BSD 4_3_Reno release
[unix-history] / usr / src / games / rogue / object.c
CommitLineData
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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 *
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8 * Redistribution and use in source and binary forms are permitted
9 * provided that: (1) source distributions retain this entire copyright
10 * notice and comment, and (2) distributions including binaries display
11 * the following acknowledgement: ``This product includes software
12 * developed by the University of California, Berkeley and its contributors''
13 * in the documentation or other materials provided with the distribution
14 * and in all advertising materials mentioning features or use of this
15 * software. Neither the name of the University nor the names of its
16 * contributors may be used to endorse or promote products derived
17 * from this software without specific prior written permission.
18 * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
19 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
20 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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21 */
22
23#ifndef lint
1c15e888 24static char sccsid[] = "@(#)object.c 5.3 (Berkeley) 6/1/90";
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25#endif /* not lint */
26
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27/*
28 * object.c
29 *
30 * This source herein may be modified and/or distributed by anybody who
31 * so desires, with the following restrictions:
32 * 1.) No portion of this notice shall be removed.
33 * 2.) Credit shall not be taken for the creation of this source.
34 * 3.) This code is not to be traded, sold, or used for personal
35 * gain or profit.
36 *
37 */
38
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39#include "rogue.h"
40
41object level_objects;
42unsigned short dungeon[DROWS][DCOLS];
43short foods = 0;
44object *free_list = (object *) 0;
45char *fruit = (char *) 0;
46
47fighter rogue = {
48 INIT_AW, /* armor, weapon */
49 INIT_RINGS, /* rings */
50 INIT_HP, /* Hp current,max */
51 INIT_STR, /* Str current,max */
52 INIT_PACK, /* pack */
53 INIT_GOLD, /* gold */
54 INIT_EXP, /* exp level,points */
55 0, 0, /* row, col */
56 INIT_CHAR, /* char */
57 INIT_MOVES /* moves */
58};
59
60struct id id_potions[POTIONS] = {
61{100, "blue \0 ", "of increase strength ", 0},
62{250, "red \0 ", "of restore strength ", 0},
63{100, "green \0 ", "of healing ", 0},
64{200, "grey \0 ", "of extra healing ", 0},
65 {10, "brown \0 ", "of poison ", 0},
66{300, "clear \0 ", "of raise level ", 0},
67 {10, "pink \0 ", "of blindness ", 0},
68 {25, "white \0 ", "of hallucination ", 0},
69{100, "purple \0 ", "of detect monster ", 0},
70{100, "black \0 ", "of detect things ", 0},
71 {10, "yellow \0 ", "of confusion ", 0},
72 {80, "plaid \0 ", "of levitation ", 0},
73{150, "burgundy \0 ", "of haste self ", 0},
74{145, "beige \0 ", "of see invisible ", 0}
75};
76
77struct id id_scrolls[SCROLS] = {
78{505, " ", "of protect armor ", 0},
79{200, " ", "of hold monster ", 0},
80{235, " ", "of enchant weapon ", 0},
81{235, " ", "of enchant armor ", 0},
82{175, " ", "of identify ", 0},
83{190, " ", "of teleportation ", 0},
84 {25, " ", "of sleep ", 0},
85{610, " ", "of scare monster ", 0},
86{210, " ", "of remove curse ", 0},
87 {80, " ", "of create monster ",0},
88 {25, " ", "of aggravate monster ",0},
89{180, " ", "of magic mapping ", 0},
90 {90, " ", "of confuse monster ", 0}
91};
92
93struct id id_weapons[WEAPONS] = {
