object.c revision 1.2 1 1.1 cgd /*
2 1.1 cgd * Copyright (c) 1988 The Regents of the University of California.
3 1.1 cgd * All rights reserved.
4 1.1 cgd *
5 1.1 cgd * This code is derived from software contributed to Berkeley by
6 1.1 cgd * Timothy C. Stoehr.
7 1.1 cgd *
8 1.1 cgd * Redistribution and use in source and binary forms, with or without
9 1.1 cgd * modification, are permitted provided that the following conditions
10 1.1 cgd * are met:
11 1.1 cgd * 1. Redistributions of source code must retain the above copyright
12 1.1 cgd * notice, this list of conditions and the following disclaimer.
13 1.1 cgd * 2. Redistributions in binary form must reproduce the above copyright
14 1.1 cgd * notice, this list of conditions and the following disclaimer in the
15 1.1 cgd * documentation and/or other materials provided with the distribution.
16 1.1 cgd * 3. All advertising materials mentioning features or use of this software
17 1.1 cgd * must display the following acknowledgement:
18 1.1 cgd * This product includes software developed by the University of
19 1.1 cgd * California, Berkeley and its contributors.
20 1.1 cgd * 4. Neither the name of the University nor the names of its contributors
21 1.1 cgd * may be used to endorse or promote products derived from this software
22 1.1 cgd * without specific prior written permission.
23 1.1 cgd *
24 1.1 cgd * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 1.1 cgd * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 1.1 cgd * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 1.1 cgd * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28 1.1 cgd * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29 1.1 cgd * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 1.1 cgd * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 1.1 cgd * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32 1.1 cgd * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33 1.1 cgd * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34 1.1 cgd * SUCH DAMAGE.
35 1.1 cgd */
36 1.1 cgd
37 1.1 cgd #ifndef lint
38 1.2 mycroft /*static char sccsid[] = "from: @(#)object.c 5.3 (Berkeley) 6/1/90";*/
39 1.2 mycroft static char rcsid[] = "$Id: object.c,v 1.2 1993/08/01 18:52:21 mycroft Exp $";
40 1.1 cgd #endif /* not lint */
41 1.1 cgd
42 1.1 cgd /*
43 1.1 cgd * object.c
44 1.1 cgd *
45 1.1 cgd * This source herein may be modified and/or distributed by anybody who
46 1.1 cgd * so desires, with the following restrictions:
47 1.1 cgd * 1.) No portion of this notice shall be removed.
48 1.1 cgd * 2.) Credit shall not be taken for the creation of this source.
49 1.1 cgd * 3.) This code is not to be traded, sold, or used for personal
50 1.1 cgd * gain or profit.
51 1.1 cgd *
52 1.1 cgd */
53 1.1 cgd
