/* $OpenBSD: object.c,v 1.7 2002/07/26 19:53:15 pjanzen Exp $ */ /* $NetBSD: object.c,v 1.3 1995/04/22 10:27:50 cgd Exp $ */ /* * Copyright (c) 1988, 1993 * The Regents of the University of California. All rights reserved. * * This code is derived from software contributed to Berkeley by * Timothy C. Stoehr. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. All advertising materials mentioning features or use of this software * must display the following acknowledgement: * This product includes software developed by the University of * California, Berkeley and its contributors. * 4. Neither the name of the University nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */ #ifndef lint #if 0 static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93"; #else static const char rcsid[] = "$OpenBSD: object.c,v 1.7 2002/07/26 19:53:15 pjanzen Exp $"; #endif #endif /* not lint */ /* * object.c * * This source herein may be modified and/or distributed by anybody who * so desires, with the following restrictions: * 1.) No portion of this notice shall be removed. * 2.) Credit shall not be taken for the creation of this source. * 3.) This code is not to be traded, sold, or used for personal * gain or profit. * */ #include "rogue.h" object level_objects; unsigned short dungeon[DROWS][DCOLS]; short foods = 0; object *free_list = (object *) 0; char *fruit = (char *) 0; fighter rogue = { INIT_AW, /* armor */ INIT_AW, /* weapon */ INIT_RINGS, /* left ring */ INIT_RINGS, /* right ring */ INIT_HP, /* Hp current */ INIT_HP, /* Hp max */ INIT_STR, /* Str current */ INIT_STR, /* Str max */ INIT_PACK, /* pack */ INIT_GOLD, /* gold */ INIT_EXPLEVEL, /* exp level */ INIT_EXP, /* exp points */ 0, 0, /* row, col */ INIT_CHAR, /* char */ INIT_MOVES /* moves */ }; struct id id_potions[POTIONS] = { {100, "blue ", "of increase strength ", 0}, {250, "red ", "of restore strength ", 0}, {100, "green ", "of healing ", 0}, {200, "grey ", "of extra healing ", 0}, {10, "brown ", "of poison ", 0}, {300, "clear ", "of raise level ", 0}, {10, "pink ", "of blindness ", 0}, {25, "white ", "of hallucination ", 0}, {100, "purple ", "of detect monster ", 0}, {100, "black ", "of detect things ", 0}, {10, "yellow ", "of confusion ", 0}, {80, "plaid ", "of levitation ", 0}, {150, "burgundy ", "of haste self ", 0}, {145, "beige ", "of see invisible ", 0} }; struct id id_scrolls[SCROLS] = { {505, "", "of protect armor ", 0}, {200, "", "of hold monster ", 0}, {235, "", "of enchant weapon ", 0}, {235, "", "of enchant armor ", 0}, {175, "", "of identify ", 0}, {190, "", "of teleportation ", 0}, {25, "", "of sleep ", 0}, {610, "", "of scare monster ", 0}, {210, "", "of remove curse ", 0}, {80, "", "of create monster ",0}, {25, "", "of aggravate monster ",0}, {180, "", "of magic mapping ", 0}, {90, "", "of confuse monster ", 0} }; struct id id_weapons[WEAPONS] = { {150, "short bow ", "", 0}, {8, "darts ", "", 0}, {15, "arrows ", "", 0}, {27, "daggers ", "", 0}, {35, "shurikens ", "", 0}, {360, "mace ", "", 0}, {470, "long sword ", "", 0}, {580, "two-handed sword ", "", 0} }; struct id id_armors[ARMORS] = { {300, "leather armor ", "", (UNIDENTIFIED)}, {300, "ring mail ", "", (UNIDENTIFIED)}, {400, "scale mail ", "", (UNIDENTIFIED)}, {500, "chain mail ", "", (UNIDENTIFIED)}, {600, "banded mail ", "", (UNIDENTIFIED)}, {600, "splint mail ", "", (UNIDENTIFIED)}, {700, "plate mail ", "", (UNIDENTIFIED)} }; struct id id_wands[WANDS] = { {25, "", "of teleport away ",0}, {50, "", "of slow monster ", 0}, {8, "", "of invisibility ",0}, {55, "", "of polymorph ",0}, {2, "", "of haste monster ",0}, {20, "", "of magic