view urogue/things.c @ 289:d815c40c3753

UltraRogue: add a sanity check to do_fuses(). The d_id field, which indicates which fuse function to call, is now checked to make sure it is not out of range. do_daemons() already checks.
author John "Elwin" Edwards
date Fri, 24 Nov 2017 16:22:10 -0500
parents c495a4f288c6
children 5a94c9b3181e
line wrap: on
line source

/*
    things.c - functions for dealing with things like potions and scrolls
                    
    UltraRogue: The Ultimate Adventure in the Dungeons of Doom
    Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
    All rights reserved.

    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
    All rights reserved.

    Based on "Rogue: Exploring the Dungeons of Doom"
    Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
    All rights reserved.

    See the file LICENSE.TXT for full copyright and licensing information.
*/

#include <string.h>
#include <ctype.h>
#include "rogue.h"

/*
    inv_name()
        return the name of something as it would appear in an inventory.
*/

char *
inv_name(struct object *obj, int lowercase)
{
    char *pb;
    char buf[1024];

    switch(obj->o_type)
    {
        case SCROLL:
            if (obj->o_count == 1)
                sprintf(prbuf, "A %s%sscroll ",
                    obj->o_flags & CANRETURN ? "claimed " : "",
                    blesscurse(obj->o_flags));
            else
                sprintf(prbuf, "%d %s%sscrolls ",
                    obj->o_count,
                    obj->o_flags & CANRETURN ? "claimed " : "",
                    blesscurse(obj->o_flags));

            pb = &prbuf[strlen(prbuf)];

            if (know_items[TYP_SCROLL][obj->o_which])
                sprintf(pb, "of %s", s_magic[obj->o_which].mi_name);
            else if (guess_items[TYP_SCROLL][obj->o_which])
                sprintf(pb, "called %s", guess_items[TYP_SCROLL][obj->o_which]);
            else
                sprintf(pb, "titled '%s'", s_names[obj->o_which]);
            break;

        case POTION:
            if (obj->o_count == 1)
                sprintf(prbuf, "A %s%spotion ",
                    obj->o_flags & CANRETURN ? "claimed " : "",
                    blesscurse(obj->o_flags));
            else
                sprintf(prbuf, "%d %s%spotions ",
                    obj->o_count,
                    obj->o_flags & CANRETURN ? "claimed " : "",
                    blesscurse(obj->o_flags));

            pb = &prbuf[strlen(prbuf)];

            if (know_items[TYP_POTION][obj->o_which])
                sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name,
                    p_colors[obj->o_which]);
            else if (guess_items[TYP_POTION][obj->o_which])
                sprintf(pb, "called %s(%s)", guess_items[TYP_POTION][obj->o_which],
                    p_colors[obj->o_which]);
            else
            {
                if (obj->o_count == 1)
                    sprintf(prbuf, "A%s %s potion",
                         obj->o_flags & CANRETURN ? " claimed" :
                        (char *) vowelstr(p_colors[obj->o_which]),
                        p_colors[obj->o_which]);
                else
                    sprintf(prbuf, "%d %s%s potions",
                        obj->o_count,
                     obj->o_flags & CANRETURN ? "claimed " : "",
                        (char *) p_colors[obj->o_which]);
            }
            break;

        case FOOD:
            if (obj->o_count == 1)
                sprintf(prbuf, "A%s %s",
                    obj->o_flags & CANRETURN ? " claimed" :
                    (char *) vowelstr(fd_data[obj->o_which].mi_name),
                    fd_data[obj->o_which].mi_name);
            else
                sprintf(prbuf, "%d %s%ss", obj->o_count,
                    obj->o_flags & CANRETURN ? "claimed " : "",
                    fd_data[obj->o_which].mi_name);
            break;

        case WEAPON:
            if (obj->o_count > 1)
                sprintf(prbuf, "%d ", obj->o_count);
            else if ((obj->o_flags & (ISZAPPED | CANRETURN | ISPOISON | ISSILVER | ISTWOH)) ||
                 ((obj->o_flags & (ISKNOW | ISZAPPED)) == (ISKNOW | ISZAPPED)))
                strcpy(prbuf, "A ");
            else
                sprintf(prbuf, "A%s ", vowelstr(weaps[obj->o_which].w_name));

