Patrick Welche <prlw1@cam.ac.uk>
[netbsd-mini2440.git] / games / rogue / object.c
blob30ae35d52dda5a503448a8b868504bba10710610
1 /* $NetBSD: object.c,v 1.13 2008/01/14 03:50:02 dholland Exp $ */
3 /*
4 * Copyright (c) 1988, 1993
5 * The Regents of the University of California. All rights reserved.
7 * This code is derived from software contributed to Berkeley by
8 * Timothy C. Stoehr.
10 * Redistribution and use in source and binary forms, with or without
11 * modification, are permitted provided that the following conditions
12 * are met:
13 * 1. Redistributions of source code must retain the above copyright
14 * notice, this list of conditions and the following disclaimer.
15 * 2. Redistributions in binary form must reproduce the above copyright
16 * notice, this list of conditions and the following disclaimer in the
17 * documentation and/or other materials provided with the distribution.
18 * 3. Neither the name of the University nor the names of its contributors
19 * may be used to endorse or promote products derived from this software
20 * without specific prior written permission.
22 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32 * SUCH DAMAGE.
35 #include <sys/cdefs.h>
36 #ifndef lint
37 #if 0
38 static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93";
39 #else
40 __RCSID("$NetBSD: object.c,v 1.13 2008/01/14 03:50:02 dholland Exp $");
41 #endif
42 #endif /* not lint */
45 * object.c
47 * This source herein may be modified and/or distributed by anybody who
48 * so desires, with the following restrictions:
49 * 1.) No portion of this notice shall be removed.
50 * 2.) Credit shall not be taken for the creation of this source.
51 * 3.) This code is not to be traded, sold, or used for personal
52 * gain or profit.
56 #include "rogue.h"
58 object level_objects;
59 unsigned short dungeon[DROWS][DCOLS];
60 short foods = 0;
61 char *fruit = NULL;
63 static object *free_list = NULL;
65 fighter rogue = {
66 INIT_AW, /* armor */
67 INIT_AW, /* weapon */
68 INIT_RINGS, /* left ring */
69 INIT_RINGS, /* right ring */
70 INIT_HP, /* Hp current */
71 INIT_HP, /* Hp max */
72 INIT_STR, /* Str current */
73 INIT_STR, /* Str max */
74 INIT_PACK, /* pack */
75 INIT_GOLD, /* gold */
76 INIT_EXPLEVEL, /* exp level */
77 INIT_EXP, /* exp points */
78 0, 0, /* row, col */
79 INIT_CHAR, /* char */
80 INIT_MOVES /* moves */
83 struct id id_potions[POTIONS] = {
84 {100, "blue ", "of increase strength ", 0},
85 {250, "red ", "of restore strength ", 0},
86 {100, "green ", "of healing ", 0},
87 {200, "grey ", "of extra healing ", 0},
88 {10, "brown ", "of poison ", 0},
89 {300, "clear ", "of raise level ", 0},
90 {10, "pink ", "of blindness ", 0},
91 {25, "white ", "of hallucination ", 0},
92 {100, "purple ", "of detect monster ", 0},
93 {100, "black ", "of detect things ", 0},
94 {10, "yellow ", "of confusion ", 0},
95 {80, "plaid ", "of levitation ", 0},
96 {150, "burgundy ", "of haste self ", 0},
97 {145, "beige ", "of see invisible ", 0}
100 struct id id_scrolls[SCROLS] = {
101 {505, "", "of protect armor ", 0},
102 {200, "", "of hold monster ", 0},
103 {235, "", "of enchant weapon ", 0},
104 {235, "", "of enchant armor ", 0},
105 {175, "", "of identify ", 0},
106 {190, "", "of teleportation ", 0},
107 {25, "", "of sleep ", 0},
108 {610, "", "of scare monster ", 0},
109 {210, "", "of remove curse ", 0},
110 {80, "", "of create monster ",0},
111 {25, "", "of aggravate monster ",0},
112 {180, "", "of magic mapping ", 0},
