row
, int col
)
245 dungeon
[row
][col
] |= OBJECT
;
246 add_to_pack(obj
, &level_objects
, 0);
250 object_at(object
*pack
, short row
, short col
)
252 object
*obj
= (object
*) 0;
254 if (dungeon
[row
][col
] & (MONSTER
| OBJECT
)) {
255 obj
= pack
->next_object
;
257 while (obj
&& ((obj
->row
!= row
) || (obj
->col
!= col
))) {
258 obj
= obj
->next_object
;
261 message("object_at(): inconsistent", 1);
268 get_letter_object(int ch
)
272 obj
= rogue
.pack
.next_object
;
274 while (obj
&& (obj
->ichar
!= ch
)) {
275 obj
= obj
->next_object
;
281 free_stuff(object
*objlist
)
285 while (objlist
->next_object
) {
286 obj
= objlist
->next_object
;
287 objlist
->next_object
=
288 objlist
->next_object
->next_object
;
294 name_of(const object
*obj
)
296 const char *retstring
;
298 switch(obj
->what_is
) {
300 retstring
= obj
->quantity
> 1 ? "scrolls " : "scroll ";
303 retstring
= obj
->quantity
> 1 ? "potions " : "potion ";
306 if (obj
->which_kind
== RATION
) {
313 retstring
= is_wood
[obj
->which_kind
] ? "staff " : "wand ";
316 switch(obj
->which_kind
) {
318 retstring
=obj
->quantity
> 1 ? "darts " : "dart ";
321 retstring
=obj
->quantity
> 1 ? "arrows " : "arrow ";
324 retstring
=obj
->quantity
> 1 ? "daggers " : "dagger ";
327 retstring
=obj
->quantity
> 1?"shurikens ":"shuriken ";
330 retstring
= id_weapons
[obj
->which_kind
].title
;
334 retstring
= "armor ";
340 retstring
= "amulet ";
343 retstring
= "unknown ";
354 obj
= alloc_object();
356 if (foods
< (cur_level
/ 3)) {
360 obj
->what_is
= gr_what_is();
362 switch(obj
->what_is
) {
388 static unsigned short
392 unsigned short what_is
;
394 percent
= get_rand(1, 91);
398 } else if (percent
<= 60) {
400 } else if (percent
<= 64) {
402 } else if (percent
<= 74) {
404 } else if (percent
<= 83) {
406 } else if (percent
<= 88) {
415 gr_scroll(object
*obj
)
419 percent
= get_rand(0, 91);
421 obj
->what_is
= SCROL
;
424 obj
->which_kind
= PROTECT_ARMOR
;
425 } else if (percent
<= 10) {
426 obj
->which_kind
= HOLD_MONSTER
;
427 } else if (percent
<= 20) {
428 obj
->which_kind
= CREATE_MONSTER
;
429 } else if (percent
<= 35) {
430 obj
->which_kind
= IDENTIFY
;
431 } else if (percent
<= 43) {
432 obj
->which_kind
= TELEPORT
;
433 } else if (percent
<= 50) {
434 obj
->which_kind
= SLEEP
;
435 } else if (percent
<= 55) {
436 obj
->which_kind
= SCARE_MONSTER
;
437 } else if (percent
<= 64) {
438 obj
->which_kind
= REMOVE_CURSE
;
439 } else if (percent
<= 69) {
440 obj
->which_kind
= ENCH_ARMOR
;
441 } else if (percent
<= 74) {
442 obj
->which_kind
= ENCH_WEAPON
;
443 } else if (percent
<= 80) {
444 obj
->which_kind
= AGGRAVATE_MONSTER
;
445 } else if (percent
<= 86) {
446 obj
->which_kind
= CON_MON
;
448 obj
->which_kind
= MAGIC_MAPPING
;
453 gr_potion(object
*obj
)
457 percent
= get_rand(1, 118);
459 obj
->what_is
= POTION
;
462 obj
->which_kind
= RAISE_LEVEL
;
463 } else if (percent
<= 15) {
464 obj
->which_kind
= DETECT_OBJECTS
;
465 } else if (percent
<= 25) {
466 obj
->which_kind
= DETECT_MONSTER
;
467 } else if (percent
<= 35) {
468 obj
->which_kind
= INCREASE_STRENGTH
;
469 } else if (percent
<= 45) {
470 obj
->which_kind
= RESTORE_STRENGTH
;
471 } else if (percent
<= 55) {
472 obj
->which_kind
= HEALING
;
473 } else if (percent
<= 65) {
474 obj
->which_kind
= EXTRA_HEALING
;
475 } else if (percent
<= 75) {
476 obj
->which_kind
= BLINDNESS
;
477 } else if (percent
<= 85) {
478 obj
->which_kind
= HALLUCINATION
;
479 } else if (percent
<= 95) {
480 obj
->which_kind
= CONFUSION
;
481 } else if (percent
<= 105) {
482 obj
->which_kind
= POISON
;
483 } else if (percent
<= 110) {
484 obj
->which_kind
