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1.1 root 1: /*
2: * Copyright (c) 1988 The Regents of the University of California.
3: * All rights reserved.
4: *
5: * This code is derived from software contributed to Berkeley by
6: * Timothy C. Stoehr.
7: *
8: * Redistribution and use in source and binary forms are permitted
9: * provided that: (1) source distributions retain this entire copyright
10: * notice and comment, and (2) distributions including binaries display
11: * the following acknowledgement: ``This product includes software
12: * developed by the University of California, Berkeley and its contributors''
13: * in the documentation or other materials provided with the distribution
14: * and in all advertising materials mentioning features or use of this
15: * software. Neither the name of the University nor the names of its
16: * contributors may be used to endorse or promote products derived
17: * from this software without specific prior written permission.
18: * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
19: * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
20: * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
21: */
22:
23: #ifndef lint
24: static char sccsid[] = "@(#)object.c 5.3 (Berkeley) 6/1/90";
25: #endif /* not lint */
26:
27: /*
28: * object.c
29: *
30: * This source herein may be modified and/or distributed by anybody who
31: * so desires, with the following restrictions:
32: * 1.) No portion of this notice shall be removed.
33: * 2.) Credit shall not be taken for the creation of this source.
34: * 3.) This code is not to be traded, sold, or used for personal
35: * gain or profit.
36: *
37: */
38:
39: #include "rogue.h"
40:
41: object level_objects;
42: unsigned short dungeon[DROWS][DCOLS];
43: short foods = 0;
44: object *free_list = (object *) 0;
45: char *fruit = (char *) 0;
46:
47: fighter rogue = {
48: INIT_AW, /* armor, weapon */
49: INIT_RINGS, /* rings */
50: INIT_HP, /* Hp current,max */
51: INIT_STR, /* Str current,max */
52: INIT_PACK, /* pack */
53: INIT_GOLD, /* gold */
54: INIT_EXP, /* exp level,points */
55: 0, 0, /* row, col */
56: INIT_CHAR, /* char */
57: INIT_MOVES /* moves */
58: };
59:
60: struct id id_potions[POTIONS] = {
61: {100, "blue \0 ", "of increase strength ", 0},
62: {250, "red \0 ", "of restore strength ", 0},
63: {100, "green \0 ", "of healing ", 0},
64: {200, "grey \0 ", "of extra healing ", 0},
65: {10, "brown \0 ", "of poison ", 0},
66: {300, "clear \0 ", "of raise level ", 0},
67: {10, "pink \0 ", "of blindness ", 0},
68: {25, "white \0 ", "of hallucination ", 0},
69: {100, "purple \0 ", "of detect monster ", 0},
70: {100, "black \0 ", "of detect things ", 0},
71: {10, "yellow \0 ", "of confusion ", 0},
72: {80, "plaid \0 ", "of levitation ", 0},
73: {150, "burgundy \0 ", "of haste self ", 0},
74: {145, "beige \0 ", "of see invisible ", 0}
75: };
76:
77: struct id id_scrolls[SCROLS] = {
78: {505, " ", "of protect armor ", 0},
79: {200, " ", "of hold monster ", 0},
80: {235, " ", "of enchant weapon ", 0},
81: {235, " ", "of enchant armor ", 0},
82: {175, " ", "of identify ", 0},
83: {190, " ", "of teleportation ", 0},
84: {25, " ", "of sleep ", 0},
85: {610, " ", "of scare monster ", 0},
86: {210, " ", "of remove curse ", 0},
87: {80, " ", "of create monster ",0},
88: {25, " ", "of aggravate monster ",0},
89: {180, " ", "of magic mapping ", 0},
90: {90, " ", "of confuse monster ", 0}
91: };
92:
93: struct id id_weapons[WEAPONS] = {
94: {150, "short bow ", "", 0},
95: {8, "darts ", "", 0},
96: {15, "arrows ", "", 0},
97: {27, "daggers ", "", 0},
98: {35, "shurikens ", "", 0},
99: {360, "mace ", "", 0},
100: {470, "long sword ", "", 0},
101: {580, "two-handed sword ", "", 0}
