| 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 | * @(#)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 $ |
| 38 | * $DragonFly: src/games/rogue/object.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $ |
| 39 | */ |
| 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,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 boolean is_wood[]; |
| 159 | |
| 160 | static void put_gold(void); |
| 161 | static void plant_gold(short, short, boolean); |
| 162 | static unsigned short gr_what_is(void); |
| 163 | static void gr_scroll(object *); |
| 164 | static void gr_potion(object *); |
| 165 | static void gr_weapon(object *, int); |
| 166 | static void gr_armor(object *); |
| 167 | static void gr_wand(object *); |
| 168 | static void make_party(void); |
| 169 | static void rand_place(object *); |
| 170 | |
| 171 | void |
| 172 | put_objects(void) |
| 173 | { |
| 174 | short i, n; |
| 175 | object *obj; |
| 176 | |
| 177 | if (cur_level < max_level) { |
| 178 | return; |
| 179 | } |
| 180 | n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); |
| 181 | while (rand_percent(33)) { |
| 182 | n++; |
| 183 | } |
| 184 | if (party_room != NO_ROOM) { |
| 185 | make_party(); |
| 186 | } |
| 187 | for (i = 0; i < n; i++) { |
| 188 | obj = gr_object(); |
| 189 | rand_place(obj); |
| 190 | } |
| 191 | put_gold(); |
| 192 | } |
| 193 | |
| 194 | static void |
| 195 | put_gold(void) |
| 196 | { |
| 197 | short i, j; |
| 198 | short row,col; |
| 199 | boolean is_maze, is_room; |
| 200 | |
| 201 | for (i = 0; i < MAXROOMS; i++) { |
| 202 | is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; |
| 203 | is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; |
| 204 | |
| 205 | if (!(is_room || is_maze)) { |
| 206 | continue; |
| 207 | } |
| 208 | if (is_maze || rand_percent(GOLD_PERCENT)) { |
| 209 | for (j = 0; j < 50; j++) { |
| 210 | row = get_rand(rooms[i].top_row+1, |
| 211 | rooms[i].bottom_row-1); |
| 212 | col = get_rand(rooms[i].left_col+1, |
| 213 | rooms[i].right_col-1); |
| 214 | if ((dungeon[row][col] == FLOOR) || |
| 215 | (dungeon[row][col] == TUNNEL)) { |
| 216 | plant_gold(row, col, is_maze); |
| 217 | break; |
| 218 | } |
| 219 | } |
| 220 | } |
| 221 | } |
| 222 | } |
| 223 | |
| 224 | static void |
| 225 | plant_gold(short row, short col, boolean is_maze) |
| 226 | { |
| 227 | object *obj; |
| 228 | |
| 229 | obj = alloc_object(); |
| 230 | obj->row = row; obj->col = col; |
| 231 | obj->what_is = GOLD; |
| 232 | obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); |
| 233 | if (is_maze) { |
| 234 | obj->quantity += obj->quantity / 2; |
| 235 | } |
| 236 | dungeon[row][col] |= OBJECT; |
| 237 | add_to_pack(obj, &level_objects, 0); |
| 238 | } |
| 239 | |
| 240 | void |
| 241 | place_at(object *obj, int row, int col) |
| 242 | { |
| 243 | obj->row = row; |
| 244 | obj->col = col; |
| 245 | dungeon[row][col] |= OBJECT; |
| 246 | add_to_pack(obj, &level_objects, 0); |
| 247 | } |
| 248 | |
| 249 | object * |
| 250 | object_at(object *pack, short row, short col) |
| 251 | { |
| 252 | object *obj = (object *) 0; |
| 253 | |
| 254 | if (dungeon[row][col] & (MONSTER | OBJECT)) { |
| 255 | obj = pack->next_object; |
| 256 | |
| 257 | while (obj && ((obj->row != row) || (obj->col != col))) { |
| 258 | obj = obj->next_object; |
| 259 | } |
| 260 | if (!obj) { |
| 261 | message("object_at(): inconsistent", 1); |
| 262 | } |
| 263 | } |
| 264 | return(obj); |
| 265 | } |
| 266 | |
