object.c revision 1.7 1 1.7 hubertf /* $NetBSD: object.c,v 1.7 1998/09/11 14:09:27 hubertf 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 1.7 hubertf __RCSID("$NetBSD: object.c,v 1.7 1998/09/11 14:09:27 hubertf 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 1.7 hubertf int row, col;
243 1.1 cgd {
244 1.1 cgd obj->row = row;
245 1.1 cgd obj->col = col;
246 1.1 cgd dungeon[row][col] |= OBJECT;
247 1.1 cgd (void) add_to_pack(obj, &level_objects, 0);
248 1.1 cgd }
249 1.1 cgd
250 1.1 cgd object *
251 1.1 cgd object_at(pack, row, col)
252 1.4 lukem object *pack;
253 1.4 lukem short row, col;
254 1.1 cgd {
255 1.1 cgd object *obj = (object *) 0;
256 1.1 cgd
257 1.1 cgd if (dungeon[row][col] & (MONSTER | OBJECT)) {
258 1.1 cgd obj = pack->next_object;
259 1.1 cgd
260 1.1 cgd while (obj && ((obj->row != row) || (obj->col != col))) {
261 1.1 cgd obj = obj->next_object;
262 1.1 cgd }
263 1.1 cgd if (!obj) {
264 1.1 cgd message("object_at(): inconsistent", 1);
265 1.1 cgd }
266 1.1 cgd }
267 1.1 cgd return(obj);
268 1.1 cgd }
269 1.1 cgd
270 1.1 cgd object *
271 1.1 cgd get_letter_object(ch)
272 1.7 hubertf int ch;
273 1.1 cgd {
274 1.1 cgd object *obj;
275 1.1 cgd
276 1.1 cgd obj = rogue.pack.next_object;
277 1.1 cgd
278 1.1 cgd while (obj && (obj->ichar != ch)) {
279 1.1 cgd obj = obj->next_object;
280 1.1 cgd }
281 1.1 cgd return(obj);
282 1.1 cgd }
283 1.1 cgd
284 1.4 lukem void
285 1.1 cgd free_stuff(objlist)
286 1.4 lukem object *objlist;
287 1.1 cgd {
288 1.1 cgd object *obj;
289 1.1 cgd
290 1.1 cgd while (objlist->next_object) {
291 1.1 cgd obj = objlist->next_object;
292 1.1 cgd objlist->next_object =
293 1.1 cgd objlist->next_object->next_object;
294 1.1 cgd free_object(obj);
295 1.1 cgd }
296 1.1 cgd }
297 1.1 cgd
298 1.1 cgd char *
299 1.1 cgd name_of(obj)
300 1.4 lukem object *obj;
301 1.1 cgd {
302 1.1 cgd char *retstring;
303 1.1 cgd
304 1.1 cgd switch(obj->what_is) {
305 1.1 cgd case SCROL:
306 1.1 cgd retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
307 1.1 cgd break;
308 1.1 cgd case POTION:
309 1.1 cgd retstring = obj->quantity > 1 ? "potions " : "potion ";
310 1.1 cgd break;
311 1.1 cgd case FOOD:
312 1.1 cgd if (obj->which_kind == RATION) {
313 1.1 cgd retstring = "food ";
314 1.1 cgd } else {
315 1.1 cgd retstring = fruit;
316 1.1 cgd }
317 1.1 cgd break;
318 1.1 cgd case WAND:
319 1.1 cgd retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
320 1.1 cgd break;
321 1.1 cgd case WEAPON:
322 1.1 cgd switch(obj->which_kind) {
323 1.1 cgd case DART:
324 1.1 cgd retstring=obj->quantity > 1 ? "darts " : "dart ";
325 1.1 cgd break;
326 1.1 cgd case ARROW:
327 1.1 cgd retstring=obj->quantity > 1 ? "arrows " : "arrow ";
328 1.1 cgd break;
329 1.1 cgd case DAGGER:
330 1.1 cgd retstring=obj->quantity > 1 ? "daggers " : "dagger ";
331 1.1 cgd break;
332 1.1 cgd case SHURIKEN:
333 1.1 cgd retstring=obj->quantity > 1?"shurikens ":"shuriken ";
334 1.1 cgd break;
335 1.1 cgd default:
336 1.1 cgd retstring = id_weapons[obj->which_kind].title;
337 1.1 cgd }
338 1.1 cgd break;
339 1.1 cgd case ARMOR:
340 1.1 cgd retstring = "armor ";
341 1.1 cgd break;
342 1.1 cgd case RING:
343 1.1 cgd retstring = "ring ";
344 1.1 cgd break;
345 1.1 cgd case AMULET:
346 1.1 cgd retstring = "amulet ";
347 1.1 cgd break;
348 1.1 cgd default:
349 1.1 cgd retstring = "unknown ";
350 1.1 cgd break;
351 1.1 cgd }
352 1.1 cgd return(retstring);
353 1.1 cgd }
354 1.1 cgd
355 1.1 cgd object *
356 1.1 cgd gr_object()
357 1.1 cgd {
358 1.1 cgd object *obj;
359 1.1 cgd
360 1.1 cgd obj = alloc_object();
361 1.1 cgd
362 1.1 cgd if (foods < (cur_level / 3)) {
363 1.1 cgd obj->what_is = FOOD;
364 1.1 cgd foods++;
365 1.1 cgd } else {
366 1.1 cgd obj->what_is = gr_what_is();
367 1.1 cgd }
368 1.1 cgd switch(obj->what_is) {
369 1.1 cgd case SCROL:
370 1.1 cgd gr_scroll(obj);
371 1.1 cgd break;
372 1.1 cgd case POTION:
373 1.1 cgd gr_potion(obj);
374 1.1 cgd break;
375 1.1 cgd case WEAPON:
376 1.1 cgd gr_weapon(obj, 1);
377 1.1 cgd break;
378 1.1 cgd case ARMOR:
379 1.1 cgd gr_armor(obj);
380 1.1 cgd break;
381 1.1 cgd case WAND:
382 1.1 cgd gr_wand(obj);
383 1.1 cgd break;
384 1.1 cgd case FOOD:
385 1.1 cgd get_food(obj, 0);
386 1.1 cgd break;
387 1.1 cgd case RING:
388 1.1 cgd gr_ring(obj, 1);
389 1.1 cgd break;
390 1.1 cgd }
391 1.1 cgd return(obj);
392 1.1 cgd }
393 1.1 cgd
394 1.1 cgd unsigned short
395 1.1 cgd gr_what_is()
396 1.1 cgd {
397 1.1 cgd short percent;
398 1.1 cgd unsigned short what_is;
399 1.1 cgd
400 1.1 cgd percent = get_rand(1, 91);
401 1.1 cgd
402 1.1 cgd if (percent <= 30) {
403 1.1 cgd what_is = SCROL;
404 1.1 cgd } else if (percent <= 60) {
405 1.1 cgd what_is = POTION;
406 1.1 cgd } else if (percent <= 64) {
407 1.1 cgd what_is = WAND;
408 1.1 cgd } else if (percent <= 74) {
409 1.1 cgd what_is = WEAPON;
410 1.1 cgd } else if (percent <= 83) {
411 1.1 cgd what_is = ARMOR;
412 1.1 cgd } else if (percent <= 88) {
413 1.1 cgd what_is = FOOD;
414 1.1 cgd } else {
415 1.1 cgd what_is = RING;
416 1.1 cgd }
417 1.1 cgd return(what_is);
418 1.1 cgd }
419 1.1 cgd
420 1.4 lukem void
421 1.1 cgd gr_scroll(obj)
422 1.4 lukem object *obj;
423 1.1 cgd {
424 1.1 cgd short percent;
425 1.1 cgd
426 1.1 cgd percent = get_rand(0, 91);
427 1.1 cgd
428 1.1 cgd obj->what_is = SCROL;
429 1.1 cgd
430 1.1 cgd if (percent <= 5) {
431 1.1 cgd obj->which_kind = PROTECT_ARMOR;
432 1.1 cgd } else if (percent <= 10) {
433 1.1 cgd obj->which_kind = HOLD_MONSTER;
434 1.1 cgd } else if (percent <= 20) {
