/*      $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);
}