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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 | * | |
3b2381a2 | 8 | * %sccs.include.redist.c% |
fc3e88fd KB |
9 | */ |
10 | ||
11 | #ifndef lint | |
3b2381a2 | 12 | static char sccsid[] = "@(#)object.c 5.3 (Berkeley) %G%"; |
fc3e88fd KB |
13 | #endif /* not lint */ |
14 | ||
b3afadef KB |
15 | /* |
16 | * object.c | |
17 | * | |
18 | * This source herein may be modified and/or distributed by anybody who | |
19 | * so desires, with the following restrictions: | |
20 | * 1.) No portion of this notice shall be removed. | |
21 | * 2.) Credit shall not be taken for the creation of this source. | |
22 | * 3.) This code is not to be traded, sold, or used for personal | |
23 | * gain or profit. | |
24 | * | |
25 | */ | |
26 | ||
b3afadef KB |
27 | #include "rogue.h" |
28 | ||
29 | object level_objects; | |
30 | unsigned short dungeon[DROWS][DCOLS]; | |
31 | short foods = 0; | |
32 | object *free_list = (object *) 0; | |
33 | char *fruit = (char *) 0; | |
34 | ||
35 | fighter rogue = { | |
36 | INIT_AW, /* armor, weapon */ | |
37 | INIT_RINGS, /* rings */ | |
38 | INIT_HP, /* Hp current,max */ | |
39 | INIT_STR, /* Str current,max */ | |
40 | INIT_PACK, /* pack */ | |
41 | INIT_GOLD, /* gold */ | |
42 | INIT_EXP, /* exp level,points */ | |
43 | 0, 0, /* row, col */ | |
44 | INIT_CHAR, /* char */ | |
45 | INIT_MOVES /* moves */ | |
46 | }; | |
47 | ||
48 | struct id id_potions[POTIONS] = { | |
49 | {100, "blue \0 ", "of increase strength ", 0}, | |
50 | {250, "red \0 ", "of restore strength ", 0}, | |
51 | {100, "green \0 ", "of healing ", 0}, | |
52 | {200, "grey \0 ", "of extra healing ", 0}, | |
53 | {10, "brown \0 ", "of poison ", 0}, | |
54 | {300, "clear \0 ", "of raise level ", 0}, | |
55 | {10, "pink \0 ", "of blindness ", 0}, | |
56 | {25, "white \0 ", "of hallucination ", 0}, | |
57 | {100, "purple \0 ", "of detect monster ", 0}, | |
58 | {100, "black \0 ", "of detect things ", 0}, | |
59 | {10, "yellow \0 ", "of confusion ", 0}, | |
60 | {80, "plaid \0 ", "of levitation ", 0}, | |
61 | {150, "burgundy \0 ", "of haste self ", 0}, | |
62 | {145, "beige \0 ", "of see invisible ", 0} | |
63 | }; | |
64 | ||
65 | struct id id_scrolls[SCROLS] = { | |
66 | {505, " ", "of protect armor ", 0}, | |
67 | {200, " ", "of hold monster ", 0}, | |
68 | {235, " ", "of enchant weapon ", 0}, | |
69 | {235, " ", "of enchant armor ", 0}, | |
70 | {175, " ", "of identify ", 0}, | |
71 | {190, " ", "of teleportation ", 0}, | |
72 | {25, " ", "of sleep ", 0}, | |
73 | {610, " ", "of scare monster ", 0}, | |
74 | {210, " ", "of remove curse ", 0}, | |
75 | {80, " ", "of create monster ",0}, | |
76 | {25, " ", "of aggravate monster ",0}, | |
77 | {180, " ", "of magic mapping ", 0}, | |
78 | {90, " ", "of confuse monster ", 0} | |
79 | }; | |
80 | ||
81 | struct id id_weapons[WEAPONS] = { | |
82 | {150, "short bow ", "", 0}, | |
83 | {8, "darts ", "", 0}, | |
84 | {15, "arrows ", "", 0}, | |
85 | {27, "daggers ", "", 0}, | |
86 | {35, "shurikens ", "", 0}, | |
