]> git.cameronkatri.com Git - bsdgames-darwin.git/blob - rogue/object.c
__STDC__ is always defined on NetBSD.
[bsdgames-darwin.git] / rogue / object.c
1 /* $NetBSD: object.c,v 1.8 1998/11/10 13:01:32 hubertf 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. All advertising materials mentioning features or use of this software
19 * must display the following acknowledgement:
20 * This product includes software developed by the University of
21 * California, Berkeley and its contributors.
22 * 4. Neither the name of the University nor the names of its contributors
23 * may be used to endorse or promote products derived from this software
24 * without specific prior written permission.
25 *
26 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 * SUCH DAMAGE.
37 */
38
39 #include <sys/cdefs.h>
40 #ifndef lint
41 #if 0
42 static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93";
43 #else
44 __RCSID("$NetBSD: object.c,v 1.8 1998/11/10 13:01:32 hubertf Exp $");
45 #endif
46 #endif /* not lint */
47
48 /*
49 * object.c
50 *
51 * This source herein may be modified and/or distributed by anybody who
52 * so desires, with the following restrictions:
53 * 1.) No portion of this notice shall be removed.
54 * 2.) Credit shall not be taken for the creation of this source.
55 * 3.) This code is not to be traded, sold, or used for personal
56 * gain or profit.
57 *
58 */
59
60 #include "rogue.h"
61
62 object level_objects;
63 unsigned short dungeon[DROWS][DCOLS];
64 short foods = 0;
65 object *free_list = (object *) 0;
66 char *fruit = (char *) 0;
67
68 fighter rogue = {
69 INIT_AW, /* armor */
70 INIT_AW, /* weapon */
71 INIT_RINGS, /* left ring */
72 INIT_RINGS, /* right ring */
73 INIT_HP, /* Hp current */
74 INIT_HP, /* Hp max */
75 INIT_STR, /* Str current */
76 INIT_STR, /* Str max */
77 INIT_PACK, /* pack */
78 INIT_GOLD, /* gold */
79 INIT_EXPLEVEL, /* exp level */
80 INIT_EXP, /* exp points */
81 0, 0, /* row, col */
82 INIT_CHAR, /* char */
83 INIT_MOVES /* moves */
84 };
85
86 struct id id_potions[POTIONS] = {
87 {100, "blue \0 ", "of increase strength ", 0},
88 {250, "red \0 ", "of restore strength ", 0},
89 {100, "green \0 ", "of healing ", 0},
90 {200, "grey \0 ", "of extra healing ", 0},
91 {10, "brown \0 ", "of poison ", 0},
92 {300, "clear \0 ", "of raise level ", 0},
93 {10, "pink \0 ", "of blindness ", 0},
94 {25, "white \0 ", "of hallucination ", 0},
95 {100, "purple \0 ", "of detect monster ", 0},
96 {100, "black \0 ", "of detect things ", 0},
97 {10, "yellow \0 ", "of confusion ", 0},
98 {80, "plaid \0 ", "of levitation ", 0},
99 {150, "burgundy \0 ", "of haste self ", 0},
100 {145, "beige \0 ", "of see invisible ", 0}
101 };
102
103 struct id id_scrolls[SCROLS] = {
104 {505, " ", "of protect armor ", 0},
105 {200, " ", "of hold monster ", 0},
106 {235, " ", "of enchant weapon ", 0},
107 {235, " ", "of enchant armor ", 0},
108 {175, " ", "of identify ", 0},
109 {190, " ", "of teleportation ", 0},
110 {25, " ", "of sleep ", 0},
111 {610, " ", "of scare monster ", 0},
112 {210, " ", "of remove curse ", 0},
113 {80, " ", "of create monster ",0},
114 {25, " ", "of aggravate monster ",0},
115 {180, " ", "of magic mapping ", 0},
116 {90, " ", "of confuse monster ", 0}
117 };
118
119 struct id id_weapons[WEAPONS] = {
120 {150, "short bow ", "", 0},
121 {8, "darts ", "", 0},
122 {15, "arrows ", "", 0},
123 {27, "daggers ", "", 0},
124 {35, "shurikens ", "", 0},
125 {360, "mace ", "", 0},
126 {470, "long sword ", "", 0},
127 {580, "two-handed sword ", "", 0}
128 };
129
130 struct id id_armors[ARMORS] = {
