Mercurial > hg > early-roguelike
comparison arogue5/pack.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
| author | elwin |
|---|---|
| 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) | |
| 379 { | |
| 380 mvwaddstr(hw, LINES-1, 0, spacemsg); | |
| 381 draw(hw); | |
| 382 wait_for(hw,' '); | |
| 383 clearok(cw, TRUE); | |
| 384 touchwin(cw); | |
| 385 } | |
| 386 return TRUE; | |
| 387 } | |
| 388 | |
| 389 /* | |
| 390 * pick_up: | |
| 391 * Add something to characters pack. | |
| 392 */ | |
| 393 pick_up(ch) | |
| 394 char ch; | |
| 395 { | |
| 396 switch (ch) { | |
| 397 default: | |
| 398 debug("Where did you pick that up???"); | |
| 399 case GOLD: | |
| 400 case ARMOR: | |
| 401 case POTION: | |
| 402 case FOOD: | |
| 403 case WEAPON: | |
| 404 case SCROLL: | |
| 405 case MM: | |
| 406 case RING: | |
| 407 case STICK: | |
| 408 case RELIC: | |
| 409 while (add_pack(NULL, FALSE, NULL)); /* pick up everything there */ | |
| 410 break; | |
| 411 } | |
| 412 } | |
| 413 | |
| 414 /* | |
| 415 * picky_inven: | |
| 416 * Allow player to inventory a single item | |
| 417 */ | |
| 418 void | |
| 419 picky_inven() | |
| 420 { | |
| 421 register struct linked_list *item; | |
| 422 register char ch, mch; | |
| 423 | |
| 424 if (pack == NULL) | |
| 425 msg("You aren't carrying anything"); | |
| 426 else if (next(pack) == NULL) | |
| 427 msg("a) %s", inv_name(OBJPTR(pack), FALSE)); | |
| 428 else | |
| 429 { | |
| 430 msg(terse ? "Item: " : "Which item do you wish to inventory: "); | |
| 431 mpos = 0; | |
| 432 if ((mch = readchar()) == ESCAPE) | |
| 433 { | |
| 434 msg(""); | |
| 435 return; | |
| 436 } | |
| 437 | |
| 438 /* Check for a special character */ | |
| 439 switch (mch) { | |
| 440 case FOOD: | |
| 441 case SCROLL: | |
| 442 case POTION: | |
| 443 case RING: | |
| 444 case STICK: | |
| 445 case RELIC: | |
| 446 case ARMOR: | |
| 447 case WEAPON: | |
| 448 case MM: | |
| 449 msg(""); | |
| 450 if (get_item(pack, NULL, mch) == NULL) { | |
| 451 if (terse) msg("None in pack."); | |
| 452 else msg("You have no %c in your pack.", mch); | |
| 453 } | |
| 454 return; | |
| 455 } | |
| 456 | |
| 457 for (ch = 'a', item = pack; item != NULL; item = next(item), ch++) | |
| 458 if (ch == mch) | |
| 459 { | |
| 460 sprintf(outstring, "%c) %s",ch ,inv_name(OBJPTR(item), FALSE)); | |
| 461 msg(outstring); | |
| 462 return; | |
| 463 } | |
| 464 if (!terse) | |
| 465 msg("'%s' not in pack.", unctrl(mch)); | |
| 466 msg("Range is 'a' to '%c'", --ch); | |
| 467 } | |
| 468 } | |
| 469 | |
| 470 | |
| 471 /* | |
| 472 * get_item: | |
| 473 * pick something out of a pack for a purpose | |
| 474 */ | |
| 475 struct linked_list * | |
| 476 get_item(list, purpose, type) | |
| 477 reg struct linked_list *list; | |
| 478 char *purpose; /* NULL if we should be silent (no prompts) */ | |
| 479 int type; | |
| 480 { | |
| 481 reg struct linked_list *item; | |
| 482 reg struct object *obj; | |
| 483 reg int cnt, ch, och; | |
| 484 struct linked_list *saveitem = NULL; | |
| 485 | |
| 486 cnt = 0; | |
| 487 if (list == NULL) { | |
| 488 msg("You aren't carrying anything."); | |
| 489 return NULL; | |
| 490 } | |
| 491 /* see if we have any of the type requested */ | |
| 492 for(ch = 'a',item = list ; item != NULL ; item = next(item), ch++) { | |
| 493 obj = OBJPTR(item); | |
| 494 if (is_type(obj, type)) { | |
| 495 cnt++; | |
| 496 saveitem = item; | |
| 497 } | |
| 498 } | |
| 499 if (cnt == 0) { | |
| 500 if (purpose) msg("Nothing to %s",purpose); | |
| 501 after = FALSE; | |
| 502 return NULL; | |
| 503 } | |
| 504 else if (cnt == 1) { /* only found one of 'em */ | |
| 505 obj = OBJPTR(saveitem); | |
| 506 for(;;) { | |
| 507 if (purpose) { /* Should we prompt the player? */ | |
| 508 msg("%s what (* for the item)? ",purpose); | |
| 509 ch = tolower(readchar()); | |