| 267 | object * |
| 268 | get_letter_object(int ch) |
| 269 | { |
| 270 | object *obj; |
| 271 | |
| 272 | obj = rogue.pack.next_object; |
| 273 | |
| 274 | while (obj && (obj->ichar != ch)) { |
| 275 | obj = obj->next_object; |
| 276 | } |
| 277 | return(obj); |
| 278 | } |
| 279 | |
| 280 | void |
| 281 | free_stuff(object *objlist) |
| 282 | { |
| 283 | object *obj; |
| 284 | |
| 285 | while (objlist->next_object) { |
| 286 | obj = objlist->next_object; |
| 287 | objlist->next_object = |
| 288 | objlist->next_object->next_object; |
| 289 | free_object(obj); |
| 290 | } |
| 291 | } |
| 292 | |
| 293 | const char * |
| 294 | name_of(const object *obj) |
| 295 | { |
| 296 | const char *retstring; |
| 297 | |
| 298 | switch(obj->what_is) { |
| 299 | case SCROL: |
| 300 | retstring = obj->quantity > 1 ? "scrolls " : "scroll "; |
| 301 | break; |
| 302 | case POTION: |
| 303 | retstring = obj->quantity > 1 ? "potions " : "potion "; |
| 304 | break; |
| 305 | case FOOD: |
| 306 | if (obj->which_kind == RATION) { |
| 307 | retstring = "food "; |
| 308 | } else { |
| 309 | retstring = fruit; |
| 310 | } |
| 311 | break; |
| 312 | case WAND: |
| 313 | retstring = is_wood[obj->which_kind] ? "staff " : "wand "; |
| 314 | break; |
| 315 | case WEAPON: |
| 316 | switch(obj->which_kind) { |
| 317 | case DART: |
| 318 | retstring=obj->quantity > 1 ? "darts " : "dart "; |
| 319 | break; |
| 320 | case ARROW: |
| 321 | retstring=obj->quantity > 1 ? "arrows " : "arrow "; |
| 322 | break; |
| 323 | case DAGGER: |
| 324 | retstring=obj->quantity > 1 ? "daggers " : "dagger "; |
| 325 | break; |
| 326 | case SHURIKEN: |
| 327 | retstring=obj->quantity > 1?"shurikens ":"shuriken "; |
| 328 | break; |
| 329 | default: |
| 330 | retstring = id_weapons[obj->which_kind].title; |
| 331 | } |
| 332 | break; |
| 333 | case ARMOR: |
| 334 | retstring = "armor "; |
| 335 | break; |
| 336 | case RING: |
| 337 | retstring = "ring "; |
| 338 | break; |
| 339 | case AMULET: |
| 340 | retstring = "amulet "; |
| 341 | break; |
| 342 | default: |
| 343 | retstring = "unknown "; |
| 344 | break; |
| 345 | } |
| 346 | return(retstring); |
| 347 | } |
| 348 | |
| 349 | object * |
| 350 | gr_object(void) |
| 351 | { |
| 352 | object *obj; |
| 353 | |
| 354 | obj = alloc_object(); |
| 355 | |
| 356 | if (foods < (cur_level / 3)) { |
| 357 | obj->what_is = FOOD; |
| 358 | foods++; |
| 359 | } else { |
| 360 | obj->what_is = gr_what_is(); |
| 361 | } |
| 362 | switch(obj->what_is) { |
| 363 | case SCROL: |
| 364 | gr_scroll(obj); |
| 365 | break; |
| 366 | case POTION: |
| 367 | gr_potion(obj); |
| 368 | break; |
| 369 | case WEAPON: |
| 370 | gr_weapon(obj, 1); |
| 371 | break; |
| 372 | case ARMOR: |
| 373 | gr_armor(obj); |
| 374 | break; |
| 375 | case WAND: |
| 376 | gr_wand(obj); |
| 377 | break; |
| 378 | case FOOD: |
| 379 | get_food(obj, 0); |
| 380 | break; |
| 381 | case RING: |
| 382 | gr_ring(obj, 1); |
| 383 | break; |
| 384 | } |
| 385 | return(obj); |
| 386 | } |
| 387 | |
| 388 | static unsigned short |
| 389 | gr_what_is(void) |
| 390 | { |
| 391 | short percent; |
| 392 | unsigned short what_is; |
| 393 | |
| 394 | percent = get_rand(1, 91); |
| 395 | |
| 396 | if (percent <= 30) { |
| 397 | what_is = SCROL; |
| 398 | } else if (percent <= 60) { |
| 399 | what_is = POTION; |
| 400 | } else if (percent <= 64) { |
| 401 | what_is = WAND; |
| 402 | } else if (percent <= 74) { |
| 403 | what_is = WEAPON; |
| 404 | } else if (percent <= 83) { |
