Mercurial > hg > early-roguelike
comparison arogue7/things.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | b786053d2f37 |
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124:d10fc4a065ac | 125:adfa37e67084 |
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1 /* | |
2 * things.c - functions for dealing with things like potions and scrolls | |
3 * | |
4 * Advanced Rogue | |
5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T | |
6 * All rights reserved. | |
7 * | |
8 * Based on "Rogue: Exploring the Dungeons of Doom" | |
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
10 * All rights reserved. | |
11 * | |
12 * See the file LICENSE.TXT for full copyright and licensing information. | |
13 */ | |
14 | |
15 /* | |
16 * Contains functions for dealing with things like | |
17 * potions and scrolls | |
18 * | |
19 */ | |
20 | |
21 #include "curses.h" | |
22 #include <ctype.h> | |
23 #include "rogue.h" | |
24 | |
25 /* | |
26 * print out the number of charges on a stick | |
27 */ | |
28 char * | |
29 charge_str(obj) | |
30 register struct object *obj; | |
31 { | |
32 static char buf[20]; | |
33 | |
34 if (!(obj->o_flags & ISKNOW)) | |
35 buf[0] = '\0'; | |
36 else if (terse) | |
37 sprintf(buf, " [%d]", obj->o_charges); | |
38 else | |
39 sprintf(buf, " [%d charges]", obj->o_charges); | |
40 return buf; | |
41 } | |
42 /* | |
43 * inv_name: | |
44 * return the name of something as it would appear in an | |
45 * inventory. | |
46 */ | |
47 char * | |
48 inv_name(obj, drop) | |
49 register struct object *obj; | |
50 bool drop; | |
51 { | |
52 register char *pb; | |
53 | |
54 pb = prbuf; | |
55 pb[0] = '\0'; | |
56 switch(obj->o_type) { | |
57 case SCROLL: | |
58 if (obj->o_count == 1) | |
59 sprintf(pb, "A %sscroll ", blesscurse(obj->o_flags)); | |
60 else | |
61 sprintf(pb, "%d %sscrolls ", | |
62 obj->o_count, blesscurse(obj->o_flags)); | |
63 pb = &pb[strlen(pb)]; | |
64 if (s_know[obj->o_which] || (obj->o_flags & ISPOST)) | |
65 sprintf(pb, "of %s", s_magic[obj->o_which].mi_name); | |
66 else if (s_guess[obj->o_which]) | |
67 sprintf(pb, "named %s", s_guess[obj->o_which]); | |
68 else | |
69 sprintf(pb, "titled '%s'", s_names[obj->o_which]); | |
70 when POTION: | |
71 if (obj->o_count == 1) | |
72 sprintf(pb, "A %spotion ", blesscurse(obj->o_flags)); | |
73 else | |
74 sprintf(pb, "%d %spotions ", | |
75 obj->o_count, blesscurse(obj->o_flags)); | |
76 pb = &pb[strlen(pb)]; | |
77 if (p_know[obj->o_which]) | |
78 sprintf(pb, "of %s (%s)", p_magic[obj->o_which].mi_name, | |
79 p_kind(obj)); | |
80 else if (obj->o_flags & ISPOST) | |
81 sprintf(pb, "of %s", p_magic[obj->o_which].mi_name); | |
82 else if (p_guess[obj->o_which]) | |
83 sprintf(pb, "named %s (%s)", p_guess[obj->o_which], | |
84 p_colors[obj->o_which]); | |
85 else { | |
86 pb = prbuf; | |
87 if (obj->o_count == 1) | |
88 sprintf(pb, "A%s %s potion", | |
89 vowelstr(p_colors[obj->o_which]), | |
90 p_colors[obj->o_which]); | |
91 else | |
92 sprintf(pb, "%d %s potions", | |
93 obj->o_count, p_colors[obj->o_which]); | |
94 } | |
95 when FOOD: | |
96 if (obj->o_count == 1) | |
97 sprintf(pb, "A%s %s", vowelstr(foods[obj->o_which].mi_name), | |
98 foods[obj->o_which].mi_name); | |
99 else | |
100 sprintf(pb, "%d %ss", obj->o_count,foods[obj->o_which].mi_name); | |
101 when WEAPON: | |
102 if (obj->o_count > 1) | |
103 sprintf(pb, "%d ", obj->o_count); | |
104 else | |
105 strcpy(pb, "A "); | |
106 pb = &pb[strlen(pb)]; | |
107 if (obj->o_flags & ISKNOW) { | |
108 strcat(pb, num(obj->o_hplus, obj->o_dplus)); | |
109 strcat (pb, " "); | |
110 } | |