131 {300, "leather armor ", "", (UNIDENTIFIED)},
132 {300, "ring mail ", "", (UNIDENTIFIED)},
133 {400, "scale mail ", "", (UNIDENTIFIED)},
134 {500, "chain mail ", "", (UNIDENTIFIED)},
135 {600, "banded mail ", "", (UNIDENTIFIED)},
136 {600, "splint mail ", "", (UNIDENTIFIED)},
137 {700, "plate mail ", "", (UNIDENTIFIED)}
138 };
139
140 struct id id_wands[WANDS] = {
141 {25, " ", "of teleport away ",0},
142 {50, " ", "of slow monster ", 0},
143 {8, " ", "of invisibility ",0},
144 {55, " ", "of polymorph ",0},
145 {2, " ", "of haste monster ",0},
146 {20, " ", "of magic missile ",0},
147 {20, " ", "of cancellation ",0},
148 {0, " ", "of do nothing ",0},
149 {35, " ", "of drain life ",0},
150 {20, " ", "of cold ",0},
151 {20, " ", "of fire ",0}
152 };
153
154 struct id id_rings[RINGS] = {
155 {250, " ", "of stealth ",0},
156 {100, " ", "of teleportation ", 0},
157 {255, " ", "of regeneration ",0},
158 {295, " ", "of slow digestion ",0},
159 {200, " ", "of add strength ",0},
160 {250, " ", "of sustain strength ",0},
161 {250, " ", "of dexterity ",0},
162 {25, " ", "of adornment ",0},
163 {300, " ", "of see invisible ",0},
164 {290, " ", "of maintain armor ",0},
165 {270, " ", "of searching ",0},
166 };
167
168 void
169 put_objects()
170 {
171 short i, n;
172 object *obj;
173
174 if (cur_level < max_level) {
175 return;
176 }
177 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
178 while (rand_percent(33)) {
179 n++;
180 }
181 if (party_room != NO_ROOM) {
182 make_party();
183 }
184 for (i = 0; i < n; i++) {
185 obj = gr_object();
186 rand_place(obj);
187 }
188 put_gold();
189 }
190
191 void
192 put_gold()
193 {
194 short i, j;
195 short row,col;
196 boolean is_maze, is_room;
197
198 for (i = 0; i < MAXROOMS; i++) {
199 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
200 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
201
202 if (!(is_room || is_maze)) {
203 continue;
204 }
205 if (is_maze || rand_percent(GOLD_PERCENT)) {
206 for (j = 0; j < 50; j++) {
207 row = get_rand(rooms[i].top_row+1,
208 rooms[i].bottom_row-1);
209 col = get_rand(rooms[i].left_col+1,
210 rooms[i].right_col-1);
211 if ((dungeon[row][col] == FLOOR) ||
212 (dungeon[row][col] == TUNNEL)) {
213 plant_gold(row, col, is_maze);
214 break;
215 }
216 }
217 }
218 }
219 }
220
221 void
222 plant_gold(row, col, is_maze)
223 short row, col;
224 boolean is_maze;
225 {
226 object *obj;
227
228 obj = alloc_object();
229 obj->row = row; obj->col = col;
230 obj->what_is = GOLD;
231 obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
232 if (is_maze) {
233 obj->quantity += obj->quantity / 2;
234 }
235 dungeon[row][col] |= OBJECT;
236 (void) add_to_pack(obj, &level_objects, 0);
237 }
238
239 void
240 place_at(obj, row, col)
241 object *obj;
242 int row, col;
243 {
244 obj->row = row;
245 obj->col = col;
246 dungeon[row][col] |= OBJECT;
247 (void) add_to_pack(obj, &level_objects, 0);
248 }
249
250 object *
251 object_at(pack, row, col)
252 object *pack;
253 short row, col;
254 {
255 object *obj = (object *) 0;
256
257 if (dungeon[row][col] & (MONSTER | OBJECT)) {
258 obj = pack->next_object;
259
260 while (obj && ((obj->row != row) || (obj->col != col))) {
261 obj = obj->next_object;
262 }
263 if (!obj) {
264 message("object_at(): inconsistent", 1);
265 }
266 }
267 return(obj);
268 }
269
270 object *
271 get_letter_object(ch)
272 int ch;
273 {
274 object *obj;
275
276 obj = rogue.pack.next_object;
277
278 while (obj && (obj->ichar != ch)) {
279 obj = obj->next_object;
280 }
281 return(obj);
282 }
283
284 void