113 {90, "", "of confuse monster ", 0}
116 struct id id_weapons[WEAPONS] = {
117 {150, "short bow ", "", 0},
118 {8, "darts ", "", 0},
119 {15, "arrows ", "", 0},
120 {27, "daggers ", "", 0},
121 {35, "shurikens ", "", 0},
122 {360, "mace ", "", 0},
123 {470, "long sword ", "", 0},
124 {580, "two-handed sword ", "", 0}
127 struct id id_armors[ARMORS] = {
128 {300, "leather armor ", "", (UNIDENTIFIED)},
129 {300, "ring mail ", "", (UNIDENTIFIED)},
130 {400, "scale mail ", "", (UNIDENTIFIED)},
131 {500, "chain mail ", "", (UNIDENTIFIED)},
132 {600, "banded mail ", "", (UNIDENTIFIED)},
133 {600, "splint mail ", "", (UNIDENTIFIED)},
134 {700, "plate mail ", "", (UNIDENTIFIED)}
137 struct id id_wands[WANDS] = {
138 {25, "", "of teleport away ",0},
139 {50, "", "of slow monster ", 0},
140 {8, "", "of invisibility ",0},
141 {55, "", "of polymorph ",0},
142 {2, "", "of haste monster ",0},
143 {20, "", "of magic missile ",0},
144 {20, "", "of cancellation ",0},
145 {0, "", "of do nothing ",0},
146 {35, "", "of drain life ",0},
147 {20, "", "of cold ",0},
148 {20, "", "of fire ",0}
151 struct id id_rings[RINGS] = {
152 {250, "", "of stealth ",0},
153 {100, "", "of teleportation ", 0},
154 {255, "", "of regeneration ",0},
155 {295, "", "of slow digestion ",0},
156 {200, "", "of add strength ",0},
157 {250, "", "of sustain strength ",0},
158 {250, "", "of dexterity ",0},
159 {25, "", "of adornment ",0},
160 {300, "", "of see invisible ",0},
161 {290, "", "of maintain armor ",0},
162 {270, "", "of searching ",0},
165 static void gr_armor(object *);
166 static void gr_potion(object *);
167 static void gr_scroll(object *);
168 static void gr_wand(object *);
169 static void gr_weapon(object *, int);
170 static unsigned short gr_what_is(void);
171 static void make_party(void);
172 static void plant_gold(short, short, boolean);
173 static void put_gold(void);
174 static void rand_place(object *);
176 void
177 put_objects(void)
179 short i, n;
180 object *obj;
182 if (cur_level < max_level) {
183 return;
185 n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
186 while (rand_percent(33)) {
187 n++;
189 if (party_room != NO_ROOM) {
190 make_party();
192 for (i = 0; i < n; i++) {
193 obj = gr_object();
194 rand_place(obj);
196 put_gold();
199 static void
200 put_gold(void)
202 short i, j;
203 short row,col;
204 boolean is_maze, is_room;
206 for (i = 0; i < MAXROOMS; i++) {
207 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
208 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
210 if (!(is_room || is_maze)) {
211 continue;
213 if (is_maze || rand_percent(GOLD_PERCENT)) {
214 for (j = 0; j < 50; j++) {
215 row = get_rand(rooms[i].top_row+1,
216 rooms[i].bottom_row-1);
217 col = get_rand(rooms[i].left_col+1,
218 rooms[i].right_col-1);
219 if ((dungeon[row][col] == FLOOR) ||
220 (dungeon[row][col] == TUNNEL)) {
221 plant_gold(row, col, is_maze);
222 break;
229 static void
230 plant_gold(short row, short col, boolean is_maze)
232 object *obj;
234 obj = alloc_object();
235 obj->row = row; obj->col = col;
236 obj->what_is = GOLD;
237 obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
238 if (is_maze) {
239 obj->quantity += obj->quantity / 2;
241 dungeon[row][col] |= OBJECT;
242 (void)add_to_pack(obj, &level_objects, 0);
245 void
246 place_at(object *obj, int row, int col)
248 obj->row = row;
249 obj->col = col;
250 dungeon[row][col] |= OBJECT;
251 (void)add_to_pack(obj, &level_objects, 0);
254 object *
255 object_at(object *pack, short row, short col)