111 strcat(pb, weaps[obj->o_which].w_name); | |
112 if (obj->o_count > 1) | |
113 strcat(pb, "s"); | |
114 if (obj == cur_weapon) | |
115 strcat(pb, " (weapon in hand)"); | |
116 if (obj->o_flags & ISPOISON) | |
117 strcat(pb, " {Poisoned}"); | |
118 when ARMOR: | |
119 if (obj->o_flags & ISKNOW) { | |
120 strcat(pb, num(armors[obj->o_which].a_class - obj->o_ac, 0)); | |
121 strcat(pb, " "); | |
122 } | |
123 strcat(pb, armors[obj->o_which].a_name); | |
124 if (obj == cur_armor) | |
125 strcat(pb, " (being worn)"); | |
126 when STICK: | |
127 sprintf(pb, "A %s%s ", | |
128 blesscurse(obj->o_flags), ws_type[obj->o_which]); | |
129 pb = &pb[strlen(pb)]; | |
130 if (ws_know[obj->o_which] || obj->o_flags & ISKNOW) | |
131 sprintf(pb, "of %s%s (%s)", ws_magic[obj->o_which].mi_name, | |
132 charge_str(obj), ws_made[obj->o_which]); | |
133 else if (obj->o_flags & ISPOST) | |
134 sprintf(pb, "of %s", ws_magic[obj->o_which].mi_name); | |
135 else if (ws_guess[obj->o_which]) | |
136 sprintf(pb, "named %s (%s)", ws_guess[obj->o_which], | |
137 ws_made[obj->o_which]); | |
138 else { | |
139 pb = prbuf; | |
140 sprintf(pb, "A %s %s", ws_made[obj->o_which], | |
141 ws_type[obj->o_which]); | |
142 } | |
143 if (obj == cur_weapon) | |
144 strcat(prbuf, " (weapon in hand)"); | |
145 when RING: | |
146 if (r_know[obj->o_which] || obj->o_flags & ISKNOW) | |
147 sprintf(pb, "A%s ring of %s (%s)", ring_num(obj), | |
148 r_magic[obj->o_which].mi_name, r_stones[obj->o_which]); | |
149 else if (obj->o_flags & ISPOST) | |
150 sprintf(pb, "A ring of %s", r_magic[obj->o_which].mi_name); | |
151 else if (r_guess[obj->o_which]) | |
152 sprintf(pb, "A ring named %s (%s)", | |
153 r_guess[obj->o_which], r_stones[obj->o_which]); | |
154 else | |
155 sprintf(pb, "A%s %s ring", vowelstr(r_stones[obj->o_which]), | |
156 r_stones[obj->o_which]); | |
157 if (obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] || | |
158 obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4]) | |
159 strcat(pb, " (on left hand)"); | |
160 if (obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] || | |
161 obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4]) | |
162 strcat(pb, " (on right hand)"); | |
163 when RELIC: | |
164 if (obj->o_flags & ISKNOW) | |
165 switch(obj->o_which) { | |
166 case QUILL_NAGROM: | |
167 sprintf(pb, "%s%s", rel_magic[obj->o_which].mi_name, | |
168 charge_str(obj)); | |
169 otherwise: | |
170 strcpy(pb, rel_magic[obj->o_which].mi_name); | |
171 } | |
172 else switch(obj->o_which) { | |
173 case MUSTY_DAGGER: | |
174 strcpy(pb, "Two very fine daggers marked MDDE"); | |
175 when EMORI_CLOAK: | |
176 strcpy(pb, "A silk cloak"); | |
177 when HEIL_ANKH: | |
178 strcpy(pb, "A golden ankh"); | |
179 when MING_STAFF: | |
180 strcpy(pb, "A finely carved staff"); | |
181 when ORCUS_WAND: | |
182 strcpy(pb, "A sparkling ivory wand"); | |
183 when ASMO_ROD: | |
184 strcpy(pb, "A glistening ebony rod"); | |
185 when YENDOR_AMULET: | |
186 strcpy(pb, "A silver amulet"); | |
187 when STONEBONES_AMULET: | |
188 strcpy(pb, "A stone amulet"); | |
189 when BRIAN_MANDOLIN: | |
190 strcpy(pb, "A gleaming mandolin"); | |
191 when HRUGGEK_MSTAR: | |
192 strcpy(pb, "A huge morning star"); | |
193 when AXE_AKLAD: | |
194 strcpy(pb, "A jewel encrusted axe"); | |
195 when QUILL_NAGROM: | |
196 strcpy(pb, "A bright white feather"); | |
197 when GERYON_HORN: | |
198 strcpy(pb, "A jet black horn"); | |
199 when YEENOGHU_FLAIL: | |
200 strcpy(pb, "A shimmering flail"); | |
201 when SURTUR_RING: | |
202 strcpy(pb, "A fiery red ring"); | |
203 otherwise: | |
204 strcpy(pb, "A magical item"); | |
205 } | |