94 {150, "short bow ", "", 0},
95 {8, "darts ", "", 0},
96 {15, "arrows ", "", 0},
97 {27, "daggers ", "", 0},
98 {35, "shurikens ", "", 0},
99 {360, "mace ", "", 0},
100 {470, "long sword ", "", 0},
101 {580, "two-handed sword ", "", 0}
102};
103
104struct id id_armors[ARMORS] = {
105 {300, "leather armor ", "", (UNIDENTIFIED)},
106 {300, "ring mail ", "", (UNIDENTIFIED)},
107 {400, "scale mail ", "", (UNIDENTIFIED)},
108 {500, "chain mail ", "", (UNIDENTIFIED)},
109 {600, "banded mail ", "", (UNIDENTIFIED)},
110 {600, "splint mail ", "", (UNIDENTIFIED)},
111 {700, "plate mail ", "", (UNIDENTIFIED)}
112};
113
114struct id id_wands[WANDS] = {
115 {25, " ", "of teleport away ",0},
116 {50, " ", "of slow monster ", 0},
117 {8, " ", "of invisibility ",0},
118 {55, " ", "of polymorph ",0},
119 {2, " ", "of haste monster ",0},
120 {20, " ", "of magic missile ",0},
121 {20, " ", "of cancellation ",0},
122 {0, " ", "of do nothing ",0},
123 {35, " ", "of drain life ",0},
124 {20, " ", "of cold ",0},
125 {20, " ", "of fire ",0}
126};
127
128struct id id_rings[RINGS] = {
129 {250, " ", "of stealth ",0},
130 {100, " ", "of teleportation ", 0},
131 {255, " ", "of regeneration ",0},
132 {295, " ", "of slow digestion ",0},
133 {200, " ", "of add strength ",0},
134 {250, " ", "of sustain strength ",0},
135 {250, " ", "of dexterity ",0},
136 {25, " ", "of adornment ",0},
137 {300, " ", "of see invisible ",0},
138 {290, " ", "of maintain armor ",0},
139 {270, " ", "of searching ",0},
140};
141
142extern short cur_level, max_level;
143extern short party_room;
144extern char *error_file;
145extern boolean is_wood[];
146
147put_objects()
148{
149 short i, n;
150 object *obj;
151
152 if (cur_level < max_level) {
153 return;
154 }
155 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
156 while (rand_percent(33)) {
157 n++;
158 }
159 if (party_room != NO_ROOM) {
160 make_party();
161 }
162 for (i = 0; i < n; i++) {
163 obj = gr_object();
164 rand_place(obj);
165 }
166 put_gold();
167}
168
169put_gold()
170{
171 short i, j;
172 short row,col;
173 boolean is_maze, is_room;
174
175 for (i = 0; i < MAXROOMS; i++) {
176 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
177 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
178
179 if (!(is_room || is_maze)) {
180 continue;
181 }
182 if (is_maze || rand_percent(GOLD_PERCENT)) {
183 for (j = 0; j < 50; j++) {
184 row = get_rand(rooms[i].top_row+1,
185 rooms[i].bottom_row-1);
186 col = get_rand(rooms[i].left_col+1,
187 rooms[i].right_col-1);
188 if ((dungeon[row][col] == FLOOR) ||
189 (dungeon[row][col] == TUNNEL)) {
190 plant_gold(row, col, is_maze);
191 break;
192 }
193 }
194 }
195 }
196}
197
198plant_gold(row, col, is_maze)
199short row, col;
200boolean is_maze;
201{
202 object *obj;
203
204 obj = alloc_object();
205 obj->row = row; obj->col = col;
206 obj->what_is = GOLD;
207 obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
208 if (is_maze) {
209 obj->quantity += obj->quantity / 2;
210 }
211 dungeon[row][col] |= OBJECT;
212 (void) add_to_pack(obj, &level_objects, 0);
213}
214
215place_at(obj, row, col)
216object *obj;
217{
218 obj->row = row;
219 obj->col = col;
220 dungeon[row][col] |= OBJECT;
221 (void) add_to_pack(obj, &level_objects, 0);
222}
223
224object *
225object_at(pack, row, col)
226register object *pack;
227short row, col;
228{
229 object *obj = (object *) 0;
230
231 if (dungeon[row][col] & (MONSTER | OBJECT)) {
232 obj = pack->next_object;
233
234 while (obj && ((obj->row != row) || (obj->col != col))) {
235 obj = obj->next_object;
236 }
237 if (!obj) {