| 405 | what_is = ARMOR; |
| 406 | } else if (percent <= 88) { |
| 407 | what_is = FOOD; |
| 408 | } else { |
| 409 | what_is = RING; |
| 410 | } |
| 411 | return(what_is); |
| 412 | } |
| 413 | |
| 414 | static void |
| 415 | gr_scroll(object *obj) |
| 416 | { |
| 417 | short percent; |
| 418 | |
| 419 | percent = get_rand(0, 91); |
| 420 | |
| 421 | obj->what_is = SCROL; |
| 422 | |
| 423 | if (percent <= 5) { |
| 424 | obj->which_kind = PROTECT_ARMOR; |
| 425 | } else if (percent <= 10) { |
| 426 | obj->which_kind = HOLD_MONSTER; |
| 427 | } else if (percent <= 20) { |
| 428 | obj->which_kind = CREATE_MONSTER; |
| 429 | } else if (percent <= 35) { |
| 430 | obj->which_kind = IDENTIFY; |
| 431 | } else if (percent <= 43) { |
| 432 | obj->which_kind = TELEPORT; |
| 433 | } else if (percent <= 50) { |
| 434 | obj->which_kind = SLEEP; |
| 435 | } else if (percent <= 55) { |
| 436 | obj->which_kind = SCARE_MONSTER; |
| 437 | } else if (percent <= 64) { |
| 438 | obj->which_kind = REMOVE_CURSE; |
| 439 | } else if (percent <= 69) { |
| 440 | obj->which_kind = ENCH_ARMOR; |
| 441 | } else if (percent <= 74) { |
| 442 | obj->which_kind = ENCH_WEAPON; |
| 443 | } else if (percent <= 80) { |
| 444 | obj->which_kind = AGGRAVATE_MONSTER; |
| 445 | } else if (percent <= 86) { |
| 446 | obj->which_kind = CON_MON; |
| 447 | } else { |
| 448 | obj->which_kind = MAGIC_MAPPING; |
| 449 | } |
| 450 | } |
| 451 | |
| 452 | static void |
| 453 | gr_potion(object *obj) |
| 454 | { |
| 455 | short percent; |
| 456 | |
| 457 | percent = get_rand(1, 118); |
| 458 | |
| 459 | obj->what_is = POTION; |
| 460 | |
| 461 | if (percent <= 5) { |
| 462 | obj->which_kind = RAISE_LEVEL; |
| 463 | } else if (percent <= 15) { |
| 464 | obj->which_kind = DETECT_OBJECTS; |
| 465 | } else if (percent <= 25) { |
| 466 | obj->which_kind = DETECT_MONSTER; |
| 467 | } else if (percent <= 35) { |
| 468 | obj->which_kind = INCREASE_STRENGTH; |
| 469 | } else if (percent <= 45) { |
| 470 | obj->which_kind = RESTORE_STRENGTH; |
| 471 | } else if (percent <= 55) { |
| 472 | obj->which_kind = HEALING; |
| 473 | } else if (percent <= 65) { |
| 474 | obj->which_kind = EXTRA_HEALING; |
| 475 | } else if (percent <= 75) { |
| 476 | obj->which_kind = BLINDNESS; |
| 477 | } else if (percent <= 85) { |
| 478 | obj->which_kind = HALLUCINATION; |
| 479 | } else if (percent <= 95) { |
| 480 | obj->which_kind = CONFUSION; |
| 481 | } else if (percent <= 105) { |
| 482 | obj->which_kind = POISON; |
| 483 | } else if (percent <= 110) { |
| 484 | obj->which_kind = LEVITATION; |
| 485 | } else if (percent <= 114) { |
| 486 | obj->which_kind = HASTE_SELF; |
| 487 | } else { |
| 488 | obj->which_kind = SEE_INVISIBLE; |
| 489 | } |
| 490 | } |
| 491 | |
| 492 | static void |
| 493 | gr_weapon(object *obj, int assign_wk) |
| 494 | { |
| 495 | short percent; |
| 496 | short i; |
| 497 | short blessing, increment; |
| 498 | |
| 499 | obj->what_is = WEAPON; |
| 500 | if (assign_wk) { |
| 501 | obj->which_kind = get_rand(0, (WEAPONS - 1)); |
| 502 | } |
| 503 | if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || |
| 504 | (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { |
| 505 | obj->quantity = get_rand(3, 15); |
| 506 | obj->quiver = get_rand(0, 126); |
| 507 | } else { |
| 508 | obj->quantity = 1; |
| 509 | } |
| 510 | obj->hit_enchant = obj->d_enchant = 0; |
| 511 | |
| 512 | percent = get_rand(1, 96); |
| 513 | blessing = get_rand(1, 3); |