54 1.1 cgd #include "rogue.h"
55 1.1 cgd
56 1.1 cgd object level_objects;
57 1.1 cgd unsigned short dungeon[DROWS][DCOLS];
58 1.1 cgd short foods = 0;
59 1.1 cgd object *free_list = (object *) 0;
60 1.1 cgd char *fruit = (char *) 0;
61 1.1 cgd
62 1.1 cgd fighter rogue = {
63 1.1 cgd INIT_AW, /* armor, weapon */
64 1.1 cgd INIT_RINGS, /* rings */
65 1.1 cgd INIT_HP, /* Hp current,max */
66 1.1 cgd INIT_STR, /* Str current,max */
67 1.1 cgd INIT_PACK, /* pack */
68 1.1 cgd INIT_GOLD, /* gold */
69 1.1 cgd INIT_EXP, /* exp level,points */
70 1.1 cgd 0, 0, /* row, col */
71 1.1 cgd INIT_CHAR, /* char */
72 1.1 cgd INIT_MOVES /* moves */
73 1.1 cgd };
74 1.1 cgd
75 1.1 cgd struct id id_potions[POTIONS] = {
76 1.1 cgd {100, "blue \0 ", "of increase strength ", 0},
77 1.1 cgd {250, "red \0 ", "of restore strength ", 0},
78 1.1 cgd {100, "green \0 ", "of healing ", 0},
79 1.1 cgd {200, "grey \0 ", "of extra healing ", 0},
80 1.1 cgd {10, "brown \0 ", "of poison ", 0},
81 1.1 cgd {300, "clear \0 ", "of raise level ", 0},
82 1.1 cgd {10, "pink \0 ", "of blindness ", 0},
83 1.1 cgd {25, "white \0 ", "of hallucination ", 0},
84 1.1 cgd {100, "purple \0 ", "of detect monster ", 0},
85 1.1 cgd {100, "black \0 ", "of detect things ", 0},
86 1.1 cgd {10, "yellow \0 ", "of confusion ", 0},
87 1.1 cgd {80, "plaid \0 ", "of levitation ", 0},
88 1.1 cgd {150, "burgundy \0 ", "of haste self ", 0},
89 1.1 cgd {145, "beige \0 ", "of see invisible ", 0}
90 1.1 cgd };
91 1.1 cgd
92 1.1 cgd struct id id_scrolls[SCROLS] = {
93 1.1 cgd {505, " ", "of protect armor ", 0},
94 1.1 cgd {200, " ", "of hold monster ", 0},
95 1.1 cgd {235, " ", "of enchant weapon ", 0},
96 1.1 cgd {235, " ", "of enchant armor ", 0},
97 1.1 cgd {175, " ", "of identify ", 0},
98 1.1 cgd {190, " ", "of teleportation ", 0},
99 1.1 cgd {25, " ", "of sleep ", 0},
100 1.1 cgd {610, " ", "of scare monster ", 0},
101 1.1 cgd {210, " ", "of remove curse ", 0},
102 1.1 cgd {80, " ", "of create monster ",0},
103 1.1 cgd {25, " ", "of aggravate monster ",0},
104 1.1 cgd {180, " ", "of magic mapping ", 0},
105 1.1 cgd {90, " ", "of confuse monster ", 0}
106 1.1 cgd };
107 1.1 cgd
108 1.1 cgd struct id id_weapons[WEAPONS] = {
109 1.1 cgd {150, "short bow ", "", 0},
110 1.1 cgd {8, "darts ", "", 0},
111 1.1 cgd {15, "arrows ", "", 0},
112 1.1 cgd {27, "daggers ", "", 0},
113 1.1 cgd {35, "shurikens ", "", 0},
114 1.1 cgd {360, "mace ", "", 0},
115 1.1 cgd {470, "long sword ", "", 0},
116 1.1 cgd {580, "two-handed sword ", "", 0}
117 1.1 cgd };
118 1.1 cgd
119 1.1 cgd struct id id_armors[ARMORS] = {
120 1.1 cgd {300, "leather armor ", "", (UNIDENTIFIED)},
121 1.1 cgd {300, "ring mail ", "", (UNIDENTIFIED)},
122 1.1 cgd {400, "scale mail ", "", (UNIDENTIFIED)},
123 1.1 cgd {500, "chain mail ", "", (UNIDENTIFIED)},