257 object *obj = NULL;
259 if (dungeon[row][col] & (MONSTER | OBJECT)) {
260 obj = pack->next_object;
262 while (obj && ((obj->row != row) || (obj->col != col))) {
263 obj = obj->next_object;
265 if (!obj) {
266 messagef(1, "object_at(): inconsistent");
269 return(obj);
272 object *
273 get_letter_object(int ch)
275 object *obj;
277 obj = rogue.pack.next_object;
279 while (obj && (obj->ichar != ch)) {
280 obj = obj->next_object;
282 return(obj);
285 void
286 free_stuff(object *objlist)
288 object *obj;
290 while (objlist->next_object) {
291 obj = objlist->next_object;
292 objlist->next_object =
293 objlist->next_object->next_object;
294 free_object(obj);
298 const char *
299 name_of(const object *obj)
301 const char *retstring;
303 switch(obj->what_is) {
304 case SCROL:
305 retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
306 break;
307 case POTION:
308 retstring = obj->quantity > 1 ? "potions " : "potion ";
309 break;
310 case FOOD:
311 if (obj->which_kind == RATION) {
312 retstring = "food ";
313 } else {
314 retstring = fruit;
316 break;
317 case WAND:
318 retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
319 break;
320 case WEAPON:
321 switch(obj->which_kind) {
322 case DART:
323 retstring=obj->quantity > 1 ? "darts " : "dart ";
324 break;
325 case ARROW:
326 retstring=obj->quantity > 1 ? "arrows " : "arrow ";
327 break;
328 case DAGGER:
329 retstring=obj->quantity > 1 ? "daggers " : "dagger ";
330 break;
331 case SHURIKEN:
332 retstring=obj->quantity > 1?"shurikens ":"shuriken ";
333 break;
334 default:
335 retstring = id_weapons[obj->which_kind].title;
337 break;
338 case ARMOR:
339 retstring = "armor ";
340 break;
341 case RING:
342 retstring = "ring ";
343 break;
344 case AMULET:
345 retstring = "amulet ";
346 break;
347 default:
348 retstring = "unknown ";
349 break;
351 return(retstring);
354 object *
355 gr_object(void)
357 object *obj;
359 obj = alloc_object();
361 if (foods < (cur_level / 3)) {
362 obj->what_is = FOOD;
363 foods++;
364 } else {
365 obj->what_is = gr_what_is();
367 switch(obj->what_is) {
368 case SCROL:
369 gr_scroll(obj);
370 break;
371 case POTION:
372 gr_potion(obj);
373 break;
374 case WEAPON:
375 gr_weapon(obj, 1);
376 break;
377 case ARMOR:
378 gr_armor(obj);
379 break;
380 case WAND:
381 gr_wand(obj);
382 break;
383 case FOOD:
384 get_food(obj, 0);
385 break;
386 case RING:
387 gr_ring(obj, 1);
388 break;
390 return(obj);
393 static unsigned short
394 gr_what_is(void)
396 short percent;
397 unsigned short what_is;
399 percent = get_rand(1, 91);
401 if (percent <= 30) {
402 what_is = SCROL;
403 } else if (percent <= 60) {
404 what_is = POTION;
405 } else if (percent <= 64) {
406 what_is = WAND;
407 } else if (percent <= 74) {
408 what_is = WEAPON;
409 } else if (percent <= 83) {
410 what_is = ARMOR;
411 } else if (percent <= 88) {
412 what_is = FOOD;
413 } else {
414 what_is = RING;
416 return(what_is);
419 static void
420 gr_scroll(object *obj)
422 short percent;
424 percent = get_rand(0, 91);
426 obj->what_is = SCROL;
428 if (percent <= 5) {
429 obj->which_kind = PROTECT_ARMOR;
430 } else if (percent <= 10) {
431 obj->which_kind = HOLD_MONSTER;
432 } else if (percent <= 20) {
433 obj->which_kind = CREATE_MONSTER;
434 } else if (percent <= 35) {
435 obj->which_kind = IDENTIFY;
436 } else if (percent <= 43) {
437 obj->which_kind = TELEPORT;
438 } else if (percent <= 50) {
439 obj->which_kind = SLEEP;
440 } else if (percent <= 55) {
441 obj->which_kind = SCARE_MONSTER;
442 } else if (percent <= 64) {
