Fix a case where a spinlock was not being released.
[dragonfly.git] / games / rogue / object.c
CommitLineData
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1/*
2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. 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.
1de703da
MD
35 *
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 $
0a2f18be 38 * $DragonFly: src/games/rogue/object.c,v 1.3 2003/08/26 23:52:50 drhodus Exp $
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39 */
40
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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
55object level_objects;
56unsigned short dungeon[DROWS][DCOLS];
57short foods = 0;
58object *free_list = (object *) 0;
59char *fruit = (char *) 0;
60
61fighter 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
74struct 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
91struct 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
107struct 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
118struct 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
128struct 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
142struct 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
156extern short cur_level, max_level;
157extern short party_room;
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158extern boolean is_wood[];
159
160put_objects()
161{
162 short i, n;
163 object *obj;
164
165 if (cur_level < max_level) {
166 return;
167 }
168 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
169 while (rand_percent(33)) {
170 n++;
171 }
172 if (party_room != NO_ROOM) {
173 make_party();
174 }
175 for (i = 0; i < n; i++) {
176 obj = gr_object();
177 rand_place(obj);
178 }
179 put_gold();
180}
181
182put_gold()
183{
184 short i, j;
185 short row,col;
186 boolean is_maze, is_room;
187
188 for (i = 0; i < MAXROOMS; i++) {
189 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
190 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
191
192 if (!(is_room || is_maze)) {
193 continue;
194 }
195 if (is_maze || rand_percent(GOLD_PERCENT)) {
196 for (j = 0; j < 50; j++) {
197 row = get_rand(rooms[i].top_row+1,
198 rooms[i].bottom_row-1);
199 col = get_rand(rooms[i].left_col+1,
200 rooms[i].right_col-1);
201 if ((dungeon[row][col] == FLOOR) ||
202 (dungeon[row][col] == TUNNEL)) {
203 plant_gold(row, col, is_maze);
204 break;
205 }
206 }
207 }
208 }
209}
210
211plant_gold(row, col, is_maze)
212short row, col;
213boolean is_maze;
214{
215 object *obj;
216
217 obj = alloc_object();
218 obj->row = row; obj->col = col;
219 obj->what_is = GOLD;
220 obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
221 if (is_maze) {
222 obj->quantity += obj->quantity / 2;
223 }
224 dungeon[row][col] |= OBJECT;
225 (void) add_to_pack(obj, &level_objects, 0);
226}
227
228place_at(obj, row, col)
229object *obj;
230int row, col;
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
238object *
239object_at(pack, row, col)
240object *pack;
241short 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
258object *
259get_letter_object(ch)
260int ch;
261{
262 object *obj;
263
264 obj = rogue.pack.next_object;
265
266 while (obj && (obj->ichar != ch)) {
267 obj = obj->next_object;
268 }
269 return(obj);
270}
271
272free_stuff(objlist)
273object *objlist;
274{
275 object *obj;
276
277 while (objlist->next_object) {
278 obj = objlist->next_object;
279 objlist->next_object =
