root/games/rogue/object.c
/*      $NetBSD: object.c,v 1.15 2025/04/07 14:36:28 hgutch Exp $       */

/*
 * Copyright (c) 1988, 1993
 *      The Regents of the University of California.  All rights reserved.
 *
 * This code is derived from software contributed to Berkeley by
 * Timothy C. Stoehr.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */

#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "@(#)object.c    8.1 (Berkeley) 5/31/93";
#else
__RCSID("$NetBSD: object.c,v 1.15 2025/04/07 14:36:28 hgutch Exp $");
#endif
#endif /* not lint */

/*
 * object.c
 *
 * This source herein may be modified and/or distributed by anybody who
 * so desires, with the following restrictions:
 *    1.)  No portion of this notice shall be removed.
 *    2.)  Credit shall not be taken for the creation of this source.
 *    3.)  This code is not to be traded, sold, or used for personal
 *         gain or profit.
 *
 */

#include "rogue.h"

object level_objects;
unsigned short dungeon[DROWS][DCOLS];
short foods = 0;
char *fruit = NULL;

static object *free_list = NULL;

fighter rogue = {
        INIT_AW,        /* armor */
        INIT_AW,        /* weapon */
        INIT_RINGS,     /* left ring */
        INIT_RINGS,     /* right ring */
        INIT_HP,        /* Hp current */
        INIT_HP,        /* Hp max */
        INIT_STR,       /* Str current */
        INIT_STR,       /* Str max */
        INIT_PACK,      /* pack */
        INIT_GOLD,      /* gold */
        INIT_EXPLEVEL,  /* exp level */
        INIT_EXP,       /* exp points */
        0, 0,           /* row, col */
        INIT_CHAR,      /* char */
        INIT_MOVES      /* moves */
};

struct id id_potions[POTIONS] = {
{100, "blue ",     "of increase strength ", 0},
{250, "red ",      "of restore strength ", 0},
{100, "green ",    "of healing ", 0},
{200, "grey ",     "of extra healing ", 0},
 {10, "brown ",    "of poison ", 0},
{300, "clear ",    "of raise level ", 0},
 {10, "pink ",     "of blindness ", 0},
 {25, "white ",    "of hallucination ", 0},
{100, "purple ",   "of detect monster ", 0},
{100, "black ",    "of detect things ", 0},
 {10, "yellow ",   "of confusion ", 0},
 {80, "plaid ",    "of levitation ", 0},
{150, "burgundy ", "of haste self ", 0},
{145, "beige ",    "of see invisible ", 0}
};

struct id id_scrolls[SCROLS] = {
{505, "", "of protect armor ", 0},
{200, "", "of hold monster ", 0},
{235, "", "of enchant weapon ", 0},
{235, "", "of enchant armor ", 0},
{175, "", "of identify ", 0},
{190, "", "of teleportation ", 0},
 {25, "", "of sleep ", 0},
{610, "", "of scare monster ", 0},
{210, "", "of remove curse ", 0},
 {80, "", "of create monster ",0},
 {25, "", "of aggravate monster ",0},
{180, "", "of magic mapping ", 0},
 {90, "", "of confuse monster ", 0}
};

struct id id_weapons[WEAPONS] = {
        {150, "short bow ", "", 0},
          {8, "darts ", "", 0},
         {15, "arrows ", "", 0},
         {27, "daggers ", "", 0},
         {35, "shurikens ", "", 0},
        {360, "mace ", "", 0},
        {470, "long sword ", "", 0},
        {580, "two-handed sword ", "", 0}
};

struct id id_armors[ARMORS] = {
        {300, "leather armor ", "", (UNIDENTIFIED)},
        {300, "ring mail ", "", (UNIDENTIFIED)},
        {400, "scale mail ", "", (UNIDENTIFIED)},
        {500, "chain mail ", "", (UNIDENTIFIED)},
        {600, "banded mail ", "", (UNIDENTIFIED)},
        {600, "splint mail ", "", (UNIDENTIFIED)},
        {700, "plate mail ", "", (UNIDENTIFIED)}
};

struct id id_wands[WANDS] = {
         {25, "", "of teleport away ",0},
         {50, "", "of slow monster ", 0},
          {8, "", "of invisibility ",0},
         {55, "", "of polymorph ",0},
          {2, "", "of haste monster ",0},
         {20, "", "of magic missile ",0},
         {20, "", "of cancellation ",0},
          {0, "", "of do nothing ",0},
         {35, "", "of drain life ",0},
         {20, "", "of cold ",0},
         {20, "", "of fire ",0}
};