124 1.1 cgd {600, "banded mail ", "", (UNIDENTIFIED)},
125 1.1 cgd {600, "splint mail ", "", (UNIDENTIFIED)},
126 1.1 cgd {700, "plate mail ", "", (UNIDENTIFIED)}
127 1.1 cgd };
128 1.1 cgd
129 1.1 cgd struct id id_wands[WANDS] = {
130 1.1 cgd {25, " ", "of teleport away ",0},
131 1.1 cgd {50, " ", "of slow monster ", 0},
132 1.1 cgd {8, " ", "of invisibility ",0},
133 1.1 cgd {55, " ", "of polymorph ",0},
134 1.1 cgd {2, " ", "of haste monster ",0},
135 1.1 cgd {20, " ", "of magic missile ",0},
136 1.1 cgd {20, " ", "of cancellation ",0},
137 1.1 cgd {0, " ", "of do nothing ",0},
138 1.1 cgd {35, " ", "of drain life ",0},
139 1.1 cgd {20, " ", "of cold ",0},
140 1.1 cgd {20, " ", "of fire ",0}
141 1.1 cgd };
142 1.1 cgd
143 1.1 cgd struct id id_rings[RINGS] = {
144 1.1 cgd {250, " ", "of stealth ",0},
145 1.1 cgd {100, " ", "of teleportation ", 0},
146 1.1 cgd {255, " ", "of regeneration ",0},
147 1.1 cgd {295, " ", "of slow digestion ",0},
148 1.1 cgd {200, " ", "of add strength ",0},
149 1.1 cgd {250, " ", "of sustain strength ",0},
150 1.1 cgd {250, " ", "of dexterity ",0},
151 1.1 cgd {25, " ", "of adornment ",0},
152 1.1 cgd {300, " ", "of see invisible ",0},
153 1.1 cgd {290, " ", "of maintain armor ",0},
154 1.1 cgd {270, " ", "of searching ",0},
155 1.1 cgd };
156 1.1 cgd
157 1.1 cgd extern short cur_level, max_level;
158 1.1 cgd extern short party_room;
159 1.1 cgd extern char *error_file;
160 1.1 cgd extern boolean is_wood[];
161 1.1 cgd
162 1.1 cgd put_objects()
163 1.1 cgd {
164 1.1 cgd short i, n;
165 1.1 cgd object *obj;
166 1.1 cgd
167 1.1 cgd if (cur_level < max_level) {
168 1.1 cgd return;
169 1.1 cgd }
170 1.1 cgd n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
171 1.1 cgd while (rand_percent(33)) {
172 1.1 cgd n++;
173 1.1 cgd }
174 1.1 cgd if (party_room != NO_ROOM) {
175 1.1 cgd make_party();
176 1.1 cgd }
177 1.1 cgd for (i = 0; i < n; i++) {
178 1.1 cgd obj = gr_object();
179 1.1 cgd rand_place(obj);
180 1.1 cgd }
181 1.1 cgd put_gold();
182 1.1 cgd }
183 1.1 cgd
184 1.1 cgd put_gold()
185 1.1 cgd {
186 1.1 cgd short i, j;
187 1.1 cgd short row,col;
188 1.1 cgd boolean is_maze, is_room;
189 1.1 cgd
190 1.1 cgd for (i = 0; i < MAXROOMS; i++) {
191 1.1 cgd is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
192 1.1 cgd is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
193 1.1 cgd
194 1.1 cgd if (!(is_room || is_maze)) {
195 1.1 cgd continue;
196 1.1 cgd }
197 1.1 cgd if (is_maze || rand_percent(GOLD_PERCENT)) {
198 1.1 cgd for (j = 0; j < 50; j++) {
199 1.1 cgd row = get_rand(rooms[i].top_row+1,
200 1.1 cgd rooms[i].bottom_row-1);
201 1.1 cgd col = get_rand(rooms[i].left_col+1,
202 1.1 cgd rooms[i].right_col-1);
203 1.1 cgd if ((dungeon[row][col] == FLOOR) ||
204 1.1 cgd (dungeon[row][col] == TUNNEL)) {