            pb = &prbuf[strlen(prbuf)];

            if ((obj->o_flags & ISKNOW) && (obj->o_flags & ISZAPPED))
                sprintf(pb, "charged%s ", charge_str(obj,buf));

            pb = &prbuf[strlen(prbuf)];

            if (obj->o_flags & CANRETURN)
                sprintf(pb, "claimed ");

            pb = &prbuf[strlen(prbuf)];

            if (obj->o_flags & ISPOISON)
                sprintf(pb, "poisoned ");

            pb = &prbuf[strlen(prbuf)];

            if (obj->o_flags & ISSILVER)
                sprintf(pb, "silver ");

            if (obj->o_flags & ISTWOH)
                sprintf(pb, "two-handed ");

            pb = &prbuf[strlen(prbuf)];

            if (obj->o_flags & ISKNOW)
                sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus, buf),
                weaps[obj->o_which].w_name);
            else
                sprintf(pb, "%s", weaps[obj->o_which].w_name);

            if (obj->o_count > 1)
                strcat(prbuf, "s");

            break;

        case ARMOR:
            if (obj->o_flags & ISKNOW)
                sprintf(prbuf, "%s%s %s",
                    obj->o_flags & CANRETURN ? "claimed " : "",
                   num(armors[obj->o_which].a_class - obj->o_ac, 0, buf),
                    armors[obj->o_which].a_name);
            else
                sprintf(prbuf, "%s%s",
                    obj->o_flags & CANRETURN ? "claimed " : "",
                    armors[obj->o_which].a_name);

            break;

        case ARTIFACT:
            sprintf(prbuf, "the %s", arts[obj->o_which].ar_name);

            if (obj->o_flags & CANRETURN)
                strcat(prbuf, " (claimed)");

            break;

        case STICK:
            sprintf(prbuf, "A %s%s%s ",
                obj->o_flags & CANRETURN ? "claimed " : "",
                blesscurse(obj->o_flags), ws_type[obj->o_which]);

            pb = &prbuf[strlen(prbuf)];

            if (know_items[TYP_STICK][obj->o_which])
                sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name,
                    charge_str(obj,buf), ws_made[obj->o_which]);
            else if (guess_items[TYP_STICK][obj->o_which])
                sprintf(pb, "called %s(%s)", guess_items[TYP_STICK][obj->o_which],
                    ws_made[obj->o_which]);
            else
                sprintf(&prbuf[2], "%s%s %s",
                    obj->o_flags & CANRETURN ? "claimed " : "",
                    ws_made[obj->o_which],
                    ws_type[obj->o_which]);

            break;

        case RING:
            if (know_items[TYP_RING][obj->o_which])
                sprintf(prbuf, "A%s%s ring of %s(%s)",
                    obj->o_flags & CANRETURN ? " claimed" : "", ring_num(obj,buf),
                    r_magic[obj->o_which].mi_name, r_stones[obj->o_which]);
            else if (guess_items[TYP_RING][obj->o_which])
                sprintf(prbuf, "A %sring called %s(%s)",
                    obj->o_flags & CANRETURN ? "claimed " : "",
                    guess_items[TYP_RING][obj->o_which], r_stones[obj->o_which]);
            else
                sprintf(prbuf, "A%s %s ring",
                    obj->o_flags & CANRETURN ? "claimed " :
                    (char *)vowelstr(r_stones[obj->o_which]),
                    r_stones[obj->o_which]);
            break;

        case GOLD:
            sprintf(prbuf, "%d gold pieces", obj->o_count);
            break;

        default:
            debug("Picked up something funny.");
            sprintf(prbuf, "Something bizarre %s", unctrl(obj->o_type));
            break;
    }

