object.c revision 1.10.10.2 1 1.10.10.2 matt /* 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 1.10.10.2 matt __RCSID("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 1.10.10.2 matt char *fruit = NULL;
62 1.10.10.2 matt
63 1.10.10.2 matt static object *free_list = NULL;
64 1.1 cgd
65 1.1 cgd fighter rogue = {
66 1.4 lukem INIT_AW, /* armor */
67 1.4 lukem INIT_AW, /* weapon */
68 1.4 lukem INIT_RINGS, /* left ring */
69 1.4 lukem INIT_RINGS, /* right ring */
70 1.4 lukem INIT_HP, /* Hp current */
71 1.4 lukem INIT_HP, /* Hp max */
72 1.4 lukem INIT_STR, /* Str current */
73 1.4 lukem INIT_STR, /* Str max */
74 1.1 cgd INIT_PACK, /* pack */
75 1.1 cgd INIT_GOLD, /* gold */
76 1.4 lukem INIT_EXPLEVEL, /* exp level */
77 1.4 lukem INIT_EXP, /* exp points */
78 1.1 cgd 0, 0, /* row, col */
79 1.1 cgd INIT_CHAR, /* char */
80 1.1 cgd INIT_MOVES /* moves */
81 1.1 cgd };
82 1.1 cgd
83 1.1 cgd struct id id_potions[POTIONS] = {
84 1.10.10.1 matt {100, "blue ", "of increase strength ", 0},
85 1.10.10.1 matt {250, "red ", "of restore strength ", 0},
86 1.10.10.1 matt {100, "green ", "of healing ", 0},
87 1.10.10.1 matt {200, "grey ", "of extra healing ", 0},
88 1.10.10.1 matt {10, "brown ", "of poison ", 0},
89 1.10.10.1 matt {300, "clear ", "of raise level ", 0},
90 1.10.10.1 matt {10, "pink ", "of blindness ", 0},
91 1.10.10.1 matt {25, "white ", "of hallucination ", 0},
92 1.10.10.1 matt {100, "purple ", "of detect monster ", 0},
93 1.10.10.1 matt {100, "black ", "of detect things ", 0},
94 1.10.10.1 matt {10, "yellow ", "of confusion ", 0},
95 1.10.10.1 matt {80, "plaid ", "of levitation ", 0},
96 1.10.10.1 matt {150, "burgundy ", "of haste self ", 0},
97 1.10.10.1 matt {145, "beige ", "of see invisible ", 0}
98 1.1 cgd };
99 1.1 cgd
100 1.1 cgd struct id id_scrolls[SCROLS] = {
101 1.10.10.1 matt {505, "", "of protect armor ", 0},
102 1.10.10.1 matt {200, "", "of hold monster ", 0},
103 1.10.10.1 matt {235, "", "of enchant weapon ", 0},
104 1.10.10.1 matt {235, "", "of enchant armor ", 0},
105 1.10.10.1 matt {175, "", "of identify ", 0},
106 1.10.10.1 matt {190, "", "of teleportation ", 0},
107 1.10.10.1 matt {25, "", "of sleep ", 0},
108 1.10.10.1 matt {610, "", "of scare monster ", 0},
109 1.10.10.1 matt {210, "", "of remove curse ", 0},
110 1.10.10.1 matt {80, "", "of create monster ",0},
111 1.10.10.1 matt {25, "", "of aggravate monster ",0},
112 1.10.10.1 matt {180, "", "of magic mapping ", 0},
113 1.10.10.1 matt {90, "", "of confuse monster ", 0}
114 1.1 cgd };
115 1.1 cgd
116 1.1 cgd struct id id_weapons[WEAPONS] = {
117 1.1 cgd {150, "short bow ", "", 0},
118 1.1 cgd {8, "darts ", "", 0},
119 1.1 cgd {15, "arrows ", "", 0},
120 1.1 cgd {27, "daggers ", "", 0},
121 1.1 cgd {35, "shurikens ", "", 0},
122 1.1 cgd {360, "mace ", "", 0},
123 1.1 cgd {470, "long sword ", "", 0},