102: };
103:
104: struct id id_armors[ARMORS] = {
105: {300, "leather armor ", "", (UNIDENTIFIED)},
106: {300, "ring mail ", "", (UNIDENTIFIED)},
107: {400, "scale mail ", "", (UNIDENTIFIED)},
108: {500, "chain mail ", "", (UNIDENTIFIED)},
109: {600, "banded mail ", "", (UNIDENTIFIED)},
110: {600, "splint mail ", "", (UNIDENTIFIED)},
111: {700, "plate mail ", "", (UNIDENTIFIED)}
112: };
113:
114: struct id id_wands[WANDS] = {
115: {25, " ", "of teleport away ",0},
116: {50, " ", "of slow monster ", 0},
117: {8, " ", "of invisibility ",0},
118: {55, " ", "of polymorph ",0},
119: {2, " ", "of haste monster ",0},
120: {20, " ", "of magic missile ",0},
121: {20, " ", "of cancellation ",0},
122: {0, " ", "of do nothing ",0},
123: {35, " ", "of drain life ",0},
124: {20, " ", "of cold ",0},
125: {20, " ", "of fire ",0}
126: };
127:
128: struct id id_rings[RINGS] = {
129: {250, " ", "of stealth ",0},
130: {100, " ", "of teleportation ", 0},
131: {255, " ", "of regeneration ",0},
132: {295, " ", "of slow digestion ",0},
133: {200, " ", "of add strength ",0},
134: {250, " ", "of sustain strength ",0},
135: {250, " ", "of dexterity ",0},
136: {25, " ", "of adornment ",0},
137: {300, " ", "of see invisible ",0},
138: {290, " ", "of maintain armor ",0},
139: {270, " ", "of searching ",0},
140: };
141:
142: extern short cur_level, max_level;
143: extern short party_room;
144: extern char *error_file;
145: extern boolean is_wood[];
146:
147: put_objects()
148: {
149: short i, n;
150: object *obj;
151:
152: if (cur_level < max_level) {
153: return;
154: }
155: n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
156: while (rand_percent(33)) {
157: n++;
158: }
159: if (party_room != NO_ROOM) {
160: make_party();
161: }
162: for (i = 0; i < n; i++) {
163: obj = gr_object();
164: rand_place(obj);
165: }
166: put_gold();
167: }
168:
169: put_gold()
170: {
171: short i, j;
172: short row,col;
173: boolean is_maze, is_room;
174:
175: for (i = 0; i < MAXROOMS; i++) {
176: is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
177: is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
178:
179: if (!(is_room || is_maze)) {
180: continue;
181: }
182: if (is_maze || rand_percent(GOLD_PERCENT)) {
183: for (j = 0; j < 50; j++) {
184: row = get_rand(rooms[i].top_row+1,
185: rooms[i].bottom_row-1);
186: col = get_rand(rooms[i].left_col+1,
187: rooms[i].right_col-1);
188: if ((dungeon[row][col] == FLOOR) ||
189: (dungeon[row][col] == TUNNEL)) {
190: plant_gold(row, col, is_maze);
191: break;
192: }
193: }
194: }
195: }
196: }
197:
198: plant_gold(row, col, is_maze)
199: short row, col;
200: boolean is_maze;
201: {
202: object *obj;
203:
204: obj = alloc_object();
205: obj->row = row; obj->col = col;
206: obj->what_is = GOLD;
207: obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
208: if (is_maze) {
209: obj->quantity += obj->quantity / 2;
210: }
211: dungeon[row][col] |= OBJECT;
212: (void) add_to_pack(obj, &level_objects, 0);
213: }
214:
215: place_at(obj, row, col)
216: object *obj;
217: {
218: obj->row = row;
219: obj->col = col;
220: dungeon[row][col] |= OBJECT;
221: (void) add_to_pack(obj, &level_objects, 0);
222: }
223:
224: object *
225: object_at(pack, row, col)
226: register object *pack;
227: short row, col;
228: {
229: object *obj = (object *) 0;
230:
231: if (dungeon[row][col] & (MONSTER | OBJECT)) {
232: obj = pack->next_object;
233:
234: while (obj && ((obj->row != row) || (obj->col != col))) {
235: obj = obj->next_object;
236: }
237: if (!obj) {
238: message("object_at(): inconsistent", 1);
239: }
240: }
241: return(obj);
242: }
243:
244: object *
245: get_letter_object(ch)
246: {
247: object *obj;
248:
249: obj = rogue.pack.next_object;
250:
251: while (obj && (obj->ichar != ch)) {
