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1 /*
2 * Copyright (c) 1988 The Regents of the University of California.
3 * All rights reserved.
4 *
5 * This code is derived from software contributed to Berkeley by
6 * Timothy C. Stoehr.
7 *
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. 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.
23 *
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
34 * SUCH DAMAGE.
35 */
36
37 #ifndef lint
38 static char sccsid[] = "@(#)object.c 5.3 (Berkeley) 6/1/90";
39 #endif /* not lint */
40
41 /*
42 * object.c
43 *
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
49 * gain or profit.
50 *
51 */
52
53 #include "rogue.h"
54
55 object level_objects;
56 unsigned short dungeon[DROWS][DCOLS];
57 short foods = 0;
58 object *free_list = (object *) 0;
59 char *fruit = (char *) 0;
60
61 fighter rogue = {
62 INIT_AW, /* armor, weapon */
63 INIT_RINGS, /* rings */
64 INIT_HP, /* Hp current,max */
65 INIT_STR, /* Str current,max */
66 INIT_PACK, /* pack */
67 INIT_GOLD, /* gold */
68 INIT_EXP, /* exp level,points */
69 0, 0, /* row, col */
70 INIT_CHAR, /* char */
71 INIT_MOVES /* moves */
72 };
73
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}
89 };
90
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}
105 };
106
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}
116 };
117
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)}
126 };
127
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}
140 };
141
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},
154 };
155
156 extern short cur_level, max_level;
157 extern short party_room;
158 extern char *error_file;
159 extern boolean is_wood[];
160
161 put_objects()
162 {
163 short i, n;
164 object *obj;
165
166 if (cur_level < max_level) {
167 return;
168 }
169 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
170 while (rand_percent(33)) {
171 n++;
172 }
173 if (party_room != NO_ROOM) {
174 make_party();
175 }
176 for (i = 0; i < n; i++) {
177 obj = gr_object();
178 rand_place(obj);
179 }
180 put_gold();
181 }
182
183 put_gold()
184 {
185 short i, j;
186 short row,col;
187 boolean is_maze, is_room;
188
189 for (i = 0; i < MAXROOMS; i++) {
190 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
191 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
192
193 if (!(is_room || is_maze)) {
194 continue;
195 }
196 if (is_maze || rand_percent(GOLD_PERCENT)) {
197 for (j = 0; j < 50; j++) {
198 row = get_rand(rooms[i].top_row+1,
199 rooms[i].bottom_row-1);
200 col = get_rand(rooms[i].left_col+1,
201 rooms[i].right_col-1);
202 if ((dungeon[row][col] == FLOOR) ||
203 (dungeon[row][col] == TUNNEL)) {
204 plant_gold(row, col, is_maze);
205 break;
206 }
207 }
208 }
209 }
210 }
211
212 plant_gold(row, col, is_maze)
213 short row, col;
214 boolean is_maze;
215 {
216 object *obj;
217
218 obj = alloc_object();
219 obj->row = row; obj->col = col;
220 obj->what_is = GOLD;
221 obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
222 if (is_maze) {
223 obj->quantity += obj->quantity / 2;
224 }
225 dungeon[row][col] |= OBJECT;
226 (void) add_to_pack(obj, &level_objects, 0);
227 }
228
229 place_at(obj, row, col)
230 object *obj;
231 {
232 obj->row = row;
233 obj->col = col;
234 dungeon[row][col] |= OBJECT;
235 (void) add_to_pack(obj, &level_objects, 0);
236 }
237
238 object *
239 object_at(pack, row, col)
240 register object *pack;
241 short row, col;
242 {
243 object *obj = (object *) 0;
244
245 if (dungeon[row][col] & (MONSTER | OBJECT)) {
246 obj = pack->next_object;
247
248 while (obj && ((obj->row != row) || (obj->col != col))) {
249 obj = obj->next_object;
250 }
251 if (!obj) {
252 message("object_at(): inconsistent", 1);
253 }
254 }
255 return(obj);
