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object.c revision 1.10
      1  1.10  jnemeth /*	$NetBSD: object.c,v 1.10 2006/03/30 04:27:24 jnemeth Exp $	*/
      2   1.3      cgd 
      3   1.1      cgd /*
      4   1.3      cgd  * Copyright (c) 1988, 1993
      5   1.3      cgd  *	The Regents of the University of California.  All rights reserved.
      6   1.1      cgd  *
      7   1.1      cgd  * This code is derived from software contributed to Berkeley by
      8   1.1      cgd  * Timothy C. Stoehr.
      9   1.1      cgd  *
     10   1.1      cgd  * Redistribution and use in source and binary forms, with or without
     11   1.1      cgd  * modification, are permitted provided that the following conditions
     12   1.1      cgd  * are met:
     13   1.1      cgd  * 1. Redistributions of source code must retain the above copyright
     14   1.1      cgd  *    notice, this list of conditions and the following disclaimer.
     15   1.1      cgd  * 2. Redistributions in binary form must reproduce the above copyright
     16   1.1      cgd  *    notice, this list of conditions and the following disclaimer in the
     17   1.1      cgd  *    documentation and/or other materials provided with the distribution.
     18   1.9      agc  * 3. Neither the name of the University nor the names of its contributors
     19   1.1      cgd  *    may be used to endorse or promote products derived from this software
     20   1.1      cgd  *    without specific prior written permission.
     21   1.1      cgd  *
     22   1.1      cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     23   1.1      cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     24   1.1      cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     25   1.1      cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     26   1.1      cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     27   1.1      cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     28   1.1      cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     29   1.1      cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     30   1.1      cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     31   1.1      cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     32   1.1      cgd  * SUCH DAMAGE.
     33   1.1      cgd  */
     34   1.1      cgd 
     35   1.4    lukem #include <sys/cdefs.h>
     36   1.1      cgd #ifndef lint
     37   1.3      cgd #if 0
     38   1.3      cgd static char sccsid[] = "@(#)object.c	8.1 (Berkeley) 5/31/93";
     39   1.3      cgd #else
     40  1.10  jnemeth __RCSID("$NetBSD: object.c,v 1.10 2006/03/30 04:27:24 jnemeth Exp $");
     41   1.3      cgd #endif
     42   1.1      cgd #endif /* not lint */
     43   1.1      cgd 
     44   1.1      cgd /*
     45   1.1      cgd  * object.c
     46   1.1      cgd  *
     47   1.1      cgd  * This source herein may be modified and/or distributed by anybody who
     48   1.1      cgd  * so desires, with the following restrictions:
     49   1.1      cgd  *    1.)  No portion of this notice shall be removed.
     50   1.1      cgd  *    2.)  Credit shall not be taken for the creation of this source.
     51   1.1      cgd  *    3.)  This code is not to be traded, sold, or used for personal
     52   1.1      cgd  *         gain or profit.
     53   1.1      cgd  *
     54   1.1      cgd  */
     55   1.1      cgd 
     56   1.1      cgd #include "rogue.h"
     57   1.1      cgd 
     58   1.1      cgd object level_objects;
     59   1.1      cgd unsigned short dungeon[DROWS][DCOLS];
     60   1.1      cgd short foods = 0;
     61   1.1      cgd object *free_list = (object *) 0;
     62   1.1      cgd char *fruit = (char *) 0;
     63   1.1      cgd 
     64   1.1      cgd fighter rogue = {
     65   1.4    lukem 	INIT_AW,	/* armor */
     66   1.4    lukem 	INIT_AW,	/* weapon */
     67   1.4    lukem 	INIT_RINGS,	/* left ring */
     68   1.4    lukem 	INIT_RINGS,	/* right ring */
     69   1.4    lukem 	INIT_HP,	/* Hp current */
     70   1.4    lukem 	INIT_HP,	/* Hp max */
     71   1.4    lukem 	INIT_STR,	/* Str current */
     72   1.4    lukem 	INIT_STR,	/* Str max */
     73   1.1      cgd 	INIT_PACK,	/* pack */
     74   1.1      cgd 	INIT_GOLD,	/* gold */
     75   1.4    lukem 	INIT_EXPLEVEL,	/* exp level */
     76   1.4    lukem 	INIT_EXP,	/* exp points */
     77   1.1      cgd 	0, 0,		/* row, col */
     78   1.1      cgd 	INIT_CHAR,	/* char */
     79   1.1      cgd 	INIT_MOVES	/* moves */
     80   1.1      cgd };
     81   1.1      cgd 