= LEVITATION
;
485 } else if (percent
<= 114) {
486 obj
->which_kind
= HASTE_SELF
;
488 obj
->which_kind
= SEE_INVISIBLE
;
493 gr_weapon(object
*obj
, int assign_wk
)
497 short blessing
, increment
;
499 obj
->what_is
= WEAPON
;
501 obj
->which_kind
= get_rand(0, (WEAPONS
- 1));
503 if ((obj
->which_kind
== ARROW
) || (obj
->which_kind
== DAGGER
) ||
504 (obj
->which_kind
== SHURIKEN
) | (obj
->which_kind
== DART
)) {
505 obj
->quantity
= get_rand(3, 15);
506 obj
->quiver
= get_rand(0, 126);
510 obj
->hit_enchant
= obj
->d_enchant
= 0;
512 percent
= get_rand(1, 96);
513 blessing
= get_rand(1, 3);
517 } else if (percent
<= 32) {
522 for (i
= 0; i
< blessing
; i
++) {
524 obj
->hit_enchant
+= increment
;
526 obj
->d_enchant
+= increment
;
530 switch(obj
->which_kind
) {
550 case TWO_HANDED_SWORD
:
557 gr_armor(object
*obj
)
562 obj
->what_is
= ARMOR
;
563 obj
->which_kind
= get_rand(0, (ARMORS
- 1));
564 obj
->class = obj
->which_kind
+ 2;
565 if ((obj
->which_kind
== PLATE
) || (obj
->which_kind
== SPLINT
)) {
568 obj
->is_protected
= 0;
571 percent
= get_rand(1, 100);
572 blessing
= get_rand(1, 3);
576 obj
->d_enchant
-= blessing
;
577 } else if (percent
<= 33) {
578 obj
->d_enchant
+= blessing
;
586 obj
->which_kind
= get_rand(0, (WANDS
- 1));
587 obj
->class = get_rand(3, 7);
591 get_food(object
*obj
, boolean force_ration
)
595 if (force_ration
|| rand_percent(80)) {
596 obj
->which_kind
= RATION
;
598 obj
->which_kind
= FRUIT
;
607 gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
));
608 dungeon
[row
][col
] |= STAIRS
;
612 get_armor_class(const object
*obj
)
615 return(obj
->class + obj
->d_enchant
);
627 free_list
= free_list
->next_object
;
628 } else if (!(obj
= (object
*) md_malloc(sizeof(object
)))) {
629 message("cannot allocate object, saving game", 0);
630 save_into_file(error_file
);
634 obj
->picked_up
= obj
->is_cursed
= 0;
635 obj
->in_use_flags
= NOT_USED
;
636 obj
->identified
= UNIDENTIFIED
;
642 free_object(object
*obj
)
644 obj
->next_object
= free_list
;
653 party_room
= gr_room();
655 n
= rand_percent(99) ? party_objects(party_room
) : 11;
656 if (rand_percent(99)) {
657 party_monsters(party_room
, n
);
665 short mc
, rc
, row
, col
;
668 obj
= level_objects
.next_object
;
674 rc
= get_mask_char(obj
->what_is
);
676 if (dungeon
[row
][col
] & MONSTER
) {
677 if ((monster
= object_at(&level_monsters
, row
, col
))) {
678 monster
->trail_char
= rc
;
681 mc
= mvinch(row
, col
);
682 if (((mc
< 'A') || (mc
> 'Z')) &&
683 ((row
!= rogue
.row
) || (col
!= rogue
.col
))) {
684 mvaddch(row
, col
, rc
);
686 obj
= obj
->next_object
;
689 monster
= level_monsters
.next_object
;
692 if (monster
->m_flags
& IMITATES
) {
693 mvaddch(monster
->row
, monster
->col
, (int) monster
->disguise
);
695 monster
= monster
->next_monster
;
704 obj
= alloc_object();
705 obj
->what_is
= AMULET
;
710 rand_place(object
*obj
)
714 gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
));
715 place_at(obj
, row
, col
);
719 c_object_for_wizard(void)
721 short ch
, max
= 0, wk
;
725 if (pack_count((object
*) 0) >= MAX_PACK_COUNT
) {
726 message("pack full", 0);
729 message("type of object?", 0);
731 while (r_index("!?:)]=/,\033", (ch
= rgetchar()), 0) == -1) {
739 obj
= alloc_object();
743 obj
->what_is
= POTION
;
747 obj
->what_is
= SCROL
;
751 obj
->what_is
= AMULET
;
773 if ((ch
!= ',') && (ch
!= ':')) {
775 if (get_input_line("which kind?", "", buf
, "", 0, 1)) {
776 wk
= get_number(buf
);
777 if ((wk
>= 0) && (wk
<= max
)) {
778 obj
->which_kind
= (unsigned short) wk
;
779 if (obj
->what_is
== RING
) {
793 add_to_pack(obj
, &rogue
.pack
, 1);