206 | |
207 /* Take care of wielding and wearing */ | |
208 switch (obj->o_which) { | |
209 case EMORI_CLOAK: | |
210 if (cur_armor == NULL && cur_misc[WEAR_CLOAK] == NULL) | |
211 strcat(pb, " (being worn)"); | |
212 if (obj->o_charges) | |
213 strcat(pb, " [charged]"); | |
214 else | |
215 strcat(pb, " [discharged]"); | |
216 when HEIL_ANKH: | |
217 if (cur_relic[HEIL_ANKH]) strcat(pb, " (in hand)"); | |
218 when EYE_VECNA: | |
219 if (cur_relic[EYE_VECNA]) strcat(pb, " (in eye socket)"); | |
220 when STONEBONES_AMULET: | |
221 if (cur_relic[STONEBONES_AMULET]) | |
222 strcat(pb, " (in chest)"); | |
223 when YENDOR_AMULET: | |
224 if (cur_relic[YENDOR_AMULET]) | |
225 strcat(pb, " (in chest)"); | |
226 when MUSTY_DAGGER: | |
227 case HRUGGEK_MSTAR: | |
228 case AXE_AKLAD: | |
229 case YEENOGHU_FLAIL: | |
230 case MING_STAFF: | |
231 case ASMO_ROD: | |
232 case ORCUS_WAND: | |
233 if (cur_weapon == obj) strcat(pb, " (weapon in hand)"); | |
234 when SURTUR_RING: | |
235 if (cur_relic[SURTUR_RING]) | |
236 strcat(pb, " (in nose)"); | |
237 } | |
238 when MM: | |
239 if (m_know[obj->o_which]) | |
240 strcpy(pb, misc_name(obj)); | |
241 else { | |
242 switch (obj->o_which) { | |
243 case MM_JUG: | |
244 case MM_BEAKER: | |
245 strcpy(pb, "A bottle"); | |
246 when MM_KEOGHTOM: | |
247 strcpy(pb, "A jar"); | |
248 when MM_JEWEL: | |
249 strcpy(pb, "An amulet"); | |
250 when MM_BOOK: | |
251 case MM_SKILLS: | |
252 strcpy(pb, "A book"); | |
253 when MM_ELF_BOOTS: | |
254 case MM_DANCE: | |
255 strcpy(pb, "A pair of boots"); | |
256 when MM_BRACERS: | |
257 strcpy(pb, "A pair of bracers"); | |
258 when MM_OPEN: | |
259 case MM_HUNGER: | |
260 strcpy(pb, "A chime"); | |
261 when MM_DISP: | |
262 case MM_R_POWERLESS: | |
263 case MM_PROTECT: | |
264 strcpy(pb, "A cloak"); | |
265 when MM_DRUMS: | |
266 strcpy(pb, "A set of drums"); | |
267 when MM_DISAPPEAR: | |
268 case MM_CHOKE: | |
269 strcpy(pb, "A pouch of dust"); | |
270 when MM_G_DEXTERITY: | |
271 case MM_G_OGRE: | |
272 case MM_FUMBLE: | |
273 strcpy(pb, "A pair of gauntlets"); | |
274 when MM_ADAPTION: | |
275 case MM_STRANGLE: | |
276 strcpy(pb, "A necklace"); | |
277 otherwise: | |
278 strcpy(pb, "A magical item"); | |
279 } | |
280 if (m_guess[obj->o_which]) { | |
281 strcat(pb, " named: "); | |
282 strcat(pb, m_guess[obj->o_which]); | |
283 } | |
284 } | |
285 if (obj == cur_misc[WEAR_BOOTS] || | |
286 obj == cur_misc[WEAR_BRACERS] || | |
287 obj == cur_misc[WEAR_CLOAK] || | |
288 obj == cur_misc[WEAR_GAUNTLET] || | |
289 obj == cur_misc[WEAR_NECKLACE] || | |
290 obj == cur_misc[WEAR_JEWEL]) | |
291 strcat(pb, " (being worn)"); | |
292 when GOLD: | |
293 sprintf(pb, "%d Pieces of Gold", obj->o_count); | |
294 otherwise: | |
295 debug("Picked up something funny"); | |
296 sprintf(pb, "Something bizarre %s", unctrl(obj->o_type)); | |
297 } | |
298 | |
299 /* Is it marked? */ | |
300 if (obj->o_mark[0]) { | |
301 pb = &pb[strlen(pb)]; | |
302 sprintf(pb, " <%s>", obj->o_mark); | |
303 } | |
304 | |
305 if (obj->o_flags & ISPROT) | |
306 strcat(pb, " [protected]"); | |
307 if (drop && isupper(prbuf[0])) | |
308 prbuf[0] = tolower(prbuf[0]); | |
309 else if (!drop && islower(*prbuf)) | |
310 *prbuf = toupper(*prbuf); | |
311 if (!drop) | |
312 strcat(pb, "."); | |
313 /* | |
314 * Truncate if long. Use cols-4 to offset the "pack letter" of a normal | |
315 * inventory listing. | |
316 */ | |
317 prbuf[cols-4] = '\0'; | |
318 return prbuf; | |
319 } | |
320 | |
321 /* | |
322 * weap_name: | |
323 * Return the name of a weapon. | |
324 */ | |
325 char * | |
326 weap_name(obj) | |
