object.c revision 1.6 1 1.6 mycroft /* $NetBSD: object.c,v 1.6 1997/10/15 12:43:35 mycroft 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 1.4 lukem #include <sys/cdefs.h>
40 1.1 cgd #ifndef lint
41 1.3 cgd #if 0
42 1.3 cgd static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93";
43 1.3 cgd #else
44 1.6 mycroft __RCSID("$NetBSD: object.c,v 1.6 1997/10/15 12:43:35 mycroft Exp $");
45 1.3 cgd #endif
46 1.1 cgd #endif /* not lint */
47 1.1 cgd
48 1.1 cgd /*
49 1.1 cgd * object.c
50 1.1 cgd *
51 1.1 cgd * This source herein may be modified and/or distributed by anybody who
52 1.1 cgd * so desires, with the following restrictions:
53 1.1 cgd * 1.) No portion of this notice shall be removed.
54 1.1 cgd * 2.) Credit shall not be taken for the creation of this source.
55 1.1 cgd * 3.) This code is not to be traded, sold, or used for personal
56 1.1 cgd * gain or profit.
57 1.1 cgd *
58 1.1 cgd */
59 1.1 cgd
60 1.1 cgd #include "rogue.h"
61 1.1 cgd
62 1.1 cgd object level_objects;
63 1.1 cgd unsigned short dungeon[DROWS][DCOLS];
64 1.1 cgd short foods = 0;
65 1.1 cgd object *free_list = (object *) 0;
66 1.1 cgd char *fruit = (char *) 0;
67 1.1 cgd
68 1.1 cgd fighter rogue = {
69 1.4 lukem INIT_AW, /* armor */
70 1.4 lukem INIT_AW, /* weapon */
71 1.4 lukem INIT_RINGS, /* left ring */
72 1.4 lukem INIT_RINGS, /* right ring */
73 1.4 lukem INIT_HP, /* Hp current */
74 1.4 lukem INIT_HP, /* Hp max */
75 1.4 lukem INIT_STR, /* Str current */
76 1.4 lukem INIT_STR, /* Str max */
77 1.1 cgd INIT_PACK, /* pack */
78 1.1 cgd INIT_GOLD, /* gold */
79 1.4 lukem INIT_EXPLEVEL, /* exp level */
80 1.4 lukem INIT_EXP, /* exp points */
81 1.1 cgd 0, 0, /* row, col */
82 1.1 cgd INIT_CHAR, /* char */
83 1.1 cgd INIT_MOVES /* moves */
84 1.1 cgd };
85 1.1 cgd
86 1.1 cgd struct id id_potions[POTIONS] = {
87 1.1 cgd {100, "blue \0 ", "of increase strength ", 0},
88 1.1 cgd {250, "red \0 ", "of restore strength ", 0},
89 1.1 cgd {100, "green \0 ", "of healing ", 0},
90 1.1 cgd {200, "grey \0 ", "of extra healing ", 0},
91 1.1 cgd {10, "brown \0 ", "of poison ", 0},
92 1.1 cgd {300, "clear \0 ", "of raise level ", 0},
93 1.1 cgd {10, "pink \0 ", "of blindness ", 0},
94 1.1 cgd {25, "white \0 ", "of hallucination ", 0},
95 1.1 cgd {100, "purple \0 ", "of detect monster ", 0},
96 1.1 cgd {100, "black \0 ", "of detect things ", 0},
97 1.1 cgd {10, "yellow \0 ", "of confusion ", 0},
98 1.1 cgd {80, "plaid \0 ", "of levitation ", 0},
99 1.1 cgd {150, "burgundy \0 ", "of haste self ", 0},
100 1.1 cgd {145, "beige \0 ", "of see invisible ", 0}
101 1.1 cgd };
102 1.1 cgd
103 1.1 cgd struct id id_scrolls[SCROLS] = {
104 1.1 cgd {505, " ", "of protect armor ", 0},
105 1.1 cgd {200, " ", "of hold monster ", 0},
106 1.1 cgd {235, " ", "of enchant weapon ", 0},
107 1.1 cgd {235, " ", "of enchant armor ", 0},
108 1.1 cgd {175, " ", "of identify ", 0},
109 1.1 cgd {190, " ", "of teleportation ", 0},