285 free_stuff(objlist)
286 object *objlist;
287 {
288 object *obj;
289
290 while (objlist->next_object) {
291 obj = objlist->next_object;
292 objlist->next_object =
293 objlist->next_object->next_object;
294 free_object(obj);
295 }
296 }
297
298 const char *
299 name_of(obj)
300 const object *obj;
301 {
302 const char *retstring;
303
304 switch(obj->what_is) {
305 case SCROL:
306 retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
307 break;
308 case POTION:
309 retstring = obj->quantity > 1 ? "potions " : "potion ";
310 break;
311 case FOOD:
312 if (obj->which_kind == RATION) {
313 retstring = "food ";
314 } else {
315 retstring = fruit;
316 }
317 break;
318 case WAND:
319 retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
320 break;
321 case WEAPON:
322 switch(obj->which_kind) {
323 case DART:
324 retstring=obj->quantity > 1 ? "darts " : "dart ";
325 break;
326 case ARROW:
327 retstring=obj->quantity > 1 ? "arrows " : "arrow ";
328 break;
329 case DAGGER:
330 retstring=obj->quantity > 1 ? "daggers " : "dagger ";
331 break;
332 case SHURIKEN:
333 retstring=obj->quantity > 1?"shurikens ":"shuriken ";
334 break;
335 default:
336 retstring = id_weapons[obj->which_kind].title;
337 }
338 break;
339 case ARMOR:
340 retstring = "armor ";
341 break;
342 case RING:
343 retstring = "ring ";
344 break;
345 case AMULET:
346 retstring = "amulet ";
347 break;
348 default:
349 retstring = "unknown ";
350 break;
351 }
352 return(retstring);
353 }
354
355 object *
356 gr_object()
357 {
358 object *obj;
359
360 obj = alloc_object();
361
362 if (foods < (cur_level / 3)) {
363 obj->what_is = FOOD;
364 foods++;
365 } else {
366 obj->what_is = gr_what_is();
367 }
368 switch(obj->what_is) {
369 case SCROL:
370 gr_scroll(obj);
371 break;
372 case POTION:
373 gr_potion(obj);
374 break;
375 case WEAPON:
376 gr_weapon(obj, 1);
377 break;
378 case ARMOR:
379 gr_armor(obj);
380 break;
381 case WAND:
382 gr_wand(obj);
383 break;
384 case FOOD:
385 get_food(obj, 0);
386 break;
387 case RING:
388 gr_ring(obj, 1);
389 break;
390 }
391 return(obj);
392 }
393
394 unsigned short
395 gr_what_is()
396 {
397 short percent;
398 unsigned short what_is;
399
400 percent = get_rand(1, 91);
401
402 if (percent <= 30) {
403 what_is = SCROL;
404 } else if (percent <= 60) {
405 what_is = POTION;
406 } else if (percent <= 64) {
407 what_is = WAND;
408 } else if (percent <= 74) {
409 what_is = WEAPON;
410 } else if (percent <= 83) {
411 what_is = ARMOR;
412 } else if (percent <= 88) {
413 what_is = FOOD;
414 } else {
415 what_is = RING;
416 }
417 return(what_is);
418 }
419
420 void
421 gr_scroll(obj)
422 object *obj;
423 {
424 short percent;
425
426 percent = get_rand(0, 91);
427
428 obj->what_is = SCROL;
429
430 if (percent <= 5) {
431 obj->which_kind = PROTECT_ARMOR;
432 } else if (percent <= 10) {
433 obj->which_kind = HOLD_MONSTER;
434 } else if (percent <= 20) {
435 obj->which_kind = CREATE_MONSTER;
436 } else if (percent <= 35) {
437 obj->which_kind = IDENTIFY;
438 } else if (percent <= 43) {
439 obj->which_kind = TELEPORT;
440 } else if (percent <= 50) {
441 obj->which_kind = SLEEP;
442 } else if (percent <= 55) {
443 obj->which_kind = SCARE_MONSTER;
444 } else if (percent <= 64) {
445 obj->which_kind = REMOVE_CURSE;
446 } else if (percent <= 69) {
447 obj->which_kind = ENCH_ARMOR;
448 } else if (percent <= 74) {
449 obj->which_kind = ENCH_WEAPON;
450 } else if (percent <= 80) {
451 obj->which_kind = AGGRAVATE_MONSTER;
452 } else if (percent <= 86) {
453 obj->which_kind = CON_MON;
454 } else {
455 obj->which_kind = MAGIC_MAPPING;