252: obj = obj->next_object;
253: }
254: return(obj);
255: }
256:
257: free_stuff(objlist)
258: object *objlist;
259: {
260: object *obj;
261:
262: while (objlist->next_object) {
263: obj = objlist->next_object;
264: objlist->next_object =
265: objlist->next_object->next_object;
266: free_object(obj);
267: }
268: }
269:
270: char *
271: name_of(obj)
272: object *obj;
273: {
274: char *retstring;
275:
276: switch(obj->what_is) {
277: case SCROL:
278: retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
279: break;
280: case POTION:
281: retstring = obj->quantity > 1 ? "potions " : "potion ";
282: break;
283: case FOOD:
284: if (obj->which_kind == RATION) {
285: retstring = "food ";
286: } else {
287: retstring = fruit;
288: }
289: break;
290: case WAND:
291: retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
292: break;
293: case WEAPON:
294: switch(obj->which_kind) {
295: case DART:
296: retstring=obj->quantity > 1 ? "darts " : "dart ";
297: break;
298: case ARROW:
299: retstring=obj->quantity > 1 ? "arrows " : "arrow ";
300: break;
301: case DAGGER:
302: retstring=obj->quantity > 1 ? "daggers " : "dagger ";
303: break;
304: case SHURIKEN:
305: retstring=obj->quantity > 1?"shurikens ":"shuriken ";
306: break;
307: default:
308: retstring = id_weapons[obj->which_kind].title;
309: }
310: break;
311: case ARMOR:
312: retstring = "armor ";
313: break;
314: case RING:
315: retstring = "ring ";
316: break;
317: case AMULET:
318: retstring = "amulet ";
319: break;
320: default:
321: retstring = "unknown ";
322: break;
323: }
324: return(retstring);
325: }
326:
327: object *
328: gr_object()
329: {
330: object *obj;
331:
332: obj = alloc_object();
333:
334: if (foods < (cur_level / 3)) {
335: obj->what_is = FOOD;
336: foods++;
337: } else {
338: obj->what_is = gr_what_is();
339: }
340: switch(obj->what_is) {
341: case SCROL:
342: gr_scroll(obj);
343: break;
344: case POTION:
345: gr_potion(obj);
346: break;
347: case WEAPON:
348: gr_weapon(obj, 1);
349: break;
350: case ARMOR:
351: gr_armor(obj);
352: break;
353: case WAND:
354: gr_wand(obj);
355: break;
356: case FOOD:
357: get_food(obj, 0);
358: break;
359: case RING:
360: gr_ring(obj, 1);
361: break;
362: }
363: return(obj);
364: }
365:
366: unsigned short
367: gr_what_is()
368: {
369: short percent;
370: unsigned short what_is;
371:
372: percent = get_rand(1, 91);
373:
374: if (percent <= 30) {
375: what_is = SCROL;
376: } else if (percent <= 60) {
377: what_is = POTION;
378: } else if (percent <= 64) {
379: what_is = WAND;
380: } else if (percent <= 74) {
381: what_is = WEAPON;
382: } else if (percent <= 83) {
383: what_is = ARMOR;
384: } else if (percent <= 88) {
385: what_is = FOOD;
386: } else {
387: what_is = RING;
388: }
389: return(what_is);
390: }
391:
392: gr_scroll(obj)
393: object *obj;
394: {
395: short percent;
396:
397: percent = get_rand(0, 91);
398:
399: obj->what_is = SCROL;
400:
401: if (percent <= 5) {
402: obj->which_kind = PROTECT_ARMOR;
403: } else if (percent <= 10) {
404: obj->which_kind = HOLD_MONSTER;
405: } else if (percent <= 20) {
406: obj->which_kind = CREATE_MONSTER;
407: } else if (percent <= 35) {
408: obj->which_kind = IDENTIFY;
409: } else if (percent <= 43) {
410: obj->which_kind = TELEPORT;
411: } else if (percent <= 50) {
412: obj->which_kind = SLEEP;
413: } else if (percent <= 55) {
414: obj->which_kind = SCARE_MONSTER;
415: } else if (percent <= 64) {
416: obj->which_kind = REMOVE_CURSE;
417: } else if (percent <= 69) {
418: obj->which_kind = ENCH_ARMOR;
419: } else if (percent <= 74) {
420: obj->which_kind = ENCH_WEAPON;
421: } else if (percent <= 80) {
422: obj->which_kind = AGGRAVATE_MONSTER;
423: } else if (percent <= 86) {
424: obj->which_kind = CON_MON;