205 1.1 cgd plant_gold(row, col, is_maze);
206 1.1 cgd break;
207 1.1 cgd }
208 1.1 cgd }
209 1.1 cgd }
210 1.1 cgd }
211 1.1 cgd }
212 1.1 cgd
213 1.1 cgd plant_gold(row, col, is_maze)
214 1.1 cgd short row, col;
215 1.1 cgd boolean is_maze;
216 1.1 cgd {
217 1.1 cgd object *obj;
218 1.1 cgd
219 1.1 cgd obj = alloc_object();
220 1.1 cgd obj->row = row; obj->col = col;
221 1.1 cgd obj->what_is = GOLD;
222 1.1 cgd obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
223 1.1 cgd if (is_maze) {
224 1.1 cgd obj->quantity += obj->quantity / 2;
225 1.1 cgd }
226 1.1 cgd dungeon[row][col] |= OBJECT;
227 1.1 cgd (void) add_to_pack(obj, &level_objects, 0);
228 1.1 cgd }
229 1.1 cgd
230 1.1 cgd place_at(obj, row, col)
231 1.1 cgd object *obj;
232 1.1 cgd {
233 1.1 cgd obj->row = row;
234 1.1 cgd obj->col = col;
235 1.1 cgd dungeon[row][col] |= OBJECT;
236 1.1 cgd (void) add_to_pack(obj, &level_objects, 0);
237 1.1 cgd }
238 1.1 cgd
239 1.1 cgd object *
240 1.1 cgd object_at(pack, row, col)
241 1.1 cgd register object *pack;
242 1.1 cgd short row, col;
243 1.1 cgd {
244 1.1 cgd object *obj = (object *) 0;
245 1.1 cgd
246 1.1 cgd if (dungeon[row][col] & (MONSTER | OBJECT)) {
247 1.1 cgd obj = pack->next_object;
248 1.1 cgd
249 1.1 cgd while (obj && ((obj->row != row) || (obj->col != col))) {
250 1.1 cgd obj = obj->next_object;
251 1.1 cgd }
252 1.1 cgd if (!obj) {
253 1.1 cgd message("object_at(): inconsistent", 1);
254 1.1 cgd }
255 1.1 cgd }
256 1.1 cgd return(obj);
257 1.1 cgd }
258 1.1 cgd
259 1.1 cgd object *
260 1.1 cgd get_letter_object(ch)
261 1.1 cgd {
262 1.1 cgd object *obj;
263 1.1 cgd
264 1.1 cgd obj = rogue.pack.next_object;
265 1.1 cgd
266 1.1 cgd while (obj && (obj->ichar != ch)) {
267 1.1 cgd obj = obj->next_object;
268 1.1 cgd }
269 1.1 cgd return(obj);
270 1.1 cgd }
271 1.1 cgd
272 1.1 cgd free_stuff(objlist)
273 1.1 cgd object *objlist;
274 1.1 cgd {
275 1.1 cgd object *obj;
276 1.1 cgd
277 1.1 cgd while (objlist->next_object) {
278 1.1 cgd obj = objlist->next_object;
279 1.1 cgd objlist->next_object =
280 1.1 cgd objlist->next_object->next_object;
281 1.1 cgd free_object(obj);
282 1.1 cgd }
283 1.1 cgd }
284 1.1 cgd
285 1.1 cgd char *
286 1.1 cgd name_of(obj)
287 1.1 cgd object *obj;
288 1.1 cgd {
289 1.1 cgd char *retstring;
290 1.1 cgd
291 1.1 cgd switch(obj->what_is) {
292 1.1 cgd case SCROL:
293 1.1 cgd retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
294 1.1 cgd break;
295 1.1 cgd case POTION:
296 1.1 cgd retstring = obj->quantity > 1 ? "potions " : "potion ";
297 1.1 cgd break;
298 1.1 cgd case FOOD:
299 1.1 cgd if (obj->which_kind == RATION) {
300 1.1 cgd retstring = "food ";
301 1.1 cgd } else {
302 1.1 cgd retstring = fruit;
303 1.1 cgd }
304 1.1 cgd break;
305 1.1 cgd case WAND:
306 1.1 cgd retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
307 1.1 cgd break;
308 1.1 cgd case WEAPON:
309 1.1 cgd switch(obj->which_kind) {
310 1.1 cgd case DART:
311 1.1 cgd retstring=obj->quantity > 1 ? "darts " : "dart ";
312 1.1 cgd break;
313 1.1 cgd case ARROW:
314 1.1 cgd retstring=obj->quantity > 1 ? "arrows " : "arrow ";
315 1.1 cgd break;
316 1.1 cgd case DAGGER:
317 1.1 cgd retstring=obj->quantity > 1 ? "daggers " : "dagger ";
318 1.1 cgd break;
319 1.1 cgd case SHURIKEN:
320 1.1 cgd retstring=obj->quantity > 1?"shurikens ":"shuriken ";
321 1.1 cgd break;
322 1.1 cgd default:
323 1.1 cgd retstring = id_weapons[obj->which_kind].title;
324 1.1 cgd }
325 1.1 cgd break;
326 1.1 cgd case ARMOR:
327 1.1 cgd retstring = "armor ";
328 1.1 cgd break;
329 1.1 cgd case RING:
330 1.1 cgd retstring = "ring ";
331 1.1 cgd break;
332 1.1 cgd case AMULET:
333 1.1 cgd retstring = "amulet ";
334 1.1 cgd break;
335 1.1 cgd default:
336 1.1 cgd retstring = "unknown ";
337 1.1 cgd break;
338 1.1 cgd }
339 1.1 cgd return(retstring);
340 1.1 cgd }
341 1.1 cgd
342 1.1 cgd object *
343 1.1 cgd gr_object()
344 1.1 cgd {
345 1.1 cgd object *obj;
346 1.1 cgd
347 1.1 cgd obj = alloc_object();
348 1.1 cgd
349 1.1 cgd if (foods < (cur_level / 3)) {
350 1.1 cgd obj->what_is = FOOD;
351 1.1 cgd foods++;
352 1.1 cgd } else {
353 1.1 cgd obj->what_is = gr_what_is();
354 1.1 cgd }
355 1.1 cgd switch(obj->what_is) {
356 1.1 cgd case SCROL:
357 1.1 cgd gr_scroll(obj);
358 1.1 cgd break;
359 1.1 cgd case POTION:
360 1.1 cgd gr_potion(obj);
361 1.1 cgd break;
362 1.1 cgd case WEAPON:
363 1.1 cgd gr_weapon(obj, 1);
364 1.1 cgd break;
365 1.1 cgd case ARMOR:
366 1.1 cgd gr_armor(obj);
367 1.1 cgd break;
368 1.1 cgd case WAND:
369 1.1 cgd gr_wand(obj);
370 1.1 cgd break;
371 1.1 cgd case FOOD:
372 1.1 cgd get_food(obj, 0);
373 1.1 cgd break;
374 1.1 cgd case RING:
375 1.1 cgd gr_ring(obj, 1);
376 1.1 cgd break;
377 1.1 cgd }
378 1.1 cgd return(obj);
379 1.1 cgd }
380 1.1 cgd
381 1.1 cgd unsigned short
382 1.1 cgd gr_what_is()
383 1.1 cgd {
384 1.1 cgd short percent;
385 1.1 cgd unsigned short what_is;
386 1.1 cgd
387 1.1 cgd percent = get_rand(1, 91);
388 1.1 cgd
389 1.1 cgd if (percent <= 30) {
390 1.1 cgd what_is = SCROL;
391 1.1 cgd } else if (percent <= 60) {
392 1.1 cgd what_is = POTION;
393 1.1 cgd } else if (percent <= 64) {
394 1.1 cgd what_is = WAND;
395 1.1 cgd } else if (percent <= 74) {
396 1.1 cgd what_is = WEAPON;
397 1.1 cgd } else if (percent <= 83) {
398 1.1 cgd what_is = ARMOR;
399 1.1 cgd } else if (percent <= 88) {
400 1.1 cgd what_is = FOOD;
401 1.1 cgd } else {
402 1.1 cgd what_is = RING;
403 1.1 cgd }
404 1.1 cgd return(what_is);
405 1.1 cgd }
406 1.1 cgd
407 1.1 cgd gr_scroll(obj)
408 1.1 cgd object *obj;
409 1.1 cgd {
410 1.1 cgd short percent;
