/* omega copyright (C) 1987,1988,1989 by Laurence Raphael Brothers */ /* item.c */ #include "glob.h" /* make a random new object, returning pointer */ /* may return NULL. */ pob create_object(itemlevel) int itemlevel; { pob new; int r; int ok = FALSE; while (! ok) { new = ((pob) checkmalloc(sizeof(objtype))); r= random_range(135); if (r < 20) make_thing(new,-1); else if (r < 40) make_food(new,-1); else if (r < 50) make_scroll(new,-1); else if (r < 60) make_potion(new,-1); else if (r < 70) make_weapon(new,-1); else if (r < 80) make_armor(new,-1); else if (r < 90) make_shield(new,-1); else if (r < 100) make_stick(new,-1); else if (r < 110) make_boots(new,-1); else if (r < 120) make_cloak(new,-1); else if (r < 130) make_ring(new,-1); else make_artifact(new,-1); /* not ok if object is too good for level, or if unique and already made */ /* 1/100 chance of finding object if too good for level */ ok = ((new->uniqueness < UNIQUE_MADE) && ((new->level < itemlevel+random_range(3)) || (random_range(100)==23))); if (!ok) { free((char *) new); return NULL; } } if (new->uniqueness == UNIQUE_UNMADE) Objects[new->id].uniqueness=UNIQUE_MADE; return(new); } void make_cash(new,level) pob new; int level; { *new = Objects[CASHID]; new->basevalue = random_range(level*level+10)+1; /* aux is AU value */ new->objstr = cashstr(); new->cursestr = new->truename = new->objstr; } void make_food(new,id) pob new; int id; { if (id == -1) id = random_range(NUMFOODS); *new = Objects[FOODID+id]; } void make_corpse(new,m) pob new; struct monster *m; { *new = Objects[CORPSEID]; new->charge = m->id; new->weight = m->corpseweight; new->basevalue = m->corpsevalue; new->known = 2; new->objstr = m->corpsestr; new->truename = new->cursestr = new->objstr; if ((m->monchar&0xff) == '@') new->usef = I_CANNIBAL; else if (m_statusp(m,EDIBLE)) { new->usef = I_FOOD; new->aux = 6; } else if (m_statusp(m,POISONOUS)) new->usef = I_POISON_FOOD; /* Special corpse-eating effects */ else switch(m->id) { case ML1+1: /*tse tse fly */ case ML4+9: /*torpor beast */ new->usef = I_SLEEP_SELF; break; case ML2+5: new->usef = I_INVISIBLE; break; case ML1+5: /* blipper */ new->usef = I_TELEPORT; break; case ML2+3: /* floating eye -- it's traditional.... */ new->usef = I_CLAIRVOYANCE; break; case ML4+11: /*astral fuzzy */ new->usef = I_DISPLACE; break; case ML4+12: /*s o law */ new->usef = I_CHAOS; break; case ML4+13: /*s o chaos */ new->usef = I_LAW; break; case ML5+9: /* astral vampire */ new->usef = I_ENCHANT; break; case ML5+11: /* manaburst */ new->usef = I_SPELLS; break; case ML6+9: /* rakshasa */ new->usef = I_TRUESIGHT; break; case ML7+0: /* behemoth */ new->usef = I_HEAL; break; case ML7+2: /* unicorn */ new->usef = I_NEUTRALIZE_POISON; break; case ML8+10: /*coma beast */ new->usef = I_ALERT; break; default: new->usef = I_INEDIBLE; break; } } void make_ring(new,id) pob new; int id; { if (id == -1) id = random_range(NUMRINGS); *new = Objects[RINGID+id]; if (new->blessing == 0) new->blessing = itemblessing(); if (new->plus == 0) new->plus = itemplus()+1; if (new->blessing < 0) new->plus = -1 - abs(new->plus); } void make_thing(new,id) pob new; int id; { if (id == -1) id = random_range(NUMTHINGS); *new = Objects[THINGID+id]; if (strcmp(new->objstr,"grot") == 0) { new->objstr = grotname(); new->truename = new->cursestr = new->objstr; } } void make_scroll(new,id) pob new; int id; { if (id == -1) id = random_range(NUMSCROLLS); *new = Objects[SCROLLID+id]; /* if a scroll of spells, aux is the spell id in Spells */ if (new->id == SCROLLID+1) { new->aux = random_range(NUMSPELLS); } } void make_potion(new,id) pob new; int id; { if (id == -1) id = random_range(NUMPOTIONS); *new = Objects[POTIONID+id]; if (new->plus == 0) new->plus = itemplus(); } void make_weapon(new,id) pob new; int id; { if (id == -1) id = random_range(NUMWEAPONS); *new = Objects[WEAPONID+id]; if ((id == 28) || (id == 29)) /* bolt or arrow */ new->number = random_range(20)+1; if (new->blessing == 0) new->blessing = itemblessing(); if (new->plus == 0) { new->plus = itemplus(); if (new->blessing < 0) new->plus = -1 - abs(new->plus); else if (new->blessing > 0) new->plus = 1 + abs(new->plus); } } void make_shield(new,id) pob new; int id; { if (id == -1) id = random_range(NUMSHIELDS); *new = Objects[SHIELDID+id]; if (new->plus == 0) new->plus = itemplus(); if (new->blessing == 0) new->blessing = itemblessing(); if (new->blessing < 0) new->plus = -1 - abs(new->plus); else if (new->blessing > 0) new->plus = 1 + abs(new->plus); } void make_armor(new,id) pob new; int id; { if (id == -1) id = random_range(NUMARMOR); *new = Objects[ARMORID+id]; if (new->plus == 0) new->plus = itemplus(); if (new->blessing == 0) new->blessing = itemblessing(); if (new->blessing < 0) new->plus = -1 - abs(new->plus); else if (new->blessing > 0) new->plus = 1 + abs(new->plus); } void make_cloak(new,id) pob new; int id; { if (id == -1) id = random_range(NUMCLOAKS); Objects[CLOAKID+4].plus = 2; *new = Objects[CLOAKID+id]; if (new->blessing == 0) new->blessing = itemblessing(); } void make_boots(new,id) pob new; int id; { if (id == -1) id = random_range(NUMBOOTS); *new = Objects[BOOTID+id]; if (new->blessing == 0) new->blessing = itemblessing(); } void make_stick(new,id) pob new; int id; { if (id == -1) id = random_range(NUMSTICKS); *new = Objects[STICKID+id]; new->charge = itemcharge(); if (new->blessing == 0) new->blessing = itemblessing(); } void make_artifact(new,id) pob new; int id; { if (id == -1) do id = random_range(NUMARTIFACTS); while (Objects[id].uniqueness >= UNIQUE_MADE); *new = Objects[ARTIFACTID+id]; } /* this function is used to shuffle the id numbers of scrolls, potions, etc */ /* taken from Knuth 2 */ void shuffle(ids, number) int ids[]; int number; { int top, swap, with; for (top = 0; top < number; top++) ids[top] = top; for (top = number - 1; top >= 0; top--) { swap = ids[top]; with = random_range(top + 1); /* from 0 to top, inclusive */ ids[top] = ids[with]; ids[with] = swap; } } /* item name functions */ char *scrollname(id) int id; { switch(scroll_ids[id]) { case 0: return "scroll-GRISTOGRUE"; case 1: return "scroll-Kho Reck Tighp"; case 2: return "scroll-E Z"; case 3: return "scroll-Kevitz"; case 4: return "scroll-Arcanum Prime"; case 5: return "scroll-NYARLATHOTEP"; case 6: return "scroll-Gilthoniel"; case 7: return "scroll-Zarathustra"; case 8: return "scroll-Ancient Lore"; case 9: return "scroll-Eyes Only"; case 10: return "scroll-Ambogar Empheltz"; case 11: return "scroll-Isengard"; case 12: return "scroll-Deosil Widdershins"; case 13: return "scroll-Magister Paracelsus"; case 14: return "scroll-Qlipphotic Summons"; case 15: return "scroll-Aratron Samael"; case 16: return "scroll-De Wormiis Mysterius"; case 17: return "scroll-Necronomicon"; case 18: return "scroll-Pnakotic Manuscript"; case 19: return "scroll-Codex of Xalimar"; case 20: return "scroll-The Mabinogion"; case 21: return "scroll-Ginseng Shiatsu"; case 22: return "scroll-Tome of Tromax"; case 23: return "scroll-Book of the Dead "; case 24: return "scroll-The Flame