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diff --git a/games/rogue/object.c b/games/rogue/object.c
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+/*
+ * Copyright (c) 1988, 1993
+ * The Regents of the University of California. All rights reserved.
+ *
+ * This code is derived from software contributed to Berkeley by
+ * Timothy C. Stoehr.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. All advertising materials mentioning features or use of this software
+ * must display the following acknowledgement:
+ * This product includes software developed by the University of
+ * California, Berkeley and its contributors.
+ * 4. Neither the name of the University nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
+ * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
+ * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+ * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
+ * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
+ * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+ * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
+ * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
+ * SUCH DAMAGE.
+ */
+
+#ifndef lint
+static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93";
+#endif /* not lint */
+
+/*
+ * object.c
+ *
+ * This source herein may be modified and/or distributed by anybody who
+ * so desires, with the following restrictions:
+ * 1.) No portion of this notice shall be removed.
+ * 2.) Credit shall not be taken for the creation of this source.
+ * 3.) This code is not to be traded, sold, or used for personal
+ * gain or profit.
+ *
+ */
+
+#include "rogue.h"
+
+object level_objects;
+unsigned short dungeon[DROWS][DCOLS];
+short foods = 0;
+object *free_list = (object *) 0;
+char *fruit = (char *) 0;
+
+fighter rogue = {
+ INIT_AW, /* armor, weapon */
+ INIT_RINGS, /* rings */
+ INIT_HP, /* Hp current,max */
+ INIT_STR, /* Str current,max */
+ INIT_PACK, /* pack */
+ INIT_GOLD, /* gold */
+ INIT_EXP, /* exp level,points */
+ 0, 0, /* row, col */
+ INIT_CHAR, /* char */
+ INIT_MOVES /* moves */
+};
+
+struct id id_potions[POTIONS] = {
+{100, "blue \0 ", "of increase strength ", 0},
+{250, "red \0 ", "of restore strength ", 0},
+{100, "green \0 ", "of healing ", 0},
+{200, "grey \0 ", "of extra healing ", 0},
+ {10, "brown \0 ", "of poison ", 0},
+{300, "clear \0 ", "of raise level ", 0},
+ {10, "pink \0 ", "of blindness ", 0},
+ {25, "white \0 ", "of hallucination ", 0},
+{100, "purple \0 ", "of detect monster ", 0},
+{100, "black \0 ", "of detect things ", 0},
+ {10, "yellow \0 ", "of confusion ", 0},
+ {80, "plaid \0 ", "of levitation ", 0},
+{150, "burgundy \0 ", "of haste self ", 0},
+{145, "beige \0 ", "of see invisible ", 0}
+};
+
+struct id id_scrolls[SCROLS] = {
+{505, " ", "of protect armor ", 0},
+{200, " ", "of hold monster ", 0},
+{235, " ", "of enchant weapon ", 0},
+{235, " ", "of enchant armor ", 0},
+{175, " ", "of identify ", 0},
+{190, " ", "of teleportation ", 0},
+ {25, " ", "of sleep ", 0},
+{610, " ", "of scare monster ", 0},
+{210, " ", "of remove curse ", 0},
+ {80, " ", "of create monster ",0},
+ {25, " ", "of aggravate monster ",0},
+{180, " ", "of magic mapping ", 0},
+ {90, " ", "of confuse monster ", 0}
+};
+
