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object.c revision 1.1.1.2
      1      1.1  cgd /*
      2  1.1.1.2  cgd  * Copyright (c) 1988, 1993
      3  1.1.1.2  cgd  *	The Regents of the University of California.  All rights reserved.
      4      1.1  cgd  *
      5      1.1  cgd  * This code is derived from software contributed to Berkeley by
      6      1.1  cgd  * Timothy C. Stoehr.
      7      1.1  cgd  *
      8      1.1  cgd  * Redistribution and use in source and binary forms, with or without
      9      1.1  cgd  * modification, are permitted provided that the following conditions
     10      1.1  cgd  * are met:
     11      1.1  cgd  * 1. Redistributions of source code must retain the above copyright
     12      1.1  cgd  *    notice, this list of conditions and the following disclaimer.
     13      1.1  cgd  * 2. Redistributions in binary form must reproduce the above copyright
     14      1.1  cgd  *    notice, this list of conditions and the following disclaimer in the
     15      1.1  cgd  *    documentation and/or other materials provided with the distribution.
     16      1.1  cgd  * 3. All advertising materials mentioning features or use of this software
     17      1.1  cgd  *    must display the following acknowledgement:
     18      1.1  cgd  *	This product includes software developed by the University of
     19      1.1  cgd  *	California, Berkeley and its contributors.
     20      1.1  cgd  * 4. Neither the name of the University nor the names of its contributors
     21      1.1  cgd  *    may be used to endorse or promote products derived from this software
     22      1.1  cgd  *    without specific prior written permission.
     23      1.1  cgd  *
     24      1.1  cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     25      1.1  cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     26      1.1  cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     27      1.1  cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     28      1.1  cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     29      1.1  cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     30      1.1  cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     31      1.1  cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     32      1.1  cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     33      1.1  cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     34      1.1  cgd  * SUCH DAMAGE.
     35      1.1  cgd  */
     36      1.1  cgd 
     37      1.1  cgd #ifndef lint
     38  1.1.1.2  cgd static char sccsid[] = "@(#)object.c	8.1 (Berkeley) 5/31/93";
     39      1.1  cgd #endif /* not lint */
     40      1.1  cgd 
     41      1.1  cgd /*
     42      1.1  cgd  * object.c
     43      1.1  cgd  *
     44      1.1  cgd  * This source herein may be modified and/or distributed by anybody who
     45      1.1  cgd  * so desires, with the following restrictions:
     46      1.1  cgd  *    1.)  No portion of this notice shall be removed.
     47      1.1  cgd  *    2.)  Credit shall not be taken for the creation of this source.
     48      1.1  cgd  *    3.)  This code is not to be traded, sold, or used for personal
     49      1.1  cgd  *         gain or profit.
     50      1.1  cgd  *
     51      1.1  cgd  */
     52      1.1  cgd 
     53      1.1  cgd #include "rogue.h"
     54      1.1  cgd 
     55      1.1  cgd object level_objects;
     56      1.1  cgd unsigned short dungeon[DROWS][DCOLS];
     57      1.1  cgd short foods = 0;
     58      1.1  cgd object *free_list = (object *) 0;
     59      1.1  cgd char *fruit = (char *) 0;
     60      1.1  cgd 
     61      1.1  cgd fighter rogue = {
     62      1.1  cgd 	INIT_AW,	/* armor, weapon */
     63      1.1  cgd 	INIT_RINGS,	/* rings */
     64      1.1  cgd 	INIT_HP,	/* Hp current,max */
     65      1.1  cgd 	INIT_STR,	/* Str current,max */
     66      1.1  cgd 	INIT_PACK,	/* pack */
     67      1.1  cgd 	INIT_GOLD,	/* gold */
     68      1.1  cgd 	INIT_EXP,	/* exp level,points */
     69      1.1  cgd 	0, 0,		/* row, col */
     70      1.1  cgd 	INIT_CHAR,	/* char */
     71      1.1  cgd 	INIT_MOVES	/* moves */
     72      1.1  cgd };
     73      1.1  cgd 
     74      1.1  cgd struct id id_potions[POTIONS] = {
     75      1.1  cgd {100, "blue \0                           ", "of increase strength ", 0},