Tongue"; case 25: return "scroll-Karst Khogar"; case 26: return "scroll-The Yellow Sign"; case 27: return "scroll-The Kevillist Manifesto"; case 28: return "scroll-Goshtar Script"; default: case 29: return "scroll-Pendragon Encryption"; } } char *grotname() { switch(random_range(20)) { case 0: return "pot lid"; case 1: return "mound of offal"; case 2: return "sword that was broken"; case 3: return "salted snail"; case 4: return "key"; case 5: return "toadstool"; case 6: return "greenish spindle"; case 7: return "tin soldier"; case 8: return "broken yo-yo"; case 9: return "NYC subway map"; case 10: return "Nixon's the One! button"; case 11: return "beer can (empty)"; case 12: return "golden bejewelled falcon"; case 13: return "hamster cage"; case 14: return "wooden nickel"; case 15: return "three-dollar bill"; case 16: return "rosebud"; case 17: return "water pistol"; case 18: return "shattered skull"; default: case 19: return "jawbone of an ass"; } } char *potionname(id) int id; { switch (potion_ids[id]) { case 0: return "vial of dewy liquid"; case 1: return "jug of tarry black substance"; case 2: return "flask of cold smoking froth"; case 3: return "phial of glowing fluid"; case 4: return "bottle of sickening slime"; case 5: return "sac of greenish gel"; case 6: return "wineskin of odorous goo"; case 7: return "canteen of sweet sap"; case 8: return "urn of clear fluid"; case 9: return "clotted grey ooze"; case 10: return "keg of bubbly golden fluid"; case 11: return "tube of minty paste"; case 12: return "pitcher of aromatic liquid"; case 13: return "pot of rancid grease"; case 14: return "thermos of hot black liquid"; case 15: return "magnum of deep red liquid"; case 16: return "vase full of ichor"; case 17: return "container of white cream"; case 18: return "syringe of clear fluid"; default: case 19: return "can of volatile essence"; } } char *stickname(id) int id; { switch (stick_ids[id]) { case 0: return "oaken staff"; case 1: return "heavy metal rod"; case 2: return "shaft of congealed light"; case 3: return "slender ceramic wand"; case 4: return "rune-inscribed bone wand"; case 5: return "knurly staff"; case 6: return "steel knobbed rod"; case 7: return "lucite wand"; case 8: return "sturdy alpenstock"; case 9: return "gem-studded ebony staff"; case 10: return "chromed sequinned staff"; case 11: return "old peeling stick"; case 12: return "jointed metal rod"; case 13: return "wand with lead ferrules"; case 14: return "forked wooden stick"; case 15: return "cane with gold eagle handle"; case 16: return "crystalline wand"; case 17: return "metal stick with trigger"; case 18: return "leather-handled stone rod"; default: case 19: return "tiny mithril wand"; } } char *ringname(id) int id; { switch (ring_ids[id]) { case 0: return "gold ring with a blue gem"; case 1: return "brass ring"; case 2: return "mithril ring with a red gem"; case 3: return "platinum ring"; break; case 4: return "gold dragon's head ring"; case 5: return "bronze ring"; case 6: return "aardvark seal ring"; case 7: return "grey metal ring"; case 8: return "silver skull ring"; case 9: return "onyx ring"; case 10: return "Collegium Magii class ring"; case 11: return "worn stone ring"; case 12: return "diorite ring"; case 13: return "ancient scarab ring"; break; case 14: return "plastic charm ring"; case 15: return "soapy gypsum ring"; case 16: return "glass ring"; case 17: return "glowing bluestone ring"; case 18: return "ring with eye sigil"; default: case 19: return "zirconium ring"; } } char *cloakname(id) int id; { switch (cloak_ids[id]) { case 0: return "tattered piece of cloth"; case 1: return "fuligin cloak"; case 2: return "chintz cloak"; case 3: return "diaphanous cape"; break; case 4: return "red half-cloak"; case 5: return "mouse-hide cloak"; case 6: return "kelly green cloak"; case 7: return "cloth-of-gold cloak"; case 8: return "dirty old cloak"; case 9: return "weightless cloak"; case 10: return "boat cloak"; case 11: return "greasy tarpaulin"; case 12: return "sable cloak"; case 13: return "soft velvet cloak"; break; case 14: return "opera cape"; case 15: return "elegant brocade cloak"; case 16: return "cloak of many colors"; case 17: return "grey-green rag"; case 18: return "puce and chartreuse cloak"; default: case 19: return "smoky cloak"; } } char *bootname(id) int id; { switch (boot_ids[id]) { case 0: return "sturdy leather boots"; case 1: return "calf-length moccasins"; case 2: return "dark-colored tabi"; case 3: return "patent-leather shoes"; break; case 4: return "beaten-up gumshoes"; case 5: return "alligator-hide boots"; case 6: return "comfortable sandals"; case 7: return "roller skates"; case 8: return "purple suede gaiters"; case 9: return "mirror-plated wingtips"; case 10: return "heavy workboots"; case 11: return "polyurethane-soled sneakers"; case 12: return "clodhoppers"; case 13: return "wooden shoes"; break; case 14: return "ski boots"; case 15: return "hob-nailed boots"; case 16: return "elven boots"; case 17: return "cowboy boots"; case 18: return "flipflop slippers"; default: case 19: return "riding boots"; } } int itemplus() { int p = 0; while (random_range(2) == 0) p++; return(p); } int itemcharge() { return(random_range(20)+1); } int itemblessing() { switch(random_range(10)) { case 0: case 1:return(-1-random_range(10)); case 8: case 9:return(1+random_range(10)); default: return(0); } } int twohandedp(id) int id; { switch(id) { case WEAPONID+5: case WEAPONID+12: case WEAPONID+18: case WEAPONID+20: case WEAPONID+26: case WEAPONID+27: case WEAPONID+32: case WEAPONID+36: case WEAPONID+38: case WEAPONID+39: return(TRUE); default: return(FALSE); } } void item_use(o) struct object *o; { clearmsg(); switch(o->usef) { case -1:i_no_op(o); break; case 0:i_nothing(o); break; /* scrolls */ case I_SPELLS: i_spells(o); break; case I_BLESS: i_bless(o); break; case I_ACQUIRE: i_acquire(o); break; case I_ENCHANT: i_enchant(o); break; case I_TELEPORT: i_teleport(o); break; case I_WISH: i_wish(o); break; case I_CLAIRVOYANCE: i_clairvoyance(o); break; case I_DISPLACE: i_displace(o); break; case I_ID: i_id(o); break; case I_JANE_T: i_jane_t(o); break; case I_FLUX: i_flux(o); break; case I_WARP: i_warp(o); break; case I_ALERT: i_alert(o); break; case I_CHARGE: i_charge(o); break; case I_KNOWLEDGE: i_knowledge(o); break; case I_LAW: i_law(o); break; case I_HINT: hint(); break; case I_HERO: i_hero(o); break; case I_TRUESIGHT: i_truesight(o); break; case I_ILLUMINATE: i_illuminate(o); break; case I_DEFLECT: i_deflect(o); break; /* potion functions */ case I_HEAL: i_heal(o); break; case I_OBJDET: i_objdet(o); break; case I_MONDET: i_mondet(o); break; case I_SLEEP_SELF: i_sleep_self(o); break; case I_NEUTRALIZE_POISON: i_neutralize_poison(o); break; case I_RESTORE: i_restore(o); break; case I_SPEED: i_speed(o); break; case I_AZOTH: i_azoth(o); break; case I_AUGMENT: i_augment(o); break; case I_REGENERATE: i_regenerate(o); break; case I_INVISIBLE: i_invisible(o); break; case I_BREATHING: i_breathing(o); break; case I_FEAR_RESIST: i_fear_resist(o); break; case