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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
784 lines
18 KiB
C
784 lines
18 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)object.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* object.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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#include "rogue.h"
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object level_objects;
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unsigned short dungeon[DROWS][DCOLS];
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short foods = 0;
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object *free_list = (object *) 0;
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char *fruit = (char *) 0;
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fighter rogue = {
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INIT_AW, /* armor, weapon */
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INIT_RINGS, /* rings */
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INIT_HP, /* Hp current,max */
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INIT_STR, /* Str current,max */
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INIT_PACK, /* pack */
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INIT_GOLD, /* gold */
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INIT_EXP, /* exp level,points */
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0, 0, /* row, col */
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INIT_CHAR, /* char */
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INIT_MOVES /* moves */
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};
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struct id id_potions[POTIONS] = {
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{100, "blue \0 ", "of increase strength ", 0},
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{250, "red \0 ", "of restore strength ", 0},
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{100, "green \0 ", "of healing ", 0},
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{200, "grey \0 ", "of extra healing ", 0},
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{10, "brown \0 ", "of poison ", 0},
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{300, "clear \0 ", "of raise level ", 0},
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{10, "pink \0 ", "of blindness ", 0},
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{25, "white \0 ", "of hallucination ", 0},
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{100, "purple \0 ", "of detect monster ", 0},
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{100, "black \0 ", "of detect things ", 0},
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{10, "yellow \0 ", "of confusion ", 0},
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{80, "plaid \0 ", "of levitation ", 0},
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{150, "burgundy \0 ", "of haste self ", 0},
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{145, "beige \0 ", "of see invisible ", 0}
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};
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struct id id_scrolls[SCROLS] = {
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{505, " ", "of protect armor ", 0},
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{200, " ", "of hold monster ", 0},
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{235, " ", "of enchant weapon ", 0},
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{235, " ", "of enchant armor ", 0},
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{175, " ", "of identify ", 0},
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{190, " ", "of teleportation ", 0},
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{25, " ", "of sleep ", 0},
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{610, " ", "of scare monster ", 0},
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{210, " ", "of remove curse ", 0},
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{80, " ", "of create monster ",0},
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{25, " ", "of aggravate monster ",0},
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{180, " ", "of magic mapping ", 0},
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{90, " ", "of confuse monster ", 0}
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};
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struct id id_weapons[WEAPONS] = {
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{150, "short bow ", "", 0},
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{8, "darts ", "", 0},
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{15, "arrows ", "", 0},
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{27, "daggers ", "", 0},
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{35, "shurikens ", "", 0},
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{360, "mace ", "", 0},
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{470, "long sword ", "", 0},
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{580, "two-handed sword ", "", 0}
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};
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struct id id_armors[ARMORS] = {
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{300, "leather armor ", "", (UNIDENTIFIED)},
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{300, "ring mail ", "", (UNIDENTIFIED)},
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{400, "scale mail ", "", (UNIDENTIFIED)},
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{500, "chain mail ", "", (UNIDENTIFIED)},
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{600, "banded mail ", "", (UNIDENTIFIED)},
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{600, "splint mail ", "", (UNIDENTIFIED)},
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{700, "plate mail ", "", (UNIDENTIFIED)}
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};
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struct id id_wands[WANDS] = {
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{25, " ", "of teleport away ",0},
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{50, " ", "of slow monster ", 0},
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{8, " ", "of invisibility ",0},
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{55, " ", "of polymorph ",0},
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{2, " ", "of haste monster ",0},
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{20, " ", "of magic missile ",0},
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{20, " ", "of cancellation ",0},
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{0, " ", "of do nothing ",0},
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{35, " ", "of drain life ",0},
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{20, " ", "of cold ",0},
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{20, " ", "of fire ",0}
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};
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struct id id_rings[RINGS] = {