110 1.1 cgd {25, " ", "of sleep ", 0},
111 1.1 cgd {610, " ", "of scare monster ", 0},
112 1.1 cgd {210, " ", "of remove curse ", 0},
113 1.1 cgd {80, " ", "of create monster ",0},
114 1.1 cgd {25, " ", "of aggravate monster ",0},
115 1.1 cgd {180, " ", "of magic mapping ", 0},
116 1.1 cgd {90, " ", "of confuse monster ", 0}
117 1.1 cgd };
118 1.1 cgd
119 1.1 cgd struct id id_weapons[WEAPONS] = {
120 1.1 cgd {150, "short bow ", "", 0},
121 1.1 cgd {8, "darts ", "", 0},
122 1.1 cgd {15, "arrows ", "", 0},
123 1.1 cgd {27, "daggers ", "", 0},
124 1.1 cgd {35, "shurikens ", "", 0},
125 1.1 cgd {360, "mace ", "", 0},
126 1.1 cgd {470, "long sword ", "", 0},
127 1.1 cgd {580, "two-handed sword ", "", 0}
128 1.1 cgd };
129 1.1 cgd
130 1.1 cgd struct id id_armors[ARMORS] = {
131 1.1 cgd {300, "leather armor ", "", (UNIDENTIFIED)},
132 1.1 cgd {300, "ring mail ", "", (UNIDENTIFIED)},
133 1.1 cgd {400, "scale mail ", "", (UNIDENTIFIED)},
134 1.1 cgd {500, "chain mail ", "", (UNIDENTIFIED)},
135 1.1 cgd {600, "banded mail ", "", (UNIDENTIFIED)},
136 1.1 cgd {600, "splint mail ", "", (UNIDENTIFIED)},
137 1.1 cgd {700, "plate mail ", "", (UNIDENTIFIED)}
138 1.1 cgd };
139 1.1 cgd
140 1.1 cgd struct id id_wands[WANDS] = {
141 1.1 cgd {25, " ", "of teleport away ",0},
142 1.1 cgd {50, " ", "of slow monster ", 0},
143 1.1 cgd {8, " ", "of invisibility ",0},
144 1.1 cgd {55, " ", "of polymorph ",0},
145 1.1 cgd {2, " ", "of haste monster ",0},
146 1.1 cgd {20, " ", "of magic missile ",0},
147 1.1 cgd {20, " ", "of cancellation ",0},
148 1.1 cgd {0, " ", "of do nothing ",0},
149 1.1 cgd {35, " ", "of drain life ",0},
150 1.1 cgd {20, " ", "of cold ",0},
151 1.1 cgd {20, " ", "of fire ",0}
152 1.1 cgd };
153 1.1 cgd
154 1.1 cgd struct id id_rings[RINGS] = {
155 1.1 cgd {250, " ", "of stealth ",0},
156 1.1 cgd {100, " ", "of teleportation ", 0},
157 1.1 cgd {255, " ", "of regeneration ",0},
158 1.1 cgd {295, " ", "of slow digestion ",0},
159 1.1 cgd {200, " ", "of add strength ",0},
160 1.1 cgd {250, " ", "of sustain strength ",0},
161 1.1 cgd {250, " ", "of dexterity ",0},
162 1.1 cgd {25, " ", "of adornment ",0},
163 1.1 cgd {300, " ", "of see invisible ",0},
164 1.1 cgd {290, " ", "of maintain armor ",0},
165 1.1 cgd {270, " ", "of searching ",0},
166 1.1 cgd };
167 1.1 cgd
168 1.4 lukem void
169 1.1 cgd put_objects()
170 1.1 cgd {
171 1.1 cgd short i, n;
172 1.1 cgd object *obj;
173 1.1 cgd
174 1.1 cgd if (cur_level < max_level) {
175 1.1 cgd return;
176 1.1 cgd }
177 1.1 cgd n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
178 1.1 cgd while (rand_percent(33)) {
179 1.1 cgd n++;
180 1.1 cgd }
181 1.1 cgd if (party_room != NO_ROOM) {
182 1.1 cgd make_party();
183 1.1 cgd }
184 1.1 cgd for (i = 0; i < n; i++) {
185 1.1 cgd obj = gr_object();
186 1.1 cgd rand_place(obj);
187 1.1 cgd }
188 1.1 cgd put_gold();
189 1.1 cgd }
190 1.1 cgd
191 1.4 lukem void
192 1.1 cgd put_gold()