     82   1.1      cgd struct id id_potions[POTIONS] = {
     83   1.1      cgd {100, "blue \0                           ", "of increase strength ", 0},
     84   1.1      cgd {250, "red \0                            ", "of restore strength ", 0},
     85   1.1      cgd {100, "green \0                          ", "of healing ", 0},
     86   1.1      cgd {200, "grey \0                           ", "of extra healing ", 0},
     87   1.1      cgd  {10, "brown \0                          ", "of poison ", 0},
     88   1.1      cgd {300, "clear \0                          ", "of raise level ", 0},
     89   1.1      cgd  {10, "pink \0                           ", "of blindness ", 0},
     90   1.1      cgd  {25, "white \0                          ", "of hallucination ", 0},
     91   1.1      cgd {100, "purple \0                         ", "of detect monster ", 0},
     92   1.1      cgd {100, "black \0                          ", "of detect things ", 0},
     93   1.1      cgd  {10, "yellow \0                         ", "of confusion ", 0},
     94   1.1      cgd  {80, "plaid \0                          ", "of levitation ", 0},
     95   1.1      cgd {150, "burgundy \0                       ", "of haste self ", 0},
     96   1.1      cgd {145, "beige \0                          ", "of see invisible ", 0}
     97   1.1      cgd };
     98   1.1      cgd 
     99   1.1      cgd struct id id_scrolls[SCROLS] = {
    100   1.1      cgd {505, "                                   ", "of protect armor ", 0},
    101   1.1      cgd {200, "                                   ", "of hold monster ", 0},
    102   1.1      cgd {235, "                                   ", "of enchant weapon ", 0},
    103   1.1      cgd {235, "                                   ", "of enchant armor ", 0},
    104   1.1      cgd {175, "                                   ", "of identify ", 0},
    105   1.1      cgd {190, "                                   ", "of teleportation ", 0},
    106   1.1      cgd  {25, "                                   ", "of sleep ", 0},
    107   1.1      cgd {610, "                                   ", "of scare monster ", 0},
    108   1.1      cgd {210, "                                   ", "of remove curse ", 0},
    109   1.1      cgd  {80, "                                   ", "of create monster ",0},
    110   1.1      cgd  {25, "                                   ", "of aggravate monster ",0},
    111   1.1      cgd {180, "                                   ", "of magic mapping ", 0},
    112   1.1      cgd  {90, "                                   ", "of confuse monster ", 0}
    113   1.1      cgd };
    114   1.1      cgd 
    115   1.1      cgd struct id id_weapons[WEAPONS] = {
    116   1.1      cgd 	{150, "short bow ", "", 0},
    117   1.1      cgd 	  {8, "darts ", "", 0},
    118   1.1      cgd 	 {15, "arrows ", "", 0},
    119   1.1      cgd 	 {27, "daggers ", "", 0},
    120   1.1      cgd 	 {35, "shurikens ", "", 0},
    121   1.1      cgd 	{360, "mace ", "", 0},
    122   1.1      cgd 	{470, "long sword ", "", 0},
    123   1.1      cgd 	{580, "two-handed sword ", "", 0}
    124   1.1      cgd };
    125   1.1      cgd 
    126   1.1      cgd struct id id_armors[ARMORS] = {
    127   1.1      cgd 	{300, "leather armor ", "", (UNIDENTIFIED)},
    128   1.1      cgd 	{300, "ring mail ", "", (UNIDENTIFIED)},
    129   1.1      cgd 	{400, "scale mail ", "", (UNIDENTIFIED)},
    130   1.1      cgd 	{500, "chain mail ", "", (UNIDENTIFIED)},
    131   1.1      cgd 	{600, "banded mail ", "", (UNIDENTIFIED)},
    132   1.1      cgd 	{600, "splint mail ", "", (UNIDENTIFIED)},
    133   1.1      cgd 	{700, "plate mail ", "", (UNIDENTIFIED)}
    134   1.1      cgd };
    135   1.1      cgd 
    136   1.1      cgd struct id id_wands[WANDS] = {
    137   1.1      cgd 	 {25, "                                 ", "of teleport away ",0},
    138   1.1      cgd 	 {50, "                                 ", "of slow monster ", 0},
    139   1.1      cgd 	  {8, "                                 ", "of invisibility ",0},
    140   1.1      cgd 	 {55, "                                 ", "of polymorph ",0},
    141   1.1      cgd 	  {2, "                                 ", "of haste monster ",0},
    142   1.1      cgd 	 {20, "                                 ", "of magic missile ",0},
    143   1.1      cgd 	 {20, "                                 ", "of cancellation ",0},
    144   1.1      cgd 	  {0, "                                 ", "of do nothing ",0},
    145   1.1      cgd 	 {35, "                                 ", "of drain life ",0},