87 | {360, "mace ", "", 0}, | |
88 | {470, "long sword ", "", 0}, | |
89 | {580, "two-handed sword ", "", 0} | |
90 | }; | |
91 | ||
92 | struct id id_armors[ARMORS] = { | |
93 | {300, "leather armor ", "", (UNIDENTIFIED)}, | |
94 | {300, "ring mail ", "", (UNIDENTIFIED)}, | |
95 | {400, "scale mail ", "", (UNIDENTIFIED)}, | |
96 | {500, "chain mail ", "", (UNIDENTIFIED)}, | |
97 | {600, "banded mail ", "", (UNIDENTIFIED)}, | |
98 | {600, "splint mail ", "", (UNIDENTIFIED)}, | |
99 | {700, "plate mail ", "", (UNIDENTIFIED)} | |
100 | }; | |
101 | ||
102 | struct id id_wands[WANDS] = { | |
103 | {25, " ", "of teleport away ",0}, | |
104 | {50, " ", "of slow monster ", 0}, | |
105 | {8, " ", "of invisibility ",0}, | |
106 | {55, " ", "of polymorph ",0}, | |
107 | {2, " ", "of haste monster ",0}, | |
108 | {20, " ", "of magic missile ",0}, | |
109 | {20, " ", "of cancellation ",0}, | |
110 | {0, " ", "of do nothing ",0}, | |
111 | {35, " ", "of drain life ",0}, | |
112 | {20, " ", "of cold ",0}, | |
113 | {20, " ", "of fire ",0} | |
114 | }; | |
115 | ||
116 | struct id id_rings[RINGS] = { | |
117 | {250, " ", "of stealth ",0}, | |
118 | {100, " ", "of teleportation ", 0}, | |
119 | {255, " ", "of regeneration ",0}, | |
120 | {295, " ", "of slow digestion ",0}, | |
121 | {200, " ", "of add strength ",0}, | |
122 | {250, " ", "of sustain strength ",0}, | |
123 | {250, " ", "of dexterity ",0}, | |
124 | {25, " ", "of adornment ",0}, | |
125 | {300, " ", "of see invisible ",0}, | |
126 | {290, " ", "of maintain armor ",0}, | |
127 | {270, " ", "of searching ",0}, | |
128 | }; | |
129 | ||
130 | extern short cur_level, max_level; | |
131 | extern short party_room; | |
132 | extern char *error_file; | |
133 | extern boolean is_wood[]; | |
134 | ||
135 | put_objects() | |
136 | { | |
137 | short i, n; | |
138 | object *obj; | |
139 | ||
140 | if (cur_level < max_level) { | |
141 | return; | |
142 | } | |
143 | n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5); | |
144 | while (rand_percent(33)) { | |
145 | n++; | |
146 | } | |
147 | if (party_room != NO_ROOM) { | |
148 | make_party(); | |
149 | } | |
150 | for (i = 0; i < n; i++) { | |
151 | obj = gr_object(); | |
152 | rand_place(obj); | |
153 | } | |
154 | put_gold(); | |
155 | } | |
156 | ||
157 | put_gold() | |
158 | { | |
159 | short i, j; | |
160 | short row,col; | |
161 | boolean is_maze, is_room; | |
162 | ||
163 | for (i = 0; i < MAXROOMS; i++) { | |
164 | is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0; | |
165 | is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0; | |
166 | ||
167 | if (!(is_room || is_maze)) { | |
168 | continue; | |
169 | } | |
170 | if (is_maze || rand_percent(GOLD_PERCENT)) { | |
171 | for (j = 0; j < 50; j++) { | |
172 | row = get_rand(rooms[i].top_row+1, | |
173 | rooms[i].bottom_row-1); | |
174 | col = get_rand(rooms[i].left_col+1, | |
175 | rooms[i].right_col-1); | |
176 | if ((dungeon[row][col] == FLOOR) || | |
177 | (dungeon[row][col] == TUNNEL)) { | |
178 | plant_gold(row, col, is_maze); | |