193 1.1 cgd {
194 1.1 cgd short i, j;
195 1.1 cgd short row,col;
196 1.1 cgd boolean is_maze, is_room;
197 1.1 cgd
198 1.1 cgd for (i = 0; i < MAXROOMS; i++) {
199 1.1 cgd is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
200 1.1 cgd is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
201 1.1 cgd
202 1.1 cgd if (!(is_room || is_maze)) {
203 1.1 cgd continue;
204 1.1 cgd }
205 1.1 cgd if (is_maze || rand_percent(GOLD_PERCENT)) {
206 1.1 cgd for (j = 0; j < 50; j++) {
207 1.1 cgd row = get_rand(rooms[i].top_row+1,
208 1.1 cgd rooms[i].bottom_row-1);
209 1.1 cgd col = get_rand(rooms[i].left_col+1,
210 1.1 cgd rooms[i].right_col-1);
211 1.1 cgd if ((dungeon[row][col] == FLOOR) ||
212 1.1 cgd (dungeon[row][col] == TUNNEL)) {
213 1.1 cgd plant_gold(row, col, is_maze);
214 1.1 cgd break;
215 1.1 cgd }
216 1.1 cgd }
217 1.1 cgd }
218 1.1 cgd }
219 1.1 cgd }
220 1.1 cgd
221 1.4 lukem void
222 1.1 cgd plant_gold(row, col, is_maze)
223 1.4 lukem short row, col;
224 1.4 lukem boolean is_maze;
225 1.1 cgd {
226 1.1 cgd object *obj;
227 1.1 cgd
228 1.1 cgd obj = alloc_object();
229 1.1 cgd obj->row = row; obj->col = col;
230 1.1 cgd obj->what_is = GOLD;
231 1.1 cgd obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
232 1.1 cgd if (is_maze) {
233 1.1 cgd obj->quantity += obj->quantity / 2;
234 1.1 cgd }
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 1.4 lukem void
240 1.1 cgd place_at(obj, row, col)
241 1.4 lukem object *obj;
242 1.1 cgd {
243 1.1 cgd obj->row = row;
244 1.1 cgd obj->col = col;
245 1.1 cgd dungeon[row][col] |= OBJECT;
246 1.1 cgd (void) add_to_pack(obj, &level_objects, 0);
247 1.1 cgd }
248 1.1 cgd
249 1.1 cgd object *
250 1.1 cgd object_at(pack, row, col)
251 1.4 lukem object *pack;
252 1.4 lukem short row, col;
253 1.1 cgd {
254 1.1 cgd object *obj = (object *) 0;
255 1.1 cgd
256 1.1 cgd if (dungeon[row][col] & (MONSTER | OBJECT)) {
257 1.1 cgd obj = pack->next_object;
258 1.1 cgd
259 1.1 cgd while (obj && ((obj->row != row) || (obj->col != col))) {
260 1.1 cgd obj = obj->next_object;
261 1.1 cgd }
262 1.1 cgd if (!obj) {
263 1.1 cgd message("object_at(): inconsistent", 1);
264 1.1 cgd }
265 1.1 cgd }
266 1.1 cgd return(obj);
267 1.1 cgd }
268 1.1 cgd
269 1.1 cgd object *
270 1.1 cgd get_letter_object(ch)
271 1.1 cgd {
272 1.1 cgd object *obj;
273 1.1 cgd
274 1.1 cgd obj = rogue.pack.next_object;
275 1.1 cgd
276 1.1 cgd while (obj && (obj->ichar != ch)) {
277 1.1 cgd obj = obj->next_object;
278 1.1 cgd }
279 1.1 cgd return(obj);
280 1.1 cgd }
281 1.1 cgd
282 1.4 lukem void
283 1.1 cgd free_stuff(objlist)
284 1.4 lukem object *objlist;
285 1.1 cgd {
286 1.1 cgd object *obj;
287 1.1 cgd
288 1.1 cgd while (objlist->next_object) {
289 1.1 cgd obj = objlist->next_object;
290 1.1 cgd objlist->next_object =
291 1.1 cgd objlist->next_object->next_object;
292 1.1 cgd free_object(obj);
293 1.1 cgd }
294 1.1 cgd }
295 1.1 cgd
296 1.1 cgd char *
297 1.1 cgd name_of(obj)