struct id id_rings[RINGS] = {
         {250, "", "of stealth ",0},
         {100, "", "of teleportation ", 0},
         {255, "", "of regeneration ",0},
         {295, "", "of slow digestion ",0},
         {200, "", "of add strength ",0},
         {250, "", "of sustain strength ",0},
         {250, "", "of dexterity ",0},
          {25, "", "of adornment ",0},
         {300, "", "of see invisible ",0},
         {290, "", "of maintain armor ",0},
         {270, "", "of searching ",0},
};

static void gr_armor(object *);
static void gr_potion(object *);
static void gr_scroll(object *);
static void gr_wand(object *);
static void gr_weapon(object *, int);
static unsigned short gr_what_is(void);
static void make_party(void);
static void plant_gold(short, short, boolean);
static void put_gold(void);
static void rand_place(object *);

void
put_objects(void)
{
        short i, n;
        object *obj;

        if (cur_level < max_level) {
                return;
        }
        n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
        while (rand_percent(33)) {
                n++;
        }
        if (party_room != NO_ROOM) {
                make_party();
        }
        for (i = 0; i < n; i++) {
                obj = gr_object();
                rand_place(obj);
        }
        put_gold();
}

static void
put_gold(void)
{
        short i, j;
        short row,col;
        boolean is_maze, is_room;

        for (i = 0; i < MAXROOMS; i++) {
                is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
                is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;

                if (!(is_room || is_maze)) {
                        continue;
                }
                if (is_maze || rand_percent(GOLD_PERCENT)) {
                        for (j = 0; j < 50; j++) {
                                row = get_rand(rooms[i].top_row+1,
                                rooms[i].bottom_row-1);
                                col = get_rand(rooms[i].left_col+1,
                                rooms[i].right_col-1);
                                if ((dungeon[row][col] == FLOOR) ||
                                        (dungeon[row][col] == TUNNEL)) {
                                        plant_gold(row, col, is_maze);
                                        break;
                                }
                        }
                }
        }
}

static void
plant_gold(short row, short col, boolean is_maze)
{
        object *obj;

        obj = alloc_object();
        obj->row = row; obj->col = col;
        obj->what_is = GOLD;
        obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
        if (is_maze) {
                obj->quantity += obj->quantity / 2;
        }
        dungeon[row][col] |= OBJECT;
        (void)add_to_pack(obj, &level_objects, 0);
}

void
place_at(object *obj, int row, int col)
{
        obj->row = row;
        obj->col = col;
        dungeon[row][col] |= OBJECT;
        (void)add_to_pack(obj, &level_objects, 0);
}

object *
object_at(object *pack, short row, short col)
{
        object *obj = NULL;

        if (dungeon[row][col] & (MONSTER | OBJECT)) {
                obj = pack->next_object;

                while (obj && ((obj->row != row) || (obj->col != col))) {
                        obj = obj->next_object;
                }
                if (!obj) {
                        messagef(1, "object_at(): inconsistent");
                }
        }
        return(obj);
}

object *
get_letter_object(int ch)
{
        object *obj;

        obj = rogue.pack.next_object;

        while (obj && (obj->ichar != ch)) {
                obj = obj->next_object;
        }
        return(obj);
}

void
free_stuff(object *objlist)
{
        object *obj;

        while (objlist->next_object) {
                obj = objlist->next_object;
                objlist->next_object =
                        objlist->next_object->next_object;
                free_object(obj);
        }
}

const char *
name_of(const object *obj)
{
        const char *retstring;

        switch(obj->what_is) {
        case SCROL:
                retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
                break;
        case POTION:
                retstring = obj->quantity > 1 ? "potions " : "potion ";
                break;
        case FOOD:
                if (obj->which_kind == RATION) {
                        retstring = "food ";
                } else {
                        retstring = fruit;
                }
                break;
        case WAND:
                retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
                break;
        case WEAPON:
                switch(obj->which_kind) {
                case DART:
                        retstring=obj->quantity > 1 ? "darts " : "dart ";
                        break;
                case ARROW:
                        retstring=obj->quantity > 1 ? "arrows " : "arrow ";
                        break;
                case DAGGER:
                        retstring=obj->quantity > 1 ? "daggers " : "dagger ";
                        break;
                case SHURIKEN:
                        retstring=obj->quantity > 1?"shurikens ":"shuriken ";
                        break;
                default:
                        retstring = id_weapons[obj->which_kind].title;
                }
                break;
        case ARMOR:
                retstring = "armor ";
                break;
        case RING:
                        retstring = "ring ";
                break;
        case AMULET:
                retstring = "amulet ";
                break;
        default:
                retstring = "unknown ";
                break;
        }
        return(retstring);
}

