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object.c revision 1.3
      1  1.3  cgd /*	$NetBSD: object.c,v 1.3 1995/04/22 10:27:50 cgd 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  1.1  cgd  * 3. All advertising materials mentioning features or use of this software
     19  1.1  cgd  *    must display the following acknowledgement:
     20  1.1  cgd  *	This product includes software developed by the University of
     21  1.1  cgd  *	California, Berkeley and its contributors.
     22  1.1  cgd  * 4. Neither the name of the University nor the names of its contributors
     23  1.1  cgd  *    may be used to endorse or promote products derived from this software
     24  1.1  cgd  *    without specific prior written permission.
     25  1.1  cgd  *
     26  1.1  cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     27  1.1  cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     28  1.1  cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     29  1.1  cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     30  1.1  cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     31  1.1  cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     32  1.1  cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     33  1.1  cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     34  1.1  cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     35  1.1  cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     36  1.1  cgd  * SUCH DAMAGE.
     37  1.1  cgd  */
     38  1.1  cgd 
     39  1.1  cgd #ifndef lint
     40  1.3  cgd #if 0
     41  1.3  cgd static char sccsid[] = "@(#)object.c	8.1 (Berkeley) 5/31/93";
     42  1.3  cgd #else
     43  1.3  cgd static char rcsid[] = "$NetBSD: object.c,v 1.3 1995/04/22 10:27:50 cgd Exp $";
     44  1.3  cgd #endif
     45  1.1  cgd #endif /* not lint */
     46  1.1  cgd 
     47  1.1  cgd /*
     48  1.1  cgd  * object.c
     49  1.1  cgd  *
     50  1.1  cgd  * This source herein may be modified and/or distributed by anybody who
     51  1.1  cgd  * so desires, with the following restrictions:
     52  1.1  cgd  *    1.)  No portion of this notice shall be removed.
     53  1.1  cgd  *    2.)  Credit shall not be taken for the creation of this source.
     54  1.1  cgd  *    3.)  This code is not to be traded, sold, or used for personal
     55  1.1  cgd  *         gain or profit.
     56  1.1  cgd  *
     57  1.1  cgd  */
     58  1.1  cgd 
     59  1.1  cgd #include "rogue.h"
     60  1.1  cgd 
     61  1.1  cgd object level_objects;
     62  1.1  cgd unsigned short dungeon[DROWS][DCOLS];
     63  1.1  cgd short foods = 0;
     64  1.1  cgd object *free_list = (object *) 0;
     65  1.1  cgd char *fruit = (char *) 0;
     66  1.1  cgd 
     67  1.1  cgd fighter rogue = {
     68  1.1  cgd 	INIT_AW,	/* armor, weapon */
     69  1.1  cgd 	INIT_RINGS,	/* rings */
     70  1.1  cgd 	INIT_HP,	/* Hp current,max */
     71  1.1  cgd 	INIT_STR,	/* Str current,max */
     72  1.1  cgd 	INIT_PACK,	/* pack */
     73  1.1  cgd 	INIT_GOLD,	/* gold */
     74  1.1  cgd 	INIT_EXP,	/* exp level,points */
     75  1.1  cgd 	0, 0,		/* row, col */
     76  1.1  cgd 	INIT_CHAR,	/* char */
     77  1.1  cgd 	INIT_MOVES	/* moves */
     78  1.1  cgd };
     79  1.1  cgd 
     80  1.1  cgd struct id id_potions[POTIONS] = {
     81  1.1  cgd {100, "blue \0                           ", "of increase strength ", 0},
     82  1.1  cgd {250, "red \0                            ", "of restore strength ", 0},
     83  1.1  cgd {100, "green \0                          ", "of healing ", 0},
     84  1.1  cgd {200, "grey \0                           ", "of extra healing ", 0},
