Initial import from FreeBSD RELENG_4:
[dragonfly.git] / games / rogue / object.c
CommitLineData
984263bc
MD
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.
35 */
36
37#ifndef lint
38#if 0
39static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93";
40#endif
41static const char rcsid[] =
42 "$FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $";
43#endif /* not lint */
44
45/*
46 * object.c
47 *
48 * This source herein may be modified and/or distributed by anybody who
49 * so desires, with the following restrictions:
50 * 1.) No portion of this notice shall be removed.
51 * 2.) Credit shall not be taken for the creation of this source.
52 * 3.) This code is not to be traded, sold, or used for personal
53 * gain or profit.
54 *
55 */
56
57#include "rogue.h"
58
59object level_objects;
60unsigned short dungeon[DROWS][DCOLS];
61short foods = 0;
62object *free_list = (object *) 0;
63char *fruit = (char *) 0;
64
65fighter rogue = {
66 INIT_AW, /* armor, weapon */
67 INIT_RINGS, /* rings */
68 INIT_HP, /* Hp current,max */
69 INIT_STR, /* Str current,max */
70 INIT_PACK, /* pack */
71 INIT_GOLD, /* gold */
72 INIT_EXP, /* exp level,points */
73 0, 0, /* row, col */
74 INIT_CHAR, /* char */
75 INIT_MOVES /* moves */
76};
77
78struct id id_potions[POTIONS] = {
79{100, "blue \0 ", "of increase strength ", 0},
80{250, "red \0 ", "of restore strength ", 0},
81{100, "green \0 ", "of healing ", 0},
82{200, "grey \0 ", "of extra healing ", 0},
83 {10, "brown \0 ", "of poison ", 0},
84{300, "clear \0 ", "of raise level ", 0},
85 {10, "pink \0 ", "of blindness ", 0},
86 {25, "white \0 ", "of hallucination ", 0},
87{100, "purple \0 ", "of detect monster ", 0},
88{100, "black \0 ", "of detect things ", 0},
89 {10, "yellow \0 ", "of confusion ", 0},
90 {80, "plaid \0 ", "of levitation ", 0},
91{150, "burgundy \0 ", "of haste self ", 0},
92{145, "beige \0 ", "of see invisible ", 0}
93};
94
95struct id id_scrolls[SCROLS] = {
96{505, " ", "of protect armor ", 0},
97{200, " ", "of hold monster ", 0},
98{235, " ", "of enchant weapon ", 0},
99{235, " ", "of enchant armor ", 0},
100{175, " ", "of identify ", 0},
101{190, " ", "of teleportation ", 0},
102 {25, " ", "of sleep ", 0},
103{610, " ", "of scare monster ", 0},
104{210, " ", "of remove curse ", 0},
105 {80, " ", "of create monster ",0},
106 {25, " ", "of aggravate monster ",0},
107{180, " ", "of magic mapping ", 0},
108 {90, " ", "of confuse monster ", 0}
109};
110
111struct id id_weapons[WEAPONS] = {
112 {150, "short bow ", "", 0},
113 {8, "darts ", "", 0},
114 {15, "arrows ", "", 0},
115 {27, "daggers ", "", 0},
116 {35, "shurikens ", "", 0},
117 {360, "mace ", "", 0},
118 {470, "long sword ", "", 0},
119 {580, "two-handed sword ", "", 0}
120};
121
122struct id id_armors[ARMORS] = {
123 {300, "leather armor ", "", (UNIDENTIFIED)},
124 {300, "ring mail ", "", (UNIDENTIFIED)},
125 {400, "scale mail ", "", (UNIDENTIFIED)},
126 {500, "chain mail ", "", (UNIDENTIFIED)},
127 {600, "banded mail ", "", (UNIDENTIFIED)},
128 {600, "splint mail ", "", (UNIDENTIFIED)},
129 {700, "plate mail ", "", (UNIDENTIFIED)}
130};
131
132struct id id_wands[WANDS] = {
133 {25, " ", "of teleport away ",0},
134 {50, " ", "of slow monster ", 0},
135 {8, " ", "of invisibility ",0},
136 {55, " ", "of polymorph ",0},
137 {2, " ", "of haste monster ",0},
138 {20, " ", "of magic missile ",0},