124 1.1 cgd {580, "two-handed sword ", "", 0}
125 1.1 cgd };
126 1.1 cgd
127 1.1 cgd struct id id_armors[ARMORS] = {
128 1.1 cgd {300, "leather armor ", "", (UNIDENTIFIED)},
129 1.1 cgd {300, "ring mail ", "", (UNIDENTIFIED)},
130 1.1 cgd {400, "scale mail ", "", (UNIDENTIFIED)},
131 1.1 cgd {500, "chain mail ", "", (UNIDENTIFIED)},
132 1.1 cgd {600, "banded mail ", "", (UNIDENTIFIED)},
133 1.1 cgd {600, "splint mail ", "", (UNIDENTIFIED)},
134 1.1 cgd {700, "plate mail ", "", (UNIDENTIFIED)}
135 1.1 cgd };
136 1.1 cgd
137 1.1 cgd struct id id_wands[WANDS] = {
138 1.10.10.1 matt {25, "", "of teleport away ",0},
139 1.10.10.1 matt {50, "", "of slow monster ", 0},
140 1.10.10.1 matt {8, "", "of invisibility ",0},
141 1.10.10.1 matt {55, "", "of polymorph ",0},
142 1.10.10.1 matt {2, "", "of haste monster ",0},
143 1.10.10.1 matt {20, "", "of magic missile ",0},
144 1.10.10.1 matt {20, "", "of cancellation ",0},
145 1.10.10.1 matt {0, "", "of do nothing ",0},
146 1.10.10.1 matt {35, "", "of drain life ",0},
147 1.10.10.1 matt {20, "", "of cold ",0},
148 1.10.10.1 matt {20, "", "of fire ",0}
149 1.1 cgd };
150 1.1 cgd
151 1.1 cgd struct id id_rings[RINGS] = {
152 1.10.10.1 matt {250, "", "of stealth ",0},
153 1.10.10.1 matt {100, "", "of teleportation ", 0},
154 1.10.10.1 matt {255, "", "of regeneration ",0},
155 1.10.10.1 matt {295, "", "of slow digestion ",0},
156 1.10.10.1 matt {200, "", "of add strength ",0},
157 1.10.10.1 matt {250, "", "of sustain strength ",0},
158 1.10.10.1 matt {250, "", "of dexterity ",0},
159 1.10.10.1 matt {25, "", "of adornment ",0},
160 1.10.10.1 matt {300, "", "of see invisible ",0},
161 1.10.10.1 matt {290, "", "of maintain armor ",0},
162 1.10.10.1 matt {270, "", "of searching ",0},
163 1.1 cgd };
164 1.1 cgd
165 1.4 lukem void
166 1.10.10.2 matt put_objects(void)
167 1.1 cgd {
168 1.1 cgd short i, n;
169 1.1 cgd object *obj;
170 1.1 cgd
171 1.1 cgd if (cur_level < max_level) {
172 1.1 cgd return;
173 1.1 cgd }
174 1.1 cgd n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
175 1.1 cgd while (rand_percent(33)) {
176 1.1 cgd n++;
177 1.1 cgd }
178 1.1 cgd if (party_room != NO_ROOM) {
179 1.1 cgd make_party();
180 1.1 cgd }
181 1.1 cgd for (i = 0; i < n; i++) {
182 1.1 cgd obj = gr_object();
183 1.1 cgd rand_place(obj);
184 1.1 cgd }
185 1.1 cgd put_gold();
186 1.1 cgd }
187 1.1 cgd
188 1.4 lukem void
189 1.10.10.2 matt put_gold(void)
190 1.1 cgd {
191 1.1 cgd short i, j;
192 1.1 cgd short row,col;
193 1.1 cgd boolean is_maze, is_room;
194 1.1 cgd
195 1.1 cgd for (i = 0; i < MAXROOMS; i++) {
196 1.1 cgd is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
197 1.1 cgd is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
198 1.1 cgd
199 1.1 cgd if (!(is_room || is_maze)) {
200 1.1 cgd continue;
201 1.1 cgd }
202 1.1 cgd if (is_maze || rand_percent(GOLD_PERCENT)) {