425: } else {
426: obj->which_kind = MAGIC_MAPPING;
427: }
428: }
429:
430: gr_potion(obj)
431: object *obj;
432: {
433: short percent;
434:
435: percent = get_rand(1, 118);
436:
437: obj->what_is = POTION;
438:
439: if (percent <= 5) {
440: obj->which_kind = RAISE_LEVEL;
441: } else if (percent <= 15) {
442: obj->which_kind = DETECT_OBJECTS;
443: } else if (percent <= 25) {
444: obj->which_kind = DETECT_MONSTER;
445: } else if (percent <= 35) {
446: obj->which_kind = INCREASE_STRENGTH;
447: } else if (percent <= 45) {
448: obj->which_kind = RESTORE_STRENGTH;
449: } else if (percent <= 55) {
450: obj->which_kind = HEALING;
451: } else if (percent <= 65) {
452: obj->which_kind = EXTRA_HEALING;
453: } else if (percent <= 75) {
454: obj->which_kind = BLINDNESS;
455: } else if (percent <= 85) {
456: obj->which_kind = HALLUCINATION;
457: } else if (percent <= 95) {
458: obj->which_kind = CONFUSION;
459: } else if (percent <= 105) {
460: obj->which_kind = POISON;
461: } else if (percent <= 110) {
462: obj->which_kind = LEVITATION;
463: } else if (percent <= 114) {
464: obj->which_kind = HASTE_SELF;
465: } else {
466: obj->which_kind = SEE_INVISIBLE;
467: }
468: }
469:
470: gr_weapon(obj, assign_wk)
471: object *obj;
472: int assign_wk;
473: {
474: short percent;
475: short i;
476: short blessing, increment;
477:
478: obj->what_is = WEAPON;
479: if (assign_wk) {
480: obj->which_kind = get_rand(0, (WEAPONS - 1));
481: }
482: if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
483: (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
484: obj->quantity = get_rand(3, 15);
485: obj->quiver = get_rand(0, 126);
486: } else {
487: obj->quantity = 1;
488: }
489: obj->hit_enchant = obj->d_enchant = 0;
490:
491: percent = get_rand(1, 96);
492: blessing = get_rand(1, 3);
493:
494: if (percent <= 16) {
495: increment = 1;
496: } else if (percent <= 32) {
497: increment = -1;
498: obj->is_cursed = 1;
499: }
500: if (percent <= 32) {
501: for (i = 0; i < blessing; i++) {
502: if (coin_toss()) {
503: obj->hit_enchant += increment;
504: } else {
505: obj->d_enchant += increment;
506: }
507: }
508: }
509: switch(obj->which_kind) {
510: case BOW:
511: case DART:
512: obj->damage = "1d1";
513: break;
514: case ARROW:
515: obj->damage = "1d2";
516: break;
517: case DAGGER:
518: obj->damage = "1d3";
519: break;
520: case SHURIKEN:
521: obj->damage = "1d4";
522: break;
523: case MACE:
524: obj->damage = "2d3";
525: break;
526: case LONG_SWORD:
527: obj->damage = "3d4";
528: break;
529: case TWO_HANDED_SWORD:
530: obj->damage = "4d5";
531: break;
532: }
533: }
534:
535: gr_armor(obj)
536: object *obj;
537: {
538: short percent;
539: short blessing;
540:
541: obj->what_is = ARMOR;
542: obj->which_kind = get_rand(0, (ARMORS - 1));
543: obj->class = obj->which_kind + 2;
544: if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
545: obj->class--;
546: }
547: obj->is_protected = 0;
548: obj->d_enchant = 0;
549:
550: percent = get_rand(1, 100);
551: blessing = get_rand(1, 3);
552:
553: if (percent <= 16) {
554: obj->is_cursed = 1;
555: obj->d_enchant -= blessing;
556: } else if (percent <= 33) {
557: obj->d_enchant += blessing;
558: }
559: }
560:
561: gr_wand(obj)
562: object *obj;
563: {
564: obj->what_is = WAND;
565: obj->which_kind = get_rand(0, (WANDS - 1));
566: obj->class = get_rand(3, 7);
567: }
568:
569: get_food(obj, force_ration)
570: object *obj;
571: boolean force_ration;
572: {
573: obj->what_is = FOOD;
574:
575: if (force_ration || rand_percent(80)) {
576: obj->which_kind = RATION;
577: } else {
578: obj->which_kind = FRUIT;
579: }
580: }
581:
582: put_stairs()
583: {
584: short row, col;
585:
586: gr_row_col(&row, &col, (FLOOR | TUNNEL));
587: dungeon[row][col] |= STAIRS;
