Mercurial > hg > early-roguelike
comparison arogue5/pack.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
parents | |
children | 56e748983fa8 |
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62:0ef99244acb8 | 63:0ed67132cf10 |
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1 /* | |
2 * Routines to deal with the pack | |
3 * | |
4 * Advanced Rogue | |
5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
6 * All rights reserved. | |
7 * | |
8 * Based on "Rogue: Exploring the Dungeons of Doom" | |
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
10 * All rights reserved. | |
11 * | |
12 * See the file LICENSE.TXT for full copyright and licensing information. | |
13 */ | |
14 | |
15 #include "curses.h" | |
16 #include <ctype.h> | |
17 #include "rogue.h" | |
18 | |
19 char outstring[512]; /* ridiculously long string for use with msg */ | |
20 | |
21 /* | |
22 * add_pack: | |
23 * Pick up an object and add it to the pack. If the argument is non-null | |
24 * use it as the linked_list pointer instead of gettting it off the ground. | |
25 */ | |
26 bool | |
27 add_pack(item, silent, packret) | |
28 register struct linked_list *item, **packret; | |
29 bool silent; | |
30 { | |
31 register struct linked_list *ip, *lp = NULL, *ap; | |
32 register struct object *obj, *op = NULL; | |
33 register bool exact, from_floor; | |
34 | |
35 if (packret != NULL) | |
36 *packret = NULL; | |
37 | |
38 if (item == NULL) | |
39 { | |
40 from_floor = TRUE; | |
41 if ((item = find_obj(hero.y, hero.x)) == NULL) | |
42 return(FALSE); | |
43 } | |
44 else | |
45 from_floor = FALSE; | |
46 obj = OBJPTR(item); | |
47 /* | |
48 * If it is gold, just add its value to rogue's purse and get rid | |
49 * of it. | |
50 */ | |
51 if (obj->o_type == GOLD) { | |
52 register struct linked_list *mitem; | |
53 register struct thing *tp; | |
54 | |
55 if (!silent) { | |
56 if (!terse) addmsg("You found "); | |
57 msg("%d gold pieces.", obj->o_count); | |
58 } | |
59 | |
60 /* First make sure no greedy monster is after this gold. | |
61 * If so, make the monster run after the rogue instead. | |
62 */ | |
63 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { | |
64 tp = THINGPTR(mitem); | |
65 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; | |
66 } | |
67 | |
68 purse += obj->o_count; | |
69 if (from_floor) { | |
70 detach(lvl_obj, item); | |
71 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
72 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
73 else | |
74 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
75 } | |
76 o_discard(item); | |
77 return(TRUE); | |
78 } | |
79 | |
80 /* | |
81 * see if he can carry any more weight | |
82 */ | |
83 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) { | |
84 msg("Too much for you to carry."); | |
85 return FALSE; | |
86 } | |
87 /* | |
88 * Link it into the pack. Search the pack for a object of similar type | |
89 * if there isn't one, stuff it at the beginning, if there is, look for one | |
90 * that is exactly the same and just increment the count if there is. | |
91 * it that. Food is always put at the beginning for ease of access, but | |
92 * is not ordered so that you can't tell good food from bad. First check | |
93 * to see if there is something in thr same group and if there is then | |
94 * increment the count. | |
95 */ | |
96 if (obj->o_group) | |
97 { | |
98 for (ip = pack; ip != NULL; ip = next(ip)) | |
99 { | |
100 op = OBJPTR(ip); | |
101 if (op->o_group == obj->o_group) | |
102 { | |
103 /* | |
104 * Put it in the pack and notify the user | |
105 */ | |
106 op->o_count += obj->o_count; | |
107 if (from_floor) | |
108 { | |