203 1.1 cgd for (j = 0; j < 50; j++) {
204 1.1 cgd row = get_rand(rooms[i].top_row+1,
205 1.1 cgd rooms[i].bottom_row-1);
206 1.1 cgd col = get_rand(rooms[i].left_col+1,
207 1.1 cgd rooms[i].right_col-1);
208 1.1 cgd if ((dungeon[row][col] == FLOOR) ||
209 1.1 cgd (dungeon[row][col] == TUNNEL)) {
210 1.1 cgd plant_gold(row, col, is_maze);
211 1.1 cgd break;
212 1.1 cgd }
213 1.1 cgd }
214 1.1 cgd }
215 1.1 cgd }
216 1.1 cgd }
217 1.1 cgd
218 1.4 lukem void
219 1.10.10.2 matt plant_gold(short row, short col, boolean is_maze)
220 1.1 cgd {
221 1.1 cgd object *obj;
222 1.1 cgd
223 1.1 cgd obj = alloc_object();
224 1.1 cgd obj->row = row; obj->col = col;
225 1.1 cgd obj->what_is = GOLD;
226 1.1 cgd obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
227 1.1 cgd if (is_maze) {
228 1.1 cgd obj->quantity += obj->quantity / 2;
229 1.1 cgd }
230 1.1 cgd dungeon[row][col] |= OBJECT;
231 1.10.10.2 matt (void)add_to_pack(obj, &level_objects, 0);
232 1.1 cgd }
233 1.1 cgd
234 1.4 lukem void
235 1.10.10.2 matt place_at(object *obj, int row, int col)
236 1.1 cgd {
237 1.1 cgd obj->row = row;
238 1.1 cgd obj->col = col;
239 1.1 cgd dungeon[row][col] |= OBJECT;
240 1.10.10.2 matt (void)add_to_pack(obj, &level_objects, 0);
241 1.1 cgd }
242 1.1 cgd
243 1.1 cgd object *
244 1.10.10.2 matt object_at(object *pack, short row, short col)
245 1.1 cgd {
246 1.10.10.2 matt object *obj = NULL;
247 1.1 cgd
248 1.1 cgd if (dungeon[row][col] & (MONSTER | OBJECT)) {
249 1.1 cgd obj = pack->next_object;
250 1.1 cgd
251 1.1 cgd while (obj && ((obj->row != row) || (obj->col != col))) {
252 1.1 cgd obj = obj->next_object;
253 1.1 cgd }
254 1.1 cgd if (!obj) {
255 1.10.10.1 matt messagef(1, "object_at(): inconsistent");
256 1.1 cgd }
257 1.1 cgd }
258 1.1 cgd return(obj);
259 1.1 cgd }
260 1.1 cgd
261 1.1 cgd object *
262 1.10.10.2 matt get_letter_object(int ch)
263 1.1 cgd {
264 1.1 cgd object *obj;
265 1.1 cgd
266 1.1 cgd obj = rogue.pack.next_object;
267 1.1 cgd
268 1.1 cgd while (obj && (obj->ichar != ch)) {
269 1.1 cgd obj = obj->next_object;
270 1.1 cgd }
271 1.1 cgd return(obj);
272 1.1 cgd }
273 1.1 cgd
274 1.4 lukem void
275 1.10.10.2 matt free_stuff(object *objlist)
276 1.1 cgd {
277 1.1 cgd object *obj;
278 1.1 cgd
279 1.1 cgd while (objlist->next_object) {
280 1.1 cgd obj = objlist->next_object;
281 1.1 cgd objlist->next_object =
282 1.1 cgd objlist->next_object->next_object;
283 1.1 cgd free_object(obj);
284 1.1 cgd }
285 1.1 cgd }
286 1.1 cgd
287 1.8 hubertf const char *
288 1.10.10.2 matt name_of(const object *obj)
289 1.1 cgd {
290 1.8 hubertf const char *retstring;
291 1.1 cgd
292 1.1 cgd switch(obj->what_is) {
293 1.1 cgd case SCROL:
294 1.1 cgd retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
295 1.1 cgd break;
296 1.1 cgd case POTION:
297 1.1 cgd retstring = obj->quantity > 1 ? "potions " : "potion ";
298 1.1 cgd break;
299 1.1 cgd case FOOD:
300 1.1 cgd if (obj->which_kind == RATION) {
301 1.1 cgd retstring = "food ";
302 1.1 cgd } else {
303 1.1 cgd retstring = fruit;
304 1.1 cgd }
305 1.1 cgd break;
306 1.1 cgd case WAND:
307 1.1 cgd retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
308 1.1 cgd break;
309 1.1 cgd case WEAPON:
310 1.1 cgd switch(obj->which_kind) {
311 1.1 cgd case DART:
312 1.1 cgd retstring=obj->quantity > 1 ? "darts " : "dart ";
313 1.1 cgd break;
314 1.1 cgd case ARROW:
315 1.1 cgd retstring=obj->quantity > 1 ? "arrows " : "arrow ";
316 1.1 cgd break;
317 1.1 cgd case DAGGER:
318 1.1 cgd retstring=obj->quantity > 1 ? "daggers " : "dagger ";
319 1.1 cgd break;
320 1.1 cgd case SHURIKEN:
321 1.1 cgd retstring=obj->quantity > 1?"shurikens ":"shuriken ";
322 1.1 cgd break;
323 1.1 cgd default:
324 1.1 cgd retstring = id_weapons[obj->which_kind].title;
325 1.1 cgd }
326 1.1 cgd break;
327 1.1 cgd case ARMOR:
328 1.1 cgd retstring = "armor ";
329 1.1 cgd break;
330 1.1 cgd case RING:
331 1.1 cgd retstring = "ring ";
332 1.1 cgd break;
333 1.1 cgd case AMULET:
334 1.1 cgd retstring = "amulet ";
335 1.1 cgd break;
336 1.1 cgd default:
337 1.1 cgd retstring = "unknown ";
338 1.1 cgd break;
339 1.1 cgd }
340 1.1 cgd return(retstring);
341 1.1 cgd }
342 1.1 cgd
343 1.1 cgd object *
344 1.10.10.2 matt gr_object(void)
345 1.1 cgd {
346 1.1 cgd object *obj;
347 1.1 cgd
348 1.1 cgd obj = alloc_object();
349 1.1 cgd
350 1.1 cgd if (foods < (cur_level / 3)) {
351 1.1 cgd obj->what_is = FOOD;
352 1.1 cgd foods++;
353 1.1 cgd } else {
354 1.1 cgd obj->what_is = gr_what_is();
355 1.1 cgd }
356 1.1 cgd switch(obj->what_is) {
357 1.1 cgd case SCROL:
358 1.1 cgd gr_scroll(obj);
359 1.1 cgd break;
360 1.1 cgd case POTION:
361 1.1 cgd gr_potion(obj);
362 1.1 cgd break;
363 1.1 cgd case WEAPON:
364 1.1 cgd gr_weapon(obj, 1);
365 1.1 cgd break;
366 1.1 cgd case ARMOR:
367 1.1 cgd gr_armor(obj);
368 1.1 cgd break;
369 1.1 cgd case WAND:
370 1.1 cgd gr_wand(obj);
371 1.1 cgd break;
372 1.1 cgd case FOOD:
373 1.1 cgd get_food(obj, 0);
374 1.1 cgd break;
375 1.1 cgd case RING:
376 1.1 cgd gr_ring(obj, 1);
377 1.1 cgd break;
378 1.1 cgd }
379 1.1 cgd return(obj);
380 1.1 cgd }
381 1.1 cgd
382 1.1 cgd unsigned short
383 1.10.10.2 matt gr_what_is(void)
384 1.1 cgd {
385 1.1 cgd short percent;
386 1.1 cgd unsigned short what_is;
387 1.1 cgd
388 1.1 cgd percent = get_rand(1, 91);
389 1.1 cgd
390 1.1 cgd if (percent <= 30) {
391 1.1 cgd what_is = SCROL;
392 1.1 cgd } else if (percent <= 60) {
393 1.1 cgd what_is = POTION;
394 1.1 cgd } else if (percent <= 64) {
395 1.1 cgd what_is = WAND;
396 1.1 cgd } else if (percent <= 74) {
397 1.1 cgd what_is = WEAPON;
398 1.1 cgd } else if (percent <= 83) {
399 1.1 cgd what_is = ARMOR;
400 1.1 cgd } else if (percent <= 88) {