179 | break; | |
180 | } | |
181 | } | |
182 | } | |
183 | } | |
184 | } | |
185 | ||
186 | plant_gold(row, col, is_maze) | |
187 | short row, col; | |
188 | boolean is_maze; | |
189 | { | |
190 | object *obj; | |
191 | ||
192 | obj = alloc_object(); | |
193 | obj->row = row; obj->col = col; | |
194 | obj->what_is = GOLD; | |
195 | obj->quantity = get_rand((2 * cur_level), (16 * cur_level)); | |
196 | if (is_maze) { | |
197 | obj->quantity += obj->quantity / 2; | |
198 | } | |
199 | dungeon[row][col] |= OBJECT; | |
200 | (void) add_to_pack(obj, &level_objects, 0); | |
201 | } | |
202 | ||
203 | place_at(obj, row, col) | |
204 | object *obj; | |
205 | { | |
206 | obj->row = row; | |
207 | obj->col = col; | |
208 | dungeon[row][col] |= OBJECT; | |
209 | (void) add_to_pack(obj, &level_objects, 0); | |
210 | } | |
211 | ||
212 | object * | |
213 | object_at(pack, row, col) | |
214 | register object *pack; | |
215 | short row, col; | |
216 | { | |
217 | object *obj = (object *) 0; | |
218 | ||
219 | if (dungeon[row][col] & (MONSTER | OBJECT)) { | |
220 | obj = pack->next_object; | |
221 | ||
222 | while (obj && ((obj->row != row) || (obj->col != col))) { | |
223 | obj = obj->next_object; | |
224 | } | |
225 | if (!obj) { | |
226 | message("object_at(): inconsistent", 1); | |
227 | } | |
228 | } | |
229 | return(obj); | |
230 | } | |
231 | ||
232 | object * | |
233 | get_letter_object(ch) | |
234 | { | |
235 | object *obj; | |
236 | ||
237 | obj = rogue.pack.next_object; | |
238 | ||
239 | while (obj && (obj->ichar != ch)) { | |
240 | obj = obj->next_object; | |
241 | } | |
242 | return(obj); | |
243 | } | |
244 | ||
245 | free_stuff(objlist) | |
246 | object *objlist; | |
247 | { | |
248 | object *obj; | |
249 | ||
250 | while (objlist->next_object) { | |
251 | obj = objlist->next_object; | |
252 | objlist->next_object = | |
253 | objlist->next_object->next_object; | |
254 | free_object(obj); | |
255 | } | |
256 | } | |
257 | ||
258 | char * | |
259 | name_of(obj) | |
260 | object *obj; | |
261 | { | |
262 | char *retstring; | |
263 | ||
264 | switch(obj->what_is) { | |
265 | case SCROL: | |
266 | retstring = obj->quantity > 1 ? "scrolls " : "scroll "; | |
267 | break; | |
268 | case POTION: | |
269 | retstring = obj->quantity > 1 ? "potions " : "potion "; | |
270 | break; | |
271 | case FOOD: | |
272 | if (obj->which_kind == RATION) { | |
273 | retstring = "food "; | |
274 | } else { | |
275 | retstring = fruit; | |
276 | } | |
277 | break; | |
278 | case WAND: | |
279 | retstring = is_wood[obj->which_kind] ? "staff " : "wand "; | |
280 | break; | |
281 | case WEAPON: | |
282 | switch(obj->which_kind) { | |
283 | case DART: | |
284 | retstring=obj->quantity > 1 ? "darts " : "dart "; | |
285 | break; | |
286 | case ARROW: | |
287 | retstring=obj->quantity > 1 ? "arrows " : "arrow "; | |
288 | break; | |
289 | case DAGGER: | |
290 | retstring=obj->quantity > 1 ? "daggers " : "dagger "; | |
291 | break; | |
292 | case SHURIKEN: | |
293 | retstring=obj->quantity > 1?"shurikens ":"shuriken "; | |
