381 lines
8.8 KiB
C
381 lines
8.8 KiB
C
/*
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* Contains functions for dealing with things like
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* potions and scrolls
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*
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* @(#)things.c 3.37 (Berkeley) 6/15/81
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <ctype.h>
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#include <string.h>
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#include "rogue.h"
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/*
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* inv_name:
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* return the name of something as it would appear in an
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* inventory.
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*/
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char *
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inv_name(struct object *obj, int drop)
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{
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char *pb;
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switch(obj->o_type)
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{
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case SCROLL:
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if (obj->o_count == 1)
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strcpy(prbuf, "A scroll ");
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else
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sprintf(prbuf, "%d scrolls ", obj->o_count);
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pb = &prbuf[strlen(prbuf)];
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if (s_know[obj->o_which])
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sprintf(pb, "of %s", s_magic[obj->o_which].mi_name);
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else if (s_guess[obj->o_which])
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sprintf(pb, "called %s", s_guess[obj->o_which]);
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else
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sprintf(pb, "titled '%s'", s_names[obj->o_which]);
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when POTION:
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if (obj->o_count == 1)
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strcpy(prbuf, "A potion ");
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else
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sprintf(prbuf, "%d potions ", obj->o_count);
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pb = &prbuf[strlen(prbuf)];
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if (p_know[obj->o_which])
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sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name,
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p_colors[obj->o_which]);
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else if (p_guess[obj->o_which])
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sprintf(pb, "called %s(%s)", p_guess[obj->o_which],
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p_colors[obj->o_which]);
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else if (obj->o_count == 1)
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sprintf(prbuf, "A%s %s potion",
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vowelstr(p_colors[obj->o_which]),
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p_colors[obj->o_which]);
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else
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sprintf(prbuf, "%d %s potions", obj->o_count,
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p_colors[obj->o_which]);
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when FOOD:
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if (obj->o_which == 1)
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if (obj->o_count == 1)
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sprintf(prbuf, "A%s %s", vowelstr(fruit), fruit);
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else
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sprintf(prbuf, "%d %ss", obj->o_count, fruit);
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else
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if (obj->o_count == 1)
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strcpy(prbuf, "Some food");
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else
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sprintf(prbuf, "%d rations of food", obj->o_count);
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when WEAPON:
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if (obj->o_count > 1)
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sprintf(prbuf, "%d ", obj->o_count);
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else
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strcpy(prbuf, "A ");
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pb = &prbuf[strlen(prbuf)];
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if (obj->o_flags & ISKNOW)
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sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus),
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w_names[obj->o_which]);
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else
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sprintf(pb, "%s", w_names[obj->o_which]);
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if (obj->o_count > 1)
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strcat(prbuf, "s");
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when ARMOR:
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if (obj->o_flags & ISKNOW)
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sprintf(prbuf, "%s %s",
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num(a_class[obj->o_which] - obj->o_ac, 0),
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a_names[obj->o_which]);
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else
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sprintf(prbuf, "%s", a_names[obj->o_which]);
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when AMULET:
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strcpy(prbuf, "The Amulet of Yendor");
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when STICK:
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sprintf(prbuf, "A %s ", ws_type[obj->o_which]);
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pb = &prbuf[strlen(prbuf)];
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if (ws_know[obj->o_which])
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sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name,
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charge_str(obj), ws_made[obj->o_which]);
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else if (ws_guess[obj->o_which])
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sprintf(pb, "called %s(%s)", ws_guess[obj->o_which],
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ws_made[obj->o_which]);
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else
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sprintf(&prbuf[2], "%s %s", ws_made[obj->o_which],
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ws_type[obj->o_which]);
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when RING:
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if (r_know[obj->o_which])
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sprintf(prbuf, "A%s ring of %s(%s)", ring_num(obj),
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r_magic[obj->o_which].mi_name, r_stones[obj->o_which]);
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else if (r_guess[obj->o_which])
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sprintf(prbuf, "A ring called %s(%s)",
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r_guess[obj->o_which], r_stones[obj->o_which]);
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else
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sprintf(prbuf, "A%s %s ring", vowelstr(r_stones[obj->o_which]),
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r_stones[obj->o_which]);
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otherwise:
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debug("Picked up something funny");
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sprintf(prbuf, "Something bizarre %s", unctrl(obj->o_type));
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}
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if (obj == cur_armor)
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strcat(prbuf, " (being worn)");
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if (obj == cur_weapon)
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strcat(prbuf, " (weapon in hand)");
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if (obj == cur_ring[LEFT])
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strcat(prbuf, " (on left hand)");
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else if (obj == cur_ring[RIGHT])
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strcat(prbuf, " (on right hand)");
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if (drop && isupper(prbuf[0]))
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prbuf[0] = tolower(prbuf[0]);
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else if (!drop && islower(*prbuf))
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*prbuf = toupper(*prbuf);
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if (!drop)
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strcat(prbuf, ".");
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return prbuf;
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}
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/*
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* money:
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* Add to characters purse
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*/
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void
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money()
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{
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struct room *rp;
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for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
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if (ce(hero, rp->r_gold))
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{
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if (notify)
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{
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if (!terse)
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addmsg("You found ");
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msg("%d gold pieces.", rp->r_goldval);
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}
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purse += rp->r_goldval;
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rp->r_goldval = 0;
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cmov(rp->r_gold);
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addch(FLOOR);
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return;
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}
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msg("That gold must have been counterfeit");
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}
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/*
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* drop:
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* put something down
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*/
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void
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drop()
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{
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int ch;
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struct linked_list *obj, *nobj;
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struct object *op;
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ch = mvwinch(stdscr, hero.y, hero.x);
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if (ch != FLOOR && ch != PASSAGE)
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{
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msg("There is something there already");
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return;
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}
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if ((obj = get_item("drop", 0)) == NULL)
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return;
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op = (struct object *) ldata(obj);
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if (!dropcheck(op))
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return;
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/*
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* Take it out of the pack
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*/
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if (op->o_count >= 2 && op->o_type != WEAPON)