     85  1.1  cgd  {10, "brown \0                          ", "of poison ", 0},
     86  1.1  cgd {300, "clear \0                          ", "of raise level ", 0},
     87  1.1  cgd  {10, "pink \0                           ", "of blindness ", 0},
     88  1.1  cgd  {25, "white \0                          ", "of hallucination ", 0},
     89  1.1  cgd {100, "purple \0                         ", "of detect monster ", 0},
     90  1.1  cgd {100, "black \0                          ", "of detect things ", 0},
     91  1.1  cgd  {10, "yellow \0                         ", "of confusion ", 0},
     92  1.1  cgd  {80, "plaid \0                          ", "of levitation ", 0},
     93  1.1  cgd {150, "burgundy \0                       ", "of haste self ", 0},
     94  1.1  cgd {145, "beige \0                          ", "of see invisible ", 0}
     95  1.1  cgd };
     96  1.1  cgd 
     97  1.1  cgd struct id id_scrolls[SCROLS] = {
     98  1.1  cgd {505, "                                   ", "of protect armor ", 0},
     99  1.1  cgd {200, "                                   ", "of hold monster ", 0},
    100  1.1  cgd {235, "                                   ", "of enchant weapon ", 0},
    101  1.1  cgd {235, "                                   ", "of enchant armor ", 0},
    102  1.1  cgd {175, "                                   ", "of identify ", 0},
    103  1.1  cgd {190, "                                   ", "of teleportation ", 0},
    104  1.1  cgd  {25, "                                   ", "of sleep ", 0},
    105  1.1  cgd {610, "                                   ", "of scare monster ", 0},
    106  1.1  cgd {210, "                                   ", "of remove curse ", 0},
    107  1.1  cgd  {80, "                                   ", "of create monster ",0},
    108  1.1  cgd  {25, "                                   ", "of aggravate monster ",0},
    109  1.1  cgd {180, "                                   ", "of magic mapping ", 0},
    110  1.1  cgd  {90, "                                   ", "of confuse monster ", 0}
    111  1.1  cgd };
    112  1.1  cgd 
    113  1.1  cgd struct id id_weapons[WEAPONS] = {
    114  1.1  cgd 	{150, "short bow ", "", 0},
    115  1.1  cgd 	  {8, "darts ", "", 0},
    116  1.1  cgd 	 {15, "arrows ", "", 0},
    117  1.1  cgd 	 {27, "daggers ", "", 0},
    118  1.1  cgd 	 {35, "shurikens ", "", 0},
    119  1.1  cgd 	{360, "mace ", "", 0},
    120  1.1  cgd 	{470, "long sword ", "", 0},
    121  1.1  cgd 	{580, "two-handed sword ", "", 0}
    122  1.1  cgd };
    123  1.1  cgd 
    124  1.1  cgd struct id id_armors[ARMORS] = {
    125  1.1  cgd 	{300, "leather armor ", "", (UNIDENTIFIED)},
    126  1.1  cgd 	{300, "ring mail ", "", (UNIDENTIFIED)},
    127  1.1  cgd 	{400, "scale mail ", "", (UNIDENTIFIED)},
    128  1.1  cgd 	{500, "chain mail ", "", (UNIDENTIFIED)},
    129  1.1  cgd 	{600, "banded mail ", "", (UNIDENTIFIED)},
    130  1.1  cgd 	{600, "splint mail ", "", (UNIDENTIFIED)},
    131  1.1  cgd 	{700, "plate mail ", "", (UNIDENTIFIED)}
    132  1.1  cgd };
    133  1.1  cgd 
    134  1.1  cgd struct id id_wands[WANDS] = {
    135  1.1  cgd 	 {25, "                                 ", "of teleport away ",0},
    136  1.1  cgd 	 {50, "                                 ", "of slow monster ", 0},
    137  1.1  cgd 	  {8, "                                 ", "of invisibility ",0},
    138  1.1  cgd 	 {55, "                                 ", "of polymorph ",0},
    139  1.1  cgd 	  {2, "                                 ", "of haste monster ",0},
    140  1.1  cgd 	 {20, "                                 ", "of magic missile ",0},