    146   1.1      cgd 	 {20, "                                 ", "of cold ",0},
    147   1.1      cgd 	 {20, "                                 ", "of fire ",0}
    148   1.1      cgd };
    149   1.1      cgd 
    150   1.1      cgd struct id id_rings[RINGS] = {
    151   1.1      cgd 	 {250, "                                 ", "of stealth ",0},
    152   1.1      cgd 	 {100, "                                 ", "of teleportation ", 0},
    153   1.1      cgd 	 {255, "                                 ", "of regeneration ",0},
    154   1.1      cgd 	 {295, "                                 ", "of slow digestion ",0},
    155   1.1      cgd 	 {200, "                                 ", "of add strength ",0},
    156   1.1      cgd 	 {250, "                                 ", "of sustain strength ",0},
    157   1.1      cgd 	 {250, "                                 ", "of dexterity ",0},
    158   1.1      cgd 	  {25, "                                 ", "of adornment ",0},
    159   1.1      cgd 	 {300, "                                 ", "of see invisible ",0},
    160   1.1      cgd 	 {290, "                                 ", "of maintain armor ",0},
    161   1.1      cgd 	 {270, "                                 ", "of searching ",0},
    162   1.1      cgd };
    163   1.1      cgd 
    164   1.4    lukem void
    165   1.1      cgd put_objects()
    166   1.1      cgd {
    167   1.1      cgd 	short i, n;
    168   1.1      cgd 	object *obj;
    169   1.1      cgd 
    170   1.1      cgd 	if (cur_level < max_level) {
    171   1.1      cgd 		return;
    172   1.1      cgd 	}
    173   1.1      cgd 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
    174   1.1      cgd 	while (rand_percent(33)) {
    175   1.1      cgd 		n++;
    176   1.1      cgd 	}
    177   1.1      cgd 	if (party_room != NO_ROOM) {
    178   1.1      cgd 		make_party();
    179   1.1      cgd 	}
    180   1.1      cgd 	for (i = 0; i < n; i++) {
    181   1.1      cgd 		obj = gr_object();
    182   1.1      cgd 		rand_place(obj);
    183   1.1      cgd 	}
    184   1.1      cgd 	put_gold();
    185   1.1      cgd }
    186   1.1      cgd 
    187   1.4    lukem void
    188   1.1      cgd put_gold()
    189   1.1      cgd {
    190   1.1      cgd 	short i, j;
    191   1.1      cgd 	short row,col;
    192   1.1      cgd 	boolean is_maze, is_room;
    193   1.1      cgd 
    194   1.1      cgd 	for (i = 0; i < MAXROOMS; i++) {
    195   1.1      cgd 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
    196   1.1      cgd 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
    197   1.1      cgd 
    198   1.1      cgd 		if (!(is_room || is_maze)) {
    199   1.1      cgd 			continue;
    200   1.1      cgd 		}
    201   1.1      cgd 		if (is_maze || rand_percent(GOLD_PERCENT)) {
    202   1.1      cgd 			for (j = 0; j < 50; j++) {
    203   1.1      cgd 				row = get_rand(rooms[i].top_row+1,
    204   1.1      cgd 				rooms[i].bottom_row-1);
    205   1.1      cgd 				col = get_rand(rooms[i].left_col+1,
    206   1.1      cgd 				rooms[i].right_col-1);
    207   1.1      cgd 				if ((dungeon[row][col] == FLOOR) ||
    208   1.1      cgd 					(dungeon[row][col] == TUNNEL)) {
    209   1.1      cgd 					plant_gold(row, col, is_maze);
    210   1.1      cgd 					break;
    211   1.1      cgd 				}
    212   1.1      cgd 			}
    213   1.1      cgd 		}
    214   1.1      cgd 	}
    215   1.1      cgd }
    216   1.1      cgd 
    217   1.4    lukem void
    218   1.1      cgd plant_gold(row, col, is_maze)
    219   1.4    lukem 	short row, col;
    220   1.4    lukem 	boolean is_maze;
    221   1.1      cgd {
    222   1.1      cgd 	object *obj;
    223   1.1      cgd 
    224   1.1      cgd 	obj = alloc_object();
    225   1.1      cgd 	obj->row = row; obj->col = col;
    226   1.1      cgd 	obj->what_is = GOLD;
    227   1.1      cgd 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
    228   1.1      cgd 	if (is_maze) {
    229   1.1      cgd 		obj->quantity += obj->quantity / 2;
    230   1.1      cgd 	}
    231   1.1      cgd 	dungeon[row][col] |= OBJECT;
    232   1.1      cgd 	(void) add_to_pack(obj, &level_objects, 0);
    233   1.1      cgd }
    234   1.1      cgd 
    235   1.4    lukem void
    236   1.1      cgd place_at(obj, row, col)
    237   1.4    lukem 	object *obj;
    238   1.7  hubertf 	int row, col;
    239   1.1      cgd {
    240   1.1      cgd 	obj->row = row;
    241   1.1      cgd 	obj->col = col;
    242   1.1      cgd 	dungeon[row][col] |= OBJECT;
