NetBSD/games/rogue/object.c
agc e5aeb4ea46 Move UCB-licensed code from 4-clause to 3-clause licence.
Patches provided by Joel Baker in PR 22269, verified by myself.
2003-08-07 09:36:50 +00:00

810 lines
18 KiB
C

/* $NetBSD: object.c,v 1.9 2003/08/07 09:37:39 agc Exp $ */
/*
* 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. 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.
*/
#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93";
#else
__RCSID("$NetBSD: object.c,v 1.9 2003/08/07 09:37:39 agc Exp $");
#endif
#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 */
INIT_AW, /* weapon */
INIT_RINGS, /* left ring */
INIT_RINGS, /* right ring */
INIT_HP, /* Hp current */
INIT_HP, /* Hp max */
INIT_STR, /* Str current */
INIT_STR, /* Str max */
INIT_PACK, /* pack */
INIT_GOLD, /* gold */
INIT_EXPLEVEL, /* exp level */
INIT_EXP, /* exp 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},
};
void
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();
}
void
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;
}
}
}
}
}
void
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);
}
void
place_at(obj, row, col)
object *obj;
int row, col;
{
obj->row = row;
obj->col = col;
dungeon[row][col] |= OBJECT;
(void) add_to_pack(obj, &level_objects, 0);
}
object *
object_at(pack, row, col)
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)
int ch;
{
object *obj;
obj = rogue.pack.next_object;
while (obj && (obj->ichar != ch)) {
obj = obj->next_object;
}
return(obj);
}
void
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);
}
}
const char *
name_of(obj)
const object *obj;
{
const 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);
}
void
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;
}
}
void
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;
}
}
void
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 <= 32) {
if (percent <= 16) {
increment = 1;
} else {
increment = -1;
obj->is_cursed = 1;
}
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;
}
}
void
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;
}
}
void
gr_wand(obj)
object *obj;
{
obj->what_is = WAND;
obj->which_kind = get_rand(0, (WANDS - 1));
obj->class = get_rand(3, 7);
}
void
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;
}
}
void
put_stairs()
{
short row, col;
gr_row_col(&row, &col, (FLOOR | TUNNEL));
dungeon[row][col] |= STAIRS;
}
int
get_armor_class(obj)
const 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);
}
void
free_object(obj)
object *obj;
{
obj->next_object = free_list;
free_list = obj;
}
void
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);
}
}
void
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)) != NULL) {
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;
}
}
void
put_amulet()
{
object *obj;
obj = alloc_object();
obj->what_is = AMULET;
rand_place(obj);
}
void
rand_place(obj)
object *obj;
{
short row, col;
gr_row_col(&row, &col, (FLOOR | TUNNEL));
place_at(obj, row, col);
}
void
c_object_for_wizard()
{
short ch, max, wk;
object *obj;
char buf[80];
max = 0;
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);
}