HardenedBSD/games/rogue/object.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

784 lines
18 KiB
C

/*
* 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);
}