401 1.1 cgd what_is = FOOD;
402 1.1 cgd } else {
403 1.1 cgd what_is = RING;
404 1.1 cgd }
405 1.1 cgd return(what_is);
406 1.1 cgd }
407 1.1 cgd
408 1.4 lukem void
409 1.10.10.2 matt gr_scroll(object *obj)
410 1.1 cgd {
411 1.1 cgd short percent;
412 1.1 cgd
413 1.1 cgd percent = get_rand(0, 91);
414 1.1 cgd
415 1.1 cgd obj->what_is = SCROL;
416 1.1 cgd
417 1.1 cgd if (percent <= 5) {
418 1.1 cgd obj->which_kind = PROTECT_ARMOR;
419 1.1 cgd } else if (percent <= 10) {
420 1.1 cgd obj->which_kind = HOLD_MONSTER;
421 1.1 cgd } else if (percent <= 20) {
422 1.1 cgd obj->which_kind = CREATE_MONSTER;
423 1.1 cgd } else if (percent <= 35) {
424 1.1 cgd obj->which_kind = IDENTIFY;
425 1.1 cgd } else if (percent <= 43) {
426 1.1 cgd obj->which_kind = TELEPORT;
427 1.1 cgd } else if (percent <= 50) {
428 1.1 cgd obj->which_kind = SLEEP;
429 1.1 cgd } else if (percent <= 55) {
430 1.1 cgd obj->which_kind = SCARE_MONSTER;
431 1.1 cgd } else if (percent <= 64) {
432 1.1 cgd obj->which_kind = REMOVE_CURSE;
433 1.1 cgd } else if (percent <= 69) {
434 1.1 cgd obj->which_kind = ENCH_ARMOR;
435 1.1 cgd } else if (percent <= 74) {
436 1.1 cgd obj->which_kind = ENCH_WEAPON;
437 1.1 cgd } else if (percent <= 80) {
438 1.1 cgd obj->which_kind = AGGRAVATE_MONSTER;
439 1.1 cgd } else if (percent <= 86) {
440 1.1 cgd obj->which_kind = CON_MON;
441 1.1 cgd } else {
442 1.1 cgd obj->which_kind = MAGIC_MAPPING;
443 1.1 cgd }
444 1.1 cgd }
445 1.1 cgd
446 1.4 lukem void
447 1.10.10.2 matt gr_potion(object *obj)
448 1.1 cgd {
449 1.1 cgd short percent;
450 1.1 cgd
451 1.1 cgd percent = get_rand(1, 118);
452 1.1 cgd
453 1.1 cgd obj->what_is = POTION;
454 1.1 cgd
455 1.1 cgd if (percent <= 5) {
456 1.1 cgd obj->which_kind = RAISE_LEVEL;
457 1.1 cgd } else if (percent <= 15) {
458 1.1 cgd obj->which_kind = DETECT_OBJECTS;
459 1.1 cgd } else if (percent <= 25) {
460 1.1 cgd obj->which_kind = DETECT_MONSTER;
461 1.1 cgd } else if (percent <= 35) {
462 1.1 cgd obj->which_kind = INCREASE_STRENGTH;
463 1.1 cgd } else if (percent <= 45) {
464 1.1 cgd obj->which_kind = RESTORE_STRENGTH;
465 1.1 cgd } else if (percent <= 55) {
466 1.1 cgd obj->which_kind = HEALING;
467 1.1 cgd } else if (percent <= 65) {
468 1.1 cgd obj->which_kind = EXTRA_HEALING;
469 1.1 cgd } else if (percent <= 75) {
470 1.1 cgd obj->which_kind = BLINDNESS;
471 1.1 cgd } else if (percent <= 85) {
472 1.1 cgd obj->which_kind = HALLUCINATION;
473 1.1 cgd } else if (percent <= 95) {
474 1.1 cgd obj->which_kind = CONFUSION;
475 1.1 cgd } else if (percent <= 105) {
476 1.1 cgd obj->which_kind = POISON;
477 1.1 cgd } else if (percent <= 110) {
478 1.1 cgd obj->which_kind = LEVITATION;
479 1.1 cgd } else if (percent <= 114) {
480 1.1 cgd obj->which_kind = HASTE_SELF;
481 1.1 cgd } else {
482 1.1 cgd obj->which_kind = SEE_INVISIBLE;
483 1.1 cgd }