    141  1.1  cgd 	 {20, "                                 ", "of cancellation ",0},
    142  1.1  cgd 	  {0, "                                 ", "of do nothing ",0},
    143  1.1  cgd 	 {35, "                                 ", "of drain life ",0},
    144  1.1  cgd 	 {20, "                                 ", "of cold ",0},
    145  1.1  cgd 	 {20, "                                 ", "of fire ",0}
    146  1.1  cgd };
    147  1.1  cgd 
    148  1.1  cgd struct id id_rings[RINGS] = {
    149  1.1  cgd 	 {250, "                                 ", "of stealth ",0},
    150  1.1  cgd 	 {100, "                                 ", "of teleportation ", 0},
    151  1.1  cgd 	 {255, "                                 ", "of regeneration ",0},
    152  1.1  cgd 	 {295, "                                 ", "of slow digestion ",0},
    153  1.1  cgd 	 {200, "                                 ", "of add strength ",0},
    154  1.1  cgd 	 {250, "                                 ", "of sustain strength ",0},
    155  1.1  cgd 	 {250, "                                 ", "of dexterity ",0},
    156  1.1  cgd 	  {25, "                                 ", "of adornment ",0},
    157  1.1  cgd 	 {300, "                                 ", "of see invisible ",0},
    158  1.1  cgd 	 {290, "                                 ", "of maintain armor ",0},
    159  1.1  cgd 	 {270, "                                 ", "of searching ",0},
    160  1.1  cgd };
    161  1.1  cgd 
    162  1.1  cgd extern short cur_level, max_level;
    163  1.1  cgd extern short party_room;
    164  1.1  cgd extern char *error_file;
    165  1.1  cgd extern boolean is_wood[];
    166  1.1  cgd 
    167  1.1  cgd put_objects()
    168  1.1  cgd {
    169  1.1  cgd 	short i, n;
    170  1.1  cgd 	object *obj;
    171  1.1  cgd 
    172  1.1  cgd 	if (cur_level < max_level) {
    173  1.1  cgd 		return;
    174  1.1  cgd 	}
    175  1.1  cgd 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
    176  1.1  cgd 	while (rand_percent(33)) {
    177  1.1  cgd 		n++;
    178  1.1  cgd 	}
    179  1.1  cgd 	if (party_room != NO_ROOM) {
    180  1.1  cgd 		make_party();
    181  1.1  cgd 	}
    182  1.1  cgd 	for (i = 0; i < n; i++) {
    183  1.1  cgd 		obj = gr_object();
    184  1.1  cgd 		rand_place(obj);
    185  1.1  cgd 	}
    186  1.1  cgd 	put_gold();
    187  1.1  cgd }
    188  1.1  cgd 
    189  1.1  cgd put_gold()
    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  1.1  cgd plant_gold(row, col, is_maze)
    219  1.1  cgd short row, col;
    220  1.1  cgd 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  1.1  cgd place_at(obj, row, col)
    236  1.1  cgd object *obj;
    237  1.1  cgd {
    238  1.1  cgd 	obj->row = row;
    239  1.1  cgd 	obj->col = col;
    240  1.1  cgd 	dungeon[row][col] |= OBJECT;
    241  1.1  cgd 	(void) add_to_pack(obj, &level_objects, 0);
    242  1.1  cgd }
    243  1.1  cgd 
    244  1.1  cgd object *
    245  1.1  cgd object_at(pack, row, col)
    246  1.1  cgd register object *pack;
    247  1.1  cgd short row, col;
    248  1.1  cgd {
    249  1.1  cgd 	object *obj = (object *) 0;
    250  1.1  cgd 
    251  1.1  cgd 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
    252  1.1  cgd 		obj = pack->next_object;
    253  1.1  cgd 
    254  1.1  cgd 		while (obj && ((obj->row != row) || (obj->col != col))) {
    255  1.1  cgd 			obj = obj->next_object;
    256  1.1  cgd 		}
    257  1.1  cgd 		if (!obj) {
    258  1.1  cgd 			message("object_at(): inconsistent", 1);
    259  1.1  cgd 		}
    260  1.1  cgd 	}
    261  1.1  cgd 	return(obj);
    262  1.1  cgd }
    263  1.1  cgd 
    264  1.1  cgd object *