456 }
457 }
458
459 void
460 gr_potion(obj)
461 object *obj;
462 {
463 short percent;
464
465 percent = get_rand(1, 118);
466
467 obj->what_is = POTION;
468
469 if (percent <= 5) {
470 obj->which_kind = RAISE_LEVEL;
471 } else if (percent <= 15) {
472 obj->which_kind = DETECT_OBJECTS;
473 } else if (percent <= 25) {
474 obj->which_kind = DETECT_MONSTER;
475 } else if (percent <= 35) {
476 obj->which_kind = INCREASE_STRENGTH;
477 } else if (percent <= 45) {
478 obj->which_kind = RESTORE_STRENGTH;
479 } else if (percent <= 55) {
480 obj->which_kind = HEALING;
481 } else if (percent <= 65) {
482 obj->which_kind = EXTRA_HEALING;
483 } else if (percent <= 75) {
484 obj->which_kind = BLINDNESS;
485 } else if (percent <= 85) {
486 obj->which_kind = HALLUCINATION;
487 } else if (percent <= 95) {
488 obj->which_kind = CONFUSION;
489 } else if (percent <= 105) {
490 obj->which_kind = POISON;
491 } else if (percent <= 110) {
492 obj->which_kind = LEVITATION;
493 } else if (percent <= 114) {
494 obj->which_kind = HASTE_SELF;
495 } else {
496 obj->which_kind = SEE_INVISIBLE;
497 }
498 }
499
500 void
501 gr_weapon(obj, assign_wk)
502 object *obj;
503 int assign_wk;
504 {
505 short percent;
506 short i;
507 short blessing, increment;
508
509 obj->what_is = WEAPON;
510 if (assign_wk) {
511 obj->which_kind = get_rand(0, (WEAPONS - 1));
512 }
513 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
514 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
515 obj->quantity = get_rand(3, 15);
516 obj->quiver = get_rand(0, 126);
517 } else {
518 obj->quantity = 1;
519 }
520 obj->hit_enchant = obj->d_enchant = 0;
521
522 percent = get_rand(1, 96);
523 blessing = get_rand(1, 3);
524
525 if (percent <= 32) {
526 if (percent <= 16) {
527 increment = 1;
528 } else {
529 increment = -1;
530 obj->is_cursed = 1;
531 }
532 for (i = 0; i < blessing; i++) {
533 if (coin_toss()) {
534 obj->hit_enchant += increment;
535 } else {
536 obj->d_enchant += increment;
537 }
538 }
539 }
540 switch(obj->which_kind) {
541 case BOW:
542 case DART:
543 obj->damage = "1d1";
544 break;
545 case ARROW:
546 obj->damage = "1d2";
547 break;
548 case DAGGER:
549 obj->damage = "1d3";
550 break;
551 case SHURIKEN:
552 obj->damage = "1d4";
553 break;
554 case MACE:
555 obj->damage = "2d3";
556 break;
557 case LONG_SWORD:
558 obj->damage = "3d4";
559 break;
560 case TWO_HANDED_SWORD:
561 obj->damage = "4d5";
562 break;
563 }
564 }
565
566 void
567 gr_armor(obj)
568 object *obj;
569 {
570 short percent;
571 short blessing;
572
573 obj->what_is = ARMOR;
574 obj->which_kind = get_rand(0, (ARMORS - 1));
575 obj->class = obj->which_kind + 2;
576 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
577 obj->class--;
578 }
579 obj->is_protected = 0;
580 obj->d_enchant = 0;
581
582 percent = get_rand(1, 100);
583 blessing = get_rand(1, 3);
584
585 if (percent <= 16) {
586 obj->is_cursed = 1;
587 obj->d_enchant -= blessing;
588 } else if (percent <= 33) {
589 obj->d_enchant += blessing;
590 }
591 }
592
593 void
594 gr_wand(obj)
595 object *obj;
596 {
597 obj->what_is = WAND;
598 obj->which_kind = get_rand(0, (WANDS - 1));
599 obj->class = get_rand(3, 7);
600 }
601
602 void
603 get_food(obj, force_ration)
604 object *obj;
605 boolean force_ration;
606 {
607 obj->what_is = FOOD;
608
609 if (force_ration || rand_percent(80)) {
610 obj->which_kind = RATION;
611 } else {
612 obj->which_kind = FRUIT;
613 }
614 }
615
616 void
617 put_stairs()
618 {
619 short row, col;
620
621 gr_row_col(&row, &col, (FLOOR | TUNNEL));
622 dungeon[row][col] |= STAIRS;
623 }
624