327 register struct object *obj; | |
328 { | |
329 switch (obj->o_type) { | |
330 case WEAPON: | |
331 return(weaps[obj->o_which].w_name); | |
332 when MISSILE: | |
333 return(ws_magic[obj->o_which].mi_name); | |
334 when RELIC: | |
335 switch (obj->o_which) { | |
336 case MUSTY_DAGGER: | |
337 return("daggers"); | |
338 when YEENOGHU_FLAIL: | |
339 return("flail"); | |
340 when AXE_AKLAD: | |
341 return("axe"); | |
342 when HRUGGEK_MSTAR: | |
343 return("morning star"); | |
344 when MING_STAFF: | |
345 return("staff"); | |
346 when ORCUS_WAND: | |
347 return("wand"); | |
348 when ASMO_ROD: | |
349 return("rod"); | |
350 } | |
351 } | |
352 return("weapon"); | |
353 } | |
354 | |
355 /* | |
356 * drop: | |
357 * put something down | |
358 */ | |
359 drop(item) | |
360 struct linked_list *item; | |
361 { | |
362 register char ch; | |
363 register struct linked_list *obj, *nobj; | |
364 register struct object *op; | |
365 | |
366 if (item == NULL) { | |
367 /* We charge 2 movement times to drop something */ | |
368 if (player.t_action == C_DROP && player.t_using != NULL) { | |
369 obj = player.t_using; | |
370 player.t_using = NULL; | |
371 player.t_action = A_NIL; | |
372 } | |
373 | |
374 /* t_action == C_DROP always when called from command() */ | |
375 else { | |
376 if ((obj = get_item(pack, "drop", ALL, FALSE, FALSE)) == NULL) { | |
377 player.t_action = A_NIL; | |
378 player.t_using = NULL; | |
379 return(FALSE); | |
380 } | |
381 if (player.t_action == C_DROP) { | |
382 player.t_using = obj; | |
383 player.t_no_move = 2 * movement(&player); | |
384 return(FALSE); /* We'll come back after we've waited */ | |
385 } | |
386 } | |
387 | |
388 switch(ch = CCHAR(mvwinch(stdscr, hero.y, hero.x))) { | |
389 case PASSAGE: | |
390 case SCROLL: | |
391 case POTION: | |
392 case WEAPON: | |
393 case FLOOR: | |
394 case STICK: | |
395 case ARMOR: | |
396 case POOL: | |
397 case RELIC: | |
398 case GOLD: | |
399 case FOOD: | |
400 case RING: | |
401 case MM: | |
402 break; | |
403 default: | |
404 msg("Can't leave it here"); | |
405 return(FALSE); | |
406 } | |
407 } | |
408 else { | |
409 obj = item; | |
410 } | |
411 op = OBJPTR(obj); | |
412 if (!dropcheck(op)) | |
413 return(FALSE); | |
414 | |
415 /* | |
416 * If it is a scare monster scroll, curse it | |
417 */ | |
418 if (op->o_type == SCROLL && op->o_which == S_SCARE) { | |
419 if (op->o_flags & ISBLESSED) | |
420 op->o_flags &= ~ISBLESSED; | |
421 else op->o_flags |= ISCURSED; | |
422 } | |
423 | |
424 /* | |
425 * Take it out of the pack | |
426 */ | |
427 if (op->o_count >= 2 && op->o_group == 0) | |
428 { | |
429 nobj = new_item(sizeof *op); | |
430 op->o_count--; | |
431 op = OBJPTR(nobj); | |
432 *op = *(OBJPTR(obj)); | |
433 op->o_count = 1; | |
434 obj = nobj; | |
435 } | |
436 else { | |
437 detach(pack, obj); | |
438 inpack--; | |
439 } | |
440 if(ch == POOL) { | |
441 msg("Your %s sinks out of sight.",inv_name(op,TRUE)); | |
442 o_discard(obj); | |
443 } | |
444 else if (levtype == POSTLEV) { | |
445 op->o_pos = hero; /* same place as hero */ | |
446 fall(obj,FALSE); | |
447 if (item == NULL) /* if item wasn't sold */ | |
448 msg("Thanks for your donation to the fiend's flea market."); | |
449 } | |
450 else { | |
451 /* | |
452 * Link it into the level object list | |
453 */ | |
454 attach(lvl_obj, obj); | |
455 mvaddch(hero.y, hero.x, op->o_type); | |
456 op->o_pos = hero; | |
457 msg("Dropped %s", inv_name(op, TRUE)); | |
458 } | |
459 updpack(FALSE, &player); | |
460 return (TRUE); | |
461 } | |
462 | |
463 /* | |
464 * do special checks for dropping or unweilding|unwearing|unringing | |