588: }
589:
590: get_armor_class(obj)
591: object *obj;
592: {
593: if (obj) {
594: return(obj->class + obj->d_enchant);
595: }
596: return(0);
597: }
598:
599: object *
600: alloc_object()
601: {
602: object *obj;
603:
604: if (free_list) {
605: obj = free_list;
606: free_list = free_list->next_object;
607: } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
608: message("cannot allocate object, saving game", 0);
609: save_into_file(error_file);
610: }
611: obj->quantity = 1;
612: obj->ichar = 'L';
613: obj->picked_up = obj->is_cursed = 0;
614: obj->in_use_flags = NOT_USED;
615: obj->identified = UNIDENTIFIED;
616: obj->damage = "1d1";
617: return(obj);
618: }
619:
620: free_object(obj)
621: object *obj;
622: {
623: obj->next_object = free_list;
624: free_list = obj;
625: }
626:
627: make_party()
628: {
629: short n;
630:
631: party_room = gr_room();
632:
633: n = rand_percent(99) ? party_objects(party_room) : 11;
634: if (rand_percent(99)) {
635: party_monsters(party_room, n);
636: }
637: }
638:
639: show_objects()
640: {
641: object *obj;
642: short mc, rc, row, col;
643: object *monster;
644:
645: obj = level_objects.next_object;
646:
647: while (obj) {
648: row = obj->row;
649: col = obj->col;
650:
651: rc = get_mask_char(obj->what_is);
652:
653: if (dungeon[row][col] & MONSTER) {
654: if (monster = object_at(&level_monsters, row, col)) {
655: monster->trail_char = rc;
656: }
657: }
658: mc = mvinch(row, col);
659: if (((mc < 'A') || (mc > 'Z')) &&
660: ((row != rogue.row) || (col != rogue.col))) {
661: mvaddch(row, col, rc);
662: }
663: obj = obj->next_object;
664: }
665:
666: monster = level_monsters.next_object;
667:
668: while (monster) {
669: if (monster->m_flags & IMITATES) {
670: mvaddch(monster->row, monster->col, (int) monster->disguise);
671: }
672: monster = monster->next_monster;
673: }
674: }
675:
676: put_amulet()
677: {
678: object *obj;
679:
680: obj = alloc_object();
681: obj->what_is = AMULET;
682: rand_place(obj);
683: }
684:
685: rand_place(obj)
686: object *obj;
687: {
688: short row, col;
689:
690: gr_row_col(&row, &col, (FLOOR | TUNNEL));
691: place_at(obj, row, col);
692: }
693:
694: c_object_for_wizard()
695: {
696: short ch, max, wk;
697: object *obj;
698: char buf[80];
699:
700: if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
701: message("pack full", 0);
702: return;
703: }
704: message("type of object?", 0);
705:
706: while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
707: sound_bell();
708: }
709: check_message();
710:
711: if (ch == '\033') {
712: return;
713: }
714: obj = alloc_object();
715:
716: switch(ch) {
717: case '!':
718: obj->what_is = POTION;
719: max = POTIONS - 1;
720: break;
721: case '?':
722: obj->what_is = SCROL;
723: max = SCROLS - 1;
724: break;
725: case ',':
726: obj->what_is = AMULET;
727: break;
728: case ':':
729: get_food(obj, 0);
730: break;
731: case ')':
732: gr_weapon(obj, 0);
733: max = WEAPONS - 1;
734: break;
735: case ']':
736: gr_armor(obj);
737: max = ARMORS - 1;
738: break;
739: case '/':
740: gr_wand(obj);
741: max = WANDS - 1;
742: break;
743: case '=':
744: max = RINGS - 1;
745: obj->what_is = RING;
746: break;
747: }
748: if ((ch != ',') && (ch != ':')) {
749: GIL:
750: if (get_input_line("which kind?", "", buf, "", 0, 1)) {
751: wk = get_number(buf);
752: if ((wk >= 0) && (wk <= max)) {
753: obj->which_kind = (unsigned short) wk;
754: if (obj->what_is == RING) {
755: gr_ring(obj, 0);
756: }
757: } else {
758: sound_bell();
759: goto GIL;
760: }
761: } else {
762: free_object(obj);
763: return;
764: }
765: }
766: get_desc(obj, buf);
767: message(buf, 0);
768: (void) add_to_pack(obj, &rogue.pack, 1);
769: }
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