    265  1.1  cgd get_letter_object(ch)
    266  1.1  cgd {
    267  1.1  cgd 	object *obj;
    268  1.1  cgd 
    269  1.1  cgd 	obj = rogue.pack.next_object;
    270  1.1  cgd 
    271  1.1  cgd 	while (obj && (obj->ichar != ch)) {
    272  1.1  cgd 		obj = obj->next_object;
    273  1.1  cgd 	}
    274  1.1  cgd 	return(obj);
    275  1.1  cgd }
    276  1.1  cgd 
    277  1.1  cgd free_stuff(objlist)
    278  1.1  cgd object *objlist;
    279  1.1  cgd {
    280  1.1  cgd 	object *obj;
    281  1.1  cgd 
    282  1.1  cgd 	while (objlist->next_object) {
    283  1.1  cgd 		obj = objlist->next_object;
    284  1.1  cgd 		objlist->next_object =
    285  1.1  cgd 			objlist->next_object->next_object;
    286  1.1  cgd 		free_object(obj);
    287  1.1  cgd 	}
    288  1.1  cgd }
    289  1.1  cgd 
    290  1.1  cgd char *
    291  1.1  cgd name_of(obj)
    292  1.1  cgd object *obj;
    293  1.1  cgd {
    294  1.1  cgd 	char *retstring;
    295  1.1  cgd 
    296  1.1  cgd 	switch(obj->what_is) {
    297  1.1  cgd 	case SCROL:
    298  1.1  cgd 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
    299  1.1  cgd 		break;
    300  1.1  cgd 	case POTION:
    301  1.1  cgd 		retstring = obj->quantity > 1 ? "potions " : "potion ";
    302  1.1  cgd 		break;
    303  1.1  cgd 	case FOOD:
    304  1.1  cgd 		if (obj->which_kind == RATION) {
    305  1.1  cgd 			retstring = "food ";
    306  1.1  cgd 		} else {
    307  1.1  cgd 			retstring = fruit;
    308  1.1  cgd 		}
    309  1.1  cgd 		break;
    310  1.1  cgd 	case WAND:
    311  1.1  cgd 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
    312  1.1  cgd 		break;
    313  1.1  cgd 	case WEAPON:
    314  1.1  cgd 		switch(obj->which_kind) {
    315  1.1  cgd 		case DART:
    316  1.1  cgd 			retstring=obj->quantity > 1 ? "darts " : "dart ";
    317  1.1  cgd 			break;
    318  1.1  cgd 		case ARROW:
    319  1.1  cgd 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
    320  1.1  cgd 			break;
    321  1.1  cgd 		case DAGGER:
    322  1.1  cgd 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
    323  1.1  cgd 			break;
    324  1.1  cgd 		case SHURIKEN:
    325  1.1  cgd 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
    326  1.1  cgd 			break;
    327  1.1  cgd 		default:
    328  1.1  cgd 			retstring = id_weapons[obj->which_kind].title;
    329  1.1  cgd 		}
    330  1.1  cgd 		break;
    331  1.1  cgd 	case ARMOR:
    332  1.1  cgd 		retstring = "armor ";
    333  1.1  cgd 		break;
    334  1.1  cgd 	case RING:
    335  1.1  cgd 			retstring = "ring ";
    336  1.1  cgd 		break;
    337  1.1  cgd 	case AMULET:
    338  1.1  cgd 		retstring = "amulet ";
    339  1.1  cgd 		break;
    340  1.1  cgd 	default:
    341  1.1  cgd 		retstring = "unknown ";
    342  1.1  cgd 		break;
    343  1.1  cgd 	}
    344  1.1  cgd 	return(retstring);
    345  1.1  cgd }
    346  1.1  cgd 
    347  1.1  cgd object *
    348  1.1  cgd gr_object()
    349  1.1  cgd {
    350  1.1  cgd 	object *obj;
    351  1.1  cgd 
    352  1.1  cgd 	obj = alloc_object();
    353  1.1  cgd 
    354  1.1  cgd 	if (foods < (cur_level / 3)) {
    355  1.1  cgd 		obj->what_is = FOOD;
    356  1.1  cgd 		foods++;
    357  1.1  cgd 	} else {
    358  1.1  cgd 		obj->what_is = gr_what_is();
    359  1.1  cgd 	}
    360  1.1  cgd 	switch(obj->what_is) {
    361  1.1  cgd 	case SCROL:
    362  1.1  cgd 		gr_scroll(obj);
    363  1.1  cgd 		break;
    364  1.1  cgd 	case POTION:
    365  1.1  cgd 		gr_potion(obj);
    366  1.1  cgd 		break;
    367  1.1  cgd 	case WEAPON:
    368  1.1  cgd 		gr_weapon(obj, 1);
    369  1.1  cgd 		break;
    370  1.1  cgd 	case ARMOR:
    371  1.1  cgd 		gr_armor(obj);