| 514 | |
| 515 | if (percent <= 16) { |
| 516 | increment = 1; |
| 517 | } else if (percent <= 32) { |
| 518 | increment = -1; |
| 519 | obj->is_cursed = 1; |
| 520 | } |
| 521 | if (percent <= 32) { |
| 522 | for (i = 0; i < blessing; i++) { |
| 523 | if (coin_toss()) { |
| 524 | obj->hit_enchant += increment; |
| 525 | } else { |
| 526 | obj->d_enchant += increment; |
| 527 | } |
| 528 | } |
| 529 | } |
| 530 | switch(obj->which_kind) { |
| 531 | case BOW: |
| 532 | case DART: |
| 533 | obj->damage = "1d1"; |
| 534 | break; |
| 535 | case ARROW: |
| 536 | obj->damage = "1d2"; |
| 537 | break; |
| 538 | case DAGGER: |
| 539 | obj->damage = "1d3"; |
| 540 | break; |
| 541 | case SHURIKEN: |
| 542 | obj->damage = "1d4"; |
| 543 | break; |
| 544 | case MACE: |
| 545 | obj->damage = "2d3"; |
| 546 | break; |
| 547 | case LONG_SWORD: |
| 548 | obj->damage = "3d4"; |
| 549 | break; |
| 550 | case TWO_HANDED_SWORD: |
| 551 | obj->damage = "4d5"; |
| 552 | break; |
| 553 | } |
| 554 | } |
| 555 | |
| 556 | static void |
| 557 | gr_armor(object *obj) |
| 558 | { |
| 559 | short percent; |
| 560 | short blessing; |
| 561 | |
| 562 | obj->what_is = ARMOR; |
| 563 | obj->which_kind = get_rand(0, (ARMORS - 1)); |
| 564 | obj->class = obj->which_kind + 2; |
| 565 | if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { |
| 566 | obj->class--; |
| 567 | } |
| 568 | obj->is_protected = 0; |
| 569 | obj->d_enchant = 0; |
| 570 | |
| 571 | percent = get_rand(1, 100); |
| 572 | blessing = get_rand(1, 3); |
| 573 | |
| 574 | if (percent <= 16) { |
| 575 | obj->is_cursed = 1; |
| 576 | obj->d_enchant -= blessing; |
| 577 | } else if (percent <= 33) { |
| 578 | obj->d_enchant += blessing; |
| 579 | } |
| 580 | } |
| 581 | |
| 582 | static void |
| 583 | gr_wand(object *obj) |
| 584 | { |
| 585 | obj->what_is = WAND; |
| 586 | obj->which_kind = get_rand(0, (WANDS - 1)); |
| 587 | obj->class = get_rand(3, 7); |
| 588 | } |
| 589 | |
| 590 | void |
| 591 | get_food(object *obj, boolean 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 | |
| 602 | void |
| 603 | put_stairs(void) |
| 604 | { |
| 605 | short row, col; |
| 606 | |
| 607 | gr_row_col(&row, &col, (FLOOR | TUNNEL)); |
| 608 | dungeon[row][col] |= STAIRS; |
| 609 | } |
| 610 | |
| 611 | short |
| 612 | get_armor_class(const object *obj) |
| 613 | { |
| 614 | if (obj) { |
| 615 | return(obj->class + obj->d_enchant); |
| 616 | } |
| 617 | return(0); |
| 618 | } |
| 619 | |
| 620 | object * |
| 621 | alloc_object(void) |
| 622 | { |
| 623 | object *obj; |
| 624 | |
| 625 | if (free_list) { |
| 626 | obj = free_list; |
| 627 | free_list = free_list->next_object; |
| 628 | } else if (!(obj = (object *) md_malloc(sizeof(object)))) { |
| 629 | message("cannot allocate object, saving game", 0); |
| 630 | save_into_file(error_file); |
| 631 | } |
| 632 | obj->quantity = 1; |
| 633 | obj->ichar = 'L'; |
| 634 | obj->picked_up = obj->is_cursed = 0; |
| 635 | obj->in_use_flags = NOT_USED; |
| 636 | obj->identified = UNIDENTIFIED; |
| 637 | obj->damage = "1d1"; |
| 638 | return(obj); |
| 639 | } |
| 640 | |
| 641 | void |
| 642 | free_object(object *obj) |
| 643 | { |
| 644 | obj->next_object = free_list; |
| 645 | free_list = obj; |
| 646 | } |
| 647 | |
| 648 | static void |
| 649 | make_party(void) |
| 650 | { |
| 651 | short n; |
| 652 | |
| 653 | party_room = gr_room(); |
| 654 | |
| 655 | n = rand_percent(99) ? party_objects(party_room) : 11; |