I_CHAOS: i_chaos(o); break; case I_ACCURACY: i_accuracy(o); break; case I_LEVITATION: i_levitate(o); break; case I_CURE: i_cure(o); break; /* stick functions */ case I_FIREBOLT: i_firebolt(o); break; case I_LBOLT: i_lbolt(o); break; case I_MISSILE: i_missile(o); break; case I_SLEEP_OTHER: i_sleep_other(o); break; case I_FIREBALL: i_fireball(o); break; case I_LBALL: i_lball(o); break; case I_SNOWBALL: i_snowball(o); break; case I_SUMMON: i_summon(o); break; case I_HIDE: i_hide(o); break; case I_DISRUPT: i_disrupt(o); break; case I_DISINTEGRATE: i_disintegrate(o); break; case I_APPORT: i_apport(o); break; case I_DISPEL: i_dispel(o); break; case I_POLYMORPH: i_polymorph(o); break; case I_FEAR:i_fear(o); break; /* food functions */ case I_FOOD: i_food(o); break; case I_LEMBAS: i_lembas(o); break; case I_STIM: i_stim(o); break; case I_POW: i_pow(o); break; case I_IMMUNE: i_immune(o); break; case I_POISON_FOOD: i_poison_food(o); break; case I_PEPPER_FOOD: i_pepper_food(o); break; case I_CORPSE: i_corpse(o); break; /* boots functions */ case I_PERM_SPEED: i_perm_speed(o); break; case I_PERM_HERO: i_perm_hero(o); break; case I_PERM_LEVITATE: i_perm_levitate(o); break; case I_PERM_AGILITY: i_perm_agility(o); break; /* artifact functions */ case I_SCEPTRE:i_sceptre(o);break; case I_PLANES:i_planes(o);break; case I_STARGEM:i_stargem(o);break; case I_SYMBOL:i_symbol(o); break; case I_ORBMASTERY: i_orbmastery(o); break; case I_ORBFIRE: i_orbfire(o); break; case I_ORBWATER: i_orbwater(o); break; case I_ORBEARTH: i_orbearth(o); break; case I_ORBAIR: i_orbair(o); break; case I_ORBDEAD: i_orbdead(o); break; case I_CRYSTAL: i_crystal(o); break; case I_LIFE: i_life(o); break; case I_DEATH: i_death(o); break; case I_ANTIOCH: i_antioch(o); break; case I_HELM: i_helm(o); break; case I_KOLWYNIA: i_kolwynia(o); break; case I_ENCHANTMENT: i_enchantment(o); break; case I_JUGGERNAUT: i_juggernaut(o); break; /* cloak functions */ case I_PERM_DISPLACE: i_perm_displace(o); break; case I_PERM_NEGIMMUNE: i_perm_negimmune(o); break; case I_PERM_INVISIBLE: i_perm_invisible(o); break; case I_PERM_PROTECTION: i_perm_protection(o);break; case I_PERM_ACCURACY: i_perm_accuracy(o);break; case I_PERM_TRUESIGHT: i_perm_truesight(o); break; /* ring functions */ case I_PERM_BURDEN: i_perm_burden(o); break; case I_PERM_STRENGTH: i_perm_strength(o); break; case I_PERM_GAZE_IMMUNE: i_perm_gaze_immune(o); break; case I_PERM_FIRE_RESIST: i_perm_fire_resist(o); break; case I_PERM_POISON_RESIST: i_perm_poison_resist(o); break; case I_PERM_REGENERATE: i_perm_regenerate(o); break; case I_PERM_KNOWLEDGE: i_perm_knowledge(o); break; /* armor functions */ case I_NORMAL_ARMOR: i_normal_armor(o); break; case I_PERM_FEAR_RESIST: i_perm_fear_resist(o); break; case I_PERM_ENERGY_RESIST: i_perm_energy_resist(o); break; case I_PERM_BREATHING: i_perm_breathing(o); break; /* weapons functions */ case I_NORMAL_WEAPON: i_normal_weapon(o); break; case I_LIGHTSABRE: i_lightsabre(o); break; case I_DEMONBLADE: i_demonblade(o); break; case I_DESECRATE: i_desecrate(o); break; case I_MACE_DISRUPT: i_mace_disrupt(o); break; case I_DEFEND: i_defend(o); break; case I_VICTRIX: i_victrix(o); break; /* thing functions */ case I_PICK: i_pick(o); break; case I_KEY: i_key(o); break; case I_PERM_ILLUMINATE: i_perm_illuminate(o); break; case I_TRAP: i_trap(o); break; case I_RAISE_PORTCULLIS:i_raise_portcullis(o); break; /* shield functions */ case I_NORMAL_SHIELD: i_normal_shield(o); break; case I_PERM_DEFLECT: i_perm_deflect(o); break; } }