    372  1.1  cgd 		break;
    373  1.1  cgd 	case WAND:
    374  1.1  cgd 		gr_wand(obj);
    375  1.1  cgd 		break;
    376  1.1  cgd 	case FOOD:
    377  1.1  cgd 		get_food(obj, 0);
    378  1.1  cgd 		break;
    379  1.1  cgd 	case RING:
    380  1.1  cgd 		gr_ring(obj, 1);
    381  1.1  cgd 		break;
    382  1.1  cgd 	}
    383  1.1  cgd 	return(obj);
    384  1.1  cgd }
    385  1.1  cgd 
    386  1.1  cgd unsigned short
    387  1.1  cgd gr_what_is()
    388  1.1  cgd {
    389  1.1  cgd 	short percent;
    390  1.1  cgd 	unsigned short what_is;
    391  1.1  cgd 
    392  1.1  cgd 	percent = get_rand(1, 91);
    393  1.1  cgd 
    394  1.1  cgd 	if (percent <= 30) {
    395  1.1  cgd 		what_is = SCROL;
    396  1.1  cgd 	} else if (percent <= 60) {
    397  1.1  cgd 		what_is = POTION;
    398  1.1  cgd 	} else if (percent <= 64) {
    399  1.1  cgd 		what_is = WAND;
    400  1.1  cgd 	} else if (percent <= 74) {
    401  1.1  cgd 		what_is = WEAPON;
    402  1.1  cgd 	} else if (percent <= 83) {
    403  1.1  cgd 		what_is = ARMOR;
    404  1.1  cgd 	} else if (percent <= 88) {
    405  1.1  cgd 		what_is = FOOD;
    406  1.1  cgd 	} else {
    407  1.1  cgd 		what_is = RING;
    408  1.1  cgd 	}
    409  1.1  cgd 	return(what_is);
    410  1.1  cgd }
    411  1.1  cgd 
    412  1.1  cgd gr_scroll(obj)
    413  1.1  cgd object *obj;
    414  1.1  cgd {
    415  1.1  cgd 	short percent;
    416  1.1  cgd 
    417  1.1  cgd 	percent = get_rand(0, 91);
    418  1.1  cgd 
    419  1.1  cgd 	obj->what_is = SCROL;
    420  1.1  cgd 
    421  1.1  cgd 	if (percent <= 5) {
    422  1.1  cgd 		obj->which_kind = PROTECT_ARMOR;
    423  1.1  cgd 	} else if (percent <= 10) {
    424  1.1  cgd 		obj->which_kind = HOLD_MONSTER;
    425  1.1  cgd 	} else if (percent <= 20) {
    426  1.1  cgd 		obj->which_kind = CREATE_MONSTER;
    427  1.1  cgd 	} else if (percent <= 35) {
    428  1.1  cgd 		obj->which_kind = IDENTIFY;
    429  1.1  cgd 	} else if (percent <= 43) {
    430  1.1  cgd 		obj->which_kind = TELEPORT;
    431  1.1  cgd 	} else if (percent <= 50) {
    432  1.1  cgd 		obj->which_kind = SLEEP;
    433  1.1  cgd 	} else if (percent <= 55) {
    434  1.1  cgd 		obj->which_kind = SCARE_MONSTER;
    435  1.1  cgd 	} else if (percent <= 64) {
    436  1.1  cgd 		obj->which_kind = REMOVE_CURSE;
    437  1.1  cgd 	} else if (percent <= 69) {
    438  1.1  cgd 		obj->which_kind = ENCH_ARMOR;
    439  1.1  cgd 	} else if (percent <= 74) {
    440  1.1  cgd 		obj->which_kind = ENCH_WEAPON;
    441  1.1  cgd 	} else if (percent <= 80) {
    442  1.1  cgd 		obj->which_kind = AGGRAVATE_MONSTER;
    443  1.1  cgd 	} else if (percent <= 86) {
    444  1.1  cgd 		obj->which_kind = CON_MON;
    445  1.1  cgd 	} else {
    446  1.1  cgd 		obj->which_kind = MAGIC_MAPPING;
    447  1.1  cgd 	}
    448  1.1  cgd }
    449  1.1  cgd 
    450  1.1  cgd gr_potion(obj)
    451  1.1  cgd object *obj;
    452  1.1  cgd {
    453  1.1  cgd 	short percent;
    454  1.1  cgd 
    455  1.1  cgd 	percent = get_rand(1, 118);
    456  1.1  cgd 
    457  1.1  cgd 	obj->what_is = POTION;
    458  1.1  cgd 
    459  1.1  cgd 	if (percent <= 5) {
    460  1.1  cgd 		obj->which_kind = RAISE_LEVEL;
    461  1.1  cgd 	} else if (percent <= 15) {
    462  1.1  cgd 		obj->which_kind = DETECT_OBJECTS;
    463  1.1  cgd 	} else if (percent <= 25) {
    464  1.1  cgd 		obj->which_kind = DETECT_MONSTER;
    465  1.1  cgd 	} else if (percent <= 35) {
    466  1.1  cgd 		obj->which_kind = INCREASE_STRENGTH;
    467  1.1  cgd 	} else if (percent <= 45) {
    468  1.1  cgd 		obj->which_kind = RESTORE_STRENGTH;
    469  1.1  cgd 	} else if (percent <= 55) {