    /* Is it marked? */

    if (obj->o_mark[0])
    {
        pb = &prbuf[strlen(prbuf)];
        sprintf(pb, " <%s>", obj->o_mark);
    }

    if (obj == cur_armor)
        strcat(prbuf, " (being worn)");

    if (obj == cur_weapon)
        strcat(prbuf, " (weapon in hand)");

    if (obj == cur_ring[LEFT_1])
        strcat(prbuf, " (on left hand)");
    else if (obj == cur_ring[LEFT_2])
        strcat(prbuf, " (on left hand)");
    else if (obj == cur_ring[LEFT_3])
        strcat(prbuf, " (on left hand)");
    else if (obj == cur_ring[LEFT_4])
        strcat(prbuf, " (on left hand)");
    else if (obj == cur_ring[LEFT_5])
        strcat(prbuf, " (on left hand)");
    else if (obj == cur_ring[RIGHT_1])
        strcat(prbuf, " (on right hand)");
    else if (obj == cur_ring[RIGHT_2])
        strcat(prbuf, " (on right hand)");
    else if (obj == cur_ring[RIGHT_3])
        strcat(prbuf, " (on right hand)");
    else if (obj == cur_ring[RIGHT_4])
        strcat(prbuf, " (on right hand)");
    else if (obj == cur_ring[RIGHT_5])
        strcat(prbuf, " (on right hand)");

    if (obj->o_flags & ISPROT)
        strcat(prbuf, " [protected]");

    if (lowercase && isupper(prbuf[0]))
        prbuf[0] = (char) tolower(prbuf[0]);
    else if (!lowercase && islower(*prbuf))
        *prbuf = (char) toupper(*prbuf);

    if (!lowercase)
        strcat(prbuf, ".");

    return(prbuf);
}

/*
    rem_obj()
        Remove an object from the level.
*/

void
rem_obj(struct linked_list *item, int dis)
{
    struct linked_list  *llptr;
    struct object *objptr, *op;
    int x, y;

    if (item == NULL)
        return;

    detach(lvl_obj, item);
    objptr = OBJPTR(item);

    if ( (llptr = objptr->next_obj) != NULL )
    {
        detach((objptr->next_obj), llptr);
        attach(lvl_obj, llptr);

        op = OBJPTR(llptr);
	
	op->next_obj = objptr->next_obj;
        
	if (op->next_obj)
            objptr->next_obj->l_prev = NULL;

        y = op->o_pos.y;
        x = op->o_pos.x;

        if (cansee(y, x))
            mvwaddch(cw, y, x, op->o_type);

        mvaddch(y, x, op->o_type);
    }
    else
    {
        y = objptr->o_pos.y;
        x = objptr->o_pos.x;

        /* problems if dropped in rock */

        mvaddch(y,x,(roomin((objptr->o_pos)) == NULL ? PASSAGE : FLOOR));
    }

    if (dis)
        discard(item);
}

/*
    add_obj()
        adds an object to the level
*/

void
add_obj(struct linked_list *item, int y, int x)
{
    struct linked_list  *llptr;
    struct object*objptr;

    llptr = find_obj(y, x);

    if (llptr)
    {
        objptr = OBJPTR(llptr);
        attach((objptr->next_obj), item);
    }
    else
    {
        attach(lvl_obj, item);
        objptr = OBJPTR(item);
        objptr->next_obj = NULL;
        objptr->o_pos.y = y;
        objptr->o_pos.x = x;
        mvaddch(y, x, objptr->o_type);
    }
}

/*
    drop()
        put something down
*/

int
drop(struct linked_list *item)
{
    char    ch = CCHAR( mvwinch(stdscr, hero.y, hero.x) );
    struct object   *obj;

    switch (ch)
    {
        case GOLD:
        case POTION:
        case SCROLL:
        case FOOD:
        case WEAPON:
        case ARMOR:
        case RING:
        case STICK:
        case FLOOR:
        case PASSAGE:
        case POOL:
        case ARTIFACT:
            if (item == NULL && (item = get_item("drop", 0)) == NULL)
                return(FALSE);
            break;

        default:
            msg("You can't drop something here.");
            return(FALSE);
    }

    obj = OBJPTR(item);

    if (!dropcheck(obj))
        return(FALSE);

    /* Curse a dropped scare monster scroll */

    if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
    {
        if (obj->o_flags & ISBLESSED)
            obj->o_flags &= ~ISBLESSED;
        else
            obj->o_flags |= ISCURSED;
    }