    243   1.1      cgd 	(void) add_to_pack(obj, &level_objects, 0);
    244   1.1      cgd }
    245   1.1      cgd 
    246   1.1      cgd object *
    247   1.1      cgd object_at(pack, row, col)
    248   1.4    lukem 	object *pack;
    249   1.4    lukem 	short row, col;
    250   1.1      cgd {
    251   1.1      cgd 	object *obj = (object *) 0;
    252   1.1      cgd 
    253   1.1      cgd 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
    254   1.1      cgd 		obj = pack->next_object;
    255   1.1      cgd 
    256   1.1      cgd 		while (obj && ((obj->row != row) || (obj->col != col))) {
    257   1.1      cgd 			obj = obj->next_object;
    258   1.1      cgd 		}
    259   1.1      cgd 		if (!obj) {
    260   1.1      cgd 			message("object_at(): inconsistent", 1);
    261   1.1      cgd 		}
    262   1.1      cgd 	}
    263   1.1      cgd 	return(obj);
    264   1.1      cgd }
    265   1.1      cgd 
    266   1.1      cgd object *
    267   1.1      cgd get_letter_object(ch)
    268   1.7  hubertf 	int ch;
    269   1.1      cgd {
    270   1.1      cgd 	object *obj;
    271   1.1      cgd 
    272   1.1      cgd 	obj = rogue.pack.next_object;
    273   1.1      cgd 
    274   1.1      cgd 	while (obj && (obj->ichar != ch)) {
    275   1.1      cgd 		obj = obj->next_object;
    276   1.1      cgd 	}
    277   1.1      cgd 	return(obj);
    278   1.1      cgd }
    279   1.1      cgd 
    280   1.4    lukem void
    281   1.1      cgd free_stuff(objlist)
    282   1.4    lukem 	object *objlist;
    283   1.1      cgd {
    284   1.1      cgd 	object *obj;
    285   1.1      cgd 
    286   1.1      cgd 	while (objlist->next_object) {
    287   1.1      cgd 		obj = objlist->next_object;
    288   1.1      cgd 		objlist->next_object =
    289   1.1      cgd 			objlist->next_object->next_object;
    290   1.1      cgd 		free_object(obj);
    291   1.1      cgd 	}
    292   1.1      cgd }
    293   1.1      cgd 
    294   1.8  hubertf const char *
    295   1.1      cgd name_of(obj)
    296   1.8  hubertf 	const object *obj;
    297   1.1      cgd {
    298   1.8  hubertf 	const char *retstring;
    299   1.1      cgd 
    300   1.1      cgd 	switch(obj->what_is) {
    301   1.1      cgd 	case SCROL:
    302   1.1      cgd 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
    303   1.1      cgd 		break;
    304   1.1      cgd 	case POTION:
    305   1.1      cgd 		retstring = obj->quantity > 1 ? "potions " : "potion ";
    306   1.1      cgd 		break;
    307   1.1      cgd 	case FOOD:
    308   1.1      cgd 		if (obj->which_kind == RATION) {
    309   1.1      cgd 			retstring = "food ";
    310   1.1      cgd 		} else {
    311   1.1      cgd 			retstring = fruit;
    312   1.1      cgd 		}
    313   1.1      cgd 		break;
    314   1.1      cgd 	case WAND:
    315   1.1      cgd 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
    316   1.1      cgd 		break;
    317   1.1      cgd 	case WEAPON:
    318   1.1      cgd 		switch(obj->which_kind) {
    319   1.1      cgd 		case DART:
    320   1.1      cgd 			retstring=obj->quantity > 1 ? "darts " : "dart ";
    321   1.1      cgd 			break;
    322   1.1      cgd 		case ARROW:
    323   1.1      cgd 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
    324   1.1      cgd 			break;
    325   1.1      cgd 		case DAGGER:
    326   1.1      cgd 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
    327   1.1      cgd 			break;
    328   1.1      cgd 		case SHURIKEN:
    329   1.1      cgd 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
    330   1.1      cgd 			break;
    331   1.1      cgd 		default:
    332   1.1      cgd 			retstring = id_weapons[obj->which_kind].title;
    333   1.1      cgd 		}
    334   1.1      cgd 		break;
    335   1.1      cgd 	case ARMOR:
    336   1.1      cgd 		retstring = "armor ";
    337   1.1      cgd 		break;
    338   1.1      cgd 	case RING:
    339   1.1      cgd 			retstring = "ring ";
    340   1.1      cgd 		break;
    341   1.1      cgd 	case AMULET:
    342   1.1      cgd 		retstring = "amulet ";
    343   1.1      cgd 		break;
    344   1.1      cgd 	default:
    345   1.1      cgd 		retstring = "unknown ";
    346   1.1      cgd 		break;
    347   1.1      cgd 	}
    348   1.1      cgd 	return(retstring);
    349   1.1      cgd }
    350   1.1      cgd 
    351   1.1      cgd object *
    352   1.1      cgd gr_object()
    353   1.1      cgd {
    354   1.1      cgd 	object *obj;
    355   1.1      cgd 
    356   1.1      cgd 	obj = alloc_object();
    357   1.1      cgd 