    470  1.1  cgd 		obj->which_kind = HEALING;
    471  1.1  cgd 	} else if (percent <= 65) {
    472  1.1  cgd 		obj->which_kind = EXTRA_HEALING;
    473  1.1  cgd 	} else if (percent <= 75) {
    474  1.1  cgd 		obj->which_kind = BLINDNESS;
    475  1.1  cgd 	} else if (percent <= 85) {
    476  1.1  cgd 		obj->which_kind = HALLUCINATION;
    477  1.1  cgd 	} else if (percent <= 95) {
    478  1.1  cgd 		obj->which_kind = CONFUSION;
    479  1.1  cgd 	} else if (percent <= 105) {
    480  1.1  cgd 		obj->which_kind = POISON;
    481  1.1  cgd 	} else if (percent <= 110) {
    482  1.1  cgd 		obj->which_kind = LEVITATION;
    483  1.1  cgd 	} else if (percent <= 114) {
    484  1.1  cgd 		obj->which_kind = HASTE_SELF;
    485  1.1  cgd 	} else {
    486  1.1  cgd 		obj->which_kind = SEE_INVISIBLE;
    487  1.1  cgd 	}
    488  1.1  cgd }
    489  1.1  cgd 
    490  1.1  cgd gr_weapon(obj, assign_wk)
    491  1.1  cgd object *obj;
    492  1.1  cgd int assign_wk;
    493  1.1  cgd {
    494  1.1  cgd 	short percent;
    495  1.1  cgd 	short i;
    496  1.1  cgd 	short blessing, increment;
    497  1.1  cgd 
    498  1.1  cgd 	obj->what_is = WEAPON;
    499  1.1  cgd 	if (assign_wk) {
    500  1.1  cgd 		obj->which_kind = get_rand(0, (WEAPONS - 1));
    501  1.1  cgd 	}
    502  1.1  cgd 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
    503  1.1  cgd 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
    504  1.1  cgd 		obj->quantity = get_rand(3, 15);
    505  1.1  cgd 		obj->quiver = get_rand(0, 126);
    506  1.1  cgd 	} else {
    507  1.1  cgd 		obj->quantity = 1;
    508  1.1  cgd 	}
    509  1.1  cgd 	obj->hit_enchant = obj->d_enchant = 0;
    510  1.1  cgd 
    511  1.1  cgd 	percent = get_rand(1, 96);
    512  1.1  cgd 	blessing = get_rand(1, 3);
    513  1.1  cgd 
    514  1.1  cgd 	if (percent <= 16) {
    515  1.1  cgd 		increment = 1;
    516  1.1  cgd 	} else if (percent <= 32) {
    517  1.1  cgd 		increment = -1;
    518  1.1  cgd 		obj->is_cursed = 1;
    519  1.1  cgd 	}
    520  1.1  cgd 	if (percent <= 32) {
    521  1.1  cgd 		for (i = 0; i < blessing; i++) {
    522  1.1  cgd 			if (coin_toss()) {
    523  1.1  cgd 				obj->hit_enchant += increment;
    524  1.1  cgd 			} else {
    525  1.1  cgd 				obj->d_enchant += increment;
    526  1.1  cgd 			}
    527  1.1  cgd 		}
    528  1.1  cgd 	}
    529  1.1  cgd 	switch(obj->which_kind) {
    530  1.1  cgd 	case BOW:
    531  1.1  cgd 	case DART:
    532  1.1  cgd 		obj->damage = "1d1";
    533  1.1  cgd 		break;
    534  1.1  cgd 	case ARROW:
    535  1.1  cgd 		obj->damage = "1d2";
    536  1.1  cgd 		break;
    537  1.1  cgd 	case DAGGER:
    538  1.1  cgd 		obj->damage = "1d3";
    539  1.1  cgd 		break;
    540  1.1  cgd 	case SHURIKEN:
    541  1.1  cgd 		obj->damage = "1d4";
    542  1.1  cgd 		break;
    543  1.1  cgd 	case MACE:
    544  1.1  cgd 		obj->damage = "2d3";
    545  1.1  cgd 		break;
    546  1.1  cgd 	case LONG_SWORD:
    547  1.1  cgd 		obj->damage = "3d4";
    548  1.1  cgd 		break;
    549  1.1  cgd 	case TWO_HANDED_SWORD:
    550  1.1  cgd 		obj->damage = "4d5";
    551  1.1  cgd 		break;
    552  1.1  cgd 	}
    553  1.1  cgd }
    554  1.1  cgd 
    555  1.1  cgd gr_armor(obj)
    556  1.1  cgd object *obj;
    557  1.1  cgd {
    558  1.1  cgd 	short percent;
    559  1.1  cgd 	short blessing;
    560  1.1  cgd 
    561  1.1  cgd 	obj->what_is = ARMOR;
    562  1.1  cgd 	obj->which_kind = get_rand(0, (ARMORS - 1));
    563  1.1  cgd 	obj->class = obj->which_kind + 2;
    564  1.1  cgd 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
    565  1.1  cgd 		obj->class--;