294 | break; | |
295 | default: | |
296 | retstring = id_weapons[obj->which_kind].title; | |
297 | } | |
298 | break; | |
299 | case ARMOR: | |
300 | retstring = "armor "; | |
301 | break; | |
302 | case RING: | |
303 | retstring = "ring "; | |
304 | break; | |
305 | case AMULET: | |
306 | retstring = "amulet "; | |
307 | break; | |
308 | default: | |
309 | retstring = "unknown "; | |
310 | break; | |
311 | } | |
312 | return(retstring); | |
313 | } | |
314 | ||
315 | object * | |
316 | gr_object() | |
317 | { | |
318 | object *obj; | |
319 | ||
320 | obj = alloc_object(); | |
321 | ||
322 | if (foods < (cur_level / 3)) { | |
323 | obj->what_is = FOOD; | |
324 | foods++; | |
325 | } else { | |
326 | obj->what_is = gr_what_is(); | |
327 | } | |
328 | switch(obj->what_is) { | |
329 | case SCROL: | |
330 | gr_scroll(obj); | |
331 | break; | |
332 | case POTION: | |
333 | gr_potion(obj); | |
334 | break; | |
335 | case WEAPON: | |
336 | gr_weapon(obj, 1); | |
337 | break; | |
338 | case ARMOR: | |
339 | gr_armor(obj); | |
340 | break; | |
341 | case WAND: | |
342 | gr_wand(obj); | |
343 | break; | |
344 | case FOOD: | |
345 | get_food(obj, 0); | |
346 | break; | |
347 | case RING: | |
348 | gr_ring(obj, 1); | |
349 | break; | |
350 | } | |
351 | return(obj); | |
352 | } | |
353 | ||
354 | unsigned short | |
355 | gr_what_is() | |
356 | { | |
357 | short percent; | |
358 | unsigned short what_is; | |
359 | ||
360 | percent = get_rand(1, 91); | |
361 | ||
362 | if (percent <= 30) { | |
363 | what_is = SCROL; | |
364 | } else if (percent <= 60) { | |
365 | what_is = POTION; | |
366 | } else if (percent <= 64) { | |
367 | what_is = WAND; | |
368 | } else if (percent <= 74) { | |
369 | what_is = WEAPON; | |
370 | } else if (percent <= 83) { | |
371 | what_is = ARMOR; | |
372 | } else if (percent <= 88) { | |
373 | what_is = FOOD; | |
374 | } else { | |
375 | what_is = RING; | |
376 | } | |
377 | return(what_is); | |
378 | } | |
379 | ||
380 | gr_scroll(obj) | |
381 | object *obj; | |
382 | { | |
383 | short percent; | |
384 | ||
385 | percent = get_rand(0, 91); | |
386 | ||
387 | obj->what_is = SCROL; | |
388 | ||
389 | if (percent <= 5) { | |
390 | obj->which_kind = PROTECT_ARMOR; | |
391 | } else if (percent <= 10) { | |
392 | obj->which_kind = HOLD_MONSTER; | |
393 | } else if (percent <= 20) { | |
394 | obj->which_kind = CREATE_MONSTER; | |
395 | } else if (percent <= 35) { | |
396 | obj->which_kind = IDENTIFY; | |
397 | } else if (percent <= 43) { | |
398 | obj->which_kind = TELEPORT; | |
399 | } else if (percent <= 50) { | |
400 | obj->which_kind = SLEEP; | |
401 | } else if (percent <= 55) { | |
402 | obj->which_kind = SCARE_MONSTER; | |
403 | } else if (percent <= 64) { | |
404 | obj->which_kind = REMOVE_CURSE; | |
405 | } else if (percent <= 69) { | |
406 | obj->which_kind = ENCH_ARMOR; | |
407 | } else if (percent <= 74) { | |
408 | obj->which_kind = ENCH_WEAPON; | |
409 | } else if (percent <= 80) { | |
410 | obj->which_kind = AGGRAVATE_MONSTER; | |
411 | } else if (percent <= 86) { | |