     76      1.1  cgd {250, "red \0                            ", "of restore strength ", 0},
     77      1.1  cgd {100, "green \0                          ", "of healing ", 0},
     78      1.1  cgd {200, "grey \0                           ", "of extra healing ", 0},
     79      1.1  cgd  {10, "brown \0                          ", "of poison ", 0},
     80      1.1  cgd {300, "clear \0                          ", "of raise level ", 0},
     81      1.1  cgd  {10, "pink \0                           ", "of blindness ", 0},
     82      1.1  cgd  {25, "white \0                          ", "of hallucination ", 0},
     83      1.1  cgd {100, "purple \0                         ", "of detect monster ", 0},
     84      1.1  cgd {100, "black \0                          ", "of detect things ", 0},
     85      1.1  cgd  {10, "yellow \0                         ", "of confusion ", 0},
     86      1.1  cgd  {80, "plaid \0                          ", "of levitation ", 0},
     87      1.1  cgd {150, "burgundy \0                       ", "of haste self ", 0},
     88      1.1  cgd {145, "beige \0                          ", "of see invisible ", 0}
     89      1.1  cgd };
     90      1.1  cgd 
     91      1.1  cgd struct id id_scrolls[SCROLS] = {
     92      1.1  cgd {505, "                                   ", "of protect armor ", 0},
     93      1.1  cgd {200, "                                   ", "of hold monster ", 0},
     94      1.1  cgd {235, "                                   ", "of enchant weapon ", 0},
     95      1.1  cgd {235, "                                   ", "of enchant armor ", 0},
     96      1.1  cgd {175, "                                   ", "of identify ", 0},
     97      1.1  cgd {190, "                                   ", "of teleportation ", 0},
     98      1.1  cgd  {25, "                                   ", "of sleep ", 0},
     99      1.1  cgd {610, "                                   ", "of scare monster ", 0},
    100      1.1  cgd {210, "                                   ", "of remove curse ", 0},
    101      1.1  cgd  {80, "                                   ", "of create monster ",0},
    102      1.1  cgd  {25, "                                   ", "of aggravate monster ",0},
    103      1.1  cgd {180, "                                   ", "of magic mapping ", 0},
    104      1.1  cgd  {90, "                                   ", "of confuse monster ", 0}
    105      1.1  cgd };
    106      1.1  cgd 
    107      1.1  cgd struct id id_weapons[WEAPONS] = {
    108      1.1  cgd 	{150, "short bow ", "", 0},
    109      1.1  cgd 	  {8, "darts ", "", 0},
    110      1.1  cgd 	 {15, "arrows ", "", 0},
    111      1.1  cgd 	 {27, "daggers ", "", 0},
    112      1.1  cgd 	 {35, "shurikens ", "", 0},
    113      1.1  cgd 	{360, "mace ", "", 0},
    114      1.1  cgd 	{470, "long sword ", "", 0},
    115      1.1  cgd 	{580, "two-handed sword ", "", 0}
    116      1.1  cgd };
    117      1.1  cgd 
    118      1.1  cgd struct id id_armors[ARMORS] = {
    119      1.1  cgd 	{300, "leather armor ", "", (UNIDENTIFIED)},
    120      1.1  cgd 	{300, "ring mail ", "", (UNIDENTIFIED)},
    121      1.1  cgd 	{400, "scale mail ", "", (UNIDENTIFIED)},
    122      1.1  cgd 	{500, "chain mail ", "", (UNIDENTIFIED)},
    123      1.1  cgd 	{600, "banded mail ", "", (UNIDENTIFIED)},
    124      1.1  cgd 	{600, "splint mail ", "", (UNIDENTIFIED)},
    125      1.1  cgd 	{700, "plate mail ", "", (UNIDENTIFIED)}
    126      1.1  cgd };
    127      1.1  cgd 
    128      1.1  cgd struct id id_wands[WANDS] = {
    129      1.1  cgd 	 {25, "                                 ", "of teleport away ",0},
    130      1.1  cgd 	 {50, "                                 ", "of slow monster ", 0},
    131      1.1  cgd 	  {8, "                                 ", "of invisibility ",0},
    132      1.1  cgd 	 {55, "                                 ", "of polymorph ",0},
    133      1.1  cgd 	  {2, "                                 ", "of haste monster ",0},
    134      1.1  cgd 	 {20, "                                 ", "of magic missile ",0},
    135      1.1  cgd 	 {20, "                                 ", "of cancellation ",0},
    136      1.1  cgd 	  {0, "                                 ", "of do nothing ",0},
    137      1.1  cgd 	 {35, "                                 ", "of drain life ",0},
