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object.c revision 1.10.10.1
      1  1.10.10.1     matt /*	$NetBSD: object.c,v 1.10.10.1 2008/01/09 01:30:57 matt 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  1.10.10.1     matt __RCSID("$NetBSD: object.c,v 1.10.10.1 2008/01/09 01:30:57 matt 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  1.10.10.1     matt {100, "blue ",     "of increase strength ", 0},
     84  1.10.10.1     matt {250, "red ",      "of restore strength ", 0},
     85  1.10.10.1     matt {100, "green ",    "of healing ", 0},
     86  1.10.10.1     matt {200, "grey ",     "of extra healing ", 0},
     87  1.10.10.1     matt  {10, "brown ",    "of poison ", 0},
     88  1.10.10.1     matt {300, "clear ",    "of raise level ", 0},
     89  1.10.10.1     matt  {10, "pink ",     "of blindness ", 0},
     90  1.10.10.1     matt  {25, "white ",    "of hallucination ", 0},
     91  1.10.10.1     matt {100, "purple ",   "of detect monster ", 0},
     92  1.10.10.1     matt {100, "black ",    "of detect things ", 0},
     93  1.10.10.1     matt  {10, "yellow ",   "of confusion ", 0},
     94  1.10.10.1     matt  {80, "plaid ",    "of levitation ", 0},
     95  1.10.10.1     matt {150, "burgundy ", "of haste self ", 0},
     96  1.10.10.1     matt {145, "beige ",    "of see invisible ", 0}
     97        1.1      cgd };
     98        1.1      cgd 
     99        1.1      cgd struct id id_scrolls[SCROLS] = {
    100  1.10.10.1     matt {505, "", "of protect armor ", 0},
    101  1.10.10.1     matt {200, "", "of hold monster ", 0},
    102  1.10.10.1     matt {235, "", "of enchant weapon ", 0},
    103  1.10.10.1     matt {235, "", "of enchant armor ", 0},
    104  1.10.10.1     matt {175, "", "of identify ", 0},
    105  1.10.10.1     matt {190, "", "of teleportation ", 0},
    106  1.10.10.1     matt  {25, "", "of sleep ", 0},
    107  1.10.10.1     matt {610, "", "of scare monster ", 0},
    108  1.10.10.1     matt {210, "", "of remove curse ", 0},
    109  1.10.10.1     matt  {80, "", "of create monster ",0},
    110  1.10.10.1     matt  {25, "", "of aggravate monster ",0},
    111  1.10.10.1     matt {180, "", "of magic mapping ", 0},
    112  1.10.10.1     matt  {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  1.10.10.1     matt 	 {25, "", "of teleport away ",0},
    138  1.10.10.1     matt 	 {50, "", "of slow monster ", 0},
    139  1.10.10.1     matt 	  {8, "", "of invisibility ",0},
    140  1.10.10.1     matt 	 {55, "", "of polymorph ",0},
    141  1.10.10.1     matt 	  {2, "", "of haste monster ",0},
    142  1.10.10.1     matt 	 {20, "", "of magic missile ",0},
    143  1.10.10.1     matt 	 {20, "", "of cancellation ",0},
    144  1.10.10.1     matt 	  {0, "", "of do nothing ",0},
    145  1.10.10.1     matt 	 {35, "", "of drain life ",0},
    146  1.10.10.1     matt 	 {20, "", "of cold ",0},
    147  1.10.10.1     matt 	 {20, "", "of fire ",0}
    148        1.1      cgd };
    149        1.1      cgd 
    150        1.1      cgd struct id id_rings[RINGS] = {
    151  1.10.10.1     matt 	 {250, "", "of stealth ",0},
    152  1.10.10.1     matt 	 {100, "", "of teleportation ", 0},
    153  1.10.10.1     matt 	 {255, "", "of regeneration ",0},
    154  1.10.10.1     matt 	 {295, "", "of slow digestion ",0},
    155  1.10.10.1     matt 	 {200, "", "of add strength ",0},
    156  1.10.10.1     matt 	 {250, "", "of sustain strength ",0},
    157  1.10.10.1     matt 	 {250, "", "of dexterity ",0},
    158  1.10.10.1     matt 	  {25, "", "of adornment ",0},
    159  1.10.10.1     matt 	 {300, "", "of see invisible ",0},
    160  1.10.10.1     matt 	 {290, "", "of maintain armor ",0},
    161  1.10.10.1     matt 	 {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  1.10.10.1     matt 			messagef(1, "object_at(): inconsistent");
    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  1.10.10.1     matt 			messagef(0, "cannot allocate object, saving game");
    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  1.10.10.1     matt 		messagef(0, "pack full");
    743        1.1      cgd 		return;
    744        1.1      cgd 	}
    745  1.10.10.1     matt 	messagef(0, "type of object?");
    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  1.10.10.1     matt 		if (get_input_line("which kind?", "", buf, sizeof(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  1.10.10.1     matt 	get_desc(obj, buf, sizeof(buf));
    808  1.10.10.1     matt 	messagef(0, "%s", buf);
    809        1.1      cgd 	(void) add_to_pack(obj, &rogue.pack, 1);
    810        1.1      cgd }
    811