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- /* 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;
- }
- }
-
-