    138      1.1  cgd 	 {20, "                                 ", "of cold ",0},
    139      1.1  cgd 	 {20, "                                 ", "of fire ",0}
    140      1.1  cgd };
    141      1.1  cgd 
    142      1.1  cgd struct id id_rings[RINGS] = {
    143      1.1  cgd 	 {250, "                                 ", "of stealth ",0},
    144      1.1  cgd 	 {100, "                                 ", "of teleportation ", 0},
    145      1.1  cgd 	 {255, "                                 ", "of regeneration ",0},
    146      1.1  cgd 	 {295, "                                 ", "of slow digestion ",0},
    147      1.1  cgd 	 {200, "                                 ", "of add strength ",0},
    148      1.1  cgd 	 {250, "                                 ", "of sustain strength ",0},
    149      1.1  cgd 	 {250, "                                 ", "of dexterity ",0},
    150      1.1  cgd 	  {25, "                                 ", "of adornment ",0},
    151      1.1  cgd 	 {300, "                                 ", "of see invisible ",0},
    152      1.1  cgd 	 {290, "                                 ", "of maintain armor ",0},
    153      1.1  cgd 	 {270, "                                 ", "of searching ",0},
    154      1.1  cgd };
    155      1.1  cgd 
    156      1.1  cgd extern short cur_level, max_level;
    157      1.1  cgd extern short party_room;
    158      1.1  cgd extern char *error_file;
    159      1.1  cgd extern boolean is_wood[];
    160      1.1  cgd 
    161      1.1  cgd put_objects()
    162      1.1  cgd {
    163      1.1  cgd 	short i, n;
    164      1.1  cgd 	object *obj;
    165      1.1  cgd 
    166      1.1  cgd 	if (cur_level < max_level) {
    167      1.1  cgd 		return;
    168      1.1  cgd 	}
    169      1.1  cgd 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
    170      1.1  cgd 	while (rand_percent(33)) {
    171      1.1  cgd 		n++;
    172      1.1  cgd 	}
    173      1.1  cgd 	if (party_room != NO_ROOM) {
    174      1.1  cgd 		make_party();
    175      1.1  cgd 	}
    176      1.1  cgd 	for (i = 0; i < n; i++) {
    177      1.1  cgd 		obj = gr_object();
    178      1.1  cgd 		rand_place(obj);
    179      1.1  cgd 	}
    180      1.1  cgd 	put_gold();
    181      1.1  cgd }
    182      1.1  cgd 
    183      1.1  cgd put_gold()
    184      1.1  cgd {
    185      1.1  cgd 	short i, j;
    186      1.1  cgd 	short row,col;
    187      1.1  cgd 	boolean is_maze, is_room;
    188      1.1  cgd 
    189      1.1  cgd 	for (i = 0; i < MAXROOMS; i++) {
    190      1.1  cgd 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
    191      1.1  cgd 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
    192      1.1  cgd 
    193      1.1  cgd 		if (!(is_room || is_maze)) {
    194      1.1  cgd 			continue;
    195      1.1  cgd 		}
    196      1.1  cgd 		if (is_maze || rand_percent(GOLD_PERCENT)) {
    197      1.1  cgd 			for (j = 0; j < 50; j++) {
    198      1.1  cgd 				row = get_rand(rooms[i].top_row+1,
    199      1.1  cgd 				rooms[i].bottom_row-1);
    200      1.1  cgd 				col = get_rand(rooms[i].left_col+1,
    201      1.1  cgd 				rooms[i].right_col-1);
    202      1.1  cgd 				if ((dungeon[row][col] == FLOOR) ||
    203      1.1  cgd 					(dungeon[row][col] == TUNNEL)) {
    204      1.1  cgd 					plant_gold(row, col, is_maze);
    205      1.1  cgd 					break;
    206      1.1  cgd 				}
    207      1.1  cgd 			}
    208      1.1  cgd 		}
    209      1.1  cgd 	}
    210      1.1  cgd }
    211      1.1  cgd 
    212      1.1  cgd plant_gold(row, col, is_maze)
    213      1.1  cgd short row, col;
    214      1.1  cgd boolean is_maze;
    215      1.1  cgd {
    216      1.1  cgd 	object *obj;
    217      1.1  cgd 
    218      1.1  cgd 	obj = alloc_object();
    219      1.1  cgd 	obj->row = row; obj->col = col;
    220      1.1  cgd 	obj->what_is = GOLD;
    221      1.1  cgd 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
    222      1.1  cgd 	if (is_maze) {
    223      1.1  cgd 		obj->quantity += obj->quantity / 2;
    224      1.1  cgd 	}
    225      1.1  cgd 	dungeon[row][col] |= OBJECT;
    226      1.1  cgd 	(void) add_to_pack(obj, &level_objects, 0);
    227      1.1  cgd }
    228      1.1  cgd 
    229      1.1  cgd place_at(obj, row, col)
    230      1.1  cgd object *obj;