    566  1.1  cgd 	}
    567  1.1  cgd 	obj->is_protected = 0;
    568  1.1  cgd 	obj->d_enchant = 0;
    569  1.1  cgd 
    570  1.1  cgd 	percent = get_rand(1, 100);
    571  1.1  cgd 	blessing = get_rand(1, 3);
    572  1.1  cgd 
    573  1.1  cgd 	if (percent <= 16) {
    574  1.1  cgd 		obj->is_cursed = 1;
    575  1.1  cgd 		obj->d_enchant -= blessing;
    576  1.1  cgd 	} else if (percent <= 33) {
    577  1.1  cgd 		obj->d_enchant += blessing;
    578  1.1  cgd 	}
    579  1.1  cgd }
    580  1.1  cgd 
    581  1.1  cgd gr_wand(obj)
    582  1.1  cgd object *obj;
    583  1.1  cgd {
    584  1.1  cgd 	obj->what_is = WAND;
    585  1.1  cgd 	obj->which_kind = get_rand(0, (WANDS - 1));
    586  1.1  cgd 	obj->class = get_rand(3, 7);
    587  1.1  cgd }
    588  1.1  cgd 
    589  1.1  cgd get_food(obj, force_ration)
    590  1.1  cgd object *obj;
    591  1.1  cgd boolean force_ration;
    592  1.1  cgd {
    593  1.1  cgd 	obj->what_is = FOOD;
    594  1.1  cgd 
    595  1.1  cgd 	if (force_ration || rand_percent(80)) {
    596  1.1  cgd 		obj->which_kind = RATION;
    597  1.1  cgd 	} else {
    598  1.1  cgd 		obj->which_kind = FRUIT;
    599  1.1  cgd 	}
    600  1.1  cgd }
    601  1.1  cgd 
    602  1.1  cgd put_stairs()
    603  1.1  cgd {
    604  1.1  cgd 	short row, col;
    605  1.1  cgd 
    606  1.1  cgd 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    607  1.1  cgd 	dungeon[row][col] |= STAIRS;
    608  1.1  cgd }
    609  1.1  cgd 
    610  1.1  cgd get_armor_class(obj)
    611  1.1  cgd object *obj;
    612  1.1  cgd {
    613  1.1  cgd 	if (obj) {
    614  1.1  cgd 		return(obj->class + obj->d_enchant);
    615  1.1  cgd 	}
    616  1.1  cgd 	return(0);
    617  1.1  cgd }
    618  1.1  cgd 
    619  1.1  cgd object *
    620  1.1  cgd alloc_object()
    621  1.1  cgd {
    622  1.1  cgd 	object *obj;
    623  1.1  cgd 
    624  1.1  cgd 	if (free_list) {
    625  1.1  cgd 		obj = free_list;
    626  1.1  cgd 		free_list = free_list->next_object;
    627  1.1  cgd 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
    628  1.1  cgd 			message("cannot allocate object, saving game", 0);
    629  1.1  cgd 			save_into_file(error_file);
    630  1.1  cgd 	}
    631  1.1  cgd 	obj->quantity = 1;
    632  1.1  cgd 	obj->ichar = 'L';
    633  1.1  cgd 	obj->picked_up = obj->is_cursed = 0;
    634  1.1  cgd 	obj->in_use_flags = NOT_USED;
    635  1.1  cgd 	obj->identified = UNIDENTIFIED;
    636  1.1  cgd 	obj->damage = "1d1";
    637  1.1  cgd 	return(obj);
    638  1.1  cgd }
    639  1.1  cgd 
    640  1.1  cgd free_object(obj)
    641  1.1  cgd object *obj;
    642  1.1  cgd {
    643  1.1  cgd 	obj->next_object = free_list;
    644  1.1  cgd 	free_list = obj;
    645  1.1  cgd }
    646  1.1  cgd 
    647  1.1  cgd make_party()
    648  1.1  cgd {
    649  1.1  cgd 	short n;
    650  1.1  cgd 
    651  1.1  cgd 	party_room = gr_room();
    652  1.1  cgd 
    653  1.1  cgd 	n = rand_percent(99) ? party_objects(party_room) : 11;
    654  1.1  cgd 	if (rand_percent(99)) {
    655  1.1  cgd 		party_monsters(party_room, n);
    656  1.1  cgd 	}
    657  1.1  cgd }
    658  1.1  cgd 
    659  1.1  cgd show_objects()
    660  1.1  cgd {
    661  1.1  cgd 	object *obj;
    662  1.1  cgd 	short mc, rc, row, col;
    663  1.1  cgd 	object *monster;
    664  1.1  cgd 
    665  1.1  cgd 	obj = level_objects.next_object;
    666  1.1  cgd 
    667  1.1  cgd 	while (obj) {
    668  1.1  cgd 		row = obj->row;
    669  1.1  cgd 		col = obj->col;
    670  1.1  cgd 
    671  1.1  cgd 		rc = get_mask_char(obj->what_is);
    672  1.1  cgd 
    673  1.1  cgd 		if (dungeon[row][col] & MONSTER) {