435 1.1 cgd obj->which_kind = CREATE_MONSTER;
436 1.1 cgd } else if (percent <= 35) {
437 1.1 cgd obj->which_kind = IDENTIFY;
438 1.1 cgd } else if (percent <= 43) {
439 1.1 cgd obj->which_kind = TELEPORT;
440 1.1 cgd } else if (percent <= 50) {
441 1.1 cgd obj->which_kind = SLEEP;
442 1.1 cgd } else if (percent <= 55) {
443 1.1 cgd obj->which_kind = SCARE_MONSTER;
444 1.1 cgd } else if (percent <= 64) {
445 1.1 cgd obj->which_kind = REMOVE_CURSE;
446 1.1 cgd } else if (percent <= 69) {
447 1.1 cgd obj->which_kind = ENCH_ARMOR;
448 1.1 cgd } else if (percent <= 74) {
449 1.1 cgd obj->which_kind = ENCH_WEAPON;
450 1.1 cgd } else if (percent <= 80) {
451 1.1 cgd obj->which_kind = AGGRAVATE_MONSTER;
452 1.1 cgd } else if (percent <= 86) {
453 1.1 cgd obj->which_kind = CON_MON;
454 1.1 cgd } else {
455 1.1 cgd obj->which_kind = MAGIC_MAPPING;
456 1.1 cgd }
457 1.1 cgd }
458 1.1 cgd
459 1.4 lukem void
460 1.1 cgd gr_potion(obj)
461 1.4 lukem object *obj;
462 1.1 cgd {
463 1.1 cgd short percent;
464 1.1 cgd
465 1.1 cgd percent = get_rand(1, 118);
466 1.1 cgd
467 1.1 cgd obj->what_is = POTION;
468 1.1 cgd
469 1.1 cgd if (percent <= 5) {
470 1.1 cgd obj->which_kind = RAISE_LEVEL;
471 1.1 cgd } else if (percent <= 15) {
472 1.1 cgd obj->which_kind = DETECT_OBJECTS;
473 1.1 cgd } else if (percent <= 25) {
474 1.1 cgd obj->which_kind = DETECT_MONSTER;
475 1.1 cgd } else if (percent <= 35) {
476 1.1 cgd obj->which_kind = INCREASE_STRENGTH;
477 1.1 cgd } else if (percent <= 45) {
478 1.1 cgd obj->which_kind = RESTORE_STRENGTH;
479 1.1 cgd } else if (percent <= 55) {
480 1.1 cgd obj->which_kind = HEALING;
481 1.1 cgd } else if (percent <= 65) {
482 1.1 cgd obj->which_kind = EXTRA_HEALING;
483 1.1 cgd } else if (percent <= 75) {
484 1.1 cgd obj->which_kind = BLINDNESS;
485 1.1 cgd } else if (percent <= 85) {
486 1.1 cgd obj->which_kind = HALLUCINATION;
487 1.1 cgd } else if (percent <= 95) {
488 1.1 cgd obj->which_kind = CONFUSION;
489 1.1 cgd } else if (percent <= 105) {
490 1.1 cgd obj->which_kind = POISON;
491 1.1 cgd } else if (percent <= 110) {
492 1.1 cgd obj->which_kind = LEVITATION;
493 1.1 cgd } else if (percent <= 114) {
494 1.1 cgd obj->which_kind = HASTE_SELF;
495 1.1 cgd } else {
496 1.1 cgd obj->which_kind = SEE_INVISIBLE;
497 1.1 cgd }
498 1.1 cgd }
499 1.1 cgd
500 1.4 lukem void
501 1.1 cgd gr_weapon(obj, assign_wk)
502 1.4 lukem object *obj;
503 1.4 lukem int assign_wk;
504 1.1 cgd {
505 1.1 cgd short percent;
506 1.1 cgd short i;
507 1.1 cgd short blessing, increment;
508 1.5 is
509 1.1 cgd obj->what_is = WEAPON;
510 1.1 cgd if (assign_wk) {
511 1.1 cgd obj->which_kind = get_rand(0, (WEAPONS - 1));
512 1.1 cgd }
513 1.1 cgd if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