    231      1.1  cgd {
    232      1.1  cgd 	obj->row = row;
    233      1.1  cgd 	obj->col = col;
    234      1.1  cgd 	dungeon[row][col] |= OBJECT;
    235      1.1  cgd 	(void) add_to_pack(obj, &level_objects, 0);
    236      1.1  cgd }
    237      1.1  cgd 
    238      1.1  cgd object *
    239      1.1  cgd object_at(pack, row, col)
    240      1.1  cgd register object *pack;
    241      1.1  cgd short row, col;
    242      1.1  cgd {
    243      1.1  cgd 	object *obj = (object *) 0;
    244      1.1  cgd 
    245      1.1  cgd 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
    246      1.1  cgd 		obj = pack->next_object;
    247      1.1  cgd 
    248      1.1  cgd 		while (obj && ((obj->row != row) || (obj->col != col))) {
    249      1.1  cgd 			obj = obj->next_object;
    250      1.1  cgd 		}
    251      1.1  cgd 		if (!obj) {
    252      1.1  cgd 			message("object_at(): inconsistent", 1);
    253      1.1  cgd 		}
    254      1.1  cgd 	}
    255      1.1  cgd 	return(obj);
    256      1.1  cgd }
    257      1.1  cgd 
    258      1.1  cgd object *
    259      1.1  cgd get_letter_object(ch)
    260      1.1  cgd {
    261      1.1  cgd 	object *obj;
    262      1.1  cgd 
    263      1.1  cgd 	obj = rogue.pack.next_object;
    264      1.1  cgd 
    265      1.1  cgd 	while (obj && (obj->ichar != ch)) {
    266      1.1  cgd 		obj = obj->next_object;
    267      1.1  cgd 	}
    268      1.1  cgd 	return(obj);
    269      1.1  cgd }
    270      1.1  cgd 
    271      1.1  cgd free_stuff(objlist)
    272      1.1  cgd object *objlist;
    273      1.1  cgd {
    274      1.1  cgd 	object *obj;
    275      1.1  cgd 
    276      1.1  cgd 	while (objlist->next_object) {
    277      1.1  cgd 		obj = objlist->next_object;
    278      1.1  cgd 		objlist->next_object =
    279      1.1  cgd 			objlist->next_object->next_object;
    280      1.1  cgd 		free_object(obj);
    281      1.1  cgd 	}
    282      1.1  cgd }
    283      1.1  cgd 
    284      1.1  cgd char *
    285      1.1  cgd name_of(obj)
    286      1.1  cgd object *obj;
    287      1.1  cgd {
    288      1.1  cgd 	char *retstring;
    289      1.1  cgd 
    290      1.1  cgd 	switch(obj->what_is) {
    291      1.1  cgd 	case SCROL:
    292      1.1  cgd 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
    293      1.1  cgd 		break;
    294      1.1  cgd 	case POTION:
    295      1.1  cgd 		retstring = obj->quantity > 1 ? "potions " : "potion ";
    296      1.1  cgd 		break;
    297      1.1  cgd 	case FOOD:
    298      1.1  cgd 		if (obj->which_kind == RATION) {
    299      1.1  cgd 			retstring = "food ";
    300      1.1  cgd 		} else {
    301      1.1  cgd 			retstring = fruit;
    302      1.1  cgd 		}
    303      1.1  cgd 		break;
    304      1.1  cgd 	case WAND:
    305      1.1  cgd 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
    306      1.1  cgd 		break;
    307      1.1  cgd 	case WEAPON:
    308      1.1  cgd 		switch(obj->which_kind) {
    309      1.1  cgd 		case DART:
    310      1.1  cgd 			retstring=obj->quantity > 1 ? "darts " : "dart ";
    311      1.1  cgd 			break;
    312      1.1  cgd 		case ARROW:
    313      1.1  cgd 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
    314      1.1  cgd 			break;
    315      1.1  cgd 		case DAGGER:
    316      1.1  cgd 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
    317      1.1  cgd 			break;
    318      1.1  cgd 		case SHURIKEN:
    319      1.1  cgd 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
    320      1.1  cgd 			break;
    321      1.1  cgd 		default:
    322      1.1  cgd 			retstring = id_weapons[obj->which_kind].title;
    323      1.1  cgd 		}
    324      1.1  cgd 		break;
    325      1.1  cgd 	case ARMOR:
    326      1.1  cgd 		retstring = "armor ";
    327      1.1  cgd 		break;
    328      1.1  cgd 	case RING:
    329      1.1  cgd 			retstring = "ring ";
    330      1.1  cgd 		break;
    331      1.1  cgd 	case AMULET:
    332      1.1  cgd 		retstring = "amulet ";
    333      1.1  cgd 		break;
    334      1.1  cgd 	default:
    335      1.1  cgd 		retstring = "unknown ";
    336      1.1  cgd 		break;
    337      1.1  cgd 	}
    338      1.1  cgd 	return(retstring);
    339      1.1  cgd }
    340      1.1  cgd 
    341      1.1  cgd object *
    342      1.1  cgd gr_object()