    358   1.1      cgd 	if (foods < (cur_level / 3)) {
    359   1.1      cgd 		obj->what_is = FOOD;
    360   1.1      cgd 		foods++;
    361   1.1      cgd 	} else {
    362   1.1      cgd 		obj->what_is = gr_what_is();
    363   1.1      cgd 	}
    364   1.1      cgd 	switch(obj->what_is) {
    365   1.1      cgd 	case SCROL:
    366   1.1      cgd 		gr_scroll(obj);
    367   1.1      cgd 		break;
    368   1.1      cgd 	case POTION:
    369   1.1      cgd 		gr_potion(obj);
    370   1.1      cgd 		break;
    371   1.1      cgd 	case WEAPON:
    372   1.1      cgd 		gr_weapon(obj, 1);
    373   1.1      cgd 		break;
    374   1.1      cgd 	case ARMOR:
    375   1.1      cgd 		gr_armor(obj);
    376   1.1      cgd 		break;
    377   1.1      cgd 	case WAND:
    378   1.1      cgd 		gr_wand(obj);
    379   1.1      cgd 		break;
    380   1.1      cgd 	case FOOD:
    381   1.1      cgd 		get_food(obj, 0);
    382   1.1      cgd 		break;
    383   1.1      cgd 	case RING:
    384   1.1      cgd 		gr_ring(obj, 1);
    385   1.1      cgd 		break;
    386   1.1      cgd 	}
    387   1.1      cgd 	return(obj);
    388   1.1      cgd }
    389   1.1      cgd 
    390   1.1      cgd unsigned short
    391   1.1      cgd gr_what_is()
    392   1.1      cgd {
    393   1.1      cgd 	short percent;
    394   1.1      cgd 	unsigned short what_is;
    395   1.1      cgd 
    396   1.1      cgd 	percent = get_rand(1, 91);
    397   1.1      cgd 
    398   1.1      cgd 	if (percent <= 30) {
    399   1.1      cgd 		what_is = SCROL;
    400   1.1      cgd 	} else if (percent <= 60) {
    401   1.1      cgd 		what_is = POTION;
    402   1.1      cgd 	} else if (percent <= 64) {
    403   1.1      cgd 		what_is = WAND;
    404   1.1      cgd 	} else if (percent <= 74) {
    405   1.1      cgd 		what_is = WEAPON;
    406   1.1      cgd 	} else if (percent <= 83) {
    407   1.1      cgd 		what_is = ARMOR;
    408   1.1      cgd 	} else if (percent <= 88) {
    409   1.1      cgd 		what_is = FOOD;
    410   1.1      cgd 	} else {
    411   1.1      cgd 		what_is = RING;
    412   1.1      cgd 	}
    413   1.1      cgd 	return(what_is);
    414   1.1      cgd }
    415   1.1      cgd 
    416   1.4    lukem void
    417   1.1      cgd gr_scroll(obj)
    418   1.4    lukem 	object *obj;
    419   1.1      cgd {
    420   1.1      cgd 	short percent;
    421   1.1      cgd 
    422   1.1      cgd 	percent = get_rand(0, 91);
    423   1.1      cgd 
    424   1.1      cgd 	obj->what_is = SCROL;
    425   1.1      cgd 
    426   1.1      cgd 	if (percent <= 5) {
    427   1.1      cgd 		obj->which_kind = PROTECT_ARMOR;
    428   1.1      cgd 	} else if (percent <= 10) {
    429   1.1      cgd 		obj->which_kind = HOLD_MONSTER;
    430   1.1      cgd 	} else if (percent <= 20) {
    431   1.1      cgd 		obj->which_kind = CREATE_MONSTER;
    432   1.1      cgd 	} else if (percent <= 35) {
    433   1.1      cgd 		obj->which_kind = IDENTIFY;
    434   1.1      cgd 	} else if (percent <= 43) {
    435   1.1      cgd 		obj->which_kind = TELEPORT;
    436   1.1      cgd 	} else if (percent <= 50) {
    437   1.1      cgd 		obj->which_kind = SLEEP;
    438   1.1      cgd 	} else if (percent <= 55) {
    439   1.1      cgd 		obj->which_kind = SCARE_MONSTER;
    440   1.1      cgd 	} else if (percent <= 64) {
    441   1.1      cgd 		obj->which_kind = REMOVE_CURSE;
    442   1.1      cgd 	} else if (percent <= 69) {
    443   1.1      cgd 		obj->which_kind = ENCH_ARMOR;
    444   1.1      cgd 	} else if (percent <= 74) {
    445   1.1      cgd 		obj->which_kind = ENCH_WEAPON;
    446   1.1      cgd 	} else if (percent <= 80) {
    447   1.1      cgd 		obj->which_kind = AGGRAVATE_MONSTER;
    448   1.1      cgd 	} else if (percent <= 86) {
    449   1.1      cgd 		obj->which_kind = CON_MON;
    450   1.1      cgd 	} else {
    451   1.1      cgd 		obj->which_kind = MAGIC_MAPPING;
    452   1.1      cgd 	}
    453   1.1      cgd }
    454   1.1      cgd 
    455   1.4    lukem void
    456   1.1      cgd gr_potion(obj)
    457   1.4    lukem 	object *obj;
    458   1.1      cgd {
    459   1.1      cgd 	short percent;
    460   1.1      cgd 
    461   1.1      cgd 	percent = get_rand(1, 118);
    462   1.1      cgd 
    463   1.1      cgd 	obj->what_is = POTION;
    464   1.1      cgd 
    465   1.1      cgd 	if (percent <= 5) {
    466   1.1      cgd 		obj->which_kind = RAISE_LEVEL;
    467   1.1      cgd 	} else if (percent <= 15) {
    468   1.1      cgd 		obj->which_kind = DETECT_OBJECTS;
    469   1.1      cgd 	} else if (percent <= 25) {