280 objlist->next_object->next_object;
281 free_object(obj);
282 }
283}
284
285const char *
286name_of(obj)
287const object *obj;
288{
289 const char *retstring;
290
291 switch(obj->what_is) {
292 case SCROL:
293 retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
294 break;
295 case POTION:
296 retstring = obj->quantity > 1 ? "potions " : "potion ";
297 break;
298 case FOOD:
299 if (obj->which_kind == RATION) {
300 retstring = "food ";
301 } else {
302 retstring = fruit;
303 }
304 break;
305 case WAND:
306 retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
307 break;
308 case WEAPON:
309 switch(obj->which_kind) {
310 case DART:
311 retstring=obj->quantity > 1 ? "darts " : "dart ";
312 break;
313 case ARROW:
314 retstring=obj->quantity > 1 ? "arrows " : "arrow ";
315 break;
316 case DAGGER:
317 retstring=obj->quantity > 1 ? "daggers " : "dagger ";
318 break;
319 case SHURIKEN:
320 retstring=obj->quantity > 1?"shurikens ":"shuriken ";
321 break;
322 default:
323 retstring = id_weapons[obj->which_kind].title;
324 }
325 break;
326 case ARMOR:
327 retstring = "armor ";
328 break;
329 case RING:
330 retstring = "ring ";
331 break;
332 case AMULET:
333 retstring = "amulet ";
334 break;
335 default:
336 retstring = "unknown ";
337 break;
338 }
339 return(retstring);
340}
341
342object *
343gr_object()
344{
345 object *obj;
346
347 obj = alloc_object();
348
349 if (foods < (cur_level / 3)) {
350 obj->what_is = FOOD;
351 foods++;
352 } else {
353 obj->what_is = gr_what_is();
354 }
355 switch(obj->what_is) {
356 case SCROL:
357 gr_scroll(obj);
358 break;
359 case POTION:
360 gr_potion(obj);
361 break;
362 case WEAPON:
363 gr_weapon(obj, 1);
364 break;
365 case ARMOR:
366 gr_armor(obj);
367 break;
368 case WAND:
369 gr_wand(obj);
370 break;
371 case FOOD:
372 get_food(obj, 0);
373 break;
374 case RING:
375 gr_ring(obj, 1);
376 break;
377 }
378 return(obj);
379}
380
381unsigned short
382gr_what_is()
383{
384 short percent;
385 unsigned short what_is;
386
387 percent = get_rand(1, 91);
388
389 if (percent <= 30) {
390 what_is = SCROL;
391 } else if (percent <= 60) {
392 what_is = POTION;
393 } else if (percent <= 64) {
394 what_is = WAND;
395 } else if (percent <= 74) {
396 what_is = WEAPON;
397 } else if (percent <= 83) {
398 what_is = ARMOR;
399 } else if (percent <= 88) {
400 what_is = FOOD;
401 } else {
402 what_is = RING;
403 }
404 return(what_is);
405}
406
407gr_scroll(obj)
408object *obj;
409{
410 short percent;
411
412 percent = get_rand(0, 91);
413
414 obj->what_is = SCROL;
415
416 if (percent <= 5) {
417 obj->which_kind = PROTECT_ARMOR;
418 } else if (percent <= 10) {
419 obj->which_kind = HOLD_MONSTER;
420 } else if (percent <= 20) {
421 obj->which_kind = CREATE_MONSTER;
422 } else if (percent <= 35) {
423 obj->which_kind = IDENTIFY;
424 } else if (percent <= 43) {
425 obj->which_kind = TELEPORT;
426 } else if (percent <= 50) {
427 obj->which_kind = SLEEP;
428 } else if (percent <= 55) {
429 obj->which_kind = SCARE_MONSTER;
430 } else if (percent <= 64) {
431 obj->which_kind = REMOVE_CURSE;
432 } else if (percent <= 69) {
433 obj->which_kind = ENCH_ARMOR;
434 } else if (percent <= 74) {
435 obj->which_kind = ENCH_WEAPON;
436 } else if (percent <= 80) {
437 obj->which_kind = AGGRAVATE_MONSTER;
438 } else if (percent <= 86) {
439 obj->which_kind = CON_MON;
440 } else {
441 obj->which_kind = MAGIC_MAPPING;
442 }
443}
444
445gr_potion(obj)
446object *obj;
447{
448 short percent;
449