465 */ | |
466 dropcheck(op) | |
467 register struct object *op; | |
468 { | |
469 int save_max; | |
470 | |
471 if (op == NULL) | |
472 return TRUE; | |
473 if (levtype == POSTLEV) { | |
474 if ((op->o_flags & ISCURSED) && (op->o_flags & ISKNOW)) { | |
475 msg("The trader does not accept your shoddy merchandise"); | |
476 return(FALSE); | |
477 } | |
478 } | |
479 | |
480 /* Player will not drop a relic */ | |
481 if (op->o_type == RELIC) { | |
482 /* | |
483 * There is a 1% cumulative chance per relic that trying to get | |
484 * rid of it will cause the relic to turn on the player. | |
485 */ | |
486 if (rnd(100) < cur_relic[op->o_which]++) { | |
487 msg("The artifact turns on you."); | |
488 msg("It crushes your mind!!! -- More --"); | |
489 pstats.s_hpt = -1; | |
490 wait_for (' '); | |
491 death(D_RELIC); | |
492 } | |
493 else { | |
494 if (terse) msg("Can't release it."); | |
495 else msg("You cannot bring yourself to release it."); | |
496 return FALSE; | |
497 } | |
498 } | |
499 | |
500 /* If we aren't wearing it, we can drop it */ | |
501 if (!is_current(op)) return TRUE; | |
502 | |
503 /* At this point, we know we are wearing the item */ | |
504 if (op->o_flags & ISCURSED) { | |
505 msg("You can't. It appears to be cursed."); | |
506 return FALSE; | |
507 } | |
508 if (op->o_type == RING && cur_misc[WEAR_GAUNTLET] != NULL) { | |
509 msg ("You have to remove your gauntlets first!"); | |
510 return FALSE; | |
511 } | |
512 cur_null(op); /* set current to NULL */ | |
513 if (op->o_type == RING) { | |
514 switch (op->o_which) { | |
515 case R_ADDSTR: save_max = max_stats.s_str; | |
516 chg_str(-op->o_ac); | |
517 max_stats.s_str = save_max; | |
518 when R_ADDHIT: pstats.s_dext -= op->o_ac; | |
519 when R_ADDINTEL: pstats.s_intel -= op->o_ac; | |
520 when R_ADDWISDOM: pstats.s_wisdom -= op->o_ac; | |
521 when R_SEEINVIS: if (!ISWEARING(R_SEEINVIS) && | |
522 find_slot(unsee) == 0) { | |
523 turn_off(player, CANSEE); | |
524 msg("The tingling feeling leaves your eyes"); | |
525 } | |
526 light(&hero); | |
527 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
528 when R_WARMTH: if (!ISWEARING(R_WARMTH) && !find_slot(nocold)) | |
529 turn_off(player, NOCOLD); | |
530 when R_FIRE: if (!ISWEARING(R_FIRE) && | |
531 !cur_relic[SURTUR_RING] && | |
532 !find_slot(nofire)) | |
533 turn_off(player, NOFIRE); | |
534 when R_LIGHT: { | |
535 if(roomin(&hero) != NULL) { | |
536 light(&hero); | |
537 mvwaddch(cw, hero.y, hero.x, PLAYER); | |
538 } | |
539 } | |
540 when R_SEARCH: kill_daemon(ring_search); | |
541 when R_TELEPORT: kill_daemon(ring_teleport); | |
542 } | |
543 } | |
544 else if (op->o_type == MM) { | |
545 switch (op->o_which) { | |
546 case MM_ADAPTION: | |
547 turn_off(player, NOGAS); | |
548 | |
549 when MM_STRANGLE: | |
550 msg("You can breathe again.....whew!"); | |
551 kill_daemon(strangle); | |
552 | |
553 when MM_DANCE: | |
554 turn_off(player, ISDANCE); | |
555 msg ("Your feet take a break.....whew!"); | |
556 | |
557 when MM_FUMBLE: | |
558 kill_daemon(fumble); | |
559 } | |
560 } | |
561 return TRUE; | |
562 } | |
563 | |
564 /* | |
565 * return a new thing | |
566 */ | |
567 struct linked_list * | |
568 new_thing(thing_type, allow_curse) | |
569 int thing_type; | |
570 bool allow_curse; | |
571 { | |
572 register struct linked_list *item; | |
573 register struct object *cur; | |
574 register int j; | |
575 register int blesschance, cursechance; | |
576 | |
577 item = new_item(sizeof *cur); | |
578 cur = OBJPTR(item); | |
579 cur->o_hplus = cur->o_dplus = 0; | |
580 strncpy(cur->o_damage, "0d0", sizeof(cur->o_damage)); | |