    470   1.1      cgd 		obj->which_kind = DETECT_MONSTER;
    471   1.1      cgd 	} else if (percent <= 35) {
    472   1.1      cgd 		obj->which_kind = INCREASE_STRENGTH;
    473   1.1      cgd 	} else if (percent <= 45) {
    474   1.1      cgd 		obj->which_kind = RESTORE_STRENGTH;
    475   1.1      cgd 	} else if (percent <= 55) {
    476   1.1      cgd 		obj->which_kind = HEALING;
    477   1.1      cgd 	} else if (percent <= 65) {
    478   1.1      cgd 		obj->which_kind = EXTRA_HEALING;
    479   1.1      cgd 	} else if (percent <= 75) {
    480   1.1      cgd 		obj->which_kind = BLINDNESS;
    481   1.1      cgd 	} else if (percent <= 85) {
    482   1.1      cgd 		obj->which_kind = HALLUCINATION;
    483   1.1      cgd 	} else if (percent <= 95) {
    484   1.1      cgd 		obj->which_kind = CONFUSION;
    485   1.1      cgd 	} else if (percent <= 105) {
    486   1.1      cgd 		obj->which_kind = POISON;
    487   1.1      cgd 	} else if (percent <= 110) {
    488   1.1      cgd 		obj->which_kind = LEVITATION;
    489   1.1      cgd 	} else if (percent <= 114) {
    490   1.1      cgd 		obj->which_kind = HASTE_SELF;
    491   1.1      cgd 	} else {
    492   1.1      cgd 		obj->which_kind = SEE_INVISIBLE;
    493   1.1      cgd 	}
    494   1.1      cgd }
    495   1.1      cgd 
    496   1.4    lukem void
    497   1.1      cgd gr_weapon(obj, assign_wk)
    498   1.4    lukem 	object *obj;
    499   1.4    lukem 	int assign_wk;
    500   1.1      cgd {
    501   1.1      cgd 	short percent;
    502   1.1      cgd 	short i;
    503   1.1      cgd 	short blessing, increment;
    504   1.5       is 
    505   1.1      cgd 	obj->what_is = WEAPON;
    506   1.1      cgd 	if (assign_wk) {
    507   1.1      cgd 		obj->which_kind = get_rand(0, (WEAPONS - 1));
    508   1.1      cgd 	}
    509   1.1      cgd 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
    510   1.1      cgd 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
    511   1.1      cgd 		obj->quantity = get_rand(3, 15);
    512   1.1      cgd 		obj->quiver = get_rand(0, 126);
    513   1.1      cgd 	} else {
    514   1.1      cgd 		obj->quantity = 1;
    515   1.1      cgd 	}
    516   1.1      cgd 	obj->hit_enchant = obj->d_enchant = 0;
    517   1.1      cgd 
    518   1.1      cgd 	percent = get_rand(1, 96);
    519   1.1      cgd 	blessing = get_rand(1, 3);
    520   1.1      cgd 
    521   1.1      cgd 	if (percent <= 32) {
    522   1.6  mycroft 		if (percent <= 16) {
    523   1.6  mycroft 			increment = 1;
    524   1.6  mycroft 		} else {
    525   1.6  mycroft 			increment = -1;
    526   1.6  mycroft 			obj->is_cursed = 1;
    527   1.6  mycroft 		}
    528   1.1      cgd 		for (i = 0; i < blessing; i++) {
    529   1.1      cgd 			if (coin_toss()) {
    530   1.1      cgd 				obj->hit_enchant += increment;
    531   1.1      cgd 			} else {
    532   1.1      cgd 				obj->d_enchant += increment;
    533   1.1      cgd 			}
    534   1.1      cgd 		}
    535   1.1      cgd 	}
    536   1.1      cgd 	switch(obj->which_kind) {
    537   1.1      cgd 	case BOW:
    538   1.1      cgd 	case DART:
    539   1.1      cgd 		obj->damage = "1d1";
    540   1.1      cgd 		break;
    541   1.1      cgd 	case ARROW:
    542   1.1      cgd 		obj->damage = "1d2";
    543   1.1      cgd 		break;
    544   1.1      cgd 	case DAGGER:
    545   1.1      cgd 		obj->damage = "1d3";
    546   1.1      cgd 		break;
    547   1.1      cgd 	case SHURIKEN:
    548   1.1      cgd 		obj->damage = "1d4";
    549   1.1      cgd 		break;
    550   1.1      cgd 	case MACE:
    551   1.1      cgd 		obj->damage = "2d3";
    552   1.1      cgd 		break;
    553   1.1      cgd 	case LONG_SWORD:
    554   1.1      cgd 		obj->damage = "3d4";
    555   1.1      cgd 		break;
    556   1.1      cgd 	case TWO_HANDED_SWORD:
    557   1.1      cgd 		obj->damage = "4d5";
    558   1.1      cgd 		break;
    559   1.1      cgd 	}
    560   1.1      cgd }
    561   1.1      cgd 
    562   1.4    lukem void
    563   1.1      cgd gr_armor(obj)
    564   1.4    lukem 	object *obj;
    565   1.1      cgd {
    566   1.1      cgd 	short percent;
    567   1.1      cgd 	short blessing;
    568   1.1      cgd 
    569   1.1      cgd 	obj->what_is = ARMOR;
    570   1.1      cgd 	obj->which_kind = get_rand(0, (ARMORS - 1));
    571   1.1      cgd 	obj->class = obj->which_kind + 2;
    572   1.1      cgd 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
    573   1.1      cgd 		obj->class--;
    574   1.1      cgd 	}
    575   1.1      cgd 	obj->is_protected = 0;
    576   1.1      cgd 	obj->d_enchant = 0;