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{250, " ", "of stealth ",0},
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{100, " ", "of teleportation ", 0},
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{255, " ", "of regeneration ",0},
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{295, " ", "of slow digestion ",0},
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{200, " ", "of add strength ",0},
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{250, " ", "of sustain strength ",0},
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{250, " ", "of dexterity ",0},
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{25, " ", "of adornment ",0},
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{300, " ", "of see invisible ",0},
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{290, " ", "of maintain armor ",0},
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{270, " ", "of searching ",0},
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};
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extern short cur_level, max_level;
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extern short party_room;
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extern char *error_file;
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extern boolean is_wood[];
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put_objects()
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{
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short i, n;
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object *obj;
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if (cur_level < max_level) {
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return;
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}
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n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
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while (rand_percent(33)) {
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n++;
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}
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if (party_room != NO_ROOM) {
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make_party();
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}
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for (i = 0; i < n; i++) {
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obj = gr_object();
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rand_place(obj);
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}
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put_gold();
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}
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put_gold()
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{
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short i, j;
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short row,col;
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boolean is_maze, is_room;
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for (i = 0; i < MAXROOMS; i++) {
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is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
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is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
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if (!(is_room || is_maze)) {
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continue;
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}
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if (is_maze || rand_percent(GOLD_PERCENT)) {
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for (j = 0; j < 50; j++) {
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row = get_rand(rooms[i].top_row+1,
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rooms[i].bottom_row-1);
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col = get_rand(rooms[i].left_col+1,
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rooms[i].right_col-1);
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if ((dungeon[row][col] == FLOOR) ||
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(dungeon[row][col] == TUNNEL)) {
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plant_gold(row, col, is_maze);
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break;
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}
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}
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}
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}
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}
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plant_gold(row, col, is_maze)
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short row, col;
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boolean is_maze;
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{
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object *obj;
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obj = alloc_object();
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obj->row = row; obj->col = col;
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obj->what_is = GOLD;
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obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
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if (is_maze) {
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obj->quantity += obj->quantity / 2;
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}
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dungeon[row][col] |= OBJECT;
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(void) add_to_pack(obj, &level_objects, 0);
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}
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place_at(obj, row, col)
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object *obj;
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{
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obj->row = row;
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obj->col = col;
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dungeon[row][col] |= OBJECT;
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(void) add_to_pack(obj, &level_objects, 0);
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}
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object *
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object_at(pack, row, col)
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register object *pack;
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short row, col;
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{
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object *obj = (object *) 0;
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if (dungeon[row][col] & (MONSTER | OBJECT)) {
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obj = pack->next_object;
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while (obj && ((obj->row != row) || (obj->col != col))) {
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obj = obj->next_object;
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}