443 obj->which_kind = REMOVE_CURSE;
444 } else if (percent <= 69) {
445 obj->which_kind = ENCH_ARMOR;
446 } else if (percent <= 74) {
447 obj->which_kind = ENCH_WEAPON;
448 } else if (percent <= 80) {
449 obj->which_kind = AGGRAVATE_MONSTER;
450 } else if (percent <= 86) {
451 obj->which_kind = CON_MON;
452 } else {
453 obj->which_kind = MAGIC_MAPPING;
457 static void
458 gr_potion(object *obj)
460 short percent;
462 percent = get_rand(1, 118);
464 obj->what_is = POTION;
466 if (percent <= 5) {
467 obj->which_kind = RAISE_LEVEL;
468 } else if (percent <= 15) {
469 obj->which_kind = DETECT_OBJECTS;
470 } else if (percent <= 25) {
471 obj->which_kind = DETECT_MONSTER;
472 } else if (percent <= 35) {
473 obj->which_kind = INCREASE_STRENGTH;
474 } else if (percent <= 45) {
475 obj->which_kind = RESTORE_STRENGTH;
476 } else if (percent <= 55) {
477 obj->which_kind = HEALING;
478 } else if (percent <= 65) {
479 obj->which_kind = EXTRA_HEALING;
480 } else if (percent <= 75) {
481 obj->which_kind = BLINDNESS;
482 } else if (percent <= 85) {
483 obj->which_kind = HALLUCINATION;
484 } else if (percent <= 95) {
485 obj->which_kind = CONFUSION;
486 } else if (percent <= 105) {
487 obj->which_kind = POISON;
488 } else if (percent <= 110) {
489 obj->which_kind = LEVITATION;
490 } else if (percent <= 114) {
491 obj->which_kind = HASTE_SELF;
492 } else {
493 obj->which_kind = SEE_INVISIBLE;
497 static void
498 gr_weapon(object *obj, int assign_wk)
500 short percent;
501 short i;
502 short blessing, increment;
504 obj->what_is = WEAPON;
505 if (assign_wk) {
506 obj->which_kind = get_rand(0, (WEAPONS - 1));
508 if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
509 (obj->which_kind == SHURIKEN) || (obj->which_kind == DART)) {
510 obj->quantity = get_rand(3, 15);
511 obj->quiver = get_rand(0, 126);
512 } else {
513 obj->quantity = 1;
515 obj->hit_enchant = obj->d_enchant = 0;
517 percent = get_rand(1, 96);
518 blessing = get_rand(1, 3);
520 if (percent <= 32) {
521 if (percent <= 16) {
522 increment = 1;
523 } else {
524 increment = -1;
525 obj->is_cursed = 1;
527 for (i = 0; i < blessing; i++) {
528 if (coin_toss()) {
529 obj->hit_enchant += increment;
530 } else {
531 obj->d_enchant += increment;
535 switch(obj->which_kind) {
536 case BOW:
537 case DART:
538 obj->damage = "1d1";
539 break;
540 case ARROW:
541 obj->damage = "1d2";
542 break;
543 case DAGGER:
544 obj->damage = "1d3";
545 break;
546 case SHURIKEN:
547 obj->damage = "1d4";
548 break;
549 case MACE:
550 obj->damage = "2d3";
551 break;
552 case LONG_SWORD:
553 obj->damage = "3d4";
554 break;
555 case TWO_HANDED_SWORD:
556 obj->damage = "4d5";
557 break;
561 static void
562 gr_armor(object *obj)
564 short percent;
565 short blessing;
567 obj->what_is = ARMOR;
568 obj->which_kind = get_rand(0, (ARMORS - 1));
569 obj->class = obj->which_kind + 2;
570 if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
571 obj->class--;
573 obj->is_protected = 0;
574 obj->d_enchant = 0;
576 percent = get_rand(1, 100);
577 blessing = get_rand(1, 3);
579 if (percent <= 16) {
580 obj->is_cursed = 1;
581 obj->d_enchant -= blessing;
582 } else if (percent <= 33) {
583 obj->d_enchant += blessing;
587 static void
588 gr_wand(object *obj)
590 obj->what_is = WAND;
591 obj->which_kind = get_rand(0, (WANDS - 1));
592 obj->class = get_rand(3, 7);
595 void
596 get_food(object *obj, boolean force_ration)
598 obj->what_is = FOOD;
600 if (force_ration || rand_percent(80)) {
601 obj->which_kind = RATION;