    577   1.1      cgd 
    578   1.1      cgd 	percent = get_rand(1, 100);
    579   1.1      cgd 	blessing = get_rand(1, 3);
    580   1.1      cgd 
    581   1.1      cgd 	if (percent <= 16) {
    582   1.1      cgd 		obj->is_cursed = 1;
    583   1.1      cgd 		obj->d_enchant -= blessing;
    584   1.1      cgd 	} else if (percent <= 33) {
    585   1.1      cgd 		obj->d_enchant += blessing;
    586   1.1      cgd 	}
    587   1.1      cgd }
    588   1.1      cgd 
    589   1.4    lukem void
    590   1.1      cgd gr_wand(obj)
    591   1.4    lukem 	object *obj;
    592   1.1      cgd {
    593   1.1      cgd 	obj->what_is = WAND;
    594   1.1      cgd 	obj->which_kind = get_rand(0, (WANDS - 1));
    595   1.1      cgd 	obj->class = get_rand(3, 7);
    596   1.1      cgd }
    597   1.1      cgd 
    598   1.4    lukem void
    599   1.1      cgd get_food(obj, force_ration)
    600   1.4    lukem 	object *obj;
    601   1.4    lukem 	boolean force_ration;
    602   1.1      cgd {
    603   1.1      cgd 	obj->what_is = FOOD;
    604   1.1      cgd 
    605   1.1      cgd 	if (force_ration || rand_percent(80)) {
    606   1.1      cgd 		obj->which_kind = RATION;
    607   1.1      cgd 	} else {
    608   1.1      cgd 		obj->which_kind = FRUIT;
    609   1.1      cgd 	}
    610   1.1      cgd }
    611   1.1      cgd 
    612   1.4    lukem void
    613   1.1      cgd put_stairs()
    614   1.1      cgd {
    615   1.1      cgd 	short row, col;
    616   1.1      cgd 
    617   1.1      cgd 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    618   1.1      cgd 	dungeon[row][col] |= STAIRS;
    619   1.1      cgd }
    620   1.1      cgd 
    621   1.4    lukem int
    622   1.1      cgd get_armor_class(obj)
    623   1.8  hubertf 	const object *obj;
    624   1.1      cgd {
    625   1.1      cgd 	if (obj) {
    626   1.1      cgd 		return(obj->class + obj->d_enchant);
    627   1.1      cgd 	}
    628   1.1      cgd 	return(0);
    629   1.1      cgd }
    630   1.1      cgd 
    631   1.1      cgd object *
    632   1.1      cgd alloc_object()
    633   1.1      cgd {
    634   1.1      cgd 	object *obj;
    635   1.1      cgd 
    636   1.1      cgd 	if (free_list) {
    637   1.1      cgd 		obj = free_list;
    638   1.1      cgd 		free_list = free_list->next_object;
    639   1.1      cgd 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
    640   1.1      cgd 			message("cannot allocate object, saving game", 0);
    641   1.1      cgd 			save_into_file(error_file);
    642  1.10  jnemeth 			clean_up("alloc_object:  save failed");
    643   1.1      cgd 	}
    644   1.1      cgd 	obj->quantity = 1;
    645   1.1      cgd 	obj->ichar = 'L';
    646   1.1      cgd 	obj->picked_up = obj->is_cursed = 0;
    647   1.1      cgd 	obj->in_use_flags = NOT_USED;
    648   1.1      cgd 	obj->identified = UNIDENTIFIED;
    649   1.1      cgd 	obj->damage = "1d1";
    650   1.1      cgd 	return(obj);
    651   1.1      cgd }
    652   1.1      cgd 
    653   1.4    lukem void
    654   1.1      cgd free_object(obj)
    655   1.4    lukem 	object *obj;
    656   1.1      cgd {
    657   1.1      cgd 	obj->next_object = free_list;
    658   1.1      cgd 	free_list = obj;
    659   1.1      cgd }
    660   1.1      cgd 
    661   1.4    lukem void
    662   1.1      cgd make_party()
    663   1.1      cgd {
    664   1.1      cgd 	short n;
    665   1.1      cgd 
    666   1.1      cgd 	party_room = gr_room();
    667   1.1      cgd 
    668   1.1      cgd 	n = rand_percent(99) ? party_objects(party_room) : 11;
    669   1.1      cgd 	if (rand_percent(99)) {
    670   1.1      cgd 		party_monsters(party_room, n);
    671   1.1      cgd 	}
    672   1.1      cgd }
    673   1.1      cgd 
    674   1.4    lukem void
    675   1.1      cgd show_objects()
    676   1.1      cgd {
    677   1.1      cgd 	object *obj;
    678   1.1      cgd 	short mc, rc, row, col;
    679   1.1      cgd 	object *monster;
    680   1.1      cgd 
    681   1.1      cgd 	obj = level_objects.next_object;
    682   1.1      cgd 
    683   1.1      cgd 	while (obj) {
    684   1.1      cgd 		row = obj->row;
    685   1.1      cgd 		col = obj->col;
    686   1.1      cgd 
    687   1.1      cgd 		rc = get_mask_char(obj->what_is);
    688   1.1      cgd 
    689   1.1      cgd 		if (dungeon[row][col] & MONSTER) {
    690   1.4    lukem 			if ((monster =
    691   1.4    lukem 			    object_at(&level_monsters, row, col)) != NULL) {
    692   1.1      cgd 				monster->trail_char = rc;
    693   1.1      cgd 			}