238 message("object_at(): inconsistent", 1);
239 }
240 }
241 return(obj);
242}
243
244object *
245get_letter_object(ch)
246{
247 object *obj;
248
249 obj = rogue.pack.next_object;
250
251 while (obj && (obj->ichar != ch)) {
252 obj = obj->next_object;
253 }
254 return(obj);
255}
256
257free_stuff(objlist)
258object *objlist;
259{
260 object *obj;
261
262 while (objlist->next_object) {
263 obj = objlist->next_object;
264 objlist->next_object =
265 objlist->next_object->next_object;
266 free_object(obj);
267 }
268}
269
270char *
271name_of(obj)
272object *obj;
273{
274 char *retstring;
275
276 switch(obj->what_is) {
277 case SCROL:
278 retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
279 break;
280 case POTION:
281 retstring = obj->quantity > 1 ? "potions " : "potion ";
282 break;
283 case FOOD:
284 if (obj->which_kind == RATION) {
285 retstring = "food ";
286 } else {
287 retstring = fruit;
288 }
289 break;
290 case WAND:
291 retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
292 break;
293 case WEAPON:
294 switch(obj->which_kind) {
295 case DART:
296 retstring=obj->quantity > 1 ? "darts " : "dart ";
297 break;
298 case ARROW:
299 retstring=obj->quantity > 1 ? "arrows " : "arrow ";
300 break;
301 case DAGGER:
302 retstring=obj->quantity > 1 ? "daggers " : "dagger ";
303 break;
304 case SHURIKEN:
305 retstring=obj->quantity > 1?"shurikens ":"shuriken ";
306 break;
307 default:
308 retstring = id_weapons[obj->which_kind].title;
309 }
310 break;
311 case ARMOR:
312 retstring = "armor ";
313 break;
314 case RING:
315 retstring = "ring ";
316 break;
317 case AMULET:
318 retstring = "amulet ";
319 break;
320 default:
321 retstring = "unknown ";
322 break;
323 }
324 return(retstring);
325}
326
327object *
328gr_object()
329{
330 object *obj;
331
332 obj = alloc_object();
333
334 if (foods < (cur_level / 3)) {
335 obj->what_is = FOOD;
336 foods++;
337 } else {
338 obj->what_is = gr_what_is();
339 }
340 switch(obj->what_is) {
341 case SCROL:
342 gr_scroll(obj);
343 break;
344 case POTION:
345 gr_potion(obj);
346 break;
347 case WEAPON:
348 gr_weapon(obj, 1);
349 break;
350 case ARMOR:
351 gr_armor(obj);
352 break;
353 case WAND:
354 gr_wand(obj);
355 break;
356 case FOOD:
357 get_food(obj, 0);
358 break;
359 case RING:
360 gr_ring(obj, 1);
361 break;
362 }
363 return(obj);
364}
365
366unsigned short
367gr_what_is()
368{
369 short percent;
370 unsigned short what_is;
371
372 percent = get_rand(1, 91);
373
374 if (percent <= 30) {
375 what_is = SCROL;
376 } else if (percent <= 60) {
377 what_is = POTION;
378 } else if (percent <= 64) {
379 what_is = WAND;
380 } else if (percent <= 74) {
381 what_is = WEAPON;
382 } else if (percent <= 83) {
383 what_is = ARMOR;
384 } else if (percent <= 88) {
385 what_is = FOOD;
386 } else {
387 what_is = RING;
388 }
389 return(what_is);
390}
391
392gr_scroll(obj)
393object *obj;
394{
395 short percent;
396
397 percent = get_rand(0, 91);
398
399 obj->what_is = SCROL;
400
401 if (percent <= 5) {
402 obj->which_kind = PROTECT_ARMOR;
403 } else if (percent <= 10) {
404 obj->which_kind = HOLD_MONSTER;
405 } else if (percent <= 20) {
406 obj->which_kind = CREATE_MONSTER;
407 } else if (percent <= 35) {
408 obj->which_kind = IDENTIFY;
409 } else if (percent <= 43) {
410 obj->which_kind = TELEPORT;
411 } else if (percent <= 50) {
412 obj->which_kind = SLEEP;
413 } else if (percent <= 55) {
414 obj->which_kind = SCARE_MONSTER;
415 } else if (percent <= 64) {
416 obj->which_kind = REMOVE_CURSE;
417 } else if (percent <= 69) {
418 obj->which_kind = ENCH_ARMOR;
419 } else if (percent <= 74) {