    /* Take it out of the pack */

    if (obj->o_count >= 2 && obj->o_group == 0)
    {
        struct linked_list  *nitem = new_item(sizeof *obj);

        obj->o_count--;
        obj = OBJPTR(nitem);
        *obj = *(OBJPTR(item));
        obj->o_count = 1;
        item = nitem;
    }
    else
        rem_pack(obj);

    if (ch == POOL)
    {
        msg("The pool bubbles briefly as your %s sinks out of sight.",
            inv_name(obj, TRUE));
        discard(item);
        item = NULL;
    }
    else            /* Link it into the level object list */
    {
        add_obj(item, hero.y, hero.x);
        mvaddch(hero.y, hero.x, obj->o_type);
    }

    if (obj->o_type == ARTIFACT)
        has_artifact &= ~(1 << obj->o_which);

    updpack();
    return(TRUE);
}

/*
    dropcheck()
        do special checks for dropping or unweilding|unwearing|unringing
*/

int
dropcheck(struct object *op)
{
    if (op == NULL)
        return(TRUE);

    if (op != cur_armor && op != cur_weapon &&
        op != cur_ring[LEFT_1] && op != cur_ring[LEFT_2] &&
        op != cur_ring[LEFT_3] && op != cur_ring[LEFT_4] &&
        op != cur_ring[LEFT_5] &&
        op != cur_ring[RIGHT_1] && op != cur_ring[RIGHT_2] &&
        op != cur_ring[RIGHT_3] && op != cur_ring[RIGHT_4] &&
        op != cur_ring[RIGHT_5])
        return(TRUE);

    if (op->o_flags & ISCURSED)
    {
        msg("You can't.  It appears to be cursed.");
        return(FALSE);
    }

    if (op == cur_weapon)
        cur_weapon = NULL;
    else if (op == cur_armor)
    {
        waste_time();
        cur_armor = NULL;
    }
    else if (op == cur_ring[LEFT_1] || op == cur_ring[LEFT_2] ||
         op == cur_ring[LEFT_3] || op == cur_ring[LEFT_4] ||
         op == cur_ring[LEFT_5] ||
         op == cur_ring[RIGHT_1] || op == cur_ring[RIGHT_2] ||
         op == cur_ring[RIGHT_3] || op == cur_ring[RIGHT_4] ||
         op == cur_ring[RIGHT_5])
    {
        if (op == cur_ring[LEFT_1])
            cur_ring[LEFT_1] = NULL;
        else if (op == cur_ring[LEFT_2])
            cur_ring[LEFT_2] = NULL;
        else if (op == cur_ring[LEFT_3])
            cur_ring[LEFT_3] = NULL;
        else if (op == cur_ring[LEFT_4])
            cur_ring[LEFT_4] = NULL;
        else if (op == cur_ring[LEFT_5])
            cur_ring[LEFT_5] = NULL;
        else if (op == cur_ring[RIGHT_1])
            cur_ring[RIGHT_1] = NULL;
        else if (op == cur_ring[RIGHT_2])
            cur_ring[RIGHT_2] = NULL;
        else if (op == cur_ring[RIGHT_3])
            cur_ring[RIGHT_3] = NULL;
        else if (op == cur_ring[RIGHT_4])
            cur_ring[RIGHT_4] = NULL;
        else if (op == cur_ring[RIGHT_5])
            cur_ring[RIGHT_5] = NULL;

        switch (op->o_which)
        {
            case R_ADDSTR:
                chg_str(-op->o_ac, FALSE, FALSE);
                break;
            case R_ADDHIT:
                chg_dext(-op->o_ac, FALSE, FALSE);
                break;
            case R_ADDINTEL:
                pstats.s_intel -= op->o_ac;
                break;
            case R_ADDWISDOM:
                pstats.s_wisdom -= op->o_ac;
                break;

            case R_SEEINVIS:
                if (find_slot(FUSE_UNSEE,FUSE) == NULL)
                {
                    turn_off(player, CANSEE);
                    msg("The tingling feeling leaves your eyes.");
                }

                light(&hero);
                mvwaddch(cw, hero.y, hero.x, PLAYER);
                break;

            case R_LIGHT:
                if (roomin(hero) != NULL)
                {
                    light(&hero);
                    mvwaddch(cw, hero.y, hero.x, PLAYER);
                }
                break;
        }
    }
    return(TRUE);
}