109 detach(lvl_obj, item); | |
110 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
111 mvaddch(hero.y,hero.x, | |
112 (roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
113 else | |
114 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
115 } | |
116 o_discard(item); | |
117 item = ip; | |
118 goto picked_up; | |
119 } | |
120 } | |
121 } | |
122 | |
123 /* | |
124 * Check for and deal with scare monster scrolls | |
125 */ | |
126 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) | |
127 if (obj->o_flags & ISCURSED) | |
128 { | |
129 msg("The scroll turns to dust as you pick it up."); | |
130 detach(lvl_obj, item); | |
131 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
132 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
133 else | |
134 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
135 return(TRUE); | |
136 } | |
137 | |
138 /* | |
139 * Search for an object of the same type | |
140 */ | |
141 exact = FALSE; | |
142 for (ip = pack; ip != NULL; ip = next(ip)) | |
143 { | |
144 op = OBJPTR(ip); | |
145 if (obj->o_type == op->o_type) | |
146 break; | |
147 } | |
148 if (ip == NULL) | |
149 { | |
150 /* | |
151 * Put it at the end of the pack since it is a new type | |
152 */ | |
153 for (ip = pack; ip != NULL; ip = next(ip)) | |
154 { | |
155 op = OBJPTR(ip); | |
156 if (op->o_type != FOOD) | |
157 break; | |
158 lp = ip; | |
159 } | |
160 } | |
161 else | |
162 { | |
163 /* | |
164 * Search for an object which is exactly the same | |
165 */ | |
166 while (ip != NULL && op->o_type == obj->o_type) | |
167 { | |
168 if (op->o_which == obj->o_which) | |
169 { | |
170 exact = TRUE; | |
171 break; | |
172 } | |
173 lp = ip; | |
174 if ((ip = next(ip)) == NULL) | |
175 break; | |
176 op = OBJPTR(ip); | |
177 } | |
178 } | |
179 /* | |
180 * Check if there is room | |
181 */ | |
182 if (ip == NULL || !exact || !ISMULT(obj->o_type)) { | |
183 if (inpack == MAXPACK-1) { | |
184 msg(terse ? "No room." : "You can't carry anything else."); | |
185 return(FALSE); | |
186 } | |
187 } | |
188 inpack++; | |
189 if (from_floor) | |
190 { | |
191 detach(lvl_obj, item); | |
192 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
193 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
194 else | |
195 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
196 } | |
197 if (ip == NULL) | |
198 { | |
199 /* | |
200 * Didn't find an exact match, just stick it here | |
201 */ | |
202 if (pack == NULL) | |
203 pack = item; | |
204 else | |
205 { | |
206 lp->l_next = item; | |
207 item->l_prev = lp; | |
208 item->l_next = NULL; | |
209 } | |
210 } | |
211 else | |
212 { | |
213 /* | |
214 * If we found an exact match. If it is food, | |
215 * increase the count, otherwise put it with its clones. | |
216 */ | |
217 if (exact && ISMULT(obj->o_type)) | |
218 { | |
219 op->o_count += obj->o_count; | |
220 inpack--; /* adjust for previous addition */ | |
221 o_discard(item); | |
222 item = ip; | |
223 goto picked_up; | |
224 } | |
225 if ((item->l_prev = prev(ip)) != NULL) | |
226 item->l_prev->l_next = item; | |
227 else | |
228 pack = item; | |
229 item->l_next = ip; | |
230 ip->l_prev = item; | |
231 } | |
232 picked_up: | |
233 /* | |
234 * Notify the user | |
235 */ | |
236 obj = OBJPTR(item); | |
237 if (!silent) | |
238 { | |
239 if (!terse) | |
240 addmsg("You now have "); | |
241 sprintf(outstring,"%s (%c)", inv_name(obj, !terse), pack_char(pack, obj)); | |
242 msg(outstring); | |
243 } | |
244 | |
245 /* Relics can do strange things when you pick them up */ | |
246 if (obj->o_type == RELIC) { | |
247 cur_relic[obj->o_which]++; /* Note that we have it */ | |
248 switch (obj->o_which) { | |