missile ",0}, {20, "", "of cancellation ",0}, {0, "", "of do nothing ",0}, {35, "", "of drain life ",0}, {20, "", "of cold ",0}, {20, "", "of fire ",0} }; struct id id_rings[RINGS] = { {250, "", "of stealth ",0}, {100, "", "of teleportation ", 0}, {255, "", "of regeneration ",0}, {295, "", "of slow digestion ",0}, {200, "", "of add strength ",0}, {250, "", "of sustain strength ",0}, {250, "", "of dexterity ",0}, {25, "", "of adornment ",0}, {300, "", "of see invisible ",0}, {290, "", "of maintain armor ",0}, {270, "", "of searching ",0}, }; void put_objects() { short i, n; object *obj; if (cur_level < max_level) { return; } n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); while (rand_percent(33)) { n++; } if (party_room != NO_ROOM) { make_party(); } for (i = 0; i < n; i++) { obj = gr_object(); rand_place(obj); } put_gold(); } void put_gold() { short i, j; short row,col; boolean is_maze, is_room; for (i = 0; i < MAXROOMS; i++) { is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; if (!(is_room || is_maze)) { continue; } if (is_maze || rand_percent(GOLD_PERCENT)) { for (j = 0; j < 50; j++) { row = get_rand(rooms[i].top_row+1, rooms[i].bottom_row-1); col = get_rand(rooms[i].left_col+1, rooms[i].right_col-1); if ((dungeon[row][col] == FLOOR) || (dungeon[row][col] == TUNNEL)) { plant_gold(row, col, is_maze); break; } } } } } void plant_gold(row, col, is_maze) short row, col; boolean is_maze; { object *obj; obj = alloc_object(); obj->row = row; obj->col = col; obj->what_is = GOLD; obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); if (is_maze) { obj->quantity += obj->quantity / 2; } dungeon[row][col] |= OBJECT; (void) add_to_pack(obj, &level_objects, 0); } void place_at(obj, row, col) object *obj; short row, col; { obj->row = row; obj->col = col; dungeon[row][col] |= OBJECT; (void) add_to_pack(obj, &level_objects, 0); } object * object_at(pack, row, col) object *pack; short row, col; { object *obj = (object *) 0; if (dungeon[row][col] & (MONSTER | OBJECT)) { obj = pack->next_object; while (obj && ((obj->row != row) || (obj->col != col))) { obj = obj->next_object; } if (!obj) { messagef(1, "object_at(): inconsistent"); } } return(obj); } object * get_letter_object(ch) int ch; { object *obj; obj = rogue.pack.next_object; while (obj && (obj->ichar != ch)) { obj = obj->next_object; } return(obj); } void free_stuff(objlist) object *objlist; { object *obj; while (objlist->next_object) { obj = objlist->next_object; objlist->next_object = objlist->next_object->next_object; free_object(obj); } } char * name_of(obj) const object *obj; { char *retstring; switch(obj->what_is) { case SCROL: retstring = obj->quantity > 1 ? "scrolls " : "scroll "; break; case POTION: retstring = obj->quantity > 1 ? "potions " : "potion "; break; case FOOD: if (obj->which_kind == RATION) { retstring = "food "; } else { retstring = fruit; } break; case WAND: retstring = is_wood[obj->which_kind] ? "staff " : "wand "; break; case WEAPON: switch(obj->which_kind) { case DART: retstring=obj->quantity > 1 ? "darts " : "dart "; break; case ARROW: retstring=obj->quantity > 1 ? "arrows " : "arrow "; break; case DAGGER: retstring=obj->quantity > 1 ? "daggers " : "dagger "; break; case SHURIKEN: retstring=obj->quantity > 1?"shurikens ":"shuriken "; break; default: retstring = id_weapons[obj->which_kind].title; } break; case ARMOR: retstring = "armor "; break; case RING: retstring = "ring "; break; case AMULET: retstring = "amulet "; break; default: retstring = "unknown "; break; } return(retstring); } object * gr_object() { object *obj; obj = alloc_object(); if (foods < (cur_level / 3)) { obj->what_is = FOOD; foods++; } else { obj->what_is = gr_what_is(); } switch(obj->what_is) { case SCROL: gr_scroll(obj); break; case POTION: gr_potion(obj); break; case WEAPON: gr_weapon(obj, 1); break; case ARMOR: gr_armor(obj); break; case WAND: gr_wand(obj); break; case FOOD: get_food(obj, 0); break; case RING: gr_ring(obj, 1); break; } return(obj); } unsigned short gr_what_is() { short percent; unsigned short what_is; percent = get_rand(1, 91); if (percent <= 30) { what_is = SCROL; } else if (percent <= 60) { what_is = POTION; } else if (percent <= 64) { what_is = WAND; } else if (percent <= 74) { what_is = WEAPON; } else if (percent <= 83) { what_is = ARMOR; } else if (percent <= 88) { what_is = FOOD; } else { what_is = RING; } return(what_is); } void gr_scroll(obj) object *obj; { short percent; percent = get_rand(0, 91); obj->what_is = SCROL; if (percent <= 5) { obj->which_kind = PROTECT_ARMOR; } else if (percent <= 10) { obj->which_kind = HOLD_MONSTER; } else if (percent <= 20) { obj->which_kind = CREATE_MONSTER; } else if (percent <= 35) { obj->which_kind = IDENTIFY; } else if (percent <= 43) { obj->which_kind = TELEPORT; } else if (percent <= 50) { obj->which_kind = SLEEP; } else if (percent <= 55) { obj->which_kind = SCARE_MONSTER; } else if (percent <= 64) { obj->which_kind = REMOVE_CURSE; } else if (percent <= 69) { obj->which_kind = ENCH_ARMOR; } else if (percent <= 74) { obj->which_kind = ENCH_WEAPON; } else if (percent <= 80) { obj->which_kind = AGGRAVATE_MONSTER; } else if (percent <= 86) { obj->which_kind = CON_MON; } else { obj->which_kind = MAGIC_MAPPING; } } void gr_potion(obj) object *obj; { short percent; percent = get_rand(1, 118); obj->what_is = POTION; if (percent <= 5) { obj->which_kind = RAISE_LEVEL; } else if (percent <= 15) { obj->which_kind = DETECT_OBJECTS; } else if (percent <= 25) { obj->which_kind = DETECT_MONSTER; } else if (percent <= 35) { obj->which_kind = INCREASE_STRENGTH; } else if (percent <= 45) { obj->which_kind = RESTORE_STRENGTH; } else if (percent <= 55) { obj->which_kind = HEALING; } else if (percent <= 65) { obj->which_kind = EXTRA_HEALING; } else if (percent <= 75) { obj->which_kind = BLINDNESS; } else if (percent <= 85) { obj->which_kind = HALLUCINATION; } else if (percent <= 95) { obj->which_kind = CONFUSION; } else if (percent <= 105) { obj->which_kind = POISON; } else if (percent <= 110) { obj->which_kind = LEVITATION; } else if (percent <= 114) { obj->which_kind = HASTE_SELF; } else { obj->which_kind = SEE_INVISIBLE; } } void gr_weapon(obj, assign_wk) object *obj; int assign_wk; { short percent; short i; short blessing, increment; obj->what_is = WEAPON; if (assign_wk) { obj->which_kind = get_rand(0, (WEAPONS - 1)); } if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { obj->quantity = get_rand(3, 15); obj->quiver = get_rand(0, 126); } else { obj->quantity = 1; } obj->hit_enchant = obj->d_enchant = 0; percent = get_rand(1, 96); blessing = get_rand(1, 3); if (percent <= 32) { if (percent <= 16) { increment = 1; } else { increment = -1; obj->is_cursed = 1; } for (i = 0; i < blessing; i++) { if (coin_toss()) { obj->hit_enchant += increment; } else { obj->d_enchant += increment; } } } switch(obj->which_kind) { case BOW: case DART: obj->damage = "1d1"; break; case ARROW: obj->damage = "1d2"; break; case DAGGER: obj->damage = "1d3"; break; case SHURIKEN: obj->damage = "1d4"; break; case MACE: obj->damage = "2d3"; break; case LONG_SWORD: obj->damage = "3d4"; break; case TWO_HANDED_SWORD: obj->damage = "4d5"; break; } } void gr_armor(obj) object *obj; { short percent; short blessing; obj->what_is = ARMOR; obj->which_kind = get_rand(0, (ARMORS - 1)); obj->class = obj->which_kind + 2; if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { obj->class--; } obj->is_protected = 0; obj->d_enchant = 0; percent = get_rand(1, 100); blessing = get_rand(1, 3); if (percent <= 16) { obj->is_cursed = 1; obj->d_enchant -= blessing; } else if (percent <= 33) { obj->d_enchant += blessing; } } void gr_wand(obj) object *obj; { obj->what_is = WAND; obj->which_kind = get_rand(0, (WANDS - 1)); obj->class = get_rand(3, 7); } void get_food(obj, force_ration) object *obj; boolean force_ration; { obj->what_is = FOOD; if (force_ration || rand_percent(80)) { obj->which_kind = RATION; } else { obj->which_kind = FRUIT; } } void put_stairs() { short row, col; gr_row_col(&row, &col, (FLOOR | TUNNEL)); dungeon[row][col] |= STAIRS; } int get_armor_class(obj) const object *obj; { if (obj) { return(obj->class + obj->d_enchant); } return(0); } object * alloc_object() { object *obj; if (free_list) { obj = free_list; free_list = free_list->next_object; } else if (!(obj = (object *) md_malloc(sizeof(object)))) { messagef(0, "cannot allocate object, saving game"); save_into_file(error_file); } obj->quantity = 1; obj->ichar = 'L'; obj->picked_up = obj->is_cursed = 0; obj->in_use_flags = NOT_USED; obj->identified = UNIDENTIFIED; obj->damage = "1d1"; return(obj); } void free_object(obj) object *obj; { obj->next_object = free_list; free_list = obj; } void make_party() { short n; party_room = gr_room(); n = rand_percent(99) ? party_objects(party_room) : 11; if (rand_percent(99)) { party_monsters(party_room, n); } } void show_objects() { object *obj; short mc, rc, row, col; object *monster; obj = level_objects.next_object; while (obj) { row = obj->row; col = obj->col; rc = get_mask_char(obj->what_is); if (dungeon[row][col] & MONSTER) { if ((monster = object_at(&level_monsters, row, col))) { monster->trail_char = rc; } } mc = mvinch(row, col); if (((mc < 'A') || (mc > 'Z')) && ((row != rogue.row) || (col != rogue.col))) { mvaddch(row, col, rc); } obj = obj->next_object; } monster = level_monsters.next_object; while (monster) { if (monster->m_flags & IMITATES) { mvaddch(monster->row, monster->col, (int) monster->disguise); } monster = monster->next_monster; } } void put_amulet() { object *obj; obj = alloc_object(); obj->what_is = AMULET; rand_place(obj); } void rand_place(obj) object *obj; { short row, col; gr_row_col(&row, &col, (FLOOR | TUNNEL)); place_at(obj, row, col); } void c_object_for_wizard() { short ch, max, wk; object *obj; char buf[80]; max = 0; if (pack_count((object *) 0) >= MAX_PACK_COUNT) { messagef(0, "pack full"); return; } messagef(0, "type of object?"); while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { beep(); } check_message(); if (ch == '\033') { return; } obj = alloc_object(); switch(ch) { case '!': obj->what_is = POTION; max = POTIONS - 1; break; case '?': obj->what_is = SCROL; max = SCROLS - 1; break; case ',': obj->what_is = AMULET; break; case ':': get_food(obj, 0); break; case ')': gr_weapon(obj, 0); max = WEAPONS - 1; break; case ']': gr_armor(obj); max = ARMORS - 1; break; case '/': gr_wand(obj); max = WANDS - 1; break; case '=': max = RINGS - 1; obj->what_is = RING; break; } if ((ch != ',') && (ch != ':')) { GIL: if (get_input_line("which kind?", "", buf, sizeof(buf), "", 0, 1)) { wk = get_number(buf); if ((wk >= 0) && (wk <= max)) { obj->which_kind = (unsigned short) wk; if (obj->what_is == RING) { gr_ring(obj, 0); } } else { beep(); goto GIL; } } else { free_object(obj); return; } } get_desc(obj, buf, sizeof(buf)); messagef(0, "%s", buf); (void) add_to_pack(obj, &rogue.pack, 1); }