514 1.1 cgd (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
515 1.1 cgd obj->quantity = get_rand(3, 15);
516 1.1 cgd obj->quiver = get_rand(0, 126);
517 1.1 cgd } else {
518 1.1 cgd obj->quantity = 1;
519 1.1 cgd }
520 1.1 cgd obj->hit_enchant = obj->d_enchant = 0;
521 1.1 cgd
522 1.1 cgd percent = get_rand(1, 96);
523 1.1 cgd blessing = get_rand(1, 3);
524 1.1 cgd
525 1.1 cgd if (percent <= 32) {
526 1.6 mycroft if (percent <= 16) {
527 1.6 mycroft increment = 1;
528 1.6 mycroft } else {
529 1.6 mycroft increment = -1;
530 1.6 mycroft obj->is_cursed = 1;
531 1.6 mycroft }
532 1.1 cgd for (i = 0; i < blessing; i++) {
533 1.1 cgd if (coin_toss()) {
534 1.1 cgd obj->hit_enchant += increment;
535 1.1 cgd } else {
536 1.1 cgd obj->d_enchant += increment;
537 1.1 cgd }
538 1.1 cgd }
539 1.1 cgd }
540 1.1 cgd switch(obj->which_kind) {
541 1.1 cgd case BOW:
542 1.1 cgd case DART:
543 1.1 cgd obj->damage = "1d1";
544 1.1 cgd break;
545 1.1 cgd case ARROW:
546 1.1 cgd obj->damage = "1d2";
547 1.1 cgd break;
548 1.1 cgd case DAGGER:
549 1.1 cgd obj->damage = "1d3";
550 1.1 cgd break;
551 1.1 cgd case SHURIKEN:
552 1.1 cgd obj->damage = "1d4";
553 1.1 cgd break;
554 1.1 cgd case MACE:
555 1.1 cgd obj->damage = "2d3";
556 1.1 cgd break;
557 1.1 cgd case LONG_SWORD:
558 1.1 cgd obj->damage = "3d4";
559 1.1 cgd break;
560 1.1 cgd case TWO_HANDED_SWORD:
561 1.1 cgd obj->damage = "4d5";
562 1.1 cgd break;
563 1.1 cgd }
564 1.1 cgd }
565 1.1 cgd
566 1.4 lukem void
567 1.1 cgd gr_armor(obj)
568 1.4 lukem object *obj;
569 1.1 cgd {
570 1.1 cgd short percent;
571 1.1 cgd short blessing;
572 1.1 cgd
573 1.1 cgd obj->what_is = ARMOR;
574 1.1 cgd obj->which_kind = get_rand(0, (ARMORS - 1));
575 1.1 cgd obj->class = obj->which_kind + 2;
576 1.1 cgd if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
577 1.1 cgd obj->class--;
578 1.1 cgd }
579 1.1 cgd obj->is_protected = 0;
580 1.1 cgd obj->d_enchant = 0;
581 1.1 cgd
582 1.1 cgd percent = get_rand(1, 100);
583 1.1 cgd blessing = get_rand(1, 3);
584 1.1 cgd
585 1.1 cgd if (percent <= 16) {
586 1.1 cgd obj->is_cursed = 1;
587 1.1 cgd obj->d_enchant -= blessing;
588 1.1 cgd } else if (percent <= 33) {
589 1.1 cgd obj->d_enchant += blessing;
590 1.1 cgd }
591 1.1 cgd }
592 1.1 cgd
593 1.4 lukem void
594 1.1 cgd gr_wand(obj)
595 1.4 lukem object *obj;
596 1.1 cgd {
597 1.1 cgd obj->what_is = WAND;
598 1.1 cgd obj->which_kind = get_rand(0, (WANDS - 1));
599 1.1 cgd obj->class = get_rand(3, 7);
600 1.1 cgd }
601 1.1 cgd
602 1.4 lukem void
603 1.1 cgd get_food(obj, force_ration)
604 1.4 lukem object *obj;
605 1.4 lukem boolean force_ration;
606 1.1 cgd {
607 1.1 cgd obj->what_is = FOOD;
608 1.1 cgd
609 1.1 cgd if (force_ration || rand_percent(80)) {