+struct id id_weapons[WEAPONS] = {
+ {150, "short bow ", "", 0},
+ {8, "darts ", "", 0},
+ {15, "arrows ", "", 0},
+ {27, "daggers ", "", 0},
+ {35, "shurikens ", "", 0},
+ {360, "mace ", "", 0},
+ {470, "long sword ", "", 0},
+ {580, "two-handed sword ", "", 0}
+};
+
+struct id id_armors[ARMORS] = {
+ {300, "leather armor ", "", (UNIDENTIFIED)},
+ {300, "ring mail ", "", (UNIDENTIFIED)},
+ {400, "scale mail ", "", (UNIDENTIFIED)},
+ {500, "chain mail ", "", (UNIDENTIFIED)},
+ {600, "banded mail ", "", (UNIDENTIFIED)},
+ {600, "splint mail ", "", (UNIDENTIFIED)},
+ {700, "plate mail ", "", (UNIDENTIFIED)}
+};
+
+struct id id_wands[WANDS] = {
+ {25, " ", "of teleport away ",0},
+ {50, " ", "of slow monster ", 0},
+ {8, " ", "of invisibility ",0},
+ {55, " ", "of polymorph ",0},
+ {2, " ", "of haste monster ",0},
+ {20, " ", "of magic missile ",0},
+ {20, " ", "of cancellation ",0},
+ {0, " ", "of do nothing ",0},
+ {35, " ", "of drain life ",0},
+ {20, " ", "of cold ",0},
+ {20, " ", "of fire ",0}
+};
+
+struct id id_rings[RINGS] = {
+ {250, " ", "of stealth ",0},
+ {100, " ", "of teleportation ", 0},
+ {255, " ", "of regeneration ",0},
+ {295, " ", "of slow digestion ",0},
+ {200, " ", "of add strength ",0},
+ {250, " ", "of sustain strength ",0},
+ {250, " ", "of dexterity ",0},
+ {25, " ", "of adornment ",0},
+ {300, " ", "of see invisible ",0},
+ {290, " ", "of maintain armor ",0},
+ {270, " ", "of searching ",0},
+};
+
+extern short cur_level, max_level;
+extern short party_room;
+extern char *error_file;
+extern boolean is_wood[];
+
+put_objects()
+{
+ short i, n;
+ object *obj;
+
+ if (cur_level < max_level) {
+ return;
+ }
+ n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
+ while (rand_percent(33)) {
+ n++;
+ }
+ if (party_room != NO_ROOM) {
+ make_party();
+ }
+ for (i = 0; i < n; i++) {
+ obj = gr_object();
+ rand_place(obj);
+ }
+ put_gold();
+}
+
+put_gold()
+{
+ short i, j;
+ short row,col;
+ boolean is_maze, is_room;
+
+ for (i = 0; i < MAXROOMS; i++) {
+ is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
+ is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
+
+ if (!(is_room || is_maze)) {
+ continue;
+ }
+ if (is_maze || rand_percent(GOLD_PERCENT)) {
+ for (j = 0; j < 50; j++) {
+ row = get_rand(rooms[i].top_row+1,
+ rooms[i].bottom_row-1);
+ col = get_rand(rooms[i].left_col+1,
+ rooms[i].right_col-1);
+ if ((dungeon[row][col] == FLOOR) ||
+ (dungeon[row][col] == TUNNEL)) {
+ plant_gold(row, col, is_maze);
+ break;
+ }
+ }
+ }
+ }
+}
+
+plant_gold(row, col, is_maze)
+short row, col;
+boolean is_maze;
+{
+ object *obj;
+
+ obj = alloc_object();
+ obj->row = row; obj->col = col;
+ obj->what_is = GOLD;
+ obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
+ if (is_maze) {
+ obj->quantity += obj->quantity / 2;
+ }
+ dungeon[row][col] |= OBJECT;
+ (void) add_to_pack(obj, &level_objects, 0);
+}
+
+place_at(obj, row, col)
+object *obj;
+{
+ obj->row = row;
+ obj->col = col;
+ dungeon[row][col] |= OBJECT;
+ (void) add_to_pack(obj, &level_objects, 0);
+}
+
+object *
+object_at(pack, row, col)
+register object *pack;
+short row, col;
+{
+ object *obj = (object *) 0;
+
+ if (dungeon[row][col] & (MONSTER | OBJECT)) {
+ obj = pack->next_object;
+
+ while (obj && ((obj->row != row) || (obj->col != col))) {