450 percent = get_rand(1, 118);
451
452 obj->what_is = POTION;
453
454 if (percent <= 5) {
455 obj->which_kind = RAISE_LEVEL;
456 } else if (percent <= 15) {
457 obj->which_kind = DETECT_OBJECTS;
458 } else if (percent <= 25) {
459 obj->which_kind = DETECT_MONSTER;
460 } else if (percent <= 35) {
461 obj->which_kind = INCREASE_STRENGTH;
462 } else if (percent <= 45) {
463 obj->which_kind = RESTORE_STRENGTH;
464 } else if (percent <= 55) {
465 obj->which_kind = HEALING;
466 } else if (percent <= 65) {
467 obj->which_kind = EXTRA_HEALING;
468 } else if (percent <= 75) {
469 obj->which_kind = BLINDNESS;
470 } else if (percent <= 85) {
471 obj->which_kind = HALLUCINATION;
472 } else if (percent <= 95) {
473 obj->which_kind = CONFUSION;
474 } else if (percent <= 105) {
475 obj->which_kind = POISON;
476 } else if (percent <= 110) {
477 obj->which_kind = LEVITATION;
478 } else if (percent <= 114) {
479 obj->which_kind = HASTE_SELF;
480 } else {
481 obj->which_kind = SEE_INVISIBLE;
482 }
483}
484
485gr_weapon(obj, assign_wk)
486object *obj;
487int assign_wk;
488{
489 short percent;
490 short i;
491 short blessing, increment;
492
493 obj->what_is = WEAPON;
494 if (assign_wk) {
495 obj->which_kind = get_rand(0, (WEAPONS - 1));
496 }
497 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
498 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
499 obj->quantity = get_rand(3, 15);
500 obj->quiver = get_rand(0, 126);
501 } else {
502 obj->quantity = 1;
503 }
504 obj->hit_enchant = obj->d_enchant = 0;
505
506 percent = get_rand(1, 96);
507 blessing = get_rand(1, 3);
508
509 if (percent <= 16) {
510 increment = 1;
511 } else if (percent <= 32) {
512 increment = -1;
513 obj->is_cursed = 1;
514 }
515 if (percent <= 32) {
516 for (i = 0; i < blessing; i++) {
517 if (coin_toss()) {
518 obj->hit_enchant += increment;
519 } else {
520 obj->d_enchant += increment;
521 }
522 }
523 }
524 switch(obj->which_kind) {
525 case BOW:
526 case DART:
527 obj->damage = "1d1";
528 break;
529 case ARROW:
530 obj->damage = "1d2";
531 break;
532 case DAGGER:
533 obj->damage = "1d3";
534 break;
535 case SHURIKEN:
536 obj->damage = "1d4";
537 break;
538 case MACE:
539 obj->damage = "2d3";
540 break;
541 case LONG_SWORD:
542 obj->damage = "3d4";
543 break;
544 case TWO_HANDED_SWORD:
545 obj->damage = "4d5";
546 break;
547 }
548}
549
550gr_armor(obj)
551object *obj;
552{
553 short percent;
554 short blessing;
555
556 obj->what_is = ARMOR;
557 obj->which_kind = get_rand(0, (ARMORS - 1));
558 obj->class = obj->which_kind + 2;
559 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
560 obj->class--;
561 }
562 obj->is_protected = 0;
563 obj->d_enchant = 0;
564
565 percent = get_rand(1, 100);
566 blessing = get_rand(1, 3);
567
568 if (percent <= 16) {
569 obj->is_cursed = 1;
570 obj->d_enchant -= blessing;
571 } else if (percent <= 33) {
572 obj->d_enchant += blessing;
573 }
574}
575
576gr_wand(obj)
577object *obj;
578{
579 obj->what_is = WAND;
580 obj->which_kind = get_rand(0, (WANDS - 1));
581 obj->class = get_rand(3, 7);
582}
583
584get_food(obj, force_ration)
585object *obj;
586boolean force_ration;
587{
588 obj->what_is = FOOD;
589
590 if (force_ration || rand_percent(80)) {
591 obj->which_kind = RATION;
592 } else {
593 obj->which_kind = FRUIT;
594 }
595}
596
597put_stairs()
598{
599 short row, col;
600
601 gr_row_col(&row, &col, (FLOOR | TUNNEL));
602 dungeon[row][col] |= STAIRS;
603}
604
605get_armor_class(obj)