object *
gr_object(void)
{
        object *obj;

        obj = alloc_object();

        if (foods < (cur_level / 3)) {
                obj->what_is = FOOD;
                foods++;
        } else {
                obj->what_is = gr_what_is();
        }
        switch(obj->what_is) {
        case SCROL:
                gr_scroll(obj);
                break;
        case POTION:
                gr_potion(obj);
                break;
        case WEAPON:
                gr_weapon(obj, 1);
                break;
        case ARMOR:
                gr_armor(obj);
                break;
        case WAND:
                gr_wand(obj);
                break;
        case FOOD:
                get_food(obj, 0);
                break;
        case RING:
                gr_ring(obj, 1);
                break;
        }
        return(obj);
}

static unsigned short
gr_what_is(void)
{
        short percent;
        unsigned short what_is;

        percent = get_rand(1, 91);

        if (percent <= 30) {
                what_is = SCROL;
        } else if (percent <= 60) {
                what_is = POTION;
        } else if (percent <= 64) {
                what_is = WAND;
        } else if (percent <= 74) {
                what_is = WEAPON;
        } else if (percent <= 83) {
                what_is = ARMOR;
        } else if (percent <= 88) {
                what_is = FOOD;
        } else {
                what_is = RING;
        }
        return(what_is);
}

static void
gr_scroll(object *obj)
{
        short percent;

        percent = get_rand(0, 91);

        obj->what_is = SCROL;

        if (percent <= 5) {
                obj->which_kind = PROTECT_ARMOR;
        } else if (percent <= 10) {
                obj->which_kind = HOLD_MONSTER;
        } else if (percent <= 20) {
                obj->which_kind = CREATE_MONSTER;
        } else if (percent <= 35) {
                obj->which_kind = IDENTIFY;
        } else if (percent <= 43) {
                obj->which_kind = TELEPORT;
        } else if (percent <= 50) {
                obj->which_kind = SLEEP;
        } else if (percent <= 55) {
                obj->which_kind = SCARE_MONSTER;
        } else if (percent <= 64) {
                obj->which_kind = REMOVE_CURSE;
        } else if (percent <= 69) {
                obj->which_kind = ENCH_ARMOR;
        } else if (percent <= 74) {
                obj->which_kind = ENCH_WEAPON;
        } else if (percent <= 80) {
                obj->which_kind = AGGRAVATE_MONSTER;
        } else if (percent <= 86) {
                obj->which_kind = CON_MON;
        } else {
                obj->which_kind = MAGIC_MAPPING;
        }
}

static void
gr_potion(object *obj)
{
        short percent;

        percent = get_rand(1, 118);

        obj->what_is = POTION;

        if (percent <= 5) {
                obj->which_kind = RAISE_LEVEL;
        } else if (percent <= 15) {
                obj->which_kind = DETECT_OBJECTS;
        } else if (percent <= 25) {
                obj->which_kind = DETECT_MONSTER;
        } else if (percent <= 35) {
                obj->which_kind = INCREASE_STRENGTH;
        } else if (percent <= 45) {
                obj->which_kind = RESTORE_STRENGTH;
        } else if (percent <= 55) {
                obj->which_kind = HEALING;
        } else if (percent <= 65) {
                obj->which_kind = EXTRA_HEALING;
        } else if (percent <= 75) {
                obj->which_kind = BLINDNESS;
        } else if (percent <= 85) {
                obj->which_kind = HALLUCINATION;
        } else if (percent <= 95) {
                obj->which_kind = CONFUSION;
        } else if (percent <= 105) {
                obj->which_kind = POISON;
        } else if (percent <= 110) {
                obj->which_kind = LEVITATION;
        } else if (percent <= 114) {
                obj->which_kind = HASTE_SELF;
        } else {
                obj->which_kind = SEE_INVISIBLE;
        }
}

void
set_weapon_damage(object *obj)
{
        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;
        }
}

static void
gr_weapon(object *obj, int assign_wk)
{
        short percent;
        short i;
        short blessing, increment;

        obj->what_is = WEAPON;
        if (assign_wk) {
                obj->which_kind = get_rand(0, (WEAPONS - 1));
        }
        if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
                (obj->which_kind == SHURIKEN) || (obj->which_kind == DART)) {
                obj->quantity = get_rand(3, 15);
                obj->quiver = get_rand(0, 126);
        } else {
                obj->quantity = 1;
        }
        obj->hit_enchant = obj->d_enchant = 0;