+ obj = obj->next_object;
+ }
+ if (!obj) {
+ message("object_at(): inconsistent", 1);
+ }
+ }
+ return(obj);
+}
+
+object *
+get_letter_object(ch)
+{
+ object *obj;
+
+ obj = rogue.pack.next_object;
+
+ while (obj && (obj->ichar != ch)) {
+ obj = obj->next_object;
+ }
+ return(obj);
+}
+
+free_stuff(objlist)
+object *objlist;
+{
+ object *obj;
+
+ while (objlist->next_object) {
+ obj = objlist->next_object;
+ objlist->next_object =
+ objlist->next_object->next_object;
+ free_object(obj);
+ }
+}
+
+char *
+name_of(obj)
+object *obj;
+{
+ char *retstring;
+
+ switch(obj->what_is) {
+ case SCROL:
+ retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
+ break;
+ case POTION:
+ retstring = obj->quantity > 1 ? "potions " : "potion ";
+ break;
+ case FOOD:
+ if (obj->which_kind == RATION) {
+ retstring = "food ";
+ } else {
+ retstring = fruit;
+ }
+ break;
+ case WAND:
+ retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
+ break;
+ case WEAPON:
+ switch(obj->which_kind) {
+ case DART:
+ retstring=obj->quantity > 1 ? "darts " : "dart ";
+ break;
+ case ARROW:
+ retstring=obj->quantity > 1 ? "arrows " : "arrow ";
+ break;
+ case DAGGER:
+ retstring=obj->quantity > 1 ? "daggers " : "dagger ";
+ break;
+ case SHURIKEN:
+ retstring=obj->quantity > 1?"shurikens ":"shuriken ";
+ break;
+ default:
+ retstring = id_weapons[obj->which_kind].title;
+ }
+ break;
+ case ARMOR:
+ retstring = "armor ";
+ break;
+ case RING:
+ retstring = "ring ";
+ break;
+ case AMULET:
+ retstring = "amulet ";
+ break;
+ default:
+ retstring = "unknown ";
+ break;
+ }
+ return(retstring);
+}
+
+object *
+gr_object()
+{
+ object *obj;
+
+ obj = alloc_object();
+
+ if (foods < (cur_level / 3)) {
+ obj->what_is = FOOD;
+ foods++;
+ } else {
+ obj->what_is = gr_what_is();
+ }
+ switch(obj->what_is) {
+ case SCROL:
+ gr_scroll(obj);
+ break;
+ case POTION:
+ gr_potion(obj);
+ break;
+ case WEAPON:
+ gr_weapon(obj, 1);
+ break;
+ case ARMOR:
+ gr_armor(obj);
+ break;
+ case WAND:
+ gr_wand(obj);
+ break;
+ case FOOD:
+ get_food(obj, 0);
+ break;
+ case RING:
+ gr_ring(obj, 1);
+ break;
+ }
+ return(obj);
+}
+
+unsigned short
+gr_what_is()
+{
+ short percent;
+ unsigned short what_is;
+
+ percent = get_rand(1, 91);
+
+ if (percent <= 30) {
+ what_is = SCROL;
+ } else if (percent <= 60) {
+ what_is = POTION;
+ } else if (percent <= 64) {
+ what_is = WAND;
+ } else if (percent <= 74) {
+ what_is = WEAPON;
+ } else if (percent <= 83) {
+ what_is = ARMOR;
+ } else if (percent <= 88) {
+ what_is = FOOD;
+ } else {
+ what_is = RING;
+ }
+ return(what_is);
+}
+
+gr_scroll(obj)
+object *obj;
+{
+ short percent;
+
+ percent = get_rand(0, 91);
+
+ obj->what_is = SCROL;
+
+ if (percent <= 5) {
+ obj->which_kind = PROTECT_ARMOR;
+ } else if (percent <= 10) {
+ obj->which_kind = HOLD_MONSTER;
+ } else if (percent <= 20) {
+ obj->which_kind = CREATE_MONSTER;
+ } else if (percent <= 35) {
+ obj->which_kind = IDENTIFY;
+ } else if (percent <= 43) {
+ obj->which_kind = TELEPORT;
+ } else if (percent <= 50) {
+ obj->which_kind = SLEEP;
+ } else if (percent <= 55) {
+ obj->which_kind = SCARE_MONSTER;
+ } else if (percent <= 64) {
+ obj->which_kind = REMOVE_CURSE;
+ } else if (percent <= 69) {
+ obj->which_kind = ENCH_ARMOR;
+ } else if (percent <= 74) {