581 strncpy(cur->o_hurldmg, "0d0", sizeof(cur->o_hurldmg)); | |
582 cur->o_ac = 0; | |
583 cur->o_count = 1; | |
584 cur->o_group = 0; | |
585 cur->contents = NULL; | |
586 cur->o_flags = 0; | |
587 cur->o_weight = 0; | |
588 cur->o_mark[0] = '\0'; | |
589 /* | |
590 * Decide what kind of object it will be | |
591 * If we haven't had food for a while, let it be food. | |
592 */ | |
593 blesschance = rnd(100); | |
594 if (allow_curse) cursechance = rnd(100); | |
595 else cursechance = 100; /* No chance of curse */ | |
596 | |
597 /* Get the type of item (pick one if 'any' is specified) */ | |
598 if (thing_type == ALL) j = pick_one(things, NUMTHINGS); | |
599 else j = thing_type; | |
600 | |
601 /* | |
602 * make sure he gets his vitamins | |
603 */ | |
604 if (thing_type == ALL && no_food > 3) | |
605 j = 2; | |
606 /* | |
607 * limit the number of foods on a level because it sometimes | |
608 * gets out of hand in the "deep" levels where there is a | |
609 * treasure room on most every level with lots of food in it | |
610 */ | |
611 while (thing_type == ALL && levtype != POSTLEV && foods_this_level > 2 && | |
612 j == 2) | |
613 j = pick_one(things, NUMTHINGS); /* not too many.... */ | |
614 switch (j) | |
615 { | |
616 case TYP_POTION: | |
617 cur->o_type = POTION; | |
618 do { | |
619 cur->o_which = pick_one(p_magic, MAXPOTIONS); | |
620 } while (!allow_curse && p_magic[cur->o_which].mi_curse == 100); | |
621 cur->o_weight = things[TYP_POTION].mi_wght; | |
622 if (cursechance < p_magic[cur->o_which].mi_curse) | |
623 cur->o_flags |= ISCURSED; | |
624 else if (blesschance < p_magic[cur->o_which].mi_bless) | |
625 cur->o_flags |= ISBLESSED; | |
626 | |
627 /* If we made a gain ability potion, see what kind it is */ | |
628 if (cur->o_which == P_ABIL) cur->o_kind = rnd(NUMABILITIES); | |
629 | |
630 when TYP_SCROLL: | |
631 cur->o_type = SCROLL; | |
632 do { | |
633 cur->o_which = pick_one(s_magic, MAXSCROLLS); | |
634 } while (!allow_curse && s_magic[cur->o_which].mi_curse == 100); | |
635 cur->o_weight = things[TYP_SCROLL].mi_wght; | |
636 if (cursechance < s_magic[cur->o_which].mi_curse) | |
637 cur->o_flags |= ISCURSED; | |
638 else if (blesschance < s_magic[cur->o_which].mi_bless) | |
639 cur->o_flags |= ISBLESSED; | |
640 when TYP_FOOD: | |
641 no_food = 0; | |
642 cur->o_type = FOOD; | |
643 cur->o_weight = things[TYP_FOOD].mi_wght; | |
644 cur->o_count += extras(); | |
645 foods_this_level += cur->o_count; | |
646 cur->o_which = pick_one(foods, MAXFOODS); | |
647 when TYP_WEAPON: | |
648 cur->o_type = WEAPON; | |
649 cur->o_which = rnd(MAXWEAPONS); | |
650 init_weapon(cur, cur->o_which); | |
651 if (cursechance < 20) | |
652 { | |
653 | |
654 cur->o_flags |= ISCURSED; | |
655 cur->o_hplus -= rnd(2) + 1; | |
656 cur->o_dplus -= rnd(2) + 1; | |
657 } | |
658 else if (blesschance < 50) { | |
659 | |
660 cur->o_hplus += rnd(5) + 1; | |
661 cur->o_dplus += rnd(5) + 1; | |
662 } | |
663 when TYP_ARMOR: | |
664 cur->o_type = ARMOR; | |
665 for (j = 0; j < MAXARMORS; j++) | |
666 if (blesschance < armors[j].a_prob) | |
667 break; | |
668 if (j == MAXARMORS) | |
669 { | |
670 debug("Picked a bad armor %d", blesschance); | |
671 j = 0; | |
672 } | |
673 cur->o_which = j; | |
674 cur->o_ac = armors[j].a_class; | |
675 cur->o_weight = armors[j].a_wght; | |
676 if (cursechance < 20) | |
677 { | |
678 cur->o_flags |= ISCURSED; | |
679 cur->o_ac += rnd(3)+1; | |
680 } | |
681 else if (blesschance < 35) | |
682 cur->o_ac -= rnd(3)+1; | |
683 when TYP_RING: | |
684 cur->o_type = RING; | |
685 do { | |
686 cur->o_which = pick_one(r_magic, MAXRINGS); | |