    343      1.1  cgd {
    344      1.1  cgd 	object *obj;
    345      1.1  cgd 
    346      1.1  cgd 	obj = alloc_object();
    347      1.1  cgd 
    348      1.1  cgd 	if (foods < (cur_level / 3)) {
    349      1.1  cgd 		obj->what_is = FOOD;
    350      1.1  cgd 		foods++;
    351      1.1  cgd 	} else {
    352      1.1  cgd 		obj->what_is = gr_what_is();
    353      1.1  cgd 	}
    354      1.1  cgd 	switch(obj->what_is) {
    355      1.1  cgd 	case SCROL:
    356      1.1  cgd 		gr_scroll(obj);
    357      1.1  cgd 		break;
    358      1.1  cgd 	case POTION:
    359      1.1  cgd 		gr_potion(obj);
    360      1.1  cgd 		break;
    361      1.1  cgd 	case WEAPON:
    362      1.1  cgd 		gr_weapon(obj, 1);
    363      1.1  cgd 		break;
    364      1.1  cgd 	case ARMOR:
    365      1.1  cgd 		gr_armor(obj);
    366      1.1  cgd 		break;
    367      1.1  cgd 	case WAND:
    368      1.1  cgd 		gr_wand(obj);
    369      1.1  cgd 		break;
    370      1.1  cgd 	case FOOD:
    371      1.1  cgd 		get_food(obj, 0);
    372      1.1  cgd 		break;
    373      1.1  cgd 	case RING:
    374      1.1  cgd 		gr_ring(obj, 1);
    375      1.1  cgd 		break;
    376      1.1  cgd 	}
    377      1.1  cgd 	return(obj);
    378      1.1  cgd }
    379      1.1  cgd 
    380      1.1  cgd unsigned short
    381      1.1  cgd gr_what_is()
    382      1.1  cgd {
    383      1.1  cgd 	short percent;
    384      1.1  cgd 	unsigned short what_is;
    385      1.1  cgd 
    386      1.1  cgd 	percent = get_rand(1, 91);
    387      1.1  cgd 
    388      1.1  cgd 	if (percent <= 30) {
    389      1.1  cgd 		what_is = SCROL;
    390      1.1  cgd 	} else if (percent <= 60) {
    391      1.1  cgd 		what_is = POTION;
    392      1.1  cgd 	} else if (percent <= 64) {
    393      1.1  cgd 		what_is = WAND;
    394      1.1  cgd 	} else if (percent <= 74) {
    395      1.1  cgd 		what_is = WEAPON;
    396      1.1  cgd 	} else if (percent <= 83) {
    397      1.1  cgd 		what_is = ARMOR;
    398      1.1  cgd 	} else if (percent <= 88) {
    399      1.1  cgd 		what_is = FOOD;
    400      1.1  cgd 	} else {
    401      1.1  cgd 		what_is = RING;
    402      1.1  cgd 	}
    403      1.1  cgd 	return(what_is);
    404      1.1  cgd }
    405      1.1  cgd 
    406      1.1  cgd gr_scroll(obj)
    407      1.1  cgd object *obj;
    408      1.1  cgd {
    409      1.1  cgd 	short percent;
    410      1.1  cgd 
    411      1.1  cgd 	percent = get_rand(0, 91);
    412      1.1  cgd 
    413      1.1  cgd 	obj->what_is = SCROL;
    414      1.1  cgd 
    415      1.1  cgd 	if (percent <= 5) {
    416      1.1  cgd 		obj->which_kind = PROTECT_ARMOR;
    417      1.1  cgd 	} else if (percent <= 10) {
    418      1.1  cgd 		obj->which_kind = HOLD_MONSTER;
    419      1.1  cgd 	} else if (percent <= 20) {
    420      1.1  cgd 		obj->which_kind = CREATE_MONSTER;
    421      1.1  cgd 	} else if (percent <= 35) {
    422      1.1  cgd 		obj->which_kind = IDENTIFY;
    423      1.1  cgd 	} else if (percent <= 43) {
    424      1.1  cgd 		obj->which_kind = TELEPORT;
    425      1.1  cgd 	} else if (percent <= 50) {
    426      1.1  cgd 		obj->which_kind = SLEEP;
    427      1.1  cgd 	} else if (percent <= 55) {
    428      1.1  cgd 		obj->which_kind = SCARE_MONSTER;
    429      1.1  cgd 	} else if (percent <= 64) {
    430      1.1  cgd 		obj->which_kind = REMOVE_CURSE;
    431      1.1  cgd 	} else if (percent <= 69) {
    432      1.1  cgd 		obj->which_kind = ENCH_ARMOR;
    433      1.1  cgd 	} else if (percent <= 74) {
    434      1.1  cgd 		obj->which_kind = ENCH_WEAPON;
    435      1.1  cgd 	} else if (percent <= 80) {
    436      1.1  cgd 		obj->which_kind = AGGRAVATE_MONSTER;
    437      1.1  cgd 	} else if (percent <= 86) {
    438      1.1  cgd 		obj->which_kind = CON_MON;
    439      1.1  cgd 	} else {
    440      1.1  cgd 		obj->which_kind = MAGIC_MAPPING;
    441      1.1  cgd 	}
    442      1.1  cgd }
    443      1.1  cgd 
    444      1.1  cgd gr_potion(obj)
    445      1.1  cgd object *obj;
    446      1.1  cgd {
    447      1.1  cgd 	short percent;
    448      1.1  cgd 
    449      1.1  cgd 	percent = get_rand(1, 118);
    450      1.1  cgd 
    451      1.1  cgd 	obj->what_is = POTION;
    452      1.1  cgd 
    453      1.1  cgd 	if (percent <= 5) {