| 656 | if (rand_percent(99)) { |
| 657 | party_monsters(party_room, n); |
| 658 | } |
| 659 | } |
| 660 | |
| 661 | void |
| 662 | show_objects(void) |
| 663 | { |
| 664 | object *obj; |
| 665 | short mc, rc, row, col; |
| 666 | object *monster; |
| 667 | |
| 668 | obj = level_objects.next_object; |
| 669 | |
| 670 | while (obj) { |
| 671 | row = obj->row; |
| 672 | col = obj->col; |
| 673 | |
| 674 | rc = get_mask_char(obj->what_is); |
| 675 | |
| 676 | if (dungeon[row][col] & MONSTER) { |
| 677 | if ((monster = object_at(&level_monsters, row, col))) { |
| 678 | monster->trail_char = rc; |
| 679 | } |
| 680 | } |
| 681 | mc = mvinch(row, col); |
| 682 | if (((mc < 'A') || (mc > 'Z')) && |
| 683 | ((row != rogue.row) || (col != rogue.col))) { |
| 684 | mvaddch(row, col, rc); |
| 685 | } |
| 686 | obj = obj->next_object; |
| 687 | } |
| 688 | |
| 689 | monster = level_monsters.next_object; |
| 690 | |
| 691 | while (monster) { |
| 692 | if (monster->m_flags & IMITATES) { |
| 693 | mvaddch(monster->row, monster->col, (int) monster->disguise); |
| 694 | } |
| 695 | monster = monster->next_monster; |
| 696 | } |
| 697 | } |
| 698 | |
| 699 | void |
| 700 | put_amulet(void) |
| 701 | { |
| 702 | object *obj; |
| 703 | |
| 704 | obj = alloc_object(); |
| 705 | obj->what_is = AMULET; |
| 706 | rand_place(obj); |
| 707 | } |
| 708 | |
| 709 | static void |
| 710 | rand_place(object *obj) |
| 711 | { |
| 712 | short row, col; |
| 713 | |
| 714 | gr_row_col(&row, &col, (FLOOR | TUNNEL)); |
| 715 | place_at(obj, row, col); |
| 716 | } |
| 717 | |
| 718 | void |
| 719 | c_object_for_wizard(void) |
| 720 | { |
| 721 | short ch, max = 0, wk; |
| 722 | object *obj; |
| 723 | char buf[80]; |
| 724 | |
| 725 | if (pack_count((object *) 0) >= MAX_PACK_COUNT) { |
| 726 | message("pack full", 0); |
| 727 | return; |
| 728 | } |
| 729 | message("type of object?", 0); |
| 730 | |
| 731 | while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { |
| 732 | sound_bell(); |
| 733 | } |
| 734 | check_message(); |
| 735 | |
| 736 | if (ch == '\033') { |
| 737 | return; |
| 738 | } |
| 739 | obj = alloc_object(); |
| 740 | |
| 741 | switch(ch) { |
| 742 | case '!': |
| 743 | obj->what_is = POTION; |
| 744 | max = POTIONS - 1; |
| 745 | break; |
| 746 | case '?': |
| 747 | obj->what_is = SCROL; |
| 748 | max = SCROLS - 1; |
| 749 | break; |
| 750 | case ',': |
| 751 | obj->what_is = AMULET; |
| 752 | break; |
| 753 | case ':': |
| 754 | get_food(obj, 0); |
| 755 | break; |
| 756 | case ')': |
| 757 | gr_weapon(obj, 0); |
| 758 | max = WEAPONS - 1; |
| 759 | break; |
| 760 | case ']': |
| 761 | gr_armor(obj); |
| 762 | max = ARMORS - 1; |
| 763 | break; |
| 764 | case '/': |
| 765 | gr_wand(obj); |
| 766 | max = WANDS - 1; |
| 767 | break; |
| 768 | case '=': |
| 769 | max = RINGS - 1; |
| 770 | obj->what_is = RING; |
| 771 | break; |
| 772 | } |
| 773 | if ((ch != ',') && (ch != ':')) { |
| 774 | GIL: |
| 775 | if (get_input_line("which kind?", "", buf, "", 0, 1)) { |
| 776 | wk = get_number(buf); |
| 777 | if ((wk >= 0) && (wk <= max)) { |
| 778 | obj->which_kind = (unsigned short) wk; |
| 779 | if (obj->what_is == RING) { |
| 780 | gr_ring(obj, 0); |
| 781 | } |
| 782 | } else { |
| 783 | sound_bell(); |
| 784 | goto GIL; |
| 785 | } |
| 786 | } else { |
| 787 | free_object(obj); |
| 788 | return; |
| 789 | } |
| 790 | } |
| 791 | get_desc(obj, buf); |
| 792 | message(buf, 0); |
| 793 | add_to_pack(obj, &rogue.pack, 1); |
| 794 | } |