687 } while (!allow_curse && r_magic[cur->o_which].mi_curse == 100); | |
688 cur->o_weight = things[TYP_RING].mi_wght; | |
689 if (cursechance < r_magic[cur->o_which].mi_curse) | |
690 cur->o_flags |= ISCURSED; | |
691 else if (blesschance < r_magic[cur->o_which].mi_bless) | |
692 cur->o_flags |= ISBLESSED; | |
693 switch (cur->o_which) | |
694 { | |
695 case R_ADDSTR: | |
696 case R_ADDWISDOM: | |
697 case R_ADDINTEL: | |
698 case R_PROTECT: | |
699 case R_ADDHIT: | |
700 case R_ADDDAM: | |
701 cur->o_ac = rnd(2) + 1; /* From 1 to 3 */ | |
702 if (cur->o_flags & ISCURSED) | |
703 cur->o_ac = -cur->o_ac; | |
704 if (cur->o_flags & ISBLESSED) cur->o_ac++; | |
705 when R_DIGEST: | |
706 if (cur->o_flags & ISCURSED) cur->o_ac = -1; | |
707 else if (cur->o_flags & ISBLESSED) cur->o_ac = 2; | |
708 else cur->o_ac = 1; | |
709 } | |
710 when TYP_STICK: | |
711 cur->o_type = STICK; | |
712 do { | |
713 cur->o_which = pick_one(ws_magic, MAXSTICKS); | |
714 } while (!allow_curse && ws_magic[cur->o_which].mi_curse == 100); | |
715 fix_stick(cur); | |
716 if (cursechance < ws_magic[cur->o_which].mi_curse) | |
717 cur->o_flags |= ISCURSED; | |
718 else if (blesschance < ws_magic[cur->o_which].mi_bless) | |
719 cur->o_flags |= ISBLESSED; | |
720 when TYP_MM: | |
721 cur->o_type = MM; | |
722 do { | |
723 cur->o_which = pick_one(m_magic, MAXMM); | |
724 } while (!allow_curse && m_magic[cur->o_which].mi_curse == 100); | |
725 cur->o_weight = things[TYP_MM].mi_wght; | |
726 if (cursechance < m_magic[cur->o_which].mi_curse) | |
727 cur->o_flags |= ISCURSED; | |
728 else if (blesschance < m_magic[cur->o_which].mi_bless) | |
729 cur->o_flags |= ISBLESSED; | |
730 switch (cur->o_which) { | |
731 case MM_JUG: | |
732 switch(rnd(11)) { | |
733 case 0: cur->o_ac = P_PHASE; | |
734 when 1: cur->o_ac = P_CLEAR; | |
735 when 2: cur->o_ac = P_SEEINVIS; | |
736 when 3: cur->o_ac = P_HEALING; | |
737 when 4: cur->o_ac = P_MFIND; | |
738 when 5: cur->o_ac = P_TFIND; | |
739 when 6: cur->o_ac = P_HASTE; | |
740 when 7: cur->o_ac = P_RESTORE; | |
741 when 8: cur->o_ac = P_FLY; | |
742 when 9: cur->o_ac = P_SKILL; | |
743 when 10:cur->o_ac = P_FFIND; | |
744 } | |
745 when MM_OPEN: | |
746 cur->o_ac = (4 + rnd(5)) * 5; | |
747 when MM_HUNGER: | |
748 case MM_DRUMS: | |
749 case MM_DISAPPEAR: | |
750 case MM_CHOKE: | |
751 case MM_KEOGHTOM: | |
752 cur->o_ac = 3 + (rnd(3)+1) * 3; | |
753 when MM_BRACERS: | |
754 if (cur->o_flags & ISCURSED) | |
755 cur->o_ac = -(rnd(3)+1); | |
756 else | |
757 cur->o_ac = rnd(8)+1; | |
758 when MM_PROTECT: | |
759 if (cur->o_flags & ISCURSED) | |
760 cur->o_ac = -(rnd(3)+1); | |
761 else | |
762 cur->o_ac = rnd(5)+1; | |
763 when MM_DISP: | |
764 cur->o_ac = 2; | |
765 when MM_SKILLS: /* set it to a character class */ | |
766 cur->o_ac = rnd(NUM_CHARTYPES-1); | |
767 otherwise: | |
768 cur->o_ac = 0; | |
769 } | |
770 otherwise: | |
771 debug("Picked a bad kind of object"); | |
772 wait_for(' '); | |
773 } | |
774 return item; | |
775 } | |
776 | |
777 /* | |
778 * provide a new item tailored to specification | |
779 */ | |
780 struct linked_list * | |
781 spec_item(type, which, hit, damage) | |
782 int type, which, hit, damage; | |
783 { | |
784 register struct linked_list *item; | |
785 register struct object *obj; | |
786 | |
787 item = new_item(sizeof *obj); | |
788 obj = OBJPTR(item); | |
789 obj->o_count = 1; | |
790 obj->o_group = 0; | |
791 obj->contents = NULL; | |
792 obj->o_type = type; | |
793 obj->o_which = which; | |
794 strncpy(obj->o_damage, "0d0", sizeof(obj->o_damage)); | |
795 strncpy(obj->o_hurldmg, "0d0", sizeof(obj->o_hurldmg)); | |