420 obj->which_kind = ENCH_WEAPON;
421 } else if (percent <= 80) {
422 obj->which_kind = AGGRAVATE_MONSTER;
423 } else if (percent <= 86) {
424 obj->which_kind = CON_MON;
425 } else {
426 obj->which_kind = MAGIC_MAPPING;
427 }
428}
429
430gr_potion(obj)
431object *obj;
432{
433 short percent;
434
435 percent = get_rand(1, 118);
436
437 obj->what_is = POTION;
438
439 if (percent <= 5) {
440 obj->which_kind = RAISE_LEVEL;
441 } else if (percent <= 15) {
442 obj->which_kind = DETECT_OBJECTS;
443 } else if (percent <= 25) {
444 obj->which_kind = DETECT_MONSTER;
445 } else if (percent <= 35) {
446 obj->which_kind = INCREASE_STRENGTH;
447 } else if (percent <= 45) {
448 obj->which_kind = RESTORE_STRENGTH;
449 } else if (percent <= 55) {
450 obj->which_kind = HEALING;
451 } else if (percent <= 65) {
452 obj->which_kind = EXTRA_HEALING;
453 } else if (percent <= 75) {
454 obj->which_kind = BLINDNESS;
455 } else if (percent <= 85) {
456 obj->which_kind = HALLUCINATION;
457 } else if (percent <= 95) {
458 obj->which_kind = CONFUSION;
459 } else if (percent <= 105) {
460 obj->which_kind = POISON;
461 } else if (percent <= 110) {
462 obj->which_kind = LEVITATION;
463 } else if (percent <= 114) {
464 obj->which_kind = HASTE_SELF;
465 } else {
466 obj->which_kind = SEE_INVISIBLE;
467 }
468}
469
470gr_weapon(obj, assign_wk)
471object *obj;
472int assign_wk;
473{
474 short percent;
475 short i;
476 short blessing, increment;
477
478 obj->what_is = WEAPON;
479 if (assign_wk) {
480 obj->which_kind = get_rand(0, (WEAPONS - 1));
481 }
482 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
483 (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
484 obj->quantity = get_rand(3, 15);
485 obj->quiver = get_rand(0, 126);
486 } else {
487 obj->quantity = 1;
488 }
489 obj->hit_enchant = obj->d_enchant = 0;
490
491 percent = get_rand(1, 96);
492 blessing = get_rand(1, 3);
493
494 if (percent <= 16) {
495 increment = 1;
496 } else if (percent <= 32) {
497 increment = -1;
498 obj->is_cursed = 1;
499 }
500 if (percent <= 32) {
501 for (i = 0; i < blessing; i++) {
502 if (coin_toss()) {
503 obj->hit_enchant += increment;
504 } else {
505 obj->d_enchant += increment;
506 }
507 }
508 }
509 switch(obj->which_kind) {
510 case BOW:
511 case DART:
512 obj->damage = "1d1";
513 break;
514 case ARROW:
515 obj->damage = "1d2";
516 break;
517 case DAGGER:
518 obj->damage = "1d3";
519 break;
520 case SHURIKEN:
521 obj->damage = "1d4";
522 break;
523 case MACE:
524 obj->damage = "2d3";
525 break;
526 case LONG_SWORD:
527 obj->damage = "3d4";
528 break;
529 case TWO_HANDED_SWORD:
530 obj->damage = "4d5";
531 break;
532 }
533}
534
535gr_armor(obj)
536object *obj;
537{
538 short percent;
539 short blessing;
540
541 obj->what_is = ARMOR;
542 obj->which_kind = get_rand(0, (ARMORS - 1));
543 obj->class = obj->which_kind + 2;
544 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
545 obj->class--;
546 }
547 obj->is_protected = 0;
548 obj->d_enchant = 0;
549
550 percent = get_rand(1, 100);
551 blessing = get_rand(1, 3);
552
553 if (percent <= 16) {
554 obj->is_cursed = 1;
555 obj->d_enchant -= blessing;
556 } else if (percent <= 33) {
557 obj->d_enchant += blessing;
558 }
559}
560
561gr_wand(obj)
562object *obj;
563{
564 obj->what_is = WAND;
565 obj->which_kind = get_rand(0, (WANDS - 1));
566 obj->class = get_rand(3, 7);
567}
568
569get_food(obj, force_ration)
570object *obj;
571boolean force_ration;
572{
573 obj->what_is = FOOD;
574
575 if (force_ration || rand_percent(80)) {
576 obj->which_kind = RATION;
577 } else {
578 obj->which_kind = FRUIT;
579 }
580}