484 1.1 cgd }
485 1.1 cgd
486 1.4 lukem void
487 1.10.10.2 matt gr_weapon(object *obj, int assign_wk)
488 1.1 cgd {
489 1.1 cgd short percent;
490 1.1 cgd short i;
491 1.1 cgd short blessing, increment;
492 1.5 is
493 1.1 cgd obj->what_is = WEAPON;
494 1.1 cgd if (assign_wk) {
495 1.1 cgd obj->which_kind = get_rand(0, (WEAPONS - 1));
496 1.1 cgd }
497 1.1 cgd if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
498 1.10.10.2 matt (obj->which_kind == SHURIKEN) || (obj->which_kind == DART)) {
499 1.1 cgd obj->quantity = get_rand(3, 15);
500 1.1 cgd obj->quiver = get_rand(0, 126);
501 1.1 cgd } else {
502 1.1 cgd obj->quantity = 1;
503 1.1 cgd }
504 1.1 cgd obj->hit_enchant = obj->d_enchant = 0;
505 1.1 cgd
506 1.1 cgd percent = get_rand(1, 96);
507 1.1 cgd blessing = get_rand(1, 3);
508 1.1 cgd
509 1.1 cgd if (percent <= 32) {
510 1.6 mycroft if (percent <= 16) {
511 1.6 mycroft increment = 1;
512 1.6 mycroft } else {
513 1.6 mycroft increment = -1;
514 1.6 mycroft obj->is_cursed = 1;
515 1.6 mycroft }
516 1.1 cgd for (i = 0; i < blessing; i++) {
517 1.1 cgd if (coin_toss()) {
518 1.1 cgd obj->hit_enchant += increment;
519 1.1 cgd } else {
520 1.1 cgd obj->d_enchant += increment;
521 1.1 cgd }
522 1.1 cgd }
523 1.1 cgd }
524 1.1 cgd switch(obj->which_kind) {
525 1.1 cgd case BOW:
526 1.1 cgd case DART:
527 1.1 cgd obj->damage = "1d1";
528 1.1 cgd break;
529 1.1 cgd case ARROW:
530 1.1 cgd obj->damage = "1d2";
531 1.1 cgd break;
532 1.1 cgd case DAGGER:
533 1.1 cgd obj->damage = "1d3";
534 1.1 cgd break;
535 1.1 cgd case SHURIKEN:
536 1.1 cgd obj->damage = "1d4";
537 1.1 cgd break;
538 1.1 cgd case MACE:
539 1.1 cgd obj->damage = "2d3";
540 1.1 cgd break;
541 1.1 cgd case LONG_SWORD:
542 1.1 cgd obj->damage = "3d4";
543 1.1 cgd break;
544 1.1 cgd case TWO_HANDED_SWORD:
545 1.1 cgd obj->damage = "4d5";
546 1.1 cgd break;
547 1.1 cgd }
548 1.1 cgd }
549 1.1 cgd
550 1.4 lukem void
551 1.10.10.2 matt gr_armor(object *obj)
552 1.1 cgd {
553 1.1 cgd short percent;
554 1.1 cgd short blessing;
555 1.1 cgd
556 1.1 cgd obj->what_is = ARMOR;
557 1.1 cgd obj->which_kind = get_rand(0, (ARMORS - 1));
558 1.1 cgd obj->class = obj->which_kind + 2;
559 1.1 cgd if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
560 1.1 cgd obj->class--;
561 1.1 cgd }
562 1.1 cgd obj->is_protected = 0;
563 1.1 cgd obj->d_enchant = 0;
564 1.1 cgd
565 1.1 cgd percent = get_rand(1, 100);
566 1.1 cgd blessing = get_rand(1, 3);
567 1.1 cgd
568 1.1 cgd if (percent <= 16) {
569 1.1 cgd obj->is_cursed = 1;
570 1.1 cgd obj->d_enchant -= blessing;
571 1.1 cgd } else if (percent <= 33) {
572 1.1 cgd obj->d_enchant += blessing;
573 1.1 cgd }
574 1.1 cgd }
575 1.1 cgd
576 1.4 lukem void
577 1.10.10.2 matt gr_wand(object *obj)
578 1.1 cgd {
579 1.1 cgd obj->what_is = WAND;
580 1.1 cgd obj->which_kind = get_rand(0, (WANDS - 1));