298 1.4 lukem object *obj;
299 1.1 cgd {
300 1.1 cgd char *retstring;
301 1.1 cgd
302 1.1 cgd switch(obj->what_is) {
303 1.1 cgd case SCROL:
304 1.1 cgd retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
305 1.1 cgd break;
306 1.1 cgd case POTION:
307 1.1 cgd retstring = obj->quantity > 1 ? "potions " : "potion ";
308 1.1 cgd break;
309 1.1 cgd case FOOD:
310 1.1 cgd if (obj->which_kind == RATION) {
311 1.1 cgd retstring = "food ";
312 1.1 cgd } else {
313 1.1 cgd retstring = fruit;
314 1.1 cgd }
315 1.1 cgd break;
316 1.1 cgd case WAND:
317 1.1 cgd retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
318 1.1 cgd break;
319 1.1 cgd case WEAPON:
320 1.1 cgd switch(obj->which_kind) {
321 1.1 cgd case DART:
322 1.1 cgd retstring=obj->quantity > 1 ? "darts " : "dart ";
323 1.1 cgd break;
324 1.1 cgd case ARROW:
325 1.1 cgd retstring=obj->quantity > 1 ? "arrows " : "arrow ";
326 1.1 cgd break;
327 1.1 cgd case DAGGER:
328 1.1 cgd retstring=obj->quantity > 1 ? "daggers " : "dagger ";
329 1.1 cgd break;
330 1.1 cgd case SHURIKEN:
331 1.1 cgd retstring=obj->quantity > 1?"shurikens ":"shuriken ";
332 1.1 cgd break;
333 1.1 cgd default:
334 1.1 cgd retstring = id_weapons[obj->which_kind].title;
335 1.1 cgd }
336 1.1 cgd break;
337 1.1 cgd case ARMOR:
338 1.1 cgd retstring = "armor ";
339 1.1 cgd break;
340 1.1 cgd case RING:
341 1.1 cgd retstring = "ring ";
342 1.1 cgd break;
343 1.1 cgd case AMULET:
344 1.1 cgd retstring = "amulet ";
345 1.1 cgd break;
346 1.1 cgd default:
347 1.1 cgd retstring = "unknown ";
348 1.1 cgd break;
349 1.1 cgd }
350 1.1 cgd return(retstring);
351 1.1 cgd }
352 1.1 cgd
353 1.1 cgd object *
354 1.1 cgd gr_object()
355 1.1 cgd {
356 1.1 cgd object *obj;
357 1.1 cgd
358 1.1 cgd obj = alloc_object();
359 1.1 cgd
360 1.1 cgd if (foods < (cur_level / 3)) {
361 1.1 cgd obj->what_is = FOOD;
362 1.1 cgd foods++;
363 1.1 cgd } else {
364 1.1 cgd obj->what_is = gr_what_is();
365 1.1 cgd }
366 1.1 cgd switch(obj->what_is) {
367 1.1 cgd case SCROL:
368 1.1 cgd gr_scroll(obj);
369 1.1 cgd break;
370 1.1 cgd case POTION:
371 1.1 cgd gr_potion(obj);
372 1.1 cgd break;
373 1.1 cgd case WEAPON:
374 1.1 cgd gr_weapon(obj, 1);
375 1.1 cgd break;
376 1.1 cgd case ARMOR:
377 1.1 cgd gr_armor(obj);
378 1.1 cgd break;
379 1.1 cgd case WAND:
380 1.1 cgd gr_wand(obj);
381 1.1 cgd break;
382 1.1 cgd case FOOD:
383 1.1 cgd get_food(obj, 0);
384 1.1 cgd break;
385 1.1 cgd case RING:
386 1.1 cgd gr_ring(obj, 1);
387 1.1 cgd break;
388 1.1 cgd }
389 1.1 cgd return(obj);
390 1.1 cgd }
391 1.1 cgd
392 1.1 cgd unsigned short
393 1.1 cgd gr_what_is()
394 1.1 cgd {
395 1.1 cgd short percent;
396 1.1 cgd unsigned short what_is;
397 1.1 cgd
398 1.1 cgd percent = get_rand(1, 91);
399 1.1 cgd
400 1.1 cgd if (percent <= 30) {
401 1.1 cgd what_is = SCROL;
402 1.1 cgd } else if (percent <= 60) {
403 1.1 cgd what_is = POTION;
404 1.1 cgd } else if (percent <= 64) {