    694   1.1      cgd 		}
    695   1.1      cgd 		mc = mvinch(row, col);
    696   1.1      cgd 		if (((mc < 'A') || (mc > 'Z')) &&
    697   1.1      cgd 			((row != rogue.row) || (col != rogue.col))) {
    698   1.1      cgd 			mvaddch(row, col, rc);
    699   1.1      cgd 		}
    700   1.1      cgd 		obj = obj->next_object;
    701   1.1      cgd 	}
    702   1.1      cgd 
    703   1.1      cgd 	monster = level_monsters.next_object;
    704   1.1      cgd 
    705   1.1      cgd 	while (monster) {
    706   1.1      cgd 		if (monster->m_flags & IMITATES) {
    707   1.1      cgd 			mvaddch(monster->row, monster->col, (int) monster->disguise);
    708   1.1      cgd 		}
    709   1.1      cgd 		monster = monster->next_monster;
    710   1.1      cgd 	}
    711   1.1      cgd }
    712   1.1      cgd 
    713   1.4    lukem void
    714   1.1      cgd put_amulet()
    715   1.1      cgd {
    716   1.1      cgd 	object *obj;
    717   1.1      cgd 
    718   1.1      cgd 	obj = alloc_object();
    719   1.1      cgd 	obj->what_is = AMULET;
    720   1.1      cgd 	rand_place(obj);
    721   1.1      cgd }
    722   1.1      cgd 
    723   1.4    lukem void
    724   1.1      cgd rand_place(obj)
    725   1.4    lukem 	object *obj;
    726   1.1      cgd {
    727   1.1      cgd 	short row, col;
    728   1.1      cgd 
    729   1.1      cgd 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    730   1.1      cgd 	place_at(obj, row, col);
    731   1.1      cgd }
    732   1.1      cgd 
    733   1.4    lukem void
    734   1.1      cgd c_object_for_wizard()
    735   1.1      cgd {
    736   1.1      cgd 	short ch, max, wk;
    737   1.1      cgd 	object *obj;
    738   1.1      cgd 	char buf[80];
    739   1.1      cgd 
    740   1.4    lukem 	max = 0;
    741   1.1      cgd 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
    742   1.1      cgd 		message("pack full", 0);
    743   1.1      cgd 		return;
    744   1.1      cgd 	}
    745   1.1      cgd 	message("type of object?", 0);
    746   1.1      cgd 
    747   1.1      cgd 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
    748   1.1      cgd 		sound_bell();
    749   1.1      cgd 	}
    750   1.1      cgd 	check_message();
    751   1.1      cgd 
    752   1.1      cgd 	if (ch == '\033') {
    753   1.1      cgd 		return;
    754   1.1      cgd 	}
    755   1.1      cgd 	obj = alloc_object();
    756   1.1      cgd 
    757   1.1      cgd 	switch(ch) {
    758   1.1      cgd 	case '!':
    759   1.1      cgd 		obj->what_is = POTION;
    760   1.1      cgd 		max = POTIONS - 1;
    761   1.1      cgd 		break;
    762   1.1      cgd 	case '?':
    763   1.1      cgd 		obj->what_is = SCROL;
    764   1.1      cgd 		max = SCROLS - 1;
    765   1.1      cgd 		break;
    766   1.1      cgd 	case ',':
    767   1.1      cgd 		obj->what_is = AMULET;
    768   1.1      cgd 		break;
    769   1.1      cgd 	case ':':
    770   1.1      cgd 		get_food(obj, 0);
    771   1.1      cgd 		break;
    772   1.1      cgd 	case ')':
    773   1.1      cgd 		gr_weapon(obj, 0);
    774   1.1      cgd 		max = WEAPONS - 1;
    775   1.1      cgd 		break;
    776   1.1      cgd 	case ']':
    777   1.1      cgd 		gr_armor(obj);
    778   1.1      cgd 		max = ARMORS - 1;
    779   1.1      cgd 		break;
    780   1.1      cgd 	case '/':
    781   1.1      cgd 		gr_wand(obj);
    782   1.1      cgd 		max = WANDS - 1;
    783   1.1      cgd 		break;
    784   1.1      cgd 	case '=':
    785   1.1      cgd 		max = RINGS - 1;
    786   1.1      cgd 		obj->what_is = RING;
    787   1.1      cgd 		break;
    788   1.1      cgd 	}
    789   1.1      cgd 	if ((ch != ',') && (ch != ':')) {
    790   1.1      cgd GIL:
    791   1.1      cgd 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
    792   1.1      cgd 			wk = get_number(buf);
    793   1.1      cgd 			if ((wk >= 0) && (wk <= max)) {
    794   1.1      cgd 				obj->which_kind = (unsigned short) wk;
    795   1.1      cgd 				if (obj->what_is == RING) {
    796   1.1      cgd 					gr_ring(obj, 0);
    797   1.1      cgd 				}
    798   1.1      cgd 			} else {
    799   1.1      cgd 				sound_bell();
    800   1.1      cgd 				goto GIL;
    801   1.1      cgd 			}
    802   1.1      cgd 		} else {
    803   1.1      cgd 			free_object(obj);
    804   1.1      cgd 			return;
    805   1.1      cgd 		}
    806   1.1      cgd 	}
    807   1.1      cgd 	get_desc(obj, buf);
    808   1.1      cgd 	message(buf, 0);
    809   1.1      cgd 	(void) add_to_pack(obj, &rogue.pack, 1);
    810   1.1      cgd }
    811