796 obj->o_hplus = 0; | |
797 obj->o_dplus = 0; | |
798 obj->o_flags = 0; | |
799 obj->o_mark[0] = '\0'; | |
800 obj->o_text = NULL; | |
801 obj->o_launch = 0; | |
802 obj->o_weight = 0; | |
803 | |
804 /* Handle special characteristics */ | |
805 switch (type) { | |
806 case WEAPON: | |
807 init_weapon(obj, which); | |
808 obj->o_hplus = hit; | |
809 obj->o_dplus = damage; | |
810 obj->o_ac = 10; | |
811 | |
812 if (hit > 0 || damage > 0) obj->o_flags |= ISBLESSED; | |
813 else if (hit < 0 || damage < 0) obj->o_flags |= ISCURSED; | |
814 | |
815 when ARMOR: | |
816 obj->o_ac = armors[which].a_class - hit; | |
817 if (hit > 0) obj->o_flags |= ISBLESSED; | |
818 else if (hit < 0) obj->o_flags |= ISCURSED; | |
819 | |
820 when RING: | |
821 obj->o_ac = hit; | |
822 switch (obj->o_which) { | |
823 case R_ADDSTR: | |
824 case R_ADDWISDOM: | |
825 case R_ADDINTEL: | |
826 case R_PROTECT: | |
827 case R_ADDHIT: | |
828 case R_ADDDAM: | |
829 case R_DIGEST: | |
830 if (hit > 1) obj->o_flags |= ISBLESSED; | |
831 else if (hit < 0) obj->o_flags |= ISCURSED; | |
832 } | |
833 | |
834 when STICK: | |
835 fix_stick(obj); | |
836 obj->o_charges = hit; | |
837 | |
838 when GOLD: | |
839 obj->o_type = GOLD; | |
840 obj->o_count = GOLDCALC; | |
841 obj->o_ac = 11; | |
842 | |
843 when MM: | |
844 obj->o_type = MM; | |
845 obj->o_ac = hit; | |
846 | |
847 when RELIC: | |
848 /* Handle weight here since these are all created uniquely */ | |
849 obj->o_weight = things[TYP_RELIC].mi_wght; | |
850 if (obj->o_which == EMORI_CLOAK) | |
851 obj->o_charges = 1; | |
852 | |
853 } | |
854 return(item); | |
855 } | |
856 | |
857 /* | |
858 * pick an item out of a list of nitems possible magic items | |
859 */ | |
860 pick_one(magic, nitems) | |
861 register struct magic_item *magic; | |
862 int nitems; | |
863 { | |
864 register struct magic_item *end; | |
865 register int i; | |
866 register struct magic_item *start; | |
867 | |
868 start = magic; | |
869 for (end = &magic[nitems], i = rnd(1000); magic < end; magic++) | |
870 if (i < magic->mi_prob) | |
871 break; | |
872 if (magic == end) | |
873 { | |
874 if (wizard) | |
875 { | |
876 msg("bad pick_one: %d from %d items", i, nitems); | |
877 for (magic = start; magic < end; magic++) | |
878 msg("%s: %d%%", magic->mi_name, magic->mi_prob); | |
879 } | |
880 magic = start; | |
881 } | |
882 return (int) (magic - start); | |
883 } | |
884 | |
885 | |
886 /* blesscurse returns whether, according to the flag, the object is | |
887 * blessed, cursed, or neither | |
888 */ | |
889 | |
890 char * | |
891 blesscurse(flags) | |
892 int flags; | |
893 { | |
894 if (flags & ISKNOW) { | |
895 if (flags & ISCURSED) return("cursed "); | |
896 if (flags & ISBLESSED) return("blessed "); | |
897 return("normal "); | |
898 } | |
899 return(""); | |
900 } | |
901 | |
902 /* | |
903 * p_kind returns the type of potion for some types of identified potions; | |
904 * otherwise, it returns the color. | |
905 */ | |
906 | |
907 char * | |
908 p_kind(obj) | |
909 struct object *obj; /* We assume that obj points to a potion */ | |
910 { | |
911 if (obj->o_which == P_ABIL) return(abilities[obj->o_kind]); | |
912 else return(p_colors[obj->o_which]); | |
913 } | |
914 | |
915 /* | |
916 * extras: | |
917 * Return the number of extra items to be created | |
918 */ | |
919 extras() | |
920 { | |
921 reg int i; | |
922 | |
923 i = rnd(100); | |
924 if (i < 4) /* 4% for 2 more */ | |
925 return (2); | |
926 else if (i < 11) /* 7% for 1 more */ | |
927 return (1); | |
928 else /* otherwise no more */ | |
929 return (0); | |
930 } |