2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
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.
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
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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
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 1.3 2003/08/26 23:52:50 drhodus Exp $
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
56 unsigned short dungeon[DROWS][DCOLS];
58 object *free_list = (object *) 0;
59 char *fruit = (char *) 0;
62 INIT_AW, /* armor, weapon */
63 INIT_RINGS, /* rings */
64 INIT_HP, /* Hp current,max */
65 INIT_STR, /* Str current,max */
68 INIT_EXP, /* exp level,points */
71 INIT_MOVES /* moves */
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}
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}
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}
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)}
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}
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},
156 extern short cur_level, max_level;
157 extern short party_room;
158 extern boolean is_wood[];
165 if (cur_level < max_level) {
168 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
169 while (rand_percent(33)) {
172 if (party_room != NO_ROOM) {
175 for (i = 0; i < n; i++) {
186 boolean is_maze, is_room;
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;
192 if (!(is_room || is_maze)) {
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);
211 plant_gold(row, col, is_maze)
217 obj = alloc_object();
218 obj->row = row; obj->col = col;
220 obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
222 obj->quantity += obj->quantity / 2;
224 dungeon[row][col] |= OBJECT;
225 (void) add_to_pack(obj, &level_objects, 0);
228 place_at(obj, row, col)
234 dungeon[row][col] |= OBJECT;
235 (void) add_to_pack(obj, &level_objects, 0);
239 object_at(pack, row, col)
243 object *obj = (object *) 0;
245 if (dungeon[row][col] & (MONSTER | OBJECT)) {
246 obj = pack->next_object;
248 while (obj && ((obj->row != row) || (obj->col != col))) {
249 obj = obj->next_object;
252 message("object_at(): inconsistent", 1);
259 get_letter_object(ch)
264 obj = rogue.pack.next_object;
266 while (obj && (obj->ichar != ch)) {
267 obj = obj->next_object;
277 while (objlist->next_object) {
278 obj = objlist->next_object;
279 objlist->next_object =
280 objlist->next_object->next_object;
289 const char *retstring;
291 switch(obj->what_is) {
293 retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
296 retstring = obj->quantity > 1 ? "potions " : "potion ";
299 if (obj->which_kind == RATION) {
306 retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
309 switch(obj->which_kind) {
311 retstring=obj->quantity > 1 ? "darts " : "dart ";
314 retstring=obj->quantity > 1 ? "arrows " : "arrow ";
317 retstring=obj->quantity > 1 ? "daggers " : "dagger ";
320 retstring=obj->quantity > 1?"shurikens ":"shuriken ";
323 retstring = id_weapons[obj->which_kind].title;
327 retstring = "armor ";
333 retstring = "amulet ";
336 retstring = "unknown ";
347 obj = alloc_object();
349 if (foods < (cur_level / 3)) {
353 obj->what_is = gr_what_is();
355 switch(obj->what_is) {
385 unsigned short what_is;
387 percent = get_rand(1, 91);
391 } else if (percent <= 60) {
393 } else if (percent <= 64) {
395 } else if (percent <= 74) {
397 } else if (percent <= 83) {
399 } else if (percent <= 88) {
412 percent = get_rand(0, 91);
414 obj->what_is = SCROL;
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;
441 obj->which_kind = MAGIC_MAPPING;
450 percent = get_rand(1, 118);
452 obj->what_is = POTION;
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;
481 obj->which_kind = SEE_INVISIBLE;
485 gr_weapon(obj, assign_wk)
491 short blessing, increment;
493 obj->what_is = WEAPON;
495 obj->which_kind = get_rand(0, (WEAPONS - 1));
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);
504 obj->hit_enchant = obj->d_enchant = 0;
506 percent = get_rand(1, 96);
507 blessing = get_rand(1, 3);
511 } else if (percent <= 32) {
516 for (i = 0; i < blessing; i++) {
518 obj->hit_enchant += increment;
520 obj->d_enchant += increment;
524 switch(obj->which_kind) {
544 case TWO_HANDED_SWORD:
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)) {
562 obj->is_protected = 0;
565 percent = get_rand(1, 100);
566 blessing = get_rand(1, 3);
570 obj->d_enchant -= blessing;
571 } else if (percent <= 33) {
572 obj->d_enchant += blessing;
580 obj->which_kind = get_rand(0, (WANDS - 1));
581 obj->class = get_rand(3, 7);
584 get_food(obj, force_ration)
586 boolean force_ration;
590 if (force_ration || rand_percent(80)) {
591 obj->which_kind = RATION;
593 obj->which_kind = FRUIT;
601 gr_row_col(&row, &col, (FLOOR | TUNNEL));
602 dungeon[row][col] |= STAIRS;
609 return(obj->class + obj->d_enchant);
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);
628 obj->picked_up = obj->is_cursed = 0;
629 obj->in_use_flags = NOT_USED;
630 obj->identified = UNIDENTIFIED;
638 obj->next_object = free_list;
646 party_room = gr_room();
648 n = rand_percent(99) ? party_objects(party_room) : 11;
649 if (rand_percent(99)) {
650 party_monsters(party_room, n);
657 short mc, rc, row, col;
660 obj = level_objects.next_object;
666 rc = get_mask_char(obj->what_is);
668 if (dungeon[row][col] & MONSTER) {
669 if (monster = object_at(&level_monsters, row, col)) {
670 monster->trail_char = rc;
673 mc = mvinch(row, col);
674 if (((mc < 'A') || (mc > 'Z')) &&
675 ((row != rogue.row) || (col != rogue.col))) {
676 mvaddch(row, col, rc);
678 obj = obj->next_object;
681 monster = level_monsters.next_object;
684 if (monster->m_flags & IMITATES) {
685 mvaddch(monster->row, monster->col, (int) monster->disguise);
687 monster = monster->next_monster;
695 obj = alloc_object();
696 obj->what_is = AMULET;
705 gr_row_col(&row, &col, (FLOOR | TUNNEL));
706 place_at(obj, row, col);
709 c_object_for_wizard()
715 if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
716 message("pack full", 0);
719 message("type of object?", 0);
721 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
729 obj = alloc_object();
733 obj->what_is = POTION;
737 obj->what_is = SCROL;
741 obj->what_is = AMULET;
763 if ((ch != ',') && (ch != ':')) {
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) {
783 (void) add_to_pack(obj, &rogue.pack, 1);