/*
    new_thing()
        return a new thing
*/

struct linked_list *
new_thing(void)
{
    int j, k;
    struct linked_list  *item;
    struct object   *cur;
    short   blesschance = srnd(100);
    short   cursechance = srnd(100);

    item = new_item(sizeof *cur);
    cur = OBJPTR(item);
    cur->o_hplus = cur->o_dplus = 0;
    cur->o_damage = cur->o_hurldmg = "0d0";
    cur->o_ac = 11;
    cur->o_count = 1;
    cur->o_group = 0;
    cur->o_flags = 0;
    cur->o_weight = 0;
    cur->o_mark[0] = '\0';

    /*
     * Decide what kind of object it will be If we haven't had food for a
     * while, let it be food.
     */

    switch (no_food > 3 ? TYP_FOOD : pick_one(things, numthings))
    {
        case TYP_POTION:
            cur->o_type = POTION;
            cur->o_which = pick_one(p_magic, maxpotions);
            cur->o_weight = things[TYP_POTION].mi_wght;

            if (cursechance < p_magic[cur->o_which].mi_curse)
                cur->o_flags |= ISCURSED;
            else if (blesschance < p_magic[cur->o_which].mi_bless)
                cur->o_flags |= ISBLESSED;
            break;

        case TYP_SCROLL:
            cur->o_type = SCROLL;
            cur->o_which = pick_one(s_magic, maxscrolls);
            cur->o_weight = things[TYP_SCROLL].mi_wght;

            if (cursechance < s_magic[cur->o_which].mi_curse)
                cur->o_flags |= ISCURSED;
            else if (blesschance < s_magic[cur->o_which].mi_bless)
                cur->o_flags |= ISBLESSED;
            break;

        case TYP_FOOD:
            no_food = 0;
            cur->o_type = FOOD;
            cur->o_which = pick_one(fd_data, maxfoods);
            cur->o_weight = 2;
            cur->o_count += extras();
            break;

        case TYP_WEAPON:
            cur->o_type = WEAPON;
            cur->o_which = rnd(maxweapons);
            init_weapon(cur, cur->o_which);

            if (cursechance < 10)
            {
                short   bad = (rnd(10) < 1) ? 2 : 1;

                cur->o_flags |= ISCURSED;
                cur->o_hplus -= bad;
                cur->o_dplus -= bad;
            }
            else if (blesschance < 15)
            {
                short   good = (rnd(10) < 1) ? 2 : 1;

                cur->o_hplus += good;
                cur->o_dplus += good;
            }
            break;

        case TYP_ARMOR:
            cur->o_type = ARMOR;

            for (j = 0; j < maxarmors; j++)
                if (blesschance < armors[j].a_prob)
                    break;

            if (j == maxarmors)
            {
                debug("Picked a bad armor %d", blesschance);
                j = 0;
            }

            cur->o_which = j;
            cur->o_ac = armors[j].a_class;

            if (((k = rnd(100)) < 20) && j != MITHRIL)
            {
                cur->o_flags |= ISCURSED;
                cur->o_ac += rnd(3) + 1;
            }
            else if (k < 28 || j == MITHRIL)
                cur->o_ac -= rnd(3) + 1;

            if (j == MITHRIL)
                cur->o_flags |= ISPROT;

            cur->o_weight = armors[j].a_wght;

            break;

        case TYP_RING:
            cur->o_type = RING;
            cur->o_which = pick_one(r_magic, maxrings);
            cur->o_weight = things[TYP_RING].mi_wght;

            if (cursechance < r_magic[cur->o_which].mi_curse)
                cur->o_flags |= ISCURSED;
            else if (blesschance < r_magic[cur->o_which].mi_bless)
                cur->o_flags |= ISBLESSED;