412 | obj->which_kind = CON_MON; | |
413 | } else { | |
414 | obj->which_kind = MAGIC_MAPPING; | |
415 | } | |
416 | } | |
417 | ||
418 | gr_potion(obj) | |
419 | object *obj; | |
420 | { | |
421 | short percent; | |
422 | ||
423 | percent = get_rand(1, 118); | |
424 | ||
425 | obj->what_is = POTION; | |
426 | ||
427 | if (percent <= 5) { | |
428 | obj->which_kind = RAISE_LEVEL; | |
429 | } else if (percent <= 15) { | |
430 | obj->which_kind = DETECT_OBJECTS; | |
431 | } else if (percent <= 25) { | |
432 | obj->which_kind = DETECT_MONSTER; | |
433 | } else if (percent <= 35) { | |
434 | obj->which_kind = INCREASE_STRENGTH; | |
435 | } else if (percent <= 45) { | |
436 | obj->which_kind = RESTORE_STRENGTH; | |
437 | } else if (percent <= 55) { | |
438 | obj->which_kind = HEALING; | |
439 | } else if (percent <= 65) { | |
440 | obj->which_kind = EXTRA_HEALING; | |
441 | } else if (percent <= 75) { | |
442 | obj->which_kind = BLINDNESS; | |
443 | } else if (percent <= 85) { | |
444 | obj->which_kind = HALLUCINATION; | |
445 | } else if (percent <= 95) { | |
446 | obj->which_kind = CONFUSION; | |
447 | } else if (percent <= 105) { | |
448 | obj->which_kind = POISON; | |
449 | } else if (percent <= 110) { | |
450 | obj->which_kind = LEVITATION; | |
451 | } else if (percent <= 114) { | |
452 | obj->which_kind = HASTE_SELF; | |
453 | } else { | |
454 | obj->which_kind = SEE_INVISIBLE; | |
455 | } | |
456 | } | |
457 | ||
458 | gr_weapon(obj, assign_wk) | |
459 | object *obj; | |
460 | int assign_wk; | |
461 | { | |
462 | short percent; | |
463 | short i; | |
464 | short blessing, increment; | |
465 | ||
466 | obj->what_is = WEAPON; | |
467 | if (assign_wk) { | |
468 | obj->which_kind = get_rand(0, (WEAPONS - 1)); | |
469 | } | |
470 | if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) || | |
471 | (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) { | |
472 | obj->quantity = get_rand(3, 15); | |
473 | obj->quiver = get_rand(0, 126); | |
474 | } else { | |
475 | obj->quantity = 1; | |
476 | } | |
477 | obj->hit_enchant = obj->d_enchant = 0; | |
478 | ||
479 | percent = get_rand(1, 96); | |
480 | blessing = get_rand(1, 3); | |
481 | ||
482 | if (percent <= 16) { | |
483 | increment = 1; | |
484 | } else if (percent <= 32) { | |
485 | increment = -1; | |
486 | obj->is_cursed = 1; | |
487 | } | |
488 | if (percent <= 32) { | |
489 | for (i = 0; i < blessing; i++) { | |
490 | if (coin_toss()) { | |
491 | obj->hit_enchant += increment; | |
492 | } else { | |
493 | obj->d_enchant += increment; | |
494 | } | |
495 | } | |
496 | } | |
497 | switch(obj->which_kind) { | |
498 | case BOW: | |
499 | case DART: | |
500 | obj->damage = "1d1"; | |
501 | break; | |
502 | case ARROW: | |
503 | obj->damage = "1d2"; | |
504 | break; | |
505 | case DAGGER: | |
506 | obj->damage = "1d3"; | |
507 | break; | |
508 | case SHURIKEN: | |
509 | obj->damage = "1d4"; | |
510 | break; | |
511 | case MACE: | |
512 | obj->damage = "2d3"; | |
513 | break; | |
514 | case LONG_SWORD: | |
515 | obj->damage = "3d4"; | |