625 int
626 get_armor_class(obj)
627 const object *obj;
628 {
629 if (obj) {
630 return(obj->class + obj->d_enchant);
631 }
632 return(0);
633 }
634
635 object *
636 alloc_object()
637 {
638 object *obj;
639
640 if (free_list) {
641 obj = free_list;
642 free_list = free_list->next_object;
643 } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
644 message("cannot allocate object, saving game", 0);
645 save_into_file(error_file);
646 }
647 obj->quantity = 1;
648 obj->ichar = 'L';
649 obj->picked_up = obj->is_cursed = 0;
650 obj->in_use_flags = NOT_USED;
651 obj->identified = UNIDENTIFIED;
652 obj->damage = "1d1";
653 return(obj);
654 }
655
656 void
657 free_object(obj)
658 object *obj;
659 {
660 obj->next_object = free_list;
661 free_list = obj;
662 }
663
664 void
665 make_party()
666 {
667 short n;
668
669 party_room = gr_room();
670
671 n = rand_percent(99) ? party_objects(party_room) : 11;
672 if (rand_percent(99)) {
673 party_monsters(party_room, n);
674 }
675 }
676
677 void
678 show_objects()
679 {
680 object *obj;
681 short mc, rc, row, col;
682 object *monster;
683
684 obj = level_objects.next_object;
685
686 while (obj) {
687 row = obj->row;
688 col = obj->col;
689
690 rc = get_mask_char(obj->what_is);
691
692 if (dungeon[row][col] & MONSTER) {
693 if ((monster =
694 object_at(&level_monsters, row, col)) != NULL) {
695 monster->trail_char = rc;
696 }
697 }
698 mc = mvinch(row, col);
699 if (((mc < 'A') || (mc > 'Z')) &&
700 ((row != rogue.row) || (col != rogue.col))) {
701 mvaddch(row, col, rc);
702 }
703 obj = obj->next_object;
704 }
705
706 monster = level_monsters.next_object;
707
708 while (monster) {
709 if (monster->m_flags & IMITATES) {
710 mvaddch(monster->row, monster->col, (int) monster->disguise);
711 }
712 monster = monster->next_monster;
713 }
714 }
715
716 void
717 put_amulet()
718 {
719 object *obj;
720
721 obj = alloc_object();
722 obj->what_is = AMULET;
723 rand_place(obj);
724 }
725
726 void
727 rand_place(obj)
728 object *obj;
729 {
730 short row, col;
731
732 gr_row_col(&row, &col, (FLOOR | TUNNEL));
733 place_at(obj, row, col);
734 }
735
736 void
737 c_object_for_wizard()
738 {
739 short ch, max, wk;
740 object *obj;
741 char buf[80];
742
743 max = 0;
744 if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
745 message("pack full", 0);
746 return;
747 }
748 message("type of object?", 0);
749
750 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
751 sound_bell();
752 }
753 check_message();
754
755 if (ch == '\033') {
756 return;
757 }
758 obj = alloc_object();
759
760 switch(ch) {
761 case '!':
762 obj->what_is = POTION;
763 max = POTIONS - 1;
764 break;
765 case '?':
766 obj->what_is = SCROL;
767 max = SCROLS - 1;
768 break;
769 case ',':
770 obj->what_is = AMULET;
771 break;
772 case ':':
773 get_food(obj, 0);
774 break;
775 case ')':
776 gr_weapon(obj, 0);
777 max = WEAPONS - 1;
778 break;
779 case ']':
780 gr_armor(obj);
781 max = ARMORS - 1;
782 break;
783 case '/':
784 gr_wand(obj);
785 max = WANDS - 1;
786 break;
787 case '=':
788 max = RINGS - 1;
789 obj->what_is = RING;
790 break;
791 }
792 if ((ch != ',') && (ch != ':')) {
793 GIL:
794 if (get_input_line("which kind?", "", buf, "", 0, 1)) {
795 wk = get_number(buf);
796 if ((wk >= 0) && (wk <= max)) {
797 obj->which_kind = (unsigned short) wk;
798 if (obj->what_is == RING) {
799 gr_ring(obj, 0);
800 }
801 } else {
802 sound_bell();
803 goto GIL;
804 }
805 } else {
806 free_object(obj);
807 return;
808 }
809 }
810 get_desc(obj, buf);
811 message(buf, 0);
812 (void) add_to_pack(obj, &rogue.pack, 1);
813 }