+ obj->which_kind = ENCH_WEAPON;
+ } else if (percent <= 80) {
+ obj->which_kind = AGGRAVATE_MONSTER;
+ } else if (percent <= 86) {
+ obj->which_kind = CON_MON;
+ } else {
+ obj->which_kind = MAGIC_MAPPING;
+ }
+}
+
+gr_potion(obj)
+object *obj;
+{
+ short percent;
+
+ percent = get_rand(1, 118);
+
+ obj->what_is = POTION;
+
+ if (percent <= 5) {
+ obj->which_kind = RAISE_LEVEL;
+ } else if (percent <= 15) {
+ obj->which_kind = DETECT_OBJECTS;
+ } else if (percent <= 25) {
+ obj->which_kind = DETECT_MONSTER;
+ } else if (percent <= 35) {
+ obj->which_kind = INCREASE_STRENGTH;
+ } else if (percent <= 45) {
+ obj->which_kind = RESTORE_STRENGTH;
+ } else if (percent <= 55) {
+ obj->which_kind = HEALING;
+ } else if (percent <= 65) {
+ obj->which_kind = EXTRA_HEALING;
+ } else if (percent <= 75) {
+ obj->which_kind = BLINDNESS;
+ } else if (percent <= 85) {
+ obj->which_kind = HALLUCINATION;
+ } else if (percent <= 95) {
+ obj->which_kind = CONFUSION;
+ } else if (percent <= 105) {
+ obj->which_kind = POISON;
+ } else if (percent <= 110) {
+ obj->which_kind = LEVITATION;
+ } else if (percent <= 114) {
+ obj->which_kind = HASTE_SELF;
+ } else {
+ obj->which_kind = SEE_INVISIBLE;
+ }
+}
+
+gr_weapon(obj, assign_wk)
+object *obj;
+int assign_wk;
+{
+ short percent;
+ short i;
+ short blessing, increment;
+
+ obj->what_is = WEAPON;
+ if (assign_wk) {
+ obj->which_kind = get_rand(0, (WEAPONS - 1));
+ }
+ if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
+ (obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
+ obj->quantity = get_rand(3, 15);
+ obj->quiver = get_rand(0, 126);
+ } else {
+ obj->quantity = 1;
+ }
+ obj->hit_enchant = obj->d_enchant = 0;
+
+ percent = get_rand(1, 96);
+ blessing = get_rand(1, 3);
+
+ if (percent <= 16) {
+ increment = 1;
+ } else if (percent <= 32) {
+ increment = -1;
+ obj->is_cursed = 1;
+ }
+ if (percent <= 32) {
+ for (i = 0; i < blessing; i++) {
+ if (coin_toss()) {
+ obj->hit_enchant += increment;
+ } else {
+ obj->d_enchant += increment;
+ }
+ }
+ }
+ switch(obj->which_kind) {
+ case BOW:
+ case DART:
+ obj->damage = "1d1";
+ break;
+ case ARROW:
+ obj->damage = "1d2";
+ break;
+ case DAGGER:
+ obj->damage = "1d3";
+ break;
+ case SHURIKEN:
+ obj->damage = "1d4";
+ break;
+ case MACE:
+ obj->damage = "2d3";
+ break;
+ case LONG_SWORD:
+ obj->damage = "3d4";
+ break;
+ case TWO_HANDED_SWORD:
+ obj->damage = "4d5";
+ break;
+ }
+}
+
+gr_armor(obj)
+object *obj;
+{
+ short percent;
+ short blessing;
+
+ obj->what_is = ARMOR;
+ obj->which_kind = get_rand(0, (ARMORS - 1));
+ obj->class = obj->which_kind + 2;
+ if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
+ obj->class--;
+ }
+ obj->is_protected = 0;
+ obj->d_enchant = 0;
+
+ percent = get_rand(1, 100);
+ blessing = get_rand(1, 3);
+
+ if (percent <= 16) {
+ obj->is_cursed = 1;
+ obj->d_enchant -= blessing;
+ } else if (percent <= 33) {
+ obj->d_enchant += blessing;
+ }
+}
+
+gr_wand(obj)
+object *obj;
+{
+ obj->what_is = WAND;
+ obj->which_kind = get_rand(0, (WANDS - 1));
+ obj->class = get_rand(3, 7);
+}
+
+get_food(obj, force_ration)
+object *obj;
+boolean force_ration;
+{
+ obj->what_is = FOOD;
+
+ if (force_ration || rand_percent(80)) {
+ obj->which_kind = RATION;
+ } else {
+ obj->which_kind = FRUIT;
+ }