516 | break; | |
517 | case TWO_HANDED_SWORD: | |
518 | obj->damage = "4d5"; | |
519 | break; | |
520 | } | |
521 | } | |
522 | ||
523 | gr_armor(obj) | |
524 | object *obj; | |
525 | { | |
526 | short percent; | |
527 | short blessing; | |
528 | ||
529 | obj->what_is = ARMOR; | |
530 | obj->which_kind = get_rand(0, (ARMORS - 1)); | |
531 | obj->class = obj->which_kind + 2; | |
532 | if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) { | |
533 | obj->class--; | |
534 | } | |
535 | obj->is_protected = 0; | |
536 | obj->d_enchant = 0; | |
537 | ||
538 | percent = get_rand(1, 100); | |
539 | blessing = get_rand(1, 3); | |
540 | ||
541 | if (percent <= 16) { | |
542 | obj->is_cursed = 1; | |
543 | obj->d_enchant -= blessing; | |
544 | } else if (percent <= 33) { | |
545 | obj->d_enchant += blessing; | |
546 | } | |
547 | } | |
548 | ||
549 | gr_wand(obj) | |
550 | object *obj; | |
551 | { | |
552 | obj->what_is = WAND; | |
553 | obj->which_kind = get_rand(0, (WANDS - 1)); | |
554 | obj->class = get_rand(3, 7); | |
555 | } | |
556 | ||
557 | get_food(obj, force_ration) | |
558 | object *obj; | |
559 | boolean force_ration; | |
560 | { | |
561 | obj->what_is = FOOD; | |
562 | ||
563 | if (force_ration || rand_percent(80)) { | |
564 | obj->which_kind = RATION; | |
565 | } else { | |
566 | obj->which_kind = FRUIT; | |
567 | } | |
568 | } | |
569 | ||
570 | put_stairs() | |
571 | { | |
572 | short row, col; | |
573 | ||
574 | gr_row_col(&row, &col, (FLOOR | TUNNEL)); | |
575 | dungeon[row][col] |= STAIRS; | |
576 | } | |
577 | ||
578 | get_armor_class(obj) | |
579 | object *obj; | |
580 | { | |
581 | if (obj) { | |
582 | return(obj->class + obj->d_enchant); | |
583 | } | |
584 | return(0); | |
585 | } | |
586 | ||
587 | object * | |
588 | alloc_object() | |
589 | { | |
590 | object *obj; | |
591 | ||
592 | if (free_list) { | |
593 | obj = free_list; | |
594 | free_list = free_list->next_object; | |
595 | } else if (!(obj = (object *) md_malloc(sizeof(object)))) { | |
596 | message("cannot allocate object, saving game", 0); | |
597 | save_into_file(error_file); | |
598 | } | |
599 | obj->quantity = 1; | |
600 | obj->ichar = 'L'; | |
601 | obj->picked_up = obj->is_cursed = 0; | |
602 | obj->in_use_flags = NOT_USED; | |
603 | obj->identified = UNIDENTIFIED; | |
604 | obj->damage = "1d1"; | |
605 | return(obj); | |
606 | } | |
607 | ||
608 | free_object(obj) | |
609 | object *obj; | |
610 | { | |
611 | obj->next_object = free_list; | |
612 | free_list = obj; | |
613 | } | |
614 | ||
615 | make_party() | |
616 | { | |
617 | short n; | |
618 | ||
619 | party_room = gr_room(); | |
620 | ||
621 | n = rand_percent(99) ? party_objects(party_room) : 11; | |
622 | if (rand_percent(99)) { | |
623 | party_monsters(party_room, n); | |
624 | } | |
625 | } | |
626 | ||
627 | show_objects() | |
628 | { | |
629 | object *obj; | |
630 | short mc, rc, row, col; | |
631 | object *monster; | |
632 | ||
633 | obj = level_objects.next_object; | |
634 | ||
635 | while (obj) { | |
636 | row = obj->row; | |