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if (!obj) {
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message("object_at(): inconsistent", 1);
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}
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}
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return(obj);
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}
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object *
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get_letter_object(ch)
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{
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object *obj;
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obj = rogue.pack.next_object;
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while (obj && (obj->ichar != ch)) {
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obj = obj->next_object;
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}
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return(obj);
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}
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free_stuff(objlist)
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object *objlist;
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{
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object *obj;
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while (objlist->next_object) {
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obj = objlist->next_object;
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objlist->next_object =
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objlist->next_object->next_object;
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free_object(obj);
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}
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}
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char *
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name_of(obj)
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object *obj;
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{
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char *retstring;
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switch(obj->what_is) {
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case SCROL:
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retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
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break;
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case POTION:
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retstring = obj->quantity > 1 ? "potions " : "potion ";
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break;
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case FOOD:
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if (obj->which_kind == RATION) {
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retstring = "food ";
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} else {
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retstring = fruit;
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}
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break;
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case WAND:
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retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
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break;
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case WEAPON:
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switch(obj->which_kind) {
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case DART:
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retstring=obj->quantity > 1 ? "darts " : "dart ";
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break;
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case ARROW:
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retstring=obj->quantity > 1 ? "arrows " : "arrow ";
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break;
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case DAGGER:
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retstring=obj->quantity > 1 ? "daggers " : "dagger ";
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break;
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case SHURIKEN:
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retstring=obj->quantity > 1?"shurikens ":"shuriken ";
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break;
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default:
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retstring = id_weapons[obj->which_kind].title;
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}
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break;
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case ARMOR:
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retstring = "armor ";
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break;
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case RING:
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retstring = "ring ";
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break;
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case AMULET:
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retstring = "amulet ";
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break;
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default:
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retstring = "unknown ";
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break;
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}
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return(retstring);
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}
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object *
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gr_object()
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{
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object *obj;
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obj = alloc_object();
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if (foods < (cur_level / 3)) {
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obj->what_is = FOOD;
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foods++;
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} else {
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obj->what_is = gr_what_is();
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}
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switch(obj->what_is) {
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case SCROL:
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gr_scroll(obj);
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break;
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case POTION:
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gr_potion(obj);
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break;
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case WEAPON:
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gr_weapon(obj, 1);
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break;
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case ARMOR:
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gr_armor(obj);
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break;
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case WAND:
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gr_wand(obj);
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break;
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case FOOD:
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get_food(obj, 0);
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break;
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case RING:
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gr_ring(obj, 1);
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break;
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}
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return(obj);
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}
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unsigned short
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gr_what_is()
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{
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short percent;
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unsigned short what_is;
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percent = get_rand(1, 91);
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if (percent <= 30) {
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what_is = SCROL;
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} else if (percent <= 60) {
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what_is = POTION;
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} else if (percent <= 64) {
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what_is = WAND;
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} else if (percent <= 74) {
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what_is = WEAPON;
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} else if (percent <= 83) {
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what_is = ARMOR;
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} else if (percent <= 88) {
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what_is = FOOD;
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} else {
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what_is = RING;
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}
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return(what_is);
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}
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gr_scroll(obj)
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object *obj;
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{
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short percent;
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percent = get_rand(0, 91);
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obj->what_is = SCROL;
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if (percent <= 5) {
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obj->which_kind = PROTECT_ARMOR;
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} else if (percent <= 10) {
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obj->which_kind = HOLD_MONSTER;
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} else if (percent <= 20) {
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obj->which_kind = CREATE_MONSTER;
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} else if (percent <= 35) {
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obj->which_kind = IDENTIFY;
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} else if (percent <= 43) {
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obj->which_kind = TELEPORT;
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} else if (percent <= 50) {
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obj->which_kind = SLEEP;
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} else if (percent <= 55) {
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obj->which_kind = SCARE_MONSTER;
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} else if (percent <= 64) {
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obj->which_kind = REMOVE_CURSE;
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} else if (percent <= 69) {
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obj->which_kind = ENCH_ARMOR;
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} else if (percent <= 74) {
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obj->which_kind = ENCH_WEAPON;
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} else if (percent <= 80) {
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obj->which_kind = AGGRAVATE_MONSTER;
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} else if (percent <= 86) {
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obj->which_kind = CON_MON;
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} else {
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obj->which_kind = MAGIC_MAPPING;
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}
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}
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gr_potion(obj)
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object *obj;
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{
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short percent;
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|
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percent = get_rand(1, 118);
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obj->what_is = POTION;
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|
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if (percent <= 5) {
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obj->which_kind = RAISE_LEVEL;
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} else if (percent <= 15) {
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obj->which_kind = DETECT_OBJECTS;
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} else if (percent <= 25) {
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obj->which_kind = DETECT_MONSTER;
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} else if (percent <= 35) {
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obj->which_kind = INCREASE_STRENGTH;
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} else if (percent <= 45) {
|
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obj->which_kind = RESTORE_STRENGTH;
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} else if (percent <= 55) {
|
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obj->which_kind = HEALING;
|
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} else if (percent <= 65) {
|
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obj->which_kind = EXTRA_HEALING;
|
|
} else if (percent <= 75) {
|
|
obj->which_kind = BLINDNESS;
|
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} else if (percent <= 85) {
|
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obj->which_kind = HALLUCINATION;
|
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} else if (percent <= 95) {