411 1.1 cgd
412 1.1 cgd percent = get_rand(0, 91);
413 1.1 cgd
414 1.1 cgd obj->what_is = SCROL;
415 1.1 cgd
416 1.1 cgd if (percent <= 5) {
417 1.1 cgd obj->which_kind = PROTECT_ARMOR;
418 1.1 cgd } else if (percent <= 10) {
419 1.1 cgd obj->which_kind = HOLD_MONSTER;
420 1.1 cgd } else if (percent <= 20) {
421 1.1 cgd obj->which_kind = CREATE_MONSTER;
422 1.1 cgd } else if (percent <= 35) {
423 1.1 cgd obj->which_kind = IDENTIFY;
424 1.1 cgd } else if (percent <= 43) {
425 1.1 cgd obj->which_kind = TELEPORT;
426 1.1 cgd } else if (percent <= 50) {
427 1.1 cgd obj->which_kind = SLEEP;
428 1.1 cgd } else if (percent <= 55) {
429 1.1 cgd obj->which_kind = SCARE_MONSTER;
430 1.1 cgd } else if (percent <= 64) {
431 1.1 cgd obj->which_kind = REMOVE_CURSE;
432 1.1 cgd } else if (percent <= 69) {
433 1.1 cgd obj->which_kind = ENCH_ARMOR;
434 1.1 cgd } else if (percent <= 74) {
435 1.1 cgd obj->which_kind = ENCH_WEAPON;
436 1.1 cgd } else if (percent <= 80) {
437 1.1 cgd obj->which_kind = AGGRAVATE_MONSTER;
438 1.1 cgd } else if (percent <= 86) {
439 1.1 cgd obj->which_kind = CON_MON;
440 1.1 cgd } else {
441 1.1 cgd obj->which_kind = MAGIC_MAPPING;
442 1.1 cgd }
443 1.1 cgd }
444 1.1 cgd
445 1.1 cgd gr_potion(obj)
446 1.1 cgd object *obj;
447 1.1 cgd {
448 1.1 cgd short percent;
449 1.1 cgd
450 1.1 cgd percent = get_rand(1, 118);
451 1.1 cgd
452 1.1 cgd obj->what_is = POTION;
453 1.1 cgd
454 1.1 cgd if (percent <= 5) {
455 1.1 cgd obj->which_kind = RAISE_LEVEL;
456 1.1 cgd } else if (percent <= 15) {
457 1.1 cgd obj->which_kind = DETECT_OBJECTS;
458 1.1 cgd } else if (percent <= 25) {
459 1.1 cgd obj->which_kind = DETECT_MONSTER;
460 1.1 cgd } else if (percent <= 35) {
461 1.1 cgd obj->which_kind = INCREASE_STRENGTH;
462 1.1 cgd } else if (percent <= 45) {
463 1.1 cgd obj->which_kind = RESTORE_STRENGTH;
464 1.1 cgd } else if (percent <= 55) {
465 1.1 cgd obj->which_kind = HEALING;
466 1.1 cgd } else if (percent <= 65) {
467 1.1 cgd obj->which_kind = EXTRA_HEALING;
468 1.1 cgd } else if (percent <= 75) {
469 1.1 cgd obj->which_kind = BLINDNESS;
470 1.1 cgd } else if (percent <= 85) {
471 1.1 cgd obj->which_kind = HALLUCINATION;
472 1.1 cgd } else if (percent <= 95) {
473 1.1 cgd obj->which_kind = CONFUSION;
474 1.1 cgd } else if (percent <= 105) {
475 1.1 cgd obj->which_kind = POISON;
476 1.1 cgd } else if (percent <= 110) {
477 1.1 cgd obj->which_kind = LEVITATION;
478 1.1 cgd } else if (percent <= 114) {
479 1.1 cgd obj->which_kind = HASTE_SELF;
480 1.1 cgd } else {
481 1.1 cgd obj->which_kind = SEE_INVISIBLE;
482 1.1 cgd }
483 1.1 cgd }
484 1.1 cgd
485 1.1 cgd gr_weapon(obj, assign_wk)
486 1.1 cgd object *obj;
487 1.1 cgd 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 1.1 cgd
