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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 | * | |
1c15e888 C |
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. | |
fc3e88fd KB |
21 | */ |
22 | ||
23 | #ifndef lint | |
1c15e888 | 24 | static char sccsid[] = "@(#)object.c 5.3 (Berkeley) 6/1/90"; |
fc3e88fd KB |
25 | #endif /* not lint */ |
26 | ||
b3afadef KB |
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 | ||
b3afadef KB |
39 | #include "rogue.h" |
40 | ||
41 | object level_objects; | |
42 | unsigned short dungeon[DROWS][DCOLS]; | |
43 | short foods = 0; | |
44 | object *free_list = (object *) 0; | |
45 | char *fruit = (char *) 0; | |
46 | ||
47 | fighter 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 | ||
60 | struct 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 | ||
77 | struct 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 | ||
93 | struct 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 | ||
104 | struct 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 | ||
114 | struct 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 | ||
128 | struct 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 | ||
142 | extern short cur_level, max_level; | |
143 | extern short party_room; | |
144 | extern char *error_file; | |
145 | extern boolean is_wood[]; | |
146 | ||
147 | put_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 | ||
169 | put_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 | ||
198 | plant_gold(row, col, is_maze) | |
199 | short row, col; | |
200 | boolean 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 | ||
215 | place_at(obj, row, col) | |
216 | object *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 | ||
224 | object * | |
225 | object_at(pack, row, col) | |
226 | register object *pack; | |
227 | short 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 | ||
244 | object * | |
245 | get_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 | ||
257 | free_stuff(objlist) | |
258 | object *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 | ||
270 | char * | |
271 | name_of(obj) | |
272 | object *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 | ||
327 | object * | |
328 | gr_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 | ||
366 | unsigned short | |
367 | gr_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 | ||
392 | gr_scroll(obj) | |
393 | object *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 | ||
430 | gr_potion(obj) | |
431 | object *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 | ||
470 | gr_weapon(obj, assign_wk) | |
471 | object *obj; | |
472 | int 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 | ||
535 | gr_armor(obj) | |
536 | object *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 | ||
561 | gr_wand(obj) | |
562 | object *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 | ||
569 | get_food(obj, force_ration) | |
570 | object *obj; | |
571 | boolean 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 | ||
582 | put_stairs() | |
583 | { | |
584 | short row, col; | |
585 | ||
586 | gr_row_col(&row, &col, (FLOOR | TUNNEL)); | |
587 | dungeon[row][col] |= STAIRS; | |
588 | } | |
589 | ||
590 | get_armor_class(obj) | |
591 | object *obj; | |
592 | { | |
593 | if (obj) { | |
594 | return(obj->class + obj->d_enchant); | |
595 | } | |
596 | return(0); | |
597 | } | |
598 | ||
599 | object * | |
600 | alloc_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 | ||
620 | free_object(obj) | |
621 | object *obj; | |
622 | { | |
623 | obj->next_object = free_list; | |
624 | free_list = obj; | |
625 | } | |
626 | ||
627 | make_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 | ||
639 | show_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 | ||
676 | put_amulet() | |
677 | { | |
678 | object *obj; | |
679 | ||
680 | obj = alloc_object(); | |
681 | obj->what_is = AMULET; | |
682 | rand_place(obj); | |
683 | } | |
684 | ||
685 | rand_place(obj) | |
686 | object *obj; | |
687 | { | |
688 | short row, col; | |
689 | ||
690 | gr_row_col(&row, &col, (FLOOR | TUNNEL)); | |
691 | place_at(obj, row, col); | |
692 | } | |
693 | ||
694 | c_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 != ':')) { | |
749 | GIL: | |
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 | } |