    454      1.1  cgd 		obj->which_kind = RAISE_LEVEL;
    455      1.1  cgd 	} else if (percent <= 15) {
    456      1.1  cgd 		obj->which_kind = DETECT_OBJECTS;
    457      1.1  cgd 	} else if (percent <= 25) {
    458      1.1  cgd 		obj->which_kind = DETECT_MONSTER;
    459      1.1  cgd 	} else if (percent <= 35) {
    460      1.1  cgd 		obj->which_kind = INCREASE_STRENGTH;
    461      1.1  cgd 	} else if (percent <= 45) {
    462      1.1  cgd 		obj->which_kind = RESTORE_STRENGTH;
    463      1.1  cgd 	} else if (percent <= 55) {
    464      1.1  cgd 		obj->which_kind = HEALING;
    465      1.1  cgd 	} else if (percent <= 65) {
    466      1.1  cgd 		obj->which_kind = EXTRA_HEALING;
    467      1.1  cgd 	} else if (percent <= 75) {
    468      1.1  cgd 		obj->which_kind = BLINDNESS;
    469      1.1  cgd 	} else if (percent <= 85) {
    470      1.1  cgd 		obj->which_kind = HALLUCINATION;
    471      1.1  cgd 	} else if (percent <= 95) {
    472      1.1  cgd 		obj->which_kind = CONFUSION;
    473      1.1  cgd 	} else if (percent <= 105) {
    474      1.1  cgd 		obj->which_kind = POISON;
    475      1.1  cgd 	} else if (percent <= 110) {
    476      1.1  cgd 		obj->which_kind = LEVITATION;
    477      1.1  cgd 	} else if (percent <= 114) {
    478      1.1  cgd 		obj->which_kind = HASTE_SELF;
    479      1.1  cgd 	} else {
    480      1.1  cgd 		obj->which_kind = SEE_INVISIBLE;
    481      1.1  cgd 	}
    482      1.1  cgd }
    483      1.1  cgd 
    484      1.1  cgd gr_weapon(obj, assign_wk)
    485      1.1  cgd object *obj;
    486      1.1  cgd int assign_wk;
    487      1.1  cgd {
    488      1.1  cgd 	short percent;
    489      1.1  cgd 	short i;
    490      1.1  cgd 	short blessing, increment;
    491      1.1  cgd 
    492      1.1  cgd 	obj->what_is = WEAPON;
    493      1.1  cgd 	if (assign_wk) {
    494      1.1  cgd 		obj->which_kind = get_rand(0, (WEAPONS - 1));
    495      1.1  cgd 	}
    496      1.1  cgd 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
    497      1.1  cgd 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
    498      1.1  cgd 		obj->quantity = get_rand(3, 15);
    499      1.1  cgd 		obj->quiver = get_rand(0, 126);
    500      1.1  cgd 	} else {
    501      1.1  cgd 		obj->quantity = 1;
    502      1.1  cgd 	}
    503      1.1  cgd 	obj->hit_enchant = obj->d_enchant = 0;
    504      1.1  cgd 
    505      1.1  cgd 	percent = get_rand(1, 96);
    506      1.1  cgd 	blessing = get_rand(1, 3);
    507      1.1  cgd 
    508      1.1  cgd 	if (percent <= 16) {
    509      1.1  cgd 		increment = 1;
    510      1.1  cgd 	} else if (percent <= 32) {
    511      1.1  cgd 		increment = -1;
    512      1.1  cgd 		obj->is_cursed = 1;
    513      1.1  cgd 	}
    514      1.1  cgd 	if (percent <= 32) {
    515      1.1  cgd 		for (i = 0; i < blessing; i++) {
    516      1.1  cgd 			if (coin_toss()) {
    517      1.1  cgd 				obj->hit_enchant += increment;
    518      1.1  cgd 			} else {
    519      1.1  cgd 				obj->d_enchant += increment;
    520      1.1  cgd 			}
    521      1.1  cgd 		}
    522      1.1  cgd 	}
    523      1.1  cgd 	switch(obj->which_kind) {
    524      1.1  cgd 	case BOW:
    525      1.1  cgd 	case DART:
    526      1.1  cgd 		obj->damage = "1d1";
    527      1.1  cgd 		break;
    528      1.1  cgd 	case ARROW:
    529      1.1  cgd 		obj->damage = "1d2";
    530      1.1  cgd 		break;
    531      1.1  cgd 	case DAGGER:
    532      1.1  cgd 		obj->damage = "1d3";
    533      1.1  cgd 		break;
    534      1.1  cgd 	case SHURIKEN:
    535      1.1  cgd 		obj->damage = "1d4";
    536      1.1  cgd 		break;
    537      1.1  cgd 	case MACE:
    538      1.1  cgd 		obj->damage = "2d3";
    539      1.1  cgd 		break;
    540      1.1  cgd 	case LONG_SWORD:
    541      1.1  cgd 		obj->damage = "3d4";
    542      1.1  cgd 		break;
    543      1.1  cgd 	case TWO_HANDED_SWORD:
    544      1.1  cgd 		obj->damage = "4d5";
    545      1.1  cgd 		break;
    546      1.1  cgd 	}
    547      1.1  cgd }
    548      1.1  cgd 
    549      1.1  cgd gr_armor(obj)
    550      1.1  cgd object *obj;
    551      1.1  cgd {
    552      1.1  cgd 	short percent;
    553      1.1  cgd 	short blessing;
    554      1.1  cgd 
    555      1.1  cgd 	obj->what_is = ARMOR;
    556      1.1  cgd 	obj->which_kind = get_rand(0, (ARMORS - 1));