    674  1.1  cgd 			if (monster = object_at(&level_monsters, row, col)) {
    675  1.1  cgd 				monster->trail_char = rc;
    676  1.1  cgd 			}
    677  1.1  cgd 		}
    678  1.1  cgd 		mc = mvinch(row, col);
    679  1.1  cgd 		if (((mc < 'A') || (mc > 'Z')) &&
    680  1.1  cgd 			((row != rogue.row) || (col != rogue.col))) {
    681  1.1  cgd 			mvaddch(row, col, rc);
    682  1.1  cgd 		}
    683  1.1  cgd 		obj = obj->next_object;
    684  1.1  cgd 	}
    685  1.1  cgd 
    686  1.1  cgd 	monster = level_monsters.next_object;
    687  1.1  cgd 
    688  1.1  cgd 	while (monster) {
    689  1.1  cgd 		if (monster->m_flags & IMITATES) {
    690  1.1  cgd 			mvaddch(monster->row, monster->col, (int) monster->disguise);
    691  1.1  cgd 		}
    692  1.1  cgd 		monster = monster->next_monster;
    693  1.1  cgd 	}
    694  1.1  cgd }
    695  1.1  cgd 
    696  1.1  cgd put_amulet()
    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  1.1  cgd rand_place(obj)
    706  1.1  cgd 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  1.1  cgd c_object_for_wizard()
    715  1.1  cgd {
    716  1.1  cgd 	short ch, max, wk;
    717  1.1  cgd 	object *obj;
    718  1.1  cgd 	char buf[80];
    719  1.1  cgd 
    720  1.1  cgd 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
    721  1.1  cgd 		message("pack full", 0);
    722  1.1  cgd 		return;
    723  1.1  cgd 	}
    724  1.1  cgd 	message("type of object?", 0);
    725  1.1  cgd 
    726  1.1  cgd 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
    727  1.1  cgd 		sound_bell();
    728  1.1  cgd 	}
    729  1.1  cgd 	check_message();
    730  1.1  cgd 
    731  1.1  cgd 	if (ch == '\033') {
    732  1.1  cgd 		return;
    733  1.1  cgd 	}
    734  1.1  cgd 	obj = alloc_object();
    735  1.1  cgd 
    736  1.1  cgd 	switch(ch) {
    737  1.1  cgd 	case '!':
    738  1.1  cgd 		obj->what_is = POTION;
    739  1.1  cgd 		max = POTIONS - 1;
    740  1.1  cgd 		break;
    741  1.1  cgd 	case '?':
    742  1.1  cgd 		obj->what_is = SCROL;
    743  1.1  cgd 		max = SCROLS - 1;
    744  1.1  cgd 		break;
    745  1.1  cgd 	case ',':
    746  1.1  cgd 		obj->what_is = AMULET;
    747  1.1  cgd 		break;
    748  1.1  cgd 	case ':':
    749  1.1  cgd 		get_food(obj, 0);
    750  1.1  cgd 		break;
    751  1.1  cgd 	case ')':
    752  1.1  cgd 		gr_weapon(obj, 0);
    753  1.1  cgd 		max = WEAPONS - 1;
    754  1.1  cgd 		break;
    755  1.1  cgd 	case ']':
    756  1.1  cgd 		gr_armor(obj);
    757  1.1  cgd 		max = ARMORS - 1;
    758  1.1  cgd 		break;
    759  1.1  cgd 	case '/':
    760  1.1  cgd 		gr_wand(obj);
    761  1.1  cgd 		max = WANDS - 1;
    762  1.1  cgd 		break;
    763  1.1  cgd 	case '=':
    764  1.1  cgd 		max = RINGS - 1;
    765  1.1  cgd 		obj->what_is = RING;
    766  1.1  cgd 		break;
    767  1.1  cgd 	}
    768  1.1  cgd 	if ((ch != ',') && (ch != ':')) {
    769  1.1  cgd GIL:
    770  1.1  cgd 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
    771  1.1  cgd 			wk = get_number(buf);
    772  1.1  cgd 			if ((wk >= 0) && (wk <= max)) {
    773  1.1  cgd 				obj->which_kind = (unsigned short) wk;
    774  1.1  cgd 				if (obj->what_is == RING) {
    775  1.1  cgd 					gr_ring(obj, 0);
    776  1.1  cgd 				}
    777  1.1  cgd 			} else {
    778  1.1  cgd 				sound_bell();
    779  1.1  cgd 				goto GIL;
    780  1.1  cgd 			}
    781  1.1  cgd 		} else {
    782  1.1  cgd 			free_object(obj);
    783  1.1  cgd 			return;
    784  1.1  cgd 		}
    785  1.1  cgd 	}
    786  1.1  cgd 	get_desc(obj, buf);
    787  1.1  cgd 	message(buf, 0);
    788  1.1  cgd 	(void) add_to_pack(obj, &rogue.pack, 1);
    789  1.1  cgd }
    790