610 1.1 cgd obj->which_kind = RATION;
611 1.1 cgd } else {
612 1.1 cgd obj->which_kind = FRUIT;
613 1.1 cgd }
614 1.1 cgd }
615 1.1 cgd
616 1.4 lukem void
617 1.1 cgd put_stairs()
618 1.1 cgd {
619 1.1 cgd short row, col;
620 1.1 cgd
621 1.1 cgd gr_row_col(&row, &col, (FLOOR | TUNNEL));
622 1.1 cgd dungeon[row][col] |= STAIRS;
623 1.1 cgd }
624 1.1 cgd
625 1.4 lukem int
626 1.1 cgd get_armor_class(obj)
627 1.4 lukem object *obj;
628 1.1 cgd {
629 1.1 cgd if (obj) {
630 1.1 cgd return(obj->class + obj->d_enchant);
631 1.1 cgd }
632 1.1 cgd return(0);
633 1.1 cgd }
634 1.1 cgd
635 1.1 cgd object *
636 1.1 cgd alloc_object()
637 1.1 cgd {
638 1.1 cgd object *obj;
639 1.1 cgd
640 1.1 cgd if (free_list) {
641 1.1 cgd obj = free_list;
642 1.1 cgd free_list = free_list->next_object;
643 1.1 cgd } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
644 1.1 cgd message("cannot allocate object, saving game", 0);
645 1.1 cgd save_into_file(error_file);
646 1.1 cgd }
647 1.1 cgd obj->quantity = 1;
648 1.1 cgd obj->ichar = 'L';
649 1.1 cgd obj->picked_up = obj->is_cursed = 0;
650 1.1 cgd obj->in_use_flags = NOT_USED;
651 1.1 cgd obj->identified = UNIDENTIFIED;
652 1.1 cgd obj->damage = "1d1";
653 1.1 cgd return(obj);
654 1.1 cgd }
655 1.1 cgd
656 1.4 lukem void
657 1.1 cgd free_object(obj)
658 1.4 lukem object *obj;
659 1.1 cgd {
660 1.1 cgd obj->next_object = free_list;
661 1.1 cgd free_list = obj;
662 1.1 cgd }
663 1.1 cgd
664 1.4 lukem void
665 1.1 cgd make_party()
666 1.1 cgd {
667 1.1 cgd short n;
668 1.1 cgd
669 1.1 cgd party_room = gr_room();
670 1.1 cgd
671 1.1 cgd n = rand_percent(99) ? party_objects(party_room) : 11;
672 1.1 cgd if (rand_percent(99)) {
673 1.1 cgd party_monsters(party_room, n);
674 1.1 cgd }
675 1.1 cgd }
676 1.1 cgd
677 1.4 lukem void
678 1.1 cgd show_objects()
679 1.1 cgd {
680 1.1 cgd object *obj;
681 1.1 cgd short mc, rc, row, col;
682 1.1 cgd object *monster;
683 1.1 cgd
684 1.1 cgd obj = level_objects.next_object;
685 1.1 cgd
686 1.1 cgd while (obj) {
687 1.1 cgd row = obj->row;
688 1.1 cgd col = obj->col;
689 1.1 cgd
690 1.1 cgd rc = get_mask_char(obj->what_is);
691 1.1 cgd
692 1.1 cgd if (dungeon[row][col] & MONSTER) {
693 1.4 lukem if ((monster =
694 1.4 lukem object_at(&level_monsters, row, col)) != NULL) {
695 1.1 cgd monster->trail_char = rc;
696 1.1 cgd }
697 1.1 cgd }
698 1.1 cgd mc = mvinch(row, col);
699 1.1 cgd if (((mc < 'A') || (mc > 'Z')) &&
700 1.1 cgd ((row != rogue.row) || (col != rogue.col))) {
701 1.1 cgd mvaddch(row, col, rc);
702 1.1 cgd }
703 1.1 cgd obj = obj->next_object;
704 1.1 cgd }
705 1.1 cgd
706 1.1 cgd monster = level_monsters.next_object;
707 1.1 cgd
708 1.1 cgd while (monster) {
709 1.1 cgd if (monster->m_flags & IMITATES) {