    557      1.1  cgd 	obj->class = obj->which_kind + 2;
    558      1.1  cgd 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
    559      1.1  cgd 		obj->class--;
    560      1.1  cgd 	}
    561      1.1  cgd 	obj->is_protected = 0;
    562      1.1  cgd 	obj->d_enchant = 0;
    563      1.1  cgd 
    564      1.1  cgd 	percent = get_rand(1, 100);
    565      1.1  cgd 	blessing = get_rand(1, 3);
    566      1.1  cgd 
    567      1.1  cgd 	if (percent <= 16) {
    568      1.1  cgd 		obj->is_cursed = 1;
    569      1.1  cgd 		obj->d_enchant -= blessing;
    570      1.1  cgd 	} else if (percent <= 33) {
    571      1.1  cgd 		obj->d_enchant += blessing;
    572      1.1  cgd 	}
    573      1.1  cgd }
    574      1.1  cgd 
    575      1.1  cgd gr_wand(obj)
    576      1.1  cgd object *obj;
    577      1.1  cgd {
    578      1.1  cgd 	obj->what_is = WAND;
    579      1.1  cgd 	obj->which_kind = get_rand(0, (WANDS - 1));
    580      1.1  cgd 	obj->class = get_rand(3, 7);
    581      1.1  cgd }
    582      1.1  cgd 
    583      1.1  cgd get_food(obj, force_ration)
    584      1.1  cgd object *obj;
    585      1.1  cgd boolean force_ration;
    586      1.1  cgd {
    587      1.1  cgd 	obj->what_is = FOOD;
    588      1.1  cgd 
    589      1.1  cgd 	if (force_ration || rand_percent(80)) {
    590      1.1  cgd 		obj->which_kind = RATION;
    591      1.1  cgd 	} else {
    592      1.1  cgd 		obj->which_kind = FRUIT;
    593      1.1  cgd 	}
    594      1.1  cgd }
    595      1.1  cgd 
    596      1.1  cgd put_stairs()
    597      1.1  cgd {
    598      1.1  cgd 	short row, col;
    599      1.1  cgd 
    600      1.1  cgd 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    601      1.1  cgd 	dungeon[row][col] |= STAIRS;
    602      1.1  cgd }
    603      1.1  cgd 
    604      1.1  cgd get_armor_class(obj)
    605      1.1  cgd object *obj;
    606      1.1  cgd {
    607      1.1  cgd 	if (obj) {
    608      1.1  cgd 		return(obj->class + obj->d_enchant);
    609      1.1  cgd 	}
    610      1.1  cgd 	return(0);
    611      1.1  cgd }
    612      1.1  cgd 
    613      1.1  cgd object *
    614      1.1  cgd alloc_object()
    615      1.1  cgd {
    616      1.1  cgd 	object *obj;
    617      1.1  cgd 
    618      1.1  cgd 	if (free_list) {
    619      1.1  cgd 		obj = free_list;
    620      1.1  cgd 		free_list = free_list->next_object;
    621      1.1  cgd 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
    622      1.1  cgd 			message("cannot allocate object, saving game", 0);
    623      1.1  cgd 			save_into_file(error_file);
    624      1.1  cgd 	}
    625      1.1  cgd 	obj->quantity = 1;
    626      1.1  cgd 	obj->ichar = 'L';
    627      1.1  cgd 	obj->picked_up = obj->is_cursed = 0;
    628      1.1  cgd 	obj->in_use_flags = NOT_USED;
    629      1.1  cgd 	obj->identified = UNIDENTIFIED;
    630      1.1  cgd 	obj->damage = "1d1";
    631      1.1  cgd 	return(obj);
    632      1.1  cgd }
    633      1.1  cgd 
    634      1.1  cgd free_object(obj)
    635      1.1  cgd object *obj;
    636      1.1  cgd {
    637      1.1  cgd 	obj->next_object = free_list;
    638      1.1  cgd 	free_list = obj;
    639      1.1  cgd }
    640      1.1  cgd 
    641      1.1  cgd make_party()
    642      1.1  cgd {
    643      1.1  cgd 	short n;
    644      1.1  cgd 
    645      1.1  cgd 	party_room = gr_room();
    646      1.1  cgd 
    647      1.1  cgd 	n = rand_percent(99) ? party_objects(party_room) : 11;
    648      1.1  cgd 	if (rand_percent(99)) {
    649      1.1  cgd 		party_monsters(party_room, n);
    650      1.1  cgd 	}
    651      1.1  cgd }
    652      1.1  cgd 
    653      1.1  cgd show_objects()
    654      1.1  cgd {
    655      1.1  cgd 	object *obj;
    656      1.1  cgd 	short mc, rc, row, col;
    657      1.1  cgd 	object *monster;
    658      1.1  cgd 
    659      1.1  cgd 	obj = level_objects.next_object;
    660      1.1  cgd 
    661      1.1  cgd 	while (obj) {
    662      1.1  cgd 		row = obj->row;
    663      1.1  cgd 		col = obj->col;
    664      1.1  cgd 
    665      1.1  cgd 		rc = get_mask_char(obj->what_is);
    666      1.1  cgd 
    667      1.1  cgd 		if (dungeon[row][col] & MONSTER) {
    668      1.1  cgd 			if (monster = object_at(&level_monsters, row, col)) {
    669      1.1  cgd 				monster->trail_char = rc;