256 }
257
258 object *
259 get_letter_object(ch)
260 {
261 object *obj;
262
263 obj = rogue.pack.next_object;
264
265 while (obj && (obj->ichar != ch)) {
266 obj = obj->next_object;
267 }
268 return(obj);
269 }
270
271 free_stuff(objlist)
272 object *objlist;
273 {
274 object *obj;
275
276 while (objlist->next_object) {
277 obj = objlist->next_object;
278 objlist->next_object =
279 objlist->next_object->next_object;
280 free_object(obj);
281 }
282 }
283
284 char *
285 name_of(obj)
286 object *obj;
287 {
288 char *retstring;
289
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;
302 }
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;
323 }
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;
337 }
338 return(retstring);
339 }
340
341 object *
342 gr_object()
343 {
344 object *obj;
345
346 obj = alloc_object();
347
348 if (foods < (cur_level / 3)) {
349 obj->what_is = FOOD;
350 foods++;
351 } else {
352 obj->what_is = gr_what_is();
353 }
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;
376 }
377 return(obj);
378 }
379
380 unsigned short
381 gr_what_is()
382 {
383 short percent;
384 unsigned short what_is;
385
386 percent = get_rand(1, 91);
387
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;
402 }
403 return(what_is);
404 }
405
406 gr_scroll(obj)
407 object *obj;
408 {
409 short percent;
410
411 percent = get_rand(0, 91);
412
413 obj->what_is = SCROL;
414
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;
441 }
442 }
443
444 gr_potion(obj)
445 object *obj;
446 {
447 short percent;
448
449 percent = get_rand(1, 118);
450
451 obj->what_is = POTION;
452
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;
481 }
482 }
483
484 gr_weapon(obj, assign_wk)
485 object *obj;
486 int assign_wk;
487 {
488 short percent;
489 short i;
490 short blessing, increment;
491
492 obj->what_is = WEAPON;
493 if (assign_wk) {
494 obj->which_kind = get_rand(0, (WEAPONS - 1));
495 }
496 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
497 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
498 obj->quantity = get_rand(3, 15);
499 obj->quiver = get_rand(0, 126);
500 } else {
501 obj->quantity = 1;
502 }
503 obj->hit_enchant = obj->d_enchant = 0;
504
505 percent = get_rand(1, 96);
506 blessing = get_rand(1, 3);
507
508 if (percent <= 16) {
509 increment = 1;
510 } else if (percent <= 32) {
511 increment = -1;
512 obj->is_cursed = 1;
513 }
514 if (percent <= 32) {
515 for (i = 0; i < blessing; i++) {
516 if (coin_toss()) {
517 obj->hit_enchant += increment;
518 } else {
519 obj->d_enchant += increment;
520 }
521 }
522 }
523 switch(obj->which_kind) {
524 case BOW:
525 case DART:
526 obj->damage = "1d1";
527 break;
528 case ARROW:
529 obj->damage = "1d2";
530 break;
531 case DAGGER:
532 obj->damage = "1d3";
533 break;
534 case SHURIKEN:
535 obj->damage = "1d4";
536 break;
537 case MACE:
538 obj->damage = "2d3";
539 break;
540 case LONG_SWORD:
541 obj->damage = "3d4";
542 break;
543 case TWO_HANDED_SWORD:
544 obj->damage = "4d5";
545 break;
546 }
547 }
548
549 gr_armor(obj)
550 object *obj;
551 {
552 short percent;
553 short blessing;
554
555 obj->what_is = ARMOR;
556 obj->which_kind = get_rand(0, (ARMORS - 1));
557 obj->class = obj->which_kind + 2;
558 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
559 obj->class--;
560 }
561 obj->is_protected = 0;
562 obj->d_enchant = 0;
563
564 percent = get_rand(1, 100);
565 blessing = get_rand(1, 3);
566
567 if (percent <= 16) {
568 obj->is_cursed = 1;
569 obj->d_enchant -= blessing;
570 } else if (percent <= 33) {
571 obj->d_enchant += blessing;
572 }
573 }
574
575 gr_wand(obj)
576 object *obj;
577 {
578 obj->what_is = WAND;
579 obj->which_kind = get_rand(0, (WANDS - 1));
580 obj->class = get_rand(3, 7);