710 1.1 cgd mvaddch(monster->row, monster->col, (int) monster->disguise);
711 1.1 cgd }
712 1.1 cgd monster = monster->next_monster;
713 1.1 cgd }
714 1.1 cgd }
715 1.1 cgd
716 1.4 lukem void
717 1.1 cgd put_amulet()
718 1.1 cgd {
719 1.1 cgd object *obj;
720 1.1 cgd
721 1.1 cgd obj = alloc_object();
722 1.1 cgd obj->what_is = AMULET;
723 1.1 cgd rand_place(obj);
724 1.1 cgd }
725 1.1 cgd
726 1.4 lukem void
727 1.1 cgd rand_place(obj)
728 1.4 lukem object *obj;
729 1.1 cgd {
730 1.1 cgd short row, col;
731 1.1 cgd
732 1.1 cgd gr_row_col(&row, &col, (FLOOR | TUNNEL));
733 1.1 cgd place_at(obj, row, col);
734 1.1 cgd }
735 1.1 cgd
736 1.4 lukem void
737 1.1 cgd c_object_for_wizard()
738 1.1 cgd {
739 1.1 cgd short ch, max, wk;
740 1.1 cgd object *obj;
741 1.1 cgd char buf[80];
742 1.1 cgd
743 1.4 lukem max = 0;
744 1.1 cgd if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
745 1.1 cgd message("pack full", 0);
746 1.1 cgd return;
747 1.1 cgd }
748 1.1 cgd message("type of object?", 0);
749 1.1 cgd
750 1.1 cgd while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
751 1.1 cgd sound_bell();
752 1.1 cgd }
753 1.1 cgd check_message();
754 1.1 cgd
755 1.1 cgd if (ch == '\033') {
756 1.1 cgd return;
757 1.1 cgd }
758 1.1 cgd obj = alloc_object();
759 1.1 cgd
760 1.1 cgd switch(ch) {
761 1.1 cgd case '!':
762 1.1 cgd obj->what_is = POTION;
763 1.1 cgd max = POTIONS - 1;
764 1.1 cgd break;
765 1.1 cgd case '?':
766 1.1 cgd obj->what_is = SCROL;
767 1.1 cgd max = SCROLS - 1;
768 1.1 cgd break;
769 1.1 cgd case ',':
770 1.1 cgd obj->what_is = AMULET;
771 1.1 cgd break;
772 1.1 cgd case ':':
773 1.1 cgd get_food(obj, 0);
774 1.1 cgd break;
775 1.1 cgd case ')':
776 1.1 cgd gr_weapon(obj, 0);
777 1.1 cgd max = WEAPONS - 1;
778 1.1 cgd break;
779 1.1 cgd case ']':
780 1.1 cgd gr_armor(obj);
781 1.1 cgd max = ARMORS - 1;
782 1.1 cgd break;
783 1.1 cgd case '/':
784 1.1 cgd gr_wand(obj);
785 1.1 cgd max = WANDS - 1;
786 1.1 cgd break;
787 1.1 cgd case '=':
788 1.1 cgd max = RINGS - 1;
789 1.1 cgd obj->what_is = RING;
790 1.1 cgd break;
791 1.1 cgd }
792 1.1 cgd if ((ch != ',') && (ch != ':')) {
793 1.1 cgd GIL:
794 1.1 cgd if (get_input_line("which kind?", "", buf, "", 0, 1)) {
795 1.1 cgd wk = get_number(buf);
796 1.1 cgd if ((wk >= 0) && (wk <= max)) {
797 1.1 cgd obj->which_kind = (unsigned short) wk;
798 1.1 cgd if (obj->what_is == RING) {
799 1.1 cgd gr_ring(obj, 0);
800 1.1 cgd }
801 1.1 cgd } else {
802 1.1 cgd sound_bell();
803 1.1 cgd goto GIL;
804 1.1 cgd }
805 1.1 cgd } else {
806 1.1 cgd free_object(obj);
807 1.1 cgd return;
808 1.1 cgd }
809 1.1 cgd }
810 1.1 cgd get_desc(obj, buf);
811 1.1 cgd message(buf, 0);
812 1.1 cgd (void) add_to_pack(obj, &rogue.pack, 1);
813 1.1 cgd }
814