602 } else {
603 obj->which_kind = FRUIT;
607 void
608 put_stairs(void)
610 short row, col;
612 gr_row_col(&row, &col, (FLOOR | TUNNEL));
613 dungeon[row][col] |= STAIRS;
617 get_armor_class(const object *obj)
619 if (obj) {
620 return(obj->class + obj->d_enchant);
622 return(0);
625 object *
626 alloc_object(void)
628 object *obj;
630 if (free_list) {
631 obj = free_list;
632 free_list = free_list->next_object;
633 } else if (!(obj = md_malloc(sizeof(object)))) {
634 messagef(0, "cannot allocate object, saving game");
635 save_into_file(error_file);
636 clean_up("alloc_object: save failed");
638 obj->quantity = 1;
639 obj->ichar = 'L';
640 obj->picked_up = obj->is_cursed = 0;
641 obj->in_use_flags = NOT_USED;
642 obj->identified = UNIDENTIFIED;
643 obj->damage = "1d1";
644 return(obj);
647 void
648 free_object(object *obj)
650 obj->next_object = free_list;
651 free_list = obj;
654 static void
655 make_party(void)
657 short n;
659 party_room = gr_room();
661 n = rand_percent(99) ? party_objects(party_room) : 11;
662 if (rand_percent(99)) {
663 party_monsters(party_room, n);
667 void
668 show_objects(void)
670 object *obj;
671 short mc, rc, row, col;
672 object *monster;
674 obj = level_objects.next_object;
676 while (obj) {
677 row = obj->row;
678 col = obj->col;
680 rc = get_mask_char(obj->what_is);
682 if (dungeon[row][col] & MONSTER) {
683 if ((monster =
684 object_at(&level_monsters, row, col)) != NULL) {
685 monster->trail_char = rc;
688 mc = mvinch(row, col);
689 if (((mc < 'A') || (mc > 'Z')) &&
690 ((row != rogue.row) || (col != rogue.col))) {
691 mvaddch(row, col, rc);
693 obj = obj->next_object;
696 monster = level_monsters.next_object;
698 while (monster) {
699 if (monster->m_flags & IMITATES) {
700 mvaddch(monster->row, monster->col, (int)monster->disguise);
702 monster = monster->next_monster;
706 void
707 put_amulet(void)
709 object *obj;
711 obj = alloc_object();
712 obj->what_is = AMULET;
713 rand_place(obj);
716 static void
717 rand_place(object *obj)
719 short row, col;
721 gr_row_col(&row, &col, (FLOOR | TUNNEL));
722 place_at(obj, row, col);
725 void
726 c_object_for_wizard(void)
728 short ch, max, wk;
729 object *obj;
730 char buf[80];
732 max = 0;
733 if (pack_count(NULL) >= MAX_PACK_COUNT) {
734 messagef(0, "pack full");
735 return;
737 messagef(0, "type of object?");
739 while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
740 sound_bell();
742 check_message();
744 if (ch == '\033') {
745 return;
747 obj = alloc_object();
749 switch(ch) {
750 case '!':
751 obj->what_is = POTION;
752 max = POTIONS - 1;
753 break;
754 case '?':
755 obj->what_is = SCROL;
756 max = SCROLS - 1;
757 break;
758 case ',':
759 obj->what_is = AMULET;
760 break;
761 case ':':
762 get_food(obj, 0);
763 break;
764 case ')':
765 gr_weapon(obj, 0);
766 max = WEAPONS - 1;
767 break;
768 case ']':
769 gr_armor(obj);
770 max = ARMORS - 1;
771 break;
772 case '/':
773 gr_wand(obj);
774 max = WANDS - 1;
775 break;
776 case '=':
777 max = RINGS - 1;
778 obj->what_is = RING;
779 break;
781 if ((ch != ',') && (ch != ':')) {
782 GIL:
783 if (get_input_line("which kind?", "", buf, sizeof(buf), "", 0, 1)) {
784 wk = get_number(buf);
785 if ((wk >= 0) && (wk <= max)) {
786 obj->which_kind = wk;
787 if (obj->what_is == RING) {
788 gr_ring(obj, 0);
790 } else {
791 sound_bell();
792 goto GIL;
794 } else {
795 free_object(obj);
796 return;
799 get_desc(obj, buf, sizeof(buf));
800 messagef(0, "%s", buf);
801 (void)add_to_pack(obj, &rogue.pack, 1);