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 1.1 cgd (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 <= 16) {
510 1.1 cgd increment = 1;
511 1.1 cgd } else if (percent <= 32) {
512 1.1 cgd increment = -1;
513 1.1 cgd obj->is_cursed = 1;
514 1.1 cgd }
515 1.1 cgd if (percent <= 32) {
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 1.1 cgd gr_armor(obj)
551 1.1 cgd 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 1.1 cgd gr_wand(obj)
577 1.1 cgd 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 1.1 cgd get_food(obj, force_ration)
585 1.1 cgd object *obj;
586 1.1 cgd boolean force_ration;
587 1.1 cgd {
588 1.1 cgd obj->what_is = FOOD;
589 1.1 cgd
590 1.1 cgd if (force_ration || rand_percent(80)) {
591 1.1 cgd obj->which_kind = RATION;
592 1.1 cgd } else {
593 1.1 cgd obj->which_kind = FRUIT;
594 1.1 cgd }
595 1.1 cgd }
596 1.1 cgd
597 1.1 cgd put_stairs()
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 1.1 cgd get_armor_class(obj)
606 1.1 cgd 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 1.1 cgd alloc_object()
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 1.1 cgd } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
623 1.1 cgd message("cannot allocate object, saving game", 0);
624 1.1 cgd save_into_file(error_file);
625 1.1 cgd }
626 1.1 cgd obj->quantity = 1;
627 1.1 cgd obj->ichar = 'L';
628 1.1 cgd obj->picked_up = obj->is_cursed = 0;
629 1.1 cgd obj->in_use_flags = NOT_USED;
630 1.1 cgd obj->identified = UNIDENTIFIED;
631 1.1 cgd obj->damage = "1d1";
632 1.1 cgd return(obj);
633 1.1 cgd }
634 1.1 cgd
635 1.1 cgd free_object(obj)
636 1.1 cgd object *obj;
637 1.1 cgd {
638 1.1 cgd obj->next_object = free_list;
639 1.1 cgd free_list = obj;
640 1.1 cgd }
641 1.1 cgd
642 1.1 cgd make_party()
643 1.1 cgd {
644 1.1 cgd short n;
645 1.1 cgd
646 1.1 cgd party_room = gr_room();
647 1.1 cgd
648 1.1 cgd n = rand_percent(99) ? party_objects(party_room) : 11;
649 1.1 cgd if (rand_percent(99)) {
650 1.1 cgd party_monsters(party_room, n);
651 1.1 cgd }
652 1.1 cgd }
653 1.1 cgd
654 1.1 cgd show_objects()
655 1.1 cgd {
656 1.1 cgd object *obj;
657 1.1 cgd short mc, rc, row, col;
658 1.1 cgd object *monster;
659 1.1 cgd
660 1.1 cgd obj = level_objects.next_object;
661 1.1 cgd
662 1.1 cgd while (obj) {
663 1.1 cgd row = obj->row;
664 1.1 cgd col = obj->col;
665 1.1 cgd
666 1.1 cgd rc = get_mask_char(obj->what_is);
667 1.1 cgd
668 1.1 cgd if (dungeon[row][col] & MONSTER) {
669 1.1 cgd if (monster = object_at(&level_monsters, row, col)) {
670 1.1 cgd monster->trail_char = rc;
671 1.1 cgd }
672 1.1 cgd }
673 1.1 cgd mc = mvinch(row, col);
674 1.1 cgd if (((mc < 'A') || (mc > 'Z')) &&
675 1.1 cgd ((row != rogue.row) || (col != rogue.col))) {
676 1.1 cgd mvaddch(row, col, rc);
677 1.1 cgd }
678 1.1 cgd obj = obj->next_object;
679 1.1 cgd }
680 1.1 cgd