637 | col = obj->col; | |
638 | ||
639 | rc = get_mask_char(obj->what_is); | |
640 | ||
641 | if (dungeon[row][col] & MONSTER) { | |
642 | if (monster = object_at(&level_monsters, row, col)) { | |
643 | monster->trail_char = rc; | |
644 | } | |
645 | } | |
646 | mc = mvinch(row, col); | |
647 | if (((mc < 'A') || (mc > 'Z')) && | |
648 | ((row != rogue.row) || (col != rogue.col))) { | |
649 | mvaddch(row, col, rc); | |
650 | } | |
651 | obj = obj->next_object; | |
652 | } | |
653 | ||
654 | monster = level_monsters.next_object; | |
655 | ||
656 | while (monster) { | |
657 | if (monster->m_flags & IMITATES) { | |
658 | mvaddch(monster->row, monster->col, (int) monster->disguise); | |
659 | } | |
660 | monster = monster->next_monster; | |
661 | } | |
662 | } | |
663 | ||
664 | put_amulet() | |
665 | { | |
666 | object *obj; | |
667 | ||
668 | obj = alloc_object(); | |
669 | obj->what_is = AMULET; | |
670 | rand_place(obj); | |
671 | } | |
672 | ||
673 | rand_place(obj) | |
674 | object *obj; | |
675 | { | |
676 | short row, col; | |
677 | ||
678 | gr_row_col(&row, &col, (FLOOR | TUNNEL)); | |
679 | place_at(obj, row, col); | |
680 | } | |
681 | ||
682 | c_object_for_wizard() | |
683 | { | |
684 | short ch, max, wk; | |
685 | object *obj; | |
686 | char buf[80]; | |
687 | ||
688 | if (pack_count((object *) 0) >= MAX_PACK_COUNT) { | |
689 | message("pack full", 0); | |
690 | return; | |
691 | } | |
692 | message("type of object?", 0); | |
693 | ||
694 | while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) { | |
695 | sound_bell(); | |
696 | } | |
697 | check_message(); | |
698 | ||
699 | if (ch == '\033') { | |
700 | return; | |
701 | } | |
702 | obj = alloc_object(); | |
703 | ||
704 | switch(ch) { | |
705 | case '!': | |
706 | obj->what_is = POTION; | |
707 | max = POTIONS - 1; | |
708 | break; | |
709 | case '?': | |
710 | obj->what_is = SCROL; | |
711 | max = SCROLS - 1; | |
712 | break; | |
713 | case ',': | |
714 | obj->what_is = AMULET; | |
715 | break; | |
716 | case ':': | |
717 | get_food(obj, 0); | |
718 | break; | |
719 | case ')': | |
720 | gr_weapon(obj, 0); | |
721 | max = WEAPONS - 1; | |
722 | break; | |
723 | case ']': | |
724 | gr_armor(obj); | |
725 | max = ARMORS - 1; | |
726 | break; | |
727 | case '/': | |
728 | gr_wand(obj); | |
729 | max = WANDS - 1; | |
730 | break; | |
731 | case '=': | |
732 | max = RINGS - 1; | |
733 | obj->what_is = RING; | |
734 | break; | |
735 | } | |
736 | if ((ch != ',') && (ch != ':')) { | |
737 | GIL: | |
738 | if (get_input_line("which kind?", "", buf, "", 0, 1)) { | |
739 | wk = get_number(buf); | |
740 | if ((wk >= 0) && (wk <= max)) { | |
741 | obj->which_kind = (unsigned short) wk; | |
742 | if (obj->what_is == RING) { | |
743 | gr_ring(obj, 0); | |
744 | } | |
745 | } else { | |
746 | sound_bell(); | |
747 | goto GIL; | |
748 | } | |
749 | } else { | |
750 | free_object(obj); | |
751 | return; | |
752 | } | |
753 | } | |
754 | get_desc(obj, buf); | |
755 | message(buf, 0); | |
756 | (void) add_to_pack(obj, &rogue.pack, 1); | |
757 | } |