581 1.1 cgd obj->class = get_rand(3, 7);
582 1.1 cgd }
583 1.1 cgd
584 1.4 lukem void
585 1.10.10.2 matt get_food(object *obj, 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 1.4 lukem void
597 1.10.10.2 matt put_stairs(void)
598 1.1 cgd {
599 1.1 cgd short row, col;
600 1.1 cgd
601 1.1 cgd gr_row_col(&row, &col, (FLOOR | TUNNEL));
602 1.1 cgd dungeon[row][col] |= STAIRS;
603 1.1 cgd }
604 1.1 cgd
605 1.4 lukem int
606 1.10.10.2 matt get_armor_class(const object *obj)
607 1.1 cgd {
608 1.1 cgd if (obj) {
609 1.1 cgd return(obj->class + obj->d_enchant);
610 1.1 cgd }
611 1.1 cgd return(0);
612 1.1 cgd }
613 1.1 cgd
614 1.1 cgd object *
615 1.10.10.2 matt alloc_object(void)
616 1.1 cgd {
617 1.1 cgd object *obj;
618 1.1 cgd
619 1.1 cgd if (free_list) {
620 1.1 cgd obj = free_list;
621 1.1 cgd free_list = free_list->next_object;
622 1.10.10.2 matt } else if (!(obj = md_malloc(sizeof(object)))) {
623 1.10.10.1 matt messagef(0, "cannot allocate object, saving game");
624 1.1 cgd save_into_file(error_file);
625 1.10 jnemeth clean_up("alloc_object: save failed");
626 1.1 cgd }
627 1.1 cgd obj->quantity = 1;
628 1.1 cgd obj->ichar = 'L';
629 1.1 cgd obj->picked_up = obj->is_cursed = 0;
630 1.1 cgd obj->in_use_flags = NOT_USED;
631 1.1 cgd obj->identified = UNIDENTIFIED;
632 1.1 cgd obj->damage = "1d1";
633 1.1 cgd return(obj);
634 1.1 cgd }
635 1.1 cgd
636 1.4 lukem void
637 1.10.10.2 matt free_object(object *obj)
638 1.1 cgd {
639 1.1 cgd obj->next_object = free_list;
640 1.1 cgd free_list = obj;
641 1.1 cgd }
642 1.1 cgd
643 1.4 lukem void
644 1.10.10.2 matt make_party(void)
645 1.1 cgd {
646 1.1 cgd short n;
647 1.1 cgd
648 1.1 cgd party_room = gr_room();
649 1.1 cgd
650 1.1 cgd n = rand_percent(99) ? party_objects(party_room) : 11;
651 1.1 cgd if (rand_percent(99)) {
652 1.1 cgd party_monsters(party_room, n);
653 1.1 cgd }
654 1.1 cgd }
655 1.1 cgd
656 1.4 lukem void
657 1.10.10.2 matt show_objects(void)
658 1.1 cgd {
659 1.1 cgd object *obj;
660 1.1 cgd short mc, rc, row, col;
661 1.1 cgd object *monster;
662 1.1 cgd
663 1.1 cgd obj = level_objects.next_object;
664 1.1 cgd
665 1.1 cgd while (obj) {
666 1.1 cgd row = obj->row;
667 1.1 cgd col = obj->col;
668 1.1 cgd
669 1.1 cgd rc = get_mask_char(obj->what_is);
670 1.1 cgd
671 1.1 cgd if (dungeon[row][col] & MONSTER) {
672 1.4 lukem if ((monster =
673 1.4 lukem object_at(&level_monsters, row, col)) != NULL) {
674 1.1 cgd monster->trail_char = rc;
675 1.1 cgd }
676 1.1 cgd }
677 1.1 cgd mc = mvinch(row, col);
678 1.1 cgd if (((mc < 'A') || (mc > 'Z')) &&
679 1.1 cgd ((row != rogue.row) || (col != rogue.col))) {
680 1.1 cgd mvaddch(row, col, rc);
681 1.1 cgd }
682 1.1 cgd obj = obj->next_object;
683 1.1 cgd }
684 1.1 cgd
685 1.1 cgd monster = level_monsters.next_object;
686 1.1 cgd
687 1.1 cgd while (monster) {