139 {20, " ", "of cancellation ",0},
140 {0, " ", "of do nothing ",0},
141 {35, " ", "of drain life ",0},
142 {20, " ", "of cold ",0},
143 {20, " ", "of fire ",0}
144};
145
146struct id id_rings[RINGS] = {
147 {250, " ", "of stealth ",0},
148 {100, " ", "of teleportation ", 0},
149 {255, " ", "of regeneration ",0},
150 {295, " ", "of slow digestion ",0},
151 {200, " ", "of add strength ",0},
152 {250, " ", "of sustain strength ",0},
153 {250, " ", "of dexterity ",0},
154 {25, " ", "of adornment ",0},
155 {300, " ", "of see invisible ",0},
156 {290, " ", "of maintain armor ",0},
157 {270, " ", "of searching ",0},
158};
159
160extern short cur_level, max_level;
161extern short party_room;
162extern char *error_file;
163extern boolean is_wood[];
164
165put_objects()
166{
167 short i, n;
168 object *obj;
169
170 if (cur_level < max_level) {
171 return;
172 }
173 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
174 while (rand_percent(33)) {
175 n++;
176 }
177 if (party_room != NO_ROOM) {
178 make_party();
179 }
180 for (i = 0; i < n; i++) {
181 obj = gr_object();
182 rand_place(obj);
183 }
184 put_gold();
185}
186
187put_gold()
188{
189 short i, j;
190 short row,col;
191 boolean is_maze, is_room;
192
193 for (i = 0; i < MAXROOMS; i++) {
194 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
195 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
196
197 if (!(is_room || is_maze)) {
198 continue;
199 }
200 if (is_maze || rand_percent(GOLD_PERCENT)) {
201 for (j = 0; j < 50; j++) {
202 row = get_rand(rooms[i].top_row+1,
203 rooms[i].bottom_row-1);
204 col = get_rand(rooms[i].left_col+1,
205 rooms[i].right_col-1);
206 if ((dungeon[row][col] == FLOOR) ||
207 (dungeon[row][col] == TUNNEL)) {
208 plant_gold(row, col, is_maze);
209 break;
210 }
211 }
212 }
213 }
214}
215
216plant_gold(row, col, is_maze)
217short row, col;
218boolean is_maze;
219{
220 object *obj;
221
222 obj = alloc_object();
223 obj->row = row; obj->col = col;
224 obj->what_is = GOLD;
225 obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
226 if (is_maze) {
227 obj->quantity += obj->quantity / 2;
228 }
229 dungeon[row][col] |= OBJECT;
230 (void) add_to_pack(obj, &level_objects, 0);
231}
232
233place_at(obj, row, col)
234object *obj;
235int row, col;
236{
237 obj->row = row;
238 obj->col = col;
239 dungeon[row][col] |= OBJECT;
240 (void) add_to_pack(obj, &level_objects, 0);
241}
242
243object *
244object_at(pack, row, col)
245object *pack;
246short row, col;
247{
248 object *obj = (object *) 0;
249
250 if (dungeon[row][col] & (MONSTER | OBJECT)) {
251 obj = pack->next_object;
252
253 while (obj && ((obj->row != row) || (obj->col != col))) {
254 obj = obj->next_object;
255 }
256 if (!obj) {
257 message("object_at(): inconsistent", 1);
258 }
259 }
260 return(obj);
261}
262
263object *
264get_letter_object(ch)
265int ch;
266{
267 object *obj;
268
269 obj = rogue.pack.next_object;
270
271 while (obj && (obj->ichar != ch)) {
272 obj = obj->next_object;
273 }
274 return(obj);
275}
276
277free_stuff(objlist)
278object *objlist;
279{
280 object *obj;
281
282 while (objlist->next_object) {
283 obj = objlist->next_object;
284 objlist->next_object =
285 objlist->next_object->next_object;
286 free_object(obj);
287 }
288}
289
290const char *
291name_of(obj)
292const object *obj;
293{
294 const char *retstring;
295
296 switch(obj->what_is) {
297 case SCROL:
298 retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
299 break;
300 case POTION:
301 retstring = obj->quantity > 1 ? "potions " : "potion ";
302 break;
303 case FOOD:
304 if (obj->which_kind == RATION) {
305 retstring = "food ";
306 } else {
307 retstring = fruit;
308 }
309 break;
310 case WAND:
311 retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
312 break;
313 case WEAPON:
314 switch(obj->which_kind) {
315 case DART:
316 retstring=obj->quantity > 1 ? "darts " : "dart ";
317 break;
318 case ARROW:
319 retstring=obj->quantity > 1 ? "arrows " : "arrow ";
320 break;
321 case DAGGER:
322 retstring=obj->quantity > 1 ? "daggers " : "dagger ";
323 break;
324 case SHURIKEN:
325 retstring=obj->quantity > 1?"shurikens ":"shuriken ";
326 break;
327 default:
328 retstring = id_weapons[obj->which_kind].title;
329 }
330 break;
331 case ARMOR:
332 retstring = "armor ";
333 break;
334 case RING:
335 retstring = "ring ";
336 break;
337 case AMULET:
338 retstring = "amulet ";
339 break;
340 default:
341 retstring = "unknown ";
342 break;
343 }
344 return(retstring);
345}
346
347object *
348gr_object()
349{
350 object *obj;
351
352 obj = alloc_object();
353
354 if (foods < (cur_level / 3)) {
355 obj->what_is = FOOD;
356 foods++;
357 } else {
358 obj->what_is = gr_what_is();
359 }
360 switch(obj->what_is) {
361 case SCROL:
362 gr_scroll(obj);
363 break;
364 case POTION:
365 gr_potion(obj);
366 break;
367 case WEAPON:
368 gr_weapon(obj, 1);
369 break;
370 case ARMOR:
371 gr_armor(obj);
372 break;
373 case WAND:
374 gr_wand(obj);
375 break;
376 case FOOD:
377 get_food(obj, 0);
378 break;
379 case RING:
380 gr_ring(obj, 1);
381 break;
382 }
383 return(obj);
384}
385
386unsigned short
387gr_what_is()
388{
389 short percent;
390 unsigned short what_is;
391
392 percent = get_rand(1, 91);
393
394 if (percent <= 30) {
395 what_is = SCROL;
396 } else if (percent <= 60) {
397 what_is = POTION;
398 } else if (percent <= 64) {
399 what_is = WAND;
400 } else if (percent <= 74) {
401 what_is = WEAPON;
402 } else if (percent <= 83) {
403 what_is = ARMOR;
404 } else if (percent <= 88) {
405 what_is = FOOD;
406 } else {
407 what_is = RING;
408 }
409 return(what_is);
410}
411
412gr_scroll(obj)
413object *obj;
414{
415 short percent;
416
417 percent = get_rand(0, 91);
418
419 obj->what_is = SCROL;
420
421 if (percent <= 5) {
422 obj->which_kind = PROTECT_ARMOR;
423 } else if (percent <= 10) {
424 obj->which_kind = HOLD_MONSTER;
425 } else if (percent <= 20) {
426 obj->which_kind = CREATE_MONSTER;
427 } else if (percent <= 35) {
428 obj->which_kind = IDENTIFY;
429 } else if (percent <= 43) {
430 obj->which_kind = TELEPORT;
431 } else if (percent <= 50) {
432 obj->which_kind = SLEEP;
433 } else if (percent <= 55) {
434 obj->which_kind = SCARE_MONSTER;
435 } else if (percent <= 64) {
436 obj->which_kind = REMOVE_CURSE;
437 } else if (percent <= 69) {
438 obj->which_kind = ENCH_ARMOR;
439 } else if (percent <= 74) {
440 obj->which_kind = ENCH_WEAPON;
441 } else if (percent <= 80) {
442 obj->which_kind = AGGRAVATE_MONSTER;
443 } else if (percent <= 86) {
444 obj->which_kind = CON_MON;
445 } else {
446 obj->which_kind = MAGIC_MAPPING;
447 }
448}
449
450gr_potion(obj)
451object *obj;
452{
453 short percent;
454
455 percent = get_rand(1, 118);
456
457 obj->what_is = POTION;
458
459 if (percent <= 5) {
460 obj->which_kind = RAISE_LEVEL;