405 1.1 cgd what_is = WAND;
406 1.1 cgd } else if (percent <= 74) {
407 1.1 cgd what_is = WEAPON;
408 1.1 cgd } else if (percent <= 83) {
409 1.1 cgd what_is = ARMOR;
410 1.1 cgd } else if (percent <= 88) {
411 1.1 cgd what_is = FOOD;
412 1.1 cgd } else {
413 1.1 cgd what_is = RING;
414 1.1 cgd }
415 1.1 cgd return(what_is);
416 1.1 cgd }
417 1.1 cgd
418 1.4 lukem void
419 1.1 cgd gr_scroll(obj)
420 1.4 lukem object *obj;
421 1.1 cgd {
422 1.1 cgd short percent;
423 1.1 cgd
424 1.1 cgd percent = get_rand(0, 91);
425 1.1 cgd
426 1.1 cgd obj->what_is = SCROL;
427 1.1 cgd
428 1.1 cgd if (percent <= 5) {
429 1.1 cgd obj->which_kind = PROTECT_ARMOR;
430 1.1 cgd } else if (percent <= 10) {
431 1.1 cgd obj->which_kind = HOLD_MONSTER;
432 1.1 cgd } else if (percent <= 20) {
433 1.1 cgd obj->which_kind = CREATE_MONSTER;
434 1.1 cgd } else if (percent <= 35) {
435 1.1 cgd obj->which_kind = IDENTIFY;
436 1.1 cgd } else if (percent <= 43) {
437 1.1 cgd obj->which_kind = TELEPORT;
438 1.1 cgd } else if (percent <= 50) {
439 1.1 cgd obj->which_kind = SLEEP;
440 1.1 cgd } else if (percent <= 55) {
441 1.1 cgd obj->which_kind = SCARE_MONSTER;
442 1.1 cgd } else if (percent <= 64) {
443 1.1 cgd obj->which_kind = REMOVE_CURSE;
444 1.1 cgd } else if (percent <= 69) {
445 1.1 cgd obj->which_kind = ENCH_ARMOR;
446 1.1 cgd } else if (percent <= 74) {
447 1.1 cgd obj->which_kind = ENCH_WEAPON;
448 1.1 cgd } else if (percent <= 80) {
449 1.1 cgd obj->which_kind = AGGRAVATE_MONSTER;
450 1.1 cgd } else if (percent <= 86) {
451 1.1 cgd obj->which_kind = CON_MON;
452 1.1 cgd } else {
453 1.1 cgd obj->which_kind = MAGIC_MAPPING;
454 1.1 cgd }
455 1.1 cgd }
456 1.1 cgd
457 1.4 lukem void
458 1.1 cgd gr_potion(obj)
459 1.4 lukem object *obj;
460 1.1 cgd {
461 1.1 cgd short percent;
462 1.1 cgd
463 1.1 cgd percent = get_rand(1, 118);
464 1.1 cgd
465 1.1 cgd obj->what_is = POTION;
466 1.1 cgd
467 1.1 cgd if (percent <= 5) {
468 1.1 cgd obj->which_kind = RAISE_LEVEL;
469 1.1 cgd } else if (percent <= 15) {
470 1.1 cgd obj->which_kind = DETECT_OBJECTS;
471 1.1 cgd } else if (percent <= 25) {
472 1.1 cgd obj->which_kind = DETECT_MONSTER;
473 1.1 cgd } else if (percent <= 35) {
474 1.1 cgd obj->which_kind = INCREASE_STRENGTH;
475 1.1 cgd } else if (percent <= 45) {
476 1.1 cgd obj->which_kind = RESTORE_STRENGTH;
477 1.1 cgd } else if (percent <= 55) {
478 1.1 cgd obj->which_kind = HEALING;
479 1.1 cgd } else if (percent <= 65) {
480 1.1 cgd obj->which_kind = EXTRA_HEALING;
481 1.1 cgd } else if (percent <= 75) {
482 1.1 cgd obj->which_kind = BLINDNESS;
483 1.1 cgd } else if (percent <= 85) {
484 1.1 cgd obj->which_kind = HALLUCINATION;
485 1.1 cgd } else if (percent <= 95) {
486 1.1 cgd obj->which_kind = CONFUSION;
487 1.1 cgd } else if (percent <= 105) {
488 1.1 cgd obj->which_kind = POISON;
489 1.1 cgd } else if (percent <= 110) {
490 1.1 cgd obj->which_kind = LEVITATION;
491 1.1 cgd } else if (percent <= 114) {