            switch (cur->o_which)
            {
                case R_ADDSTR:
                case R_ADDWISDOM:
                case R_ADDINTEL:
                case R_PROTECT:
                case R_ADDHIT:
                case R_ADDDAM:
                case R_CARRYING:
                    cur->o_ac = rnd(2) + 1; /* From 1 to 3 */

                    if (cur->o_flags & ISCURSED)
                        cur->o_ac = -cur->o_ac;

                    if (cur->o_flags & ISBLESSED)
                        cur->o_ac++;

                    break;

                case R_RESURRECT:
                case R_TELCONTROL:
                case R_VREGEN:
                case R_REGEN:
                case R_PIETY:
                case R_WIZARD:
                    cur->o_ac = 0;

                    if (cur->o_flags & ISCURSED)
                        cur->o_ac = -1;

                    if (cur->o_flags & ISBLESSED)
                        cur->o_ac = 1;

                    break;

                case R_DIGEST:

                    if (cur->o_flags & ISCURSED)
                        cur->o_ac = -1;
                    else if (cur->o_flags & ISBLESSED)
                        cur->o_ac = 2;
                    else
                        cur->o_ac = 1;
                    break;

                default:
                    cur->o_ac = 0;
                    break;
            }
            break;

        case TYP_STICK:
            cur->o_type = STICK;
            cur->o_which = pick_one(ws_magic, maxsticks);
            fix_stick(cur);

            if (cursechance < ws_magic[cur->o_which].mi_curse)
                cur->o_flags |= ISCURSED;
            else if (blesschance < ws_magic[cur->o_which].mi_bless)
                cur->o_flags |= ISBLESSED;

            break;

        default:
            debug("Picked a bad kind of object");
            wait_for(' ');
    }

    return(item);
}

/*
    spec_item()
        provide a new item tailored to specification
*/

struct linked_list  *
spec_item(char type, int which, int hitp, int damage)
{
    struct linked_list  *item;
    struct object   *obj;

    item = new_item(sizeof *obj);
    obj = OBJPTR(item);

    obj->o_count = 1;
    obj->o_group = 0;
    obj->o_type = type;
    obj->o_which = which;
    obj->o_damage = obj->o_hurldmg = "0d0";
    obj->o_hplus = 0;
    obj->o_dplus = 0;
    obj->o_flags = 0;
    obj->o_mark[0] = '\0';
    obj->o_text = NULL;
    obj->o_launch = 0;
    obj->o_weight = 0;

    switch(type)       /* Handle special characteristics */
    {
        case WEAPON:
            init_weapon(obj, which);
            obj->o_hplus = hitp;
            obj->o_dplus = damage;
            obj->o_ac = 10;
            break;

        case ARMOR:
            obj->o_ac = armors[which].a_class - hitp;
            break;

        case RING:
            obj->o_ac = hitp;
            break;

        case STICK:
            fix_stick(obj);
            obj->o_charges = hitp;
            break;

        case GOLD:
            obj->o_type = GOLD;
            obj->o_count = GOLDCALC;
            obj->o_ac = 11;
            break;
    }

    if (hitp > 0 || damage > 0)
        obj->o_flags |= ISBLESSED;
    else if (hitp < 0 || damage < 0)
        obj->o_flags |= ISCURSED;

    return(item);
}

/*
    pick_one()
        pick an item out of a list of nitems possible magic items
*/

int
pick_one(struct magic_item *magic, int nitems)
{
    int i;
    struct magic_item   *end;
    struct magic_item   *start = magic;

    for (end = &magic[nitems], i = rnd(1000); magic < end; magic++)
        if (i <= magic->mi_prob)
            break;

    if (magic == end)
    {
        if (wizard)
        {
            add_line("Bad pick_one: %d from %d items", i, nitems);

            for (magic = start; magic < end; magic++)
                add_line("%s: %d%%", magic->mi_name, magic->mi_prob);

            end_line();
        }
        magic = start;
    }

    return((int)(magic - start));
}


/*
    blesscurse()
        returns whether the object is  blessed or cursed
*/

char *
blesscurse(long flags)
{
    if (flags & ISKNOW)
    {
        if (flags & ISCURSED)
            return("cursed ");

        if (flags & ISBLESSED)
            return("blessed ");

        return("normal ");