461 } else if (percent <= 15) {
462 obj->which_kind = DETECT_OBJECTS;
463 } else if (percent <= 25) {
464 obj->which_kind = DETECT_MONSTER;
465 } else if (percent <= 35) {
466 obj->which_kind = INCREASE_STRENGTH;
467 } else if (percent <= 45) {
468 obj->which_kind = RESTORE_STRENGTH;
469 } else if (percent <= 55) {
470 obj->which_kind = HEALING;
471 } else if (percent <= 65) {
472 obj->which_kind = EXTRA_HEALING;
473 } else if (percent <= 75) {
474 obj->which_kind = BLINDNESS;
475 } else if (percent <= 85) {
476 obj->which_kind = HALLUCINATION;
477 } else if (percent <= 95) {
478 obj->which_kind = CONFUSION;
479 } else if (percent <= 105) {
480 obj->which_kind = POISON;
481 } else if (percent <= 110) {
482 obj->which_kind = LEVITATION;
483 } else if (percent <= 114) {
484 obj->which_kind = HASTE_SELF;
485 } else {
486 obj->which_kind = SEE_INVISIBLE;
487 }
488}
489
490gr_weapon(obj, assign_wk)
491object *obj;
492int assign_wk;
493{
494 short percent;
495 short i;
496 short blessing, increment;
497
498 obj->what_is = WEAPON;
499 if (assign_wk) {
500 obj->which_kind = get_rand(0, (WEAPONS - 1));
501 }
502 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
503 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
504 obj->quantity = get_rand(3, 15);
505 obj->quiver = get_rand(0, 126);
506 } else {
507 obj->quantity = 1;
508 }
509 obj->hit_enchant = obj->d_enchant = 0;
510
511 percent = get_rand(1, 96);
512 blessing = get_rand(1, 3);
513
514 if (percent <= 16) {
515 increment = 1;
516 } else if (percent <= 32) {
517 increment = -1;
518 obj->is_cursed = 1;
519 }
520 if (percent <= 32) {
521 for (i = 0; i < blessing; i++) {
522 if (coin_toss()) {
523 obj->hit_enchant += increment;
524 } else {
525 obj->d_enchant += increment;
526 }
527 }
528 }
529 switch(obj->which_kind) {
530 case BOW:
531 case DART:
532 obj->damage = "1d1";
533 break;
534 case ARROW:
535 obj->damage = "1d2";
536 break;
537 case DAGGER:
538 obj->damage = "1d3";
539 break;
540 case SHURIKEN:
541 obj->damage = "1d4";
542 break;
543 case MACE:
544 obj->damage = "2d3";
545 break;
546 case LONG_SWORD:
547 obj->damage = "3d4";
548 break;
549 case TWO_HANDED_SWORD:
550 obj->damage = "4d5";
551 break;
552 }
553}
554
555gr_armor(obj)
556object *obj;
557{
558 short percent;
559 short blessing;
560
561 obj->what_is = ARMOR;
562 obj->which_kind = get_rand(0, (ARMORS - 1));
563 obj->class = obj->which_kind + 2;
564 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
565 obj->class--;
566 }
567 obj->is_protected = 0;
568 obj->d_enchant = 0;
569
570 percent = get_rand(1, 100);
571 blessing = get_rand(1, 3);
572
573 if (percent <= 16) {
574 obj->is_cursed = 1;
575 obj->d_enchant -= blessing;
576 } else if (percent <= 33) {
577 obj->d_enchant += blessing;
578 }
579}
580
581gr_wand(obj)
582object *obj;
583{
584 obj->what_is = WAND;
585 obj->which_kind = get_rand(0, (WANDS - 1));
586 obj->class = get_rand(3, 7);
587}
588
589get_food(obj, force_ration)
590object *obj;
591boolean force_ration;
592{
593 obj->what_is = FOOD;
594
595 if (force_ration || rand_percent(80)) {
596 obj->which_kind = RATION;
597 } else {
598 obj->which_kind = FRUIT;
599 }
600}
601
602put_stairs()
603{
604 short row, col;
605
606 gr_row_col(&row, &col, (FLOOR | TUNNEL));
607 dungeon[row][col] |= STAIRS;
608}
609
610get_armor_class(obj)
611const object *obj;
612{
613 if (obj) {
