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