688 1.1 cgd if (monster->m_flags & IMITATES) {
689 1.10.10.2 matt mvaddch(monster->row, monster->col, (int)monster->disguise);
690 1.1 cgd }
691 1.1 cgd monster = monster->next_monster;
692 1.1 cgd }
693 1.1 cgd }
694 1.1 cgd
695 1.4 lukem void
696 1.10.10.2 matt put_amulet(void)
697 1.1 cgd {
698 1.1 cgd object *obj;
699 1.1 cgd
700 1.1 cgd obj = alloc_object();
701 1.1 cgd obj->what_is = AMULET;
702 1.1 cgd rand_place(obj);
703 1.1 cgd }
704 1.1 cgd
705 1.4 lukem void
706 1.10.10.2 matt rand_place(object *obj)
707 1.1 cgd {
708 1.1 cgd short row, col;
709 1.1 cgd
710 1.1 cgd gr_row_col(&row, &col, (FLOOR | TUNNEL));
711 1.1 cgd place_at(obj, row, col);
712 1.1 cgd }
713 1.1 cgd
714 1.4 lukem void
715 1.10.10.2 matt c_object_for_wizard(void)
716 1.1 cgd {
717 1.1 cgd short ch, max, wk;
718 1.1 cgd object *obj;
719 1.1 cgd char buf[80];
720 1.1 cgd
721 1.4 lukem max = 0;
722 1.10.10.2 matt if (pack_count(NULL) >= MAX_PACK_COUNT) {
723 1.10.10.1 matt messagef(0, "pack full");
724 1.1 cgd return;
725 1.1 cgd }
726 1.10.10.1 matt messagef(0, "type of object?");
727 1.1 cgd
728 1.1 cgd while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
729 1.1 cgd sound_bell();
730 1.1 cgd }
731 1.1 cgd check_message();
732 1.1 cgd
733 1.1 cgd if (ch == '\033') {
734 1.1 cgd return;
735 1.1 cgd }
736 1.1 cgd obj = alloc_object();
737 1.1 cgd
738 1.1 cgd switch(ch) {
739 1.1 cgd case '!':
740 1.1 cgd obj->what_is = POTION;
741 1.1 cgd max = POTIONS - 1;
742 1.1 cgd break;
743 1.1 cgd case '?':
744 1.1 cgd obj->what_is = SCROL;
745 1.1 cgd max = SCROLS - 1;
746 1.1 cgd break;
747 1.1 cgd case ',':
748 1.1 cgd obj->what_is = AMULET;
749 1.1 cgd break;
750 1.1 cgd case ':':
751 1.1 cgd get_food(obj, 0);
752 1.1 cgd break;
753 1.1 cgd case ')':
754 1.1 cgd gr_weapon(obj, 0);
755 1.1 cgd max = WEAPONS - 1;
756 1.1 cgd break;
757 1.1 cgd case ']':
758 1.1 cgd gr_armor(obj);
759 1.1 cgd max = ARMORS - 1;
760 1.1 cgd break;
761 1.1 cgd case '/':
762 1.1 cgd gr_wand(obj);
763 1.1 cgd max = WANDS - 1;
764 1.1 cgd break;
765 1.1 cgd case '=':
766 1.1 cgd max = RINGS - 1;
767 1.1 cgd obj->what_is = RING;
768 1.1 cgd break;
769 1.1 cgd }
770 1.1 cgd if ((ch != ',') && (ch != ':')) {
771 1.1 cgd GIL:
772 1.10.10.1 matt if (get_input_line("which kind?", "", buf, sizeof(buf), "", 0, 1)) {
773 1.1 cgd wk = get_number(buf);
774 1.1 cgd if ((wk >= 0) && (wk <= max)) {
775 1.10.10.2 matt obj->which_kind = wk;
776 1.1 cgd if (obj->what_is == RING) {
777 1.1 cgd gr_ring(obj, 0);
778 1.1 cgd }
779 1.1 cgd } else {
780 1.1 cgd sound_bell();
781 1.1 cgd goto GIL;
782 1.1 cgd }
783 1.1 cgd } else {
784 1.1 cgd free_object(obj);
785 1.1 cgd return;
786 1.1 cgd }
787 1.1 cgd }
788 1.10.10.1 matt get_desc(obj, buf, sizeof(buf));
789 1.10.10.1 matt messagef(0, "%s", buf);
790 1.10.10.2 matt (void)add_to_pack(obj, &rogue.pack, 1);
791 1.1 cgd }
792