492 1.1 cgd obj->which_kind = HASTE_SELF;
493 1.1 cgd } else {
494 1.1 cgd obj->which_kind = SEE_INVISIBLE;
495 1.1 cgd }
496 1.1 cgd }
497 1.1 cgd
498 1.4 lukem void
499 1.1 cgd gr_weapon(obj, assign_wk)
500 1.4 lukem object *obj;
501 1.4 lukem int assign_wk;
502 1.1 cgd {
503 1.1 cgd short percent;
504 1.1 cgd short i;
505 1.1 cgd short blessing, increment;
506 1.5 is
507 1.1 cgd obj->what_is = WEAPON;
508 1.1 cgd if (assign_wk) {
509 1.1 cgd obj->which_kind = get_rand(0, (WEAPONS - 1));
510 1.1 cgd }
511 1.1 cgd if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
512 1.1 cgd (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
513 1.1 cgd obj->quantity = get_rand(3, 15);
514 1.1 cgd obj->quiver = get_rand(0, 126);
515 1.1 cgd } else {
516 1.1 cgd obj->quantity = 1;
517 1.1 cgd }
518 1.1 cgd obj->hit_enchant = obj->d_enchant = 0;
519 1.1 cgd
520 1.1 cgd percent = get_rand(1, 96);
521 1.1 cgd blessing = get_rand(1, 3);
522 1.1 cgd
523 1.1 cgd if (percent <= 32) {
524 1.6 mycroft if (percent <= 16) {
525 1.6 mycroft increment = 1;
526 1.6 mycroft } else {
527 1.6 mycroft increment = -1;
528 1.6 mycroft obj->is_cursed = 1;
529 1.6 mycroft }
530 1.1 cgd for (i = 0; i < blessing; i++) {
531 1.1 cgd if (coin_toss()) {
532 1.1 cgd obj->hit_enchant += increment;
533 1.1 cgd } else {
534 1.1 cgd obj->d_enchant += increment;
535 1.1 cgd }
536 1.1 cgd }
537 1.1 cgd }
538 1.1 cgd switch(obj->which_kind) {
539 1.1 cgd case BOW:
540 1.1 cgd case DART:
541 1.1 cgd obj->damage = "1d1";
542 1.1 cgd break;
543 1.1 cgd case ARROW:
544 1.1 cgd obj->damage = "1d2";
545 1.1 cgd break;
546 1.1 cgd case DAGGER:
547 1.1 cgd obj->damage = "1d3";
548 1.1 cgd break;
549 1.1 cgd case SHURIKEN:
550 1.1 cgd obj->damage = "1d4";
551 1.1 cgd break;
552 1.1 cgd case MACE:
553 1.1 cgd obj->damage = "2d3";
554 1.1 cgd break;
555 1.1 cgd case LONG_SWORD:
556 1.1 cgd obj->damage = "3d4";
557 1.1 cgd break;
558 1.1 cgd case TWO_HANDED_SWORD:
559 1.1 cgd obj->damage = "4d5";
560 1.1 cgd break;
561 1.1 cgd }
562 1.1 cgd }
563 1.1 cgd
564 1.4 lukem void
565 1.1 cgd gr_armor(obj)
566 1.4 lukem object *obj;
567 1.1 cgd {
568 1.1 cgd short percent;
569 1.1 cgd short blessing;
570 1.1 cgd
571 1.1 cgd obj->what_is = ARMOR;
572 1.1 cgd obj->which_kind = get_rand(0, (ARMORS - 1));
573 1.1 cgd obj->class = obj->which_kind + 2;
574 1.1 cgd if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
575 1.1 cgd obj->class--;
576 1.1 cgd }
577 1.1 cgd obj->is_protected = 0;
578 1.1 cgd obj->d_enchant = 0;
579 1.1 cgd
580 1.1 cgd percent = get_rand(1, 100);
581 1.1 cgd blessing = get_rand(1, 3);
582 1.1 cgd
583 1.1 cgd if (percent <= 16) {
584 1.1 cgd obj->is_cursed = 1;
585 1.1 cgd obj->d_enchant -= blessing;
586 1.1 cgd } else if (percent <= 33) {
587 1.1 cgd obj->d_enchant += blessing;
588 1.1 cgd }
589 1.1 cgd }
590 1.1 cgd
591 1.4 lukem void
592 1.1 cgd gr_wand(obj)
593 1.4 lukem object *obj;
594 1.1 cgd {