614 return(obj->class + obj->d_enchant);
615 }
616 return(0);
617}
618
619object *
620alloc_object()
621{
622 object *obj;
623
624 if (free_list) {
625 obj = free_list;
626 free_list = free_list->next_object;
627 } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
628 message("cannot allocate object, saving game", 0);
629 save_into_file(error_file);
630 }
631 obj->quantity = 1;
632 obj->ichar = 'L';
633 obj->picked_up = obj->is_cursed = 0;
634 obj->in_use_flags = NOT_USED;
635 obj->identified = UNIDENTIFIED;
636 obj->damage = "1d1";
637 return(obj);
638}
639
640free_object(obj)
641object *obj;
642{
643 obj->next_object = free_list;
644 free_list = obj;
645}
646
647make_party()
648{
649 short n;
650
651 party_room = gr_room();
652
653 n = rand_percent(99) ? party_objects(party_room) : 11;
654 if (rand_percent(99)) {
655 party_monsters(party_room, n);
656 }
657}
658
659show_objects()
660{
661 object *obj;
662 short mc, rc, row, col;
663 object *monster;
664
665 obj = level_objects.next_object;
666
667 while (obj) {
668 row = obj->row;
669 col = obj->col;
670
671 rc = get_mask_char(obj->what_is);
672
673 if (dungeon[row][col] & MONSTER) {
674 if (monster = object_at(&level_monsters, row, col)) {
675 monster->trail_char = rc;
676 }
677 }
678 mc = mvinch(row, col);
679 if (((mc < 'A') || (mc > 'Z')) &&
680 ((row != rogue.row) || (col != rogue.col))) {
681 mvaddch(row, col, rc);
682 }
683 obj = obj->next_object;
684 }
685
686 monster = level_monsters.next_object;
687
688 while (monster) {
689 if (monster->m_flags & IMITATES) {
690 mvaddch(monster->row, monster->col, (int) monster->disguise);
691 }
692 monster = monster->next_monster;
693 }
694}
695
696put_amulet()
697{
698 object *obj;
699
700 obj = alloc_object();
701 obj->what_is = AMULET;
702 rand_place(obj);
703}
704
705rand_place(obj)
706object *obj;
707{
708 short row, col;
709
710 gr_row_col(&row, &col, (FLOOR | TUNNEL));
711 place_at(obj, row, col);
712}
713
714c_object_for_wizard()
715{
716 short ch, max, wk;
717 object *obj;
718 char buf[80];
719
720 if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
721 message("pack full", 0);
722 return;
723 }
724 message("type of object?", 0);
725
726 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
727 sound_bell();
728 }
729 check_message();
730
731 if (ch == '\033') {
732 return;
733 }
734 obj = alloc_object();
735
736 switch(ch) {
737 case '!':
738 obj->what_is = POTION;
739 max = POTIONS - 1;
740 break;
741 case '?':
742 obj->what_is = SCROL;
743 max = SCROLS - 1;
744 break;
745 case ',':
746 obj->what_is = AMULET;
747 break;
748 case ':':
749 get_food(obj, 0);
750 break;
751 case ')':
752 gr_weapon(obj, 0);
753 max = WEAPONS - 1;
754 break;
755 case ']':
756 gr_armor(obj);
757 max = ARMORS - 1;
758 break;
759 case '/':
760 gr_wand(obj);
761 max = WANDS - 1;
762 break;
763 case '=':
764 max = RINGS - 1;
765 obj->what_is = RING;
766 break;
767 }
768 if ((ch != ',') && (ch != ':')) {
769GIL:
770 if (get_input_line("which kind?", "", buf, "", 0, 1)) {
771 wk = get_number(buf);
772 if ((wk >= 0) && (wk <= max)) {
773 obj->which_kind = (unsigned short) wk;
774 if (obj->what_is == RING) {
775 gr_ring(obj, 0);
776 }
777 } else {
778 sound_bell();
779 goto GIL;
780 }
781 } else {
782 free_object(obj);
783 return;
784 }
785 }
786 get_desc(obj, buf);
787 message(buf, 0);
788 (void) add_to_pack(obj, &rogue.pack, 1);
789}