581 }
582
583 get_food(obj, force_ration)
584 object *obj;
585 boolean force_ration;
586 {
587 obj->what_is = FOOD;
588
589 if (force_ration || rand_percent(80)) {
590 obj->which_kind = RATION;
591 } else {
592 obj->which_kind = FRUIT;
593 }
594 }
595
596 put_stairs()
597 {
598 short row, col;
599
600 gr_row_col(&row, &col, (FLOOR | TUNNEL));
601 dungeon[row][col] |= STAIRS;
602 }
603
604 get_armor_class(obj)
605 object *obj;
606 {
607 if (obj) {
608 return(obj->class + obj->d_enchant);
609 }
610 return(0);
611 }
612
613 object *
614 alloc_object()
615 {
616 object *obj;
617
618 if (free_list) {
619 obj = free_list;
620 free_list = free_list->next_object;
621 } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
622 message("cannot allocate object, saving game", 0);
623 save_into_file(error_file);
624 }
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);
632 }
633
634 free_object(obj)
635 object *obj;
636 {
637 obj->next_object = free_list;
638 free_list = obj;
639 }
640
641 make_party()
642 {
643 short n;
644
645 party_room = gr_room();
646
647 n = rand_percent(99) ? party_objects(party_room) : 11;
648 if (rand_percent(99)) {
649 party_monsters(party_room, n);
650 }
651 }
652
653 show_objects()
654 {
655 object *obj;
656 short mc, rc, row, col;
657 object *monster;
658
659 obj = level_objects.next_object;
660
661 while (obj) {
662 row = obj->row;
663 col = obj->col;
664
665 rc = get_mask_char(obj->what_is);
666
667 if (dungeon[row][col] & MONSTER) {
668 if (monster = object_at(&level_monsters, row, col)) {
669 monster->trail_char = rc;
670 }
671 }
672 mc = mvinch(row, col);
673 if (((mc < 'A') || (mc > 'Z')) &&
674 ((row != rogue.row) || (col != rogue.col))) {
675 mvaddch(row, col, rc);
676 }
677 obj = obj->next_object;
678 }
679
680 monster = level_monsters.next_object;
681
682 while (monster) {
683 if (monster->m_flags & IMITATES) {
684 mvaddch(monster->row, monster->col, (int) monster->disguise);
685 }
686 monster = monster->next_monster;
687 }
688 }
689
690 put_amulet()
691 {
692 object *obj;
693
694 obj = alloc_object();
695 obj->what_is = AMULET;
696 rand_place(obj);
697 }
698
699 rand_place(obj)
700 object *obj;
701 {
702 short row, col;
703
704 gr_row_col(&row, &col, (FLOOR | TUNNEL));
705 place_at(obj, row, col);
706 }
707
708 c_object_for_wizard()
709 {
710 short ch, max, wk;
711 object *obj;
712 char buf[80];
713
714 if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
715 message("pack full", 0);
716 return;
717 }
718 message("type of object?", 0);
719
720 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
721 sound_bell();
722 }
723 check_message();
724
725 if (ch == '\033') {
726 return;
727 }
728 obj = alloc_object();
729
730 switch(ch) {
731 case '!':
732 obj->what_is = POTION;
733 max = POTIONS - 1;
734 break;
735 case '?':
736 obj->what_is = SCROL;
737 max = SCROLS - 1;
738 break;
739 case ',':
740 obj->what_is = AMULET;
741 break;
742 case ':':
743 get_food(obj, 0);
744 break;
745 case ')':
746 gr_weapon(obj, 0);
747 max = WEAPONS - 1;
748 break;
749 case ']':
750 gr_armor(obj);
751 max = ARMORS - 1;
752 break;
753 case '/':
754 gr_wand(obj);
755 max = WANDS - 1;
756 break;
757 case '=':
758 max = RINGS - 1;
759 obj->what_is = RING;
760 break;
761 }
762 if ((ch != ',') && (ch != ':')) {
763 GIL:
764 if (get_input_line("which kind?", "", buf, "", 0, 1)) {
765 wk = get_number(buf);
766 if ((wk >= 0) && (wk <= max)) {
767 obj->which_kind = (unsigned short) wk;
768 if (obj->what_is == RING) {
769 gr_ring(obj, 0);
770 }
771 } else {
772 sound_bell();
773 goto GIL;
774 }
775 } else {
776 free_object(obj);
777 return;
778 }
779 }
780 get_desc(obj, buf);
781 message(buf, 0);
782 (void) add_to_pack(obj, &rogue.pack, 1);
783 }