595 1.1 cgd obj->what_is = WAND;
596 1.1 cgd obj->which_kind = get_rand(0, (WANDS - 1));
597 1.1 cgd obj->class = get_rand(3, 7);
598 1.1 cgd }
599 1.1 cgd
600 1.4 lukem void
601 1.1 cgd get_food(obj, force_ration)
602 1.4 lukem object *obj;
603 1.4 lukem boolean force_ration;
604 1.1 cgd {
605 1.1 cgd obj->what_is = FOOD;
606 1.1 cgd
607 1.1 cgd if (force_ration || rand_percent(80)) {
608 1.1 cgd obj->which_kind = RATION;
609 1.1 cgd } else {
610 1.1 cgd obj->which_kind = FRUIT;
611 1.1 cgd }
612 1.1 cgd }
613 1.1 cgd
614 1.4 lukem void
615 1.1 cgd put_stairs()
616 1.1 cgd {
617 1.1 cgd short row, col;
618 1.1 cgd
619 1.1 cgd gr_row_col(&row, &col, (FLOOR | TUNNEL));
620 1.1 cgd dungeon[row][col] |= STAIRS;
621 1.1 cgd }
622 1.1 cgd
623 1.4 lukem int
624 1.1 cgd get_armor_class(obj)
625 1.4 lukem object *obj;
626 1.1 cgd {
627 1.1 cgd if (obj) {
628 1.1 cgd return(obj->class + obj->d_enchant);
629 1.1 cgd }
630 1.1 cgd return(0);
631 1.1 cgd }
632 1.1 cgd
633 1.1 cgd object *
634 1.1 cgd alloc_object()
635 1.1 cgd {
636 1.1 cgd object *obj;
637 1.1 cgd
638 1.1 cgd if (free_list) {
639 1.1 cgd obj = free_list;
640 1.1 cgd free_list = free_list->next_object;
641 1.1 cgd } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
642 1.1 cgd message("cannot allocate object, saving game", 0);
643 1.1 cgd save_into_file(error_file);
644 1.1 cgd }
645 1.1 cgd obj->quantity = 1;
646 1.1 cgd obj->ichar = 'L';
647 1.1 cgd obj->picked_up = obj->is_cursed = 0;
648 1.1 cgd obj->in_use_flags = NOT_USED;
649 1.1 cgd obj->identified = UNIDENTIFIED;
650 1.1 cgd obj->damage = "1d1";
651 1.1 cgd return(obj);
652 1.1 cgd }
653 1.1 cgd
654 1.4 lukem void
655 1.1 cgd free_object(obj)
656 1.4 lukem object *obj;
657 1.1 cgd {
658 1.1 cgd obj->next_object = free_list;
659 1.1 cgd free_list = obj;
660 1.1 cgd }
661 1.1 cgd
662 1.4 lukem void
663 1.1 cgd make_party()
664 1.1 cgd {
665 1.1 cgd short n;
666 1.1 cgd
667 1.1 cgd party_room = gr_room();
668 1.1 cgd
669 1.1 cgd n = rand_percent(99) ? party_objects(party_room) : 11;
670 1.1 cgd if (rand_percent(99)) {
671 1.1 cgd party_monsters(party_room, n);
672 1.1 cgd }
673 1.1 cgd }
674 1.1 cgd
675 1.4 lukem void
676 1.1 cgd show_objects()
677 1.1 cgd {
678 1.1 cgd object *obj;
679 1.1 cgd short mc, rc, row, col;
680 1.1 cgd object *monster;
681 1.1 cgd
682 1.1 cgd obj = level_objects.next_object;
683 1.1 cgd
684 1.1 cgd while (obj) {
685 1.1 cgd row = obj->row;
686 1.1 cgd col = obj->col;
687 1.1 cgd
688 1.1 cgd rc = get_mask_char(obj->what_is);
689 1.1 cgd
690 1.1 cgd if (dungeon[row][col] & MONSTER) {
691 1.4 lukem if ((monster =
692 1.4 lukem object_at(&level_monsters, row, col)) != NULL) {
693 1.1 cgd monster->trail_char = rc;
694 1.1 cgd }
695 1.1 cgd }
696 1.1 cgd mc = mvinch(row, col);
697 1.1 cgd if (((mc < 'A') || (mc > 'Z')) &&
698 1.1 cgd ((row != rogue.row) || (col != rogue.col))) {
699 1.1 cgd mvaddch(row, col, rc);
700 1.1 cgd }