        percent = get_rand(1, 96);
        blessing = get_rand(1, 3);

        if (percent <= 32) {
                if (percent <= 16) {
                        increment = 1;
                } else {
                        increment = -1;
                        obj->is_cursed = 1;
                }
                for (i = 0; i < blessing; i++) {
                        if (coin_toss()) {
                                obj->hit_enchant += increment;
                        } else {
                                obj->d_enchant += increment;
                        }
                }
        }
        set_weapon_damage(obj);
}

static void
gr_armor(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;
        }
}

static void
gr_wand(object *obj)
{
        obj->what_is = WAND;
        obj->which_kind = get_rand(0, (WANDS - 1));
        obj->class = get_rand(3, 7);
}

void
get_food(object *obj, boolean force_ration)
{
        obj->what_is = FOOD;

        if (force_ration || rand_percent(80)) {
                obj->which_kind = RATION;
        } else {
                obj->which_kind = FRUIT;
        }
}

void
put_stairs(void)
{
        short row, col;

        gr_row_col(&row, &col, (FLOOR | TUNNEL));
        dungeon[row][col] |= STAIRS;
}

int
get_armor_class(const object *obj)
{
        if (obj) {
                return(obj->class + obj->d_enchant);
        }
        return(0);
}

object *
alloc_object(void)
{
        object *obj;

        if (free_list) {
                obj = free_list;
                free_list = free_list->next_object;
        } else if (!(obj = md_malloc(sizeof(object)))) {
                        messagef(0, "cannot allocate object, saving game");
                        save_into_file(error_file);
                        clean_up("alloc_object:  save failed");
        }
        obj->quantity = 1;
        obj->ichar = 'L';
        obj->picked_up = obj->is_cursed = 0;
        obj->in_use_flags = NOT_USED;
        obj->identified = UNIDENTIFIED;
        obj->damage = "1d1";
        return(obj);
}

void
free_object(object *obj)
{
        obj->next_object = free_list;
        free_list = obj;
}

static void
make_party(void)
{
        short n;

        party_room = gr_room();

        n = rand_percent(99) ? party_objects(party_room) : 11;
        if (rand_percent(99)) {
                party_monsters(party_room, n);
        }
}

void
show_objects(void)
{
        object *obj;
        short mc, rc, row, col;
        object *monster;

        obj = level_objects.next_object;

        while (obj) {
                row = obj->row;
                col = obj->col;

                rc = get_mask_char(obj->what_is);

                if (dungeon[row][col] & MONSTER) {
                        if ((monster =
                            object_at(&level_monsters, row, col)) != NULL) {
                                monster->trail_char = rc;
                        }
                }
                mc = mvinch(row, col);
                if (((mc < 'A') || (mc > 'Z')) &&
                        ((row != rogue.row) || (col != rogue.col))) {
                        mvaddch(row, col, rc);
                }
                obj = obj->next_object;
        }

        monster = level_monsters.next_object;

        while (monster) {
                if (monster->m_flags & IMITATES) {
                        mvaddch(monster->row, monster->col, (int)monster->disguise);
                }
                monster = monster->next_monster;
        }
}

void
put_amulet(void)
{
        object *obj;

        obj = alloc_object();
        obj->what_is = AMULET;
        rand_place(obj);
}

static void
rand_place(object *obj)
{
        short row, col;

        gr_row_col(&row, &col, (FLOOR | TUNNEL));
        place_at(obj, row, col);
}

void
c_object_for_wizard(void)
{
        short ch, max, wk;
        object *obj;
        char buf[80];

        max = 0;
        if (pack_count(NULL) >= MAX_PACK_COUNT) {
                messagef(0, "pack full");
                return;
        }
        messagef(0, "type of object?");

        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, sizeof(buf), "", 0, 1)) {
                        wk = get_number(buf);
                        if ((wk >= 0) && (wk <= max)) {
                                obj->which_kind = wk;
                                if (obj->what_is == RING) {
                                        gr_ring(obj, 0);
                                }
                        } else {
                                sound_bell();
                                goto GIL;
                        }
                } else {
                        free_object(obj);
                        return;
                }
        }
        get_desc(obj, buf, sizeof(buf));
        messagef(0, "%s", buf);
        (void)add_to_pack(obj, &rogue.pack, 1);
}