+}
+
+put_stairs()
+{
+ short row, col;
+
+ gr_row_col(&row, &col, (FLOOR | TUNNEL));
+ dungeon[row][col] |= STAIRS;
+}
+
+get_armor_class(obj)
+object *obj;
+{
+ if (obj) {
+ return(obj->class + obj->d_enchant);
+ }
+ return(0);
+}
+
+object *
+alloc_object()
+{
+ object *obj;
+
+ if (free_list) {
+ obj = free_list;
+ free_list = free_list->next_object;
+ } else if (!(obj = (object *) md_malloc(sizeof(object)))) {
+ message("cannot allocate object, saving game", 0);
+ save_into_file(error_file);
+ }
+ obj->quantity = 1;
+ obj->ichar = 'L';
+ obj->picked_up = obj->is_cursed = 0;
+ obj->in_use_flags = NOT_USED;
+ obj->identified = UNIDENTIFIED;
+ obj->damage = "1d1";
+ return(obj);
+}
+
+free_object(obj)
+object *obj;
+{
+ obj->next_object = free_list;
+ free_list = obj;
+}
+
+make_party()
+{
+ short n;
+
+ party_room = gr_room();
+
+ n = rand_percent(99) ? party_objects(party_room) : 11;
+ if (rand_percent(99)) {
+ party_monsters(party_room, n);
+ }
+}
+
+show_objects()
+{
+ object *obj;
+ short mc, rc, row, col;
+ object *monster;
+
+ obj = level_objects.next_object;
+
+ while (obj) {
+ row = obj->row;
+ col = obj->col;
+
+ rc = get_mask_char(obj->what_is);
+
+ if (dungeon[row][col] & MONSTER) {
+ if (monster = object_at(&level_monsters, row, col)) {
+ monster->trail_char = rc;
+ }
+ }
+ mc = mvinch(row, col);
+ if (((mc < 'A') || (mc > 'Z')) &&
+ ((row != rogue.row) || (col != rogue.col))) {
+ mvaddch(row, col, rc);
+ }
+ obj = obj->next_object;
+ }
+
+ monster = level_monsters.next_object;
+
+ while (monster) {
+ if (monster->m_flags & IMITATES) {
+ mvaddch(monster->row, monster->col, (int) monster->disguise);
+ }
+ monster = monster->next_monster;
+ }
+}
+
+put_amulet()
+{
+ object *obj;
+
+ obj = alloc_object();
+ obj->what_is = AMULET;
+ rand_place(obj);
+}
+
+rand_place(obj)
+object *obj;
+{
+ short row, col;
+
+ gr_row_col(&row, &col, (FLOOR | TUNNEL));
+ place_at(obj, row, col);
+}
+
+c_object_for_wizard()
+{
+ short ch, max, wk;
+ object *obj;
+ char buf[80];
+
+ if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
+ message("pack full", 0);
+ return;
+ }
+ message("type of object?", 0);
+
+ while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
+ sound_bell();
+ }
+ check_message();
+
+ if (ch == '\033') {
+ return;
+ }
+ obj = alloc_object();
+
+ switch(ch) {
+ case '!':
+ obj->what_is = POTION;
+ max = POTIONS - 1;
+ break;
+ case '?':
+ obj->what_is = SCROL;
+ max = SCROLS - 1;
+ break;
+ case ',':
+ obj->what_is = AMULET;
+ break;
+ case ':':
+ get_food(obj, 0);
+ break;
+ case ')':
+ gr_weapon(obj, 0);
+ max = WEAPONS - 1;
+ break;
+ case ']':
+ gr_armor(obj);
+ max = ARMORS - 1;
+ break;
+ case '/':
+ gr_wand(obj);
+ max = WANDS - 1;
+ break;
+ case '=':
+ max = RINGS - 1;
+ obj->what_is = RING;
+ break;
+ }
+ if ((ch != ',') && (ch != ':')) {
+GIL:
+ if (get_input_line("which kind?", "", buf, "", 0, 1)) {
+ wk = get_number(buf);
+ if ((wk >= 0) && (wk <= max)) {
+ obj->which_kind = (unsigned short) wk;
+ if (obj->what_is == RING) {
+ gr_ring(obj, 0);
+ }
+ } else {
+ sound_bell();
+ goto GIL;
+ }
+ } else {
+ free_object(obj);
+ return;
+ }
+ }
+ get_desc(obj, buf);
+ message(buf, 0);
+ (void) add_to_pack(obj, &rogue.pack, 1);
+}
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