681 1.1 cgd monster = level_monsters.next_object;
682 1.1 cgd
683 1.1 cgd while (monster) {
684 1.1 cgd if (monster->m_flags & IMITATES) {
685 1.1 cgd mvaddch(monster->row, monster->col, (int) monster->disguise);
686 1.1 cgd }
687 1.1 cgd monster = monster->next_monster;
688 1.1 cgd }
689 1.1 cgd }
690 1.1 cgd
691 1.1 cgd put_amulet()
692 1.1 cgd {
693 1.1 cgd object *obj;
694 1.1 cgd
695 1.1 cgd obj = alloc_object();
696 1.1 cgd obj->what_is = AMULET;
697 1.1 cgd rand_place(obj);
698 1.1 cgd }
699 1.1 cgd
700 1.1 cgd rand_place(obj)
701 1.1 cgd object *obj;
702 1.1 cgd {
703 1.1 cgd short row, col;
704 1.1 cgd
705 1.1 cgd gr_row_col(&row, &col, (FLOOR | TUNNEL));
706 1.1 cgd place_at(obj, row, col);
707 1.1 cgd }
708 1.1 cgd
709 1.1 cgd c_object_for_wizard()
710 1.1 cgd {
711 1.1 cgd short ch, max, wk;
712 1.1 cgd object *obj;
713 1.1 cgd char buf[80];
714 1.1 cgd
715 1.1 cgd if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
716 1.1 cgd message("pack full", 0);
717 1.1 cgd return;
718 1.1 cgd }
719 1.1 cgd message("type of object?", 0);
720 1.1 cgd
721 1.1 cgd while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
722 1.1 cgd sound_bell();
723 1.1 cgd }
724 1.1 cgd check_message();
725 1.1 cgd
726 1.1 cgd if (ch == '\033') {
727 1.1 cgd return;
728 1.1 cgd }
729 1.1 cgd obj = alloc_object();
730 1.1 cgd
731 1.1 cgd switch(ch) {
732 1.1 cgd case '!':
733 1.1 cgd obj->what_is = POTION;
734 1.1 cgd max = POTIONS - 1;
735 1.1 cgd break;
736 1.1 cgd case '?':
737 1.1 cgd obj->what_is = SCROL;
738 1.1 cgd max = SCROLS - 1;
739 1.1 cgd break;
740 1.1 cgd case ',':
741 1.1 cgd obj->what_is = AMULET;
742 1.1 cgd break;
743 1.1 cgd case ':':
744 1.1 cgd get_food(obj, 0);
745 1.1 cgd break;
746 1.1 cgd case ')':
747 1.1 cgd gr_weapon(obj, 0);
748 1.1 cgd max = WEAPONS - 1;
749 1.1 cgd break;
750 1.1 cgd case ']':
751 1.1 cgd gr_armor(obj);
752 1.1 cgd max = ARMORS - 1;
753 1.1 cgd break;
754 1.1 cgd case '/':
755 1.1 cgd gr_wand(obj);
756 1.1 cgd max = WANDS - 1;
757 1.1 cgd break;
758 1.1 cgd case '=':
759 1.1 cgd max = RINGS - 1;
760 1.1 cgd obj->what_is = RING;
761 1.1 cgd break;
762 1.1 cgd }
763 1.1 cgd if ((ch != ',') && (ch != ':')) {
764 1.1 cgd GIL:
765 1.1 cgd if (get_input_line("which kind?", "", buf, "", 0, 1)) {
766 1.1 cgd wk = get_number(buf);
767 1.1 cgd if ((wk >= 0) && (wk <= max)) {
768 1.1 cgd obj->which_kind = (unsigned short) wk;
769 1.1 cgd if (obj->what_is == RING) {
770 1.1 cgd gr_ring(obj, 0);
771 1.1 cgd }
772 1.1 cgd } else {
773 1.1 cgd sound_bell();
774 1.1 cgd goto GIL;
775 1.1 cgd }
776 1.1 cgd } else {
777 1.1 cgd free_object(obj);
778 1.1 cgd return;
779 1.1 cgd }
780 1.1 cgd }
781 1.1 cgd get_desc(obj, buf);
782 1.1 cgd message(buf, 0);
783 1.1 cgd (void) add_to_pack(obj, &rogue.pack, 1);
784 1.1 cgd }
785