|
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obj->which_kind = CONFUSION;
|
|
} else if (percent <= 105) {
|
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obj->which_kind = POISON;
|
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} else if (percent <= 110) {
|
|
obj->which_kind = LEVITATION;
|
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} else if (percent <= 114) {
|
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obj->which_kind = HASTE_SELF;
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} else {
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obj->which_kind = SEE_INVISIBLE;
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}
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}
|
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|
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gr_weapon(obj, assign_wk)
|
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object *obj;
|
|
int assign_wk;
|
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{
|
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short percent;
|
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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)) {
|
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obj->quantity = get_rand(3, 15);
|
|
obj->quiver = get_rand(0, 126);
|
|
} else {
|
|
obj->quantity = 1;
|
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}
|
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obj->hit_enchant = obj->d_enchant = 0;
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|
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percent = get_rand(1, 96);
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blessing = get_rand(1, 3);
|
|
|
|
if (percent <= 16) {
|
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increment = 1;
|
|
} else if (percent <= 32) {
|
|
increment = -1;
|
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obj->is_cursed = 1;
|
|
}
|
|
if (percent <= 32) {
|
|
for (i = 0; i < blessing; i++) {
|
|
if (coin_toss()) {
|
|
obj->hit_enchant += increment;
|
|
} else {
|
|
obj->d_enchant += increment;
|
|
}
|
|
}
|
|
}
|
|
switch(obj->which_kind) {
|
|
case BOW:
|
|
case DART:
|
|
obj->damage = "1d1";
|
|
break;
|
|
case ARROW:
|
|
obj->damage = "1d2";
|
|
break;
|
|
case DAGGER:
|
|
obj->damage = "1d3";
|
|
break;
|
|
case SHURIKEN:
|
|
obj->damage = "1d4";
|
|
break;
|
|
case MACE:
|
|
obj->damage = "2d3";
|
|
break;
|
|
case LONG_SWORD:
|
|
obj->damage = "3d4";
|
|
break;
|
|
case TWO_HANDED_SWORD:
|
|
obj->damage = "4d5";
|
|
break;
|
|
}
|
|
}
|
|
|
|
gr_armor(obj)
|
|
object *obj;
|
|
{
|
|
short percent;
|
|
short blessing;
|
|
|
|
obj->what_is = ARMOR;
|
|
obj->which_kind = get_rand(0, (ARMORS - 1));
|
|
obj->class = obj->which_kind + 2;
|
|
if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
|
|
obj->class--;
|
|
}
|
|
obj->is_protected = 0;
|
|
obj->d_enchant = 0;
|
|
|
|
percent = get_rand(1, 100);
|
|
blessing = get_rand(1, 3);
|
|
|
|
if (percent <= 16) {
|
|
obj->is_cursed = 1;
|
|
obj->d_enchant -= blessing;
|
|
} else if (percent <= 33) {
|
|
obj->d_enchant += blessing;
|
|
}
|
|
}
|
|
|
|
gr_wand(obj)
|
|
object *obj;
|
|
{
|
|
obj->what_is = WAND;
|
|
obj->which_kind = get_rand(0, (WANDS - 1));
|
|
obj->class = get_rand(3, 7);
|
|
}
|
|
|
|
get_food(obj, force_ration)
|
|
object *obj;
|
|
boolean force_ration;
|
|
{
|
|
obj->what_is = FOOD;
|
|
|
|
if (force_ration || rand_percent(80)) {
|
|
obj->which_kind = RATION;
|
|
} else {
|
|
obj->which_kind = FRUIT;
|
|
}
|
|
}
|
|
|
|
put_stairs()
|
|
{
|
|
short row, col;
|
|
|
|
gr_row_col(&row, &col, (FLOOR | TUNNEL));
|
|
dungeon[row][col] |= STAIRS;
|
|
}
|
|
|
|
get_armor_class(obj)
|
|
object *obj;
|
|
{
|
|
if (obj) {
|
|
return(obj->class + obj->d_enchant);
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
object *
|
|
alloc_object()
|
|
{
|
|
object *obj;
|
|
|
|
if (free_list) {
|
|
obj = free_list;
|
|
free_list = free_list->next_object;
|
|
} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
|
|
message("cannot allocate object, saving game", 0);
|
|
save_into_file(error_file);
|
|
}
|
|
obj->quantity = 1;
|
|
obj->ichar = 'L';
|
|
obj->picked_up = obj->is_cursed = 0;
|
|
obj->in_use_flags = NOT_USED;
|
|
obj->identified = UNIDENTIFIED;
|
|
obj->damage = "1d1";
|
|
return(obj);
|
|
}
|
|
|
|
free_object(obj)
|
|
object *obj;
|
|
{
|
|
obj->next_object = free_list;
|
|
free_list = obj;
|
|
}
|
|
|
|
make_party()
|
|
{
|
|
short n;
|
|
|
|
party_room = gr_room();
|
|
|
|
n = rand_percent(99) ? party_objects(party_room) : 11;
|
|
if (rand_percent(99)) {
|
|
party_monsters(party_room, n);
|
|
}
|
|
}
|
|
|
|
show_objects()
|
|
{
|
|
object *obj;
|
|
short mc, rc, row, col;
|
|
object *monster;
|
|
|
|
obj = level_objects.next_object;
|
|
|
|
while (obj) {
|
|
row = obj->row;
|
|
col = obj->col;
|
|
|
|
rc = get_mask_char(obj->what_is);
|
|
|
|
if (dungeon[row][col] & MONSTER) {
|
|
if (monster = object_at(&level_monsters, row, col)) {
|
|
monster->trail_char = rc;
|
|
}
|
|
}
|
|
mc = mvinch(row, col);
|
|
if (((mc < 'A') || (mc > 'Z')) &&
|
|
((row != rogue.row) || (col != rogue.col))) {
|
|
mvaddch(row, col, rc);
|
|
}
|
|
obj = obj->next_object;
|
|
}
|
|
|
|
monster = level_monsters.next_object;
|
|
|
|
while (monster) {
|
|
if (monster->m_flags & IMITATES) {
|
|
mvaddch(monster->row, monster->col, (int) monster->disguise);
|
|
}
|
|
monster = monster->next_monster;
|
|
}
|
|
}
|
|
|
|
put_amulet()
|
|
{
|
|
object *obj;
|
|
|
|
obj = alloc_object();
|
|
obj->what_is = AMULET;
|
|
rand_place(obj);
|
|
}
|
|
|
|
rand_place(obj)
|
|
object *obj;
|
|
{
|
|
short row, col;
|
|
|
|
gr_row_col(&row, &col, (FLOOR | TUNNEL));
|
|
place_at(obj, row, col);
|
|
}
|
|
|
|
c_object_for_wizard()
|
|
{
|
|
short ch, max, wk;
|
|
object *obj;
|
|
char buf[80];
|
|
|
|
if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
|
|
message("pack full", 0);
|
|
return;
|
|
}
|
|
message("type of object?", 0);
|
|
|
|
while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
|
|
sound_bell();
|
|
}
|
|
check_message();
|
|
|
|
if (ch == '\033') {
|
|
return;
|
|
}
|
|
obj = alloc_object();
|
|
|
|
switch(ch) {
|
|
case '!':
|
|
obj->what_is = POTION;
|
|
max = POTIONS - 1;
|
|
break;
|
|
case '?':
|
|
obj->what_is = SCROL;
|
|
max = SCROLS - 1;
|
|
break;
|
|
case ',':
|
|
obj->what_is = AMULET;
|
|
break;
|
|
case ':':
|
|
get_food(obj, 0);
|
|
break;
|
|
case ')':
|
|
gr_weapon(obj, 0);
|
|
max = WEAPONS - 1;
|
|
break;
|
|
case ']':
|
|
gr_armor(obj);
|
|
max = ARMORS - 1;
|
|
break;
|
|
case '/':
|
|
gr_wand(obj);
|
|
max = WANDS - 1;
|
|
break;
|
|
case '=':
|
|
max = RINGS - 1;
|
|
obj->what_is = RING;
|
|
break;
|
|
}
|
|
if ((ch != ',') && (ch != ':')) {
|
|
GIL:
|
|
if (get_input_line("which kind?", "", buf, "", 0, 1)) {
|
|
wk = get_number(buf);
|
|
if ((wk >= 0) && (wk <= max)) {
|
|
obj->which_kind = (unsigned short) wk;
|
|
if (obj->what_is == RING) {
|
|
gr_ring(obj, 0);
|
|
}
|
|
} else {
|
|
sound_bell();
|
|
goto GIL;
|
|
}
|
|
} else {
|
|
free_object(obj);
|
|
return;
|
|
}
|
|
}
|
|
get_desc(obj, buf);
|
|
message(buf, 0);
|
|
(void) add_to_pack(obj, &rogue.pack, 1);
|
|
}
|