606const object *obj;
607{
608 if (obj) {
609 return(obj->class + obj->d_enchant);
610 }
611 return(0);
612}
613
614object *
615alloc_object()
616{
617 object *obj;
618
619 if (free_list) {
620 obj = free_list;
621 free_list = free_list->next_object;
622 } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
623 message("cannot allocate object, saving game", 0);
624 save_into_file(error_file);
625 }
626 obj->quantity = 1;
627 obj->ichar = 'L';
628 obj->picked_up = obj->is_cursed = 0;
629 obj->in_use_flags = NOT_USED;
630 obj->identified = UNIDENTIFIED;
631 obj->damage = "1d1";
632 return(obj);
633}
634
635free_object(obj)
636object *obj;
637{
638 obj->next_object = free_list;
639 free_list = obj;
640}
641
642make_party()
643{
644 short n;
645
646 party_room = gr_room();
647
648 n = rand_percent(99) ? party_objects(party_room) : 11;
649 if (rand_percent(99)) {
650 party_monsters(party_room, n);
651 }
652}
653
654show_objects()
655{
656 object *obj;
657 short mc, rc, row, col;
658 object *monster;
659
660 obj = level_objects.next_object;
661
662 while (obj) {
663 row = obj->row;
664 col = obj->col;
665
666 rc = get_mask_char(obj->what_is);
667
668 if (dungeon[row][col] & MONSTER) {
669 if (monster = object_at(&level_monsters, row, col)) {
670 monster->trail_char = rc;
671 }
672 }
673 mc = mvinch(row, col);
674 if (((mc < 'A') || (mc > 'Z')) &&
675 ((row != rogue.row) || (col != rogue.col))) {
676 mvaddch(row, col, rc);
677 }
678 obj = obj->next_object;
679 }
680
681 monster = level_monsters.next_object;
682
683 while (monster) {
684 if (monster->m_flags & IMITATES) {
685 mvaddch(monster->row, monster->col, (int) monster->disguise);
686 }
687 monster = monster->next_monster;
688 }
689}
690
691put_amulet()
692{
693 object *obj;
694
695 obj = alloc_object();
696 obj->what_is = AMULET;
697 rand_place(obj);
698}
699
700rand_place(obj)
701object *obj;
702{
703 short row, col;
704
705 gr_row_col(&row, &col, (FLOOR | TUNNEL));
706 place_at(obj, row, col);
707}
708
709c_object_for_wizard()
710{
711 short ch, max, wk;
712 object *obj;
713 char buf[80];
714
715 if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
716 message("pack full", 0);
717 return;
718 }
719 message("type of object?", 0);
720
721 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
722 sound_bell();
723 }
724 check_message();
725
726 if (ch == '\033') {
727 return;
728 }
729 obj = alloc_object();
730
731 switch(ch) {
732 case '!':
733 obj->what_is = POTION;
734 max = POTIONS - 1;
735 break;
736 case '?':
737 obj->what_is = SCROL;
738 max = SCROLS - 1;
739 break;
740 case ',':
741 obj->what_is = AMULET;
742 break;
743 case ':':
744 get_food(obj, 0);
745 break;
746 case ')':
747 gr_weapon(obj, 0);
748 max = WEAPONS - 1;
749 break;
750 case ']':
751 gr_armor(obj);
752 max = ARMORS - 1;
753 break;
754 case '/':
755 gr_wand(obj);
756 max = WANDS - 1;
757 break;
758 case '=':
759 max = RINGS - 1;
760 obj->what_is = RING;
761 break;
762 }
763 if ((ch != ',') && (ch != ':')) {
764GIL:
765 if (get_input_line("which kind?", "", buf, "", 0, 1)) {
766 wk = get_number(buf);
767 if ((wk >= 0) && (wk <= max)) {
768 obj->which_kind = (unsigned short) wk;
769 if (obj->what_is == RING) {
770 gr_ring(obj, 0);
771 }
772 } else {
773 sound_bell();
774 goto GIL;
775 }
776 } else {
777 free_object(obj);
778 return;
779 }
780 }
781 get_desc(obj, buf);
782 message(buf, 0);
783 (void) add_to_pack(obj, &rogue.pack, 1);
784}