581
582put_stairs()
583{
584 short row, col;
585
586 gr_row_col(&row, &col, (FLOOR | TUNNEL));
587 dungeon[row][col] |= STAIRS;
588}
589
590get_armor_class(obj)
591object *obj;
592{
593 if (obj) {
594 return(obj->class + obj->d_enchant);
595 }
596 return(0);
597}
598
599object *
600alloc_object()
601{
602 object *obj;
603
604 if (free_list) {
605 obj = free_list;
606 free_list = free_list->next_object;
607 } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
608 message("cannot allocate object, saving game", 0);
609 save_into_file(error_file);
610 }
611 obj->quantity = 1;
612 obj->ichar = 'L';
613 obj->picked_up = obj->is_cursed = 0;
614 obj->in_use_flags = NOT_USED;
615 obj->identified = UNIDENTIFIED;
616 obj->damage = "1d1";
617 return(obj);
618}
619
620free_object(obj)
621object *obj;
622{
623 obj->next_object = free_list;
624 free_list = obj;
625}
626
627make_party()
628{
629 short n;
630
631 party_room = gr_room();
632
633 n = rand_percent(99) ? party_objects(party_room) : 11;
634 if (rand_percent(99)) {
635 party_monsters(party_room, n);
636 }
637}
638
639show_objects()
640{
641 object *obj;
642 short mc, rc, row, col;
643 object *monster;
644
645 obj = level_objects.next_object;
646
647 while (obj) {
648 row = obj->row;
649 col = obj->col;
650
651 rc = get_mask_char(obj->what_is);
652
653 if (dungeon[row][col] & MONSTER) {
654 if (monster = object_at(&level_monsters, row, col)) {
655 monster->trail_char = rc;
656 }
657 }
658 mc = mvinch(row, col);
659 if (((mc < 'A') || (mc > 'Z')) &&
660 ((row != rogue.row) || (col != rogue.col))) {
661 mvaddch(row, col, rc);
662 }
663 obj = obj->next_object;
664 }
665
666 monster = level_monsters.next_object;
667
668 while (monster) {
669 if (monster->m_flags & IMITATES) {
670 mvaddch(monster->row, monster->col, (int) monster->disguise);
671 }
672 monster = monster->next_monster;
673 }
674}
675
676put_amulet()
677{
678 object *obj;
679
680 obj = alloc_object();
681 obj->what_is = AMULET;
682 rand_place(obj);
683}
684
685rand_place(obj)
686object *obj;
687{
688 short row, col;
689
690 gr_row_col(&row, &col, (FLOOR | TUNNEL));
691 place_at(obj, row, col);
692}
693
694c_object_for_wizard()
695{
696 short ch, max, wk;
697 object *obj;
698 char buf[80];
699
700 if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
701 message("pack full", 0);
702 return;
703 }
704 message("type of object?", 0);
705
706 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
707 sound_bell();
708 }
709 check_message();
710
711 if (ch == '\033') {
712 return;
713 }
714 obj = alloc_object();
715
716 switch(ch) {
717 case '!':
718 obj->what_is = POTION;
719 max = POTIONS - 1;
720 break;
721 case '?':
722 obj->what_is = SCROL;
723 max = SCROLS - 1;
724 break;
725 case ',':
726 obj->what_is = AMULET;
727 break;
728 case ':':
729 get_food(obj, 0);
730 break;
731 case ')':
732 gr_weapon(obj, 0);
733 max = WEAPONS - 1;
734 break;
735 case ']':
736 gr_armor(obj);
737 max = ARMORS - 1;
738 break;
739 case '/':
740 gr_wand(obj);
741 max = WANDS - 1;
742 break;
743 case '=':
744 max = RINGS - 1;
745 obj->what_is = RING;
746 break;
747 }
748 if ((ch != ',') && (ch != ':')) {
749GIL:
750 if (get_input_line("which kind?", "", buf, "", 0, 1)) {
751 wk = get_number(buf);
752 if ((wk >= 0) && (wk <= max)) {
753 obj->which_kind = (unsigned short) wk;
754 if (obj->what_is == RING) {
755 gr_ring(obj, 0);
756 }
757 } else {
758 sound_bell();
759 goto GIL;
760 }
761 } else {
762 free_object(obj);
763 return;
764 }
765 }
766 get_desc(obj, buf);
767 message(buf, 0);
768 (void) add_to_pack(obj, &rogue.pack, 1);
769}