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{
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nobj = new_item(sizeof *op);
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op->o_count--;
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op = (struct object *) ldata(nobj);
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*op = *((struct object *) ldata(obj));
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op->o_count = 1;
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obj = nobj;
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if (op->o_group != 0)
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inpack++;
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}
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else
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detach(pack, obj);
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inpack--;
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/*
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* Link it into the level object list
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*/
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attach(lvl_obj, obj);
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mvaddch(hero.y, hero.x, op->o_type);
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op->o_pos = hero;
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msg("Dropped %s", inv_name(op, TRUE));
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}
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/*
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* do special checks for dropping or unweilding|unwearing|unringing
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*/
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int
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dropcheck(struct object *op)
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{
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str_t save_max;
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if (op == NULL)
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return TRUE;
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if (op != cur_armor && op != cur_weapon
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&& op != cur_ring[LEFT] && op != cur_ring[RIGHT])
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return TRUE;
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if (op->o_flags & ISCURSED)
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{
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msg("You can't. It appears to be cursed.");
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return FALSE;
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}
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if (op == cur_weapon)
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cur_weapon = NULL;
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else if (op == cur_armor)
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{
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waste_time();
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cur_armor = NULL;
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}
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else if (op == cur_ring[LEFT] || op == cur_ring[RIGHT])
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{
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switch (op->o_which)
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{
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case R_ADDSTR:
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save_max = max_stats.s_str;
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chg_str(-op->o_ac);
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max_stats.s_str = save_max;
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break;
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case R_SEEINVIS:
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player.t_flags &= ~CANSEE;
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extinguish(unsee);
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light(&hero);
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mvwaddch(cw, hero.y, hero.x, PLAYER);
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break;
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}
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cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL;
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}
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return TRUE;
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}
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/*
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* return a new thing
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*/
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struct linked_list *
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new_thing()
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{
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struct linked_list *item;
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struct object *cur;
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int j, k;
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item = new_item(sizeof *cur);
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cur = (struct object *) ldata(item);
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cur->o_hplus = cur->o_dplus = 0;
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strcpy(cur->o_damage,"0d0");
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strcpy(cur->o_hurldmg,"0d0");
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cur->o_ac = 11;
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cur->o_count = 1;
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cur->o_group = 0;
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cur->o_flags = 0;
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/*
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* Decide what kind of object it will be
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* If we haven't had food for a while, let it be food.
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*/
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switch (no_food > 3 ? 2 : pick_one(things, NUMTHINGS))
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{
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case 0:
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cur->o_type = POTION;
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cur->o_which = pick_one(p_magic, MAXPOTIONS);
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when 1:
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cur->o_type = SCROLL;
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cur->o_which = pick_one(s_magic, MAXSCROLLS);
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when 2:
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no_food = 0;
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cur->o_type = FOOD;
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if (rnd(100) > 10)
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cur->o_which = 0;
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else
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cur->o_which = 1;
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when 3:
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cur->o_type = WEAPON;
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cur->o_which = rnd(MAXWEAPONS);
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init_weapon(cur, cur->o_which);
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if ((k = rnd(100)) < 10)
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{
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cur->o_flags |= ISCURSED;
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cur->o_hplus -= rnd(3)+1;
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}
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else if (k < 15)
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cur->o_hplus += rnd(3)+1;
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when 4:
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cur->o_type = ARMOR;
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for (j = 0, k = rnd(100); j < MAXARMORS; j++)
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if (k < a_chances[j])
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break;
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if (j == MAXARMORS)
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{
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debug("Picked a bad armor %d", k);
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j = 0;
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}
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cur->o_which = j;
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cur->o_ac = a_class[j];
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if ((k = rnd(100)) < 20)
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{
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cur->o_flags |= ISCURSED;
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cur->o_ac += rnd(3)+1;
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}
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else if (k < 28)
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cur->o_ac -= rnd(3)+1;
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when 5:
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cur->o_type = RING;
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cur->o_which = pick_one(r_magic, MAXRINGS);
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switch (cur->o_which)
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{
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case R_ADDSTR:
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case R_PROTECT:
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case R_ADDHIT:
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case R_ADDDAM:
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if ((cur->o_ac = rnd(3)) == 0)
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{
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cur->o_ac = -1;
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cur->o_flags |= ISCURSED;
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}
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when R_AGGR:
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case R_TELEPORT:
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cur->o_flags |= ISCURSED;
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}
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when 6:
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cur->o_type = STICK;
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cur->o_which = pick_one(ws_magic, MAXSTICKS);
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fix_stick(cur);
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otherwise:
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debug("Picked a bad kind of object");
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wait_for(stdscr, ' ');
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}
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return item;
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}
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/*
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* pick an item out of a list of nitems possible magic items
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*/
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int
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pick_one(struct magic_item *magic, int nitems)
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{
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struct magic_item *end;
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int i;
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struct magic_item *start;
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start = magic;
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for (end = &magic[nitems], i = rnd(100); magic < end; magic++)
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if (i < magic->mi_prob)
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break;
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if (magic == end)
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{
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if (wizard)
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{
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msg("bad pick_one: %d from %d items", i, nitems);
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for (magic = start; magic < end; magic++)
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msg("%s: %d%%", magic->mi_name, magic->mi_prob);
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}
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magic = start;
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}
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return (int) (magic - start);
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}
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