249 case HEIL_ANKH: | |
250 msg("The ankh welds itself into your hand."); | |
251 | |
252 /* A cloak must be worn. */ | |
253 when EMORI_CLOAK: | |
254 if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) { | |
255 msg("The cloak insists you remove your current garments."); | |
256 if (!dropcheck(cur_armor != NULL ? cur_armor | |
257 : cur_misc[WEAR_CLOAK])) { | |
258 pstats.s_hpt = -1; | |
259 msg("The cloak constricts around you."); | |
260 msg("It draws your life force from you!!! -- More --"); | |
261 wait_for(cw,' '); | |
262 death(D_RELIC); | |
263 } | |
264 } | |
265 | |
266 /* The amulet must be worn. */ | |
267 when YENDOR_AMULET: | |
268 if (cur_misc[WEAR_JEWEL]) { | |
269 msg("You have an urge to remove your current amulet."); | |
270 if (!dropcheck(cur_misc[WEAR_JEWEL])) { | |
271 pstats.s_hpt = -1; | |
272 msg("The Amulet of Yendor begins pulsing."); | |
273 msg("It fades away.... -- More --"); | |
274 wait_for(cw,' '); | |
275 death(D_RELIC); | |
276 } | |
277 } | |
278 msg("The amulet welds itself into your chest."); | |
279 | |
280 /* Weapons will insist on being wielded. */ | |
281 when MUSTY_DAGGER: | |
282 case HRUGGEK_MSTAR: | |
283 case YEENOGHU_FLAIL: | |
284 if (cur_weapon != NULL) { | |
285 msg("The artifact insists you release your current weapon."); | |
286 if (!dropcheck(cur_weapon)) { | |
287 pstats.s_hpt = -1; | |
288 msg("The artifact forces your weapon into your heart."); | |
289 msg("It hums with satisfaction. -- More --"); | |
290 wait_for(cw,' '); | |
291 death(D_RELIC); | |
292 } | |
293 } | |
294 cur_weapon = obj; | |
295 } | |
296 } | |
297 | |
298 updpack(FALSE); | |
299 if (packret != NULL) | |
300 *packret = item; | |
301 return(TRUE); | |
302 } | |
303 | |
304 /* | |
305 * inventory: | |
306 * list what is in the pack | |
307 */ | |
308 inventory(list, type) | |
309 register struct linked_list *list; | |
310 register int type; | |
311 { | |
312 register struct object *obj; | |
313 register char ch; | |
314 register int n_objs; | |
315 register int cnt; | |
316 char inv_temp[LINELEN]; | |
317 | |
318 cnt = 0; | |
319 n_objs = 0; | |
320 for (ch = 'a'; list != NULL; ch++, list = next(list)) { | |
321 obj = OBJPTR(list); | |
322 if (!is_type(obj, type)) | |
323 continue; | |
324 switch (n_objs++) { | |
325 /* | |
326 * For the first thing in the inventory, just save the string | |
327 * in case there is only one. | |
328 */ | |
329 case 0: | |
330 sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE)); | |
331 break; | |
332 /* | |
333 * If there is more than one, clear the screen, print the | |
334 * saved message and fall through to ... | |
335 */ | |
336 case 1: | |
337 if (slow_invent) | |
338 msg(inv_temp); | |
339 else | |
340 { | |
341 wclear(hw); | |
342 waddstr(hw, inv_temp); | |
343 waddch(hw, '\n'); | |
344 } | |
345 /* | |
346 * Print the line for this object | |
347 */ | |
348 default: | |
349 if (ch > 'z') | |
350 ch = 'A'; | |
351 if (slow_invent){ | |
352 sprintf(outstring,"%c) %s", ch, inv_name(obj, FALSE)); | |
353 msg(outstring); | |
354 } | |
355 else { | |
356 if (++cnt >= LINES - 2) { /* if bottom of screen */ | |
357 dbotline(hw, morestr); | |
358 cnt = 0; | |
359 wclear(hw); | |
360 } | |
361 wprintw(hw, "%c) %s\n", ch, inv_name(obj, FALSE)); | |
362 } | |
363 } | |
364 } | |
365 if (n_objs == 0) { | |
366 if (terse) | |
367 msg(type == 0 ? "Empty handed." : | |
368 "Nothing appropriate"); | |
369 else | |
370 msg(type == 0 ? "You are empty handed." : | |
371 "You don't have anything appropriate"); | |
372 return FALSE; | |
373 } | |
374 if (n_objs == 1) { | |
375 msg(inv_temp); | |
376 return TRUE; | |
377 } | |
378 if (!slow_invent) | |