    670      1.1  cgd 			}
    671      1.1  cgd 		}
    672      1.1  cgd 		mc = mvinch(row, col);
    673      1.1  cgd 		if (((mc < 'A') || (mc > 'Z')) &&
    674      1.1  cgd 			((row != rogue.row) || (col != rogue.col))) {
    675      1.1  cgd 			mvaddch(row, col, rc);
    676      1.1  cgd 		}
    677      1.1  cgd 		obj = obj->next_object;
    678      1.1  cgd 	}
    679      1.1  cgd 
    680      1.1  cgd 	monster = level_monsters.next_object;
    681      1.1  cgd 
    682      1.1  cgd 	while (monster) {
    683      1.1  cgd 		if (monster->m_flags & IMITATES) {
    684      1.1  cgd 			mvaddch(monster->row, monster->col, (int) monster->disguise);
    685      1.1  cgd 		}
    686      1.1  cgd 		monster = monster->next_monster;
    687      1.1  cgd 	}
    688      1.1  cgd }
    689      1.1  cgd 
    690      1.1  cgd put_amulet()
    691      1.1  cgd {
    692      1.1  cgd 	object *obj;
    693      1.1  cgd 
    694      1.1  cgd 	obj = alloc_object();
    695      1.1  cgd 	obj->what_is = AMULET;
    696      1.1  cgd 	rand_place(obj);
    697      1.1  cgd }
    698      1.1  cgd 
    699      1.1  cgd rand_place(obj)
    700      1.1  cgd object *obj;
    701      1.1  cgd {
    702      1.1  cgd 	short row, col;
    703      1.1  cgd 
    704      1.1  cgd 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    705      1.1  cgd 	place_at(obj, row, col);
    706      1.1  cgd }
    707      1.1  cgd 
    708      1.1  cgd c_object_for_wizard()
    709      1.1  cgd {
    710      1.1  cgd 	short ch, max, wk;
    711      1.1  cgd 	object *obj;
    712      1.1  cgd 	char buf[80];
    713      1.1  cgd 
    714      1.1  cgd 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
    715      1.1  cgd 		message("pack full", 0);
    716      1.1  cgd 		return;
    717      1.1  cgd 	}
    718      1.1  cgd 	message("type of object?", 0);
    719      1.1  cgd 
    720      1.1  cgd 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
    721      1.1  cgd 		sound_bell();
    722      1.1  cgd 	}
    723      1.1  cgd 	check_message();
    724      1.1  cgd 
    725      1.1  cgd 	if (ch == '\033') {
    726      1.1  cgd 		return;
    727      1.1  cgd 	}
    728      1.1  cgd 	obj = alloc_object();
    729      1.1  cgd 
    730      1.1  cgd 	switch(ch) {
    731      1.1  cgd 	case '!':
    732      1.1  cgd 		obj->what_is = POTION;
    733      1.1  cgd 		max = POTIONS - 1;
    734      1.1  cgd 		break;
    735      1.1  cgd 	case '?':
    736      1.1  cgd 		obj->what_is = SCROL;
    737      1.1  cgd 		max = SCROLS - 1;
    738      1.1  cgd 		break;
    739      1.1  cgd 	case ',':
    740      1.1  cgd 		obj->what_is = AMULET;
    741      1.1  cgd 		break;
    742      1.1  cgd 	case ':':
    743      1.1  cgd 		get_food(obj, 0);
    744      1.1  cgd 		break;
    745      1.1  cgd 	case ')':
    746      1.1  cgd 		gr_weapon(obj, 0);
    747      1.1  cgd 		max = WEAPONS - 1;
    748      1.1  cgd 		break;
    749      1.1  cgd 	case ']':
    750      1.1  cgd 		gr_armor(obj);
    751      1.1  cgd 		max = ARMORS - 1;
    752      1.1  cgd 		break;
    753      1.1  cgd 	case '/':
    754      1.1  cgd 		gr_wand(obj);
    755      1.1  cgd 		max = WANDS - 1;
    756      1.1  cgd 		break;
    757      1.1  cgd 	case '=':
    758      1.1  cgd 		max = RINGS - 1;
    759      1.1  cgd 		obj->what_is = RING;
    760      1.1  cgd 		break;
    761      1.1  cgd 	}
    762      1.1  cgd 	if ((ch != ',') && (ch != ':')) {
    763      1.1  cgd GIL:
    764      1.1  cgd 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
    765      1.1  cgd 			wk = get_number(buf);
    766      1.1  cgd 			if ((wk >= 0) && (wk <= max)) {
    767      1.1  cgd 				obj->which_kind = (unsigned short) wk;
    768      1.1  cgd 				if (obj->what_is == RING) {
    769      1.1  cgd 					gr_ring(obj, 0);
    770      1.1  cgd 				}
    771      1.1  cgd 			} else {
    772      1.1  cgd 				sound_bell();
    773      1.1  cgd 				goto GIL;
    774      1.1  cgd 			}
    775      1.1  cgd 		} else {
    776      1.1  cgd 			free_object(obj);
    777      1.1  cgd 			return;
    778      1.1  cgd 		}
    779      1.1  cgd 	}
    780      1.1  cgd 	get_desc(obj, buf);
    781      1.1  cgd 	message(buf, 0);
    782      1.1  cgd 	(void) add_to_pack(obj, &rogue.pack, 1);
    783      1.1  cgd }
    784