701 1.1 cgd obj = obj->next_object;
702 1.1 cgd }
703 1.1 cgd
704 1.1 cgd monster = level_monsters.next_object;
705 1.1 cgd
706 1.1 cgd while (monster) {
707 1.1 cgd if (monster->m_flags & IMITATES) {
708 1.1 cgd mvaddch(monster->row, monster->col, (int) monster->disguise);
709 1.1 cgd }
710 1.1 cgd monster = monster->next_monster;
711 1.1 cgd }
712 1.1 cgd }
713 1.1 cgd
714 1.4 lukem void
715 1.1 cgd put_amulet()
716 1.1 cgd {
717 1.1 cgd object *obj;
718 1.1 cgd
719 1.1 cgd obj = alloc_object();
720 1.1 cgd obj->what_is = AMULET;
721 1.1 cgd rand_place(obj);
722 1.1 cgd }
723 1.1 cgd
724 1.4 lukem void
725 1.1 cgd rand_place(obj)
726 1.4 lukem object *obj;
727 1.1 cgd {
728 1.1 cgd short row, col;
729 1.1 cgd
730 1.1 cgd gr_row_col(&row, &col, (FLOOR | TUNNEL));
731 1.1 cgd place_at(obj, row, col);
732 1.1 cgd }
733 1.1 cgd
734 1.4 lukem void
735 1.1 cgd c_object_for_wizard()
736 1.1 cgd {
737 1.1 cgd short ch, max, wk;
738 1.1 cgd object *obj;
739 1.1 cgd char buf[80];
740 1.1 cgd
741 1.4 lukem max = 0;
742 1.1 cgd if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
743 1.1 cgd message("pack full", 0);
744 1.1 cgd return;
745 1.1 cgd }
746 1.1 cgd message("type of object?", 0);
747 1.1 cgd
748 1.1 cgd while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
749 1.1 cgd sound_bell();
750 1.1 cgd }
751 1.1 cgd check_message();
752 1.1 cgd
753 1.1 cgd if (ch == '\033') {
754 1.1 cgd return;
755 1.1 cgd }
756 1.1 cgd obj = alloc_object();
757 1.1 cgd
758 1.1 cgd switch(ch) {
759 1.1 cgd case '!':
760 1.1 cgd obj->what_is = POTION;
761 1.1 cgd max = POTIONS - 1;
762 1.1 cgd break;
763 1.1 cgd case '?':
764 1.1 cgd obj->what_is = SCROL;
765 1.1 cgd max = SCROLS - 1;
766 1.1 cgd break;
767 1.1 cgd case ',':
768 1.1 cgd obj->what_is = AMULET;
769 1.1 cgd break;
770 1.1 cgd case ':':
771 1.1 cgd get_food(obj, 0);
772 1.1 cgd break;
773 1.1 cgd case ')':
774 1.1 cgd gr_weapon(obj, 0);
775 1.1 cgd max = WEAPONS - 1;
776 1.1 cgd break;
777 1.1 cgd case ']':
778 1.1 cgd gr_armor(obj);
779 1.1 cgd max = ARMORS - 1;
780 1.1 cgd break;
781 1.1 cgd case '/':
782 1.1 cgd gr_wand(obj);
783 1.1 cgd max = WANDS - 1;
784 1.1 cgd break;
785 1.1 cgd case '=':
786 1.1 cgd max = RINGS - 1;
787 1.1 cgd obj->what_is = RING;
788 1.1 cgd break;
789 1.1 cgd }
790 1.1 cgd if ((ch != ',') && (ch != ':')) {
791 1.1 cgd GIL:
792 1.1 cgd if (get_input_line("which kind?", "", buf, "", 0, 1)) {
793 1.1 cgd wk = get_number(buf);
794 1.1 cgd if ((wk >= 0) && (wk <= max)) {
795 1.1 cgd obj->which_kind = (unsigned short) wk;
796 1.1 cgd if (obj->what_is == RING) {
797 1.1 cgd gr_ring(obj, 0);
798 1.1 cgd }
799 1.1 cgd } else {
800 1.1 cgd sound_bell();
801 1.1 cgd goto GIL;
802 1.1 cgd }
803 1.1 cgd } else {
804 1.1 cgd free_object(obj);
805 1.1 cgd return;
806 1.1 cgd }
807 1.1 cgd }
808 1.1 cgd get_desc(obj, buf);
809 1.1 cgd message(buf, 0);
810 1.1 cgd (void) add_to_pack(obj, &rogue.pack, 1);
811 1.1 cgd }
812