| 510 } | |
| 511 else { | |
| 512 sprintf(outstring, "%c) %s", pack_char(list, obj), inv_name(obj,FALSE)); | |
| 513 msg(outstring); | |
| 514 } | |
| 515 | |
| 516 if (ch == '*') { | |
| 517 mpos = 0; | |
| 518 sprintf(outstring, "%c) %s", pack_char(list, obj), inv_name(obj,FALSE)); | |
| 519 msg(outstring); | |
| 520 continue; | |
| 521 } | |
| 522 if (ch == ESCAPE) { | |
| 523 msg(""); | |
| 524 after = FALSE; | |
| 525 return NULL; | |
| 526 } | |
| 527 for(item = list,och = 'a'; item != NULL; item = next(item),och++) { | |
| 528 if (ch == och) break; | |
| 529 if (och == 'z') och = 'A' - 1; | |
| 530 } | |
| 531 if (item == NULL) { | |
| 532 msg("Please specify a letter between 'a' and '%c'", | |
| 533 och == 'A' ? 'z' : och-1); | |
| 534 continue; | |
| 535 } | |
| 536 if (is_type (OBJPTR(item), type)) { | |
| 537 if (purpose) mpos = 0; | |
| 538 return item; | |
| 539 } | |
| 540 else | |
| 541 msg ("You can't %s that!", purpose); | |
| 542 | |
| 543 } | |
| 544 } | |
| 545 for(;;) { | |
| 546 if (purpose) { | |
| 547 msg("%s what? (* for list): ",purpose); | |
| 548 ch = readchar(); | |
| 549 } | |
| 550 else ch = '*'; | |
| 551 | |
| 552 mpos = 0; | |
| 553 if (ch == ESCAPE) { /* abort if escape hit */ | |
| 554 after = FALSE; | |
| 555 msg(""); /* clear display */ | |
| 556 return NULL; | |
| 557 } | |
| 558 if (ch == '*') { | |
| 559 wclear(hw); | |
| 560 cnt = 0; | |
| 561 for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) { | |
| 562 obj = OBJPTR(item); | |
| 563 if (!is_type(OBJPTR(item), type)) | |
| 564 continue; | |
| 565 wprintw(hw,"%c) %s\n\r",ch,inv_name(obj,FALSE)); | |
| 566 if (++cnt >= LINES - 2 && next(item) != NULL) { | |
| 567 cnt = 0; | |
| 568 dbotline(hw, spacemsg); | |
| 569 wclear(hw); | |
| 570 } | |
| 571 if (ch == 'z') ch = 'A' - 1; | |
| 572 } | |
| 573 wmove(hw, LINES - 1,0); | |
| 574 if (purpose) wprintw(hw,"%s what? ",purpose); | |
| 575 else waddstr(hw, spacemsg); | |
| 576 | |
| 577 draw(hw); /* write screen */ | |
| 578 | |
| 579 if (purpose) { | |
| 580 do { | |
| 581 ch = tolower(wgetch(hw)); | |
| 582 } until (isalpha(ch) || ch == ESCAPE); | |
| 583 } | |
| 584 else { | |
| 585 ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */ | |
| 586 wait_for(hw,' '); | |
| 587 } | |
| 588 | |
| 589 restscr(cw); /* redraw orig screen */ | |
| 590 if(ch == ESCAPE) { | |
| 591 after = FALSE; | |
| 592 msg(""); /* clear top line */ | |
| 593 return NULL; /* all done if abort */ | |
| 594 } | |
| 595 /* ch has item to get from list */ | |
| 596 } | |
| 597 for(item = list,och = 'a'; item != NULL; item = next(item),och++) { | |
| 598 if (ch == och) break; | |
| 599 if (och == 'z') och = 'A' - 1; | |
| 600 } | |
| 601 if (item == NULL) { | |
| 602 msg("Please specify a letter between 'a' and '%c'", | |
| 603 och == 'A' ? 'z' : och-1); | |
| 604 continue; | |
| 605 } | |
| 606 if (is_type(OBJPTR(item), type)) | |
| 607 return (item); | |
| 608 else | |
| 609 msg ("You can't %s that!", purpose); | |
| 610 } | |
| 611 } | |
| 612 | |
| 613 pack_char(list, obj) | |
| 614 register struct object *obj; | |
| 615 struct linked_list *list; | |
| 616 { | |
| 617 register struct linked_list *item; | |
| 618 register char c; | |
| 619 | |
| 620 c = 'a'; | |
| 621 for (item = list; item != NULL; item = next(item)) { | |
| 622 if (OBJPTR(item) == obj) | |
| 623 return c; | |
| 624 else { | |
| 625 if (c == 'z') c = 'A'; | |
| 626 else c++; | |
| 627 } | |
| 628 } | |
| 629 return 'z'; | |
| 630 } | |
| 631 | |
| 632 | |
| 633 /* | |
| 634 * cur_null: | |
| 635 * This updates cur_weapon etc for dropping things | |
| 636 */ | |
| 637 cur_null(op) | |
| 638 reg struct object *op; | |
| 639 { | |
| 640 if (op == cur_weapon) cur_weapon = NULL; | |
| 641 else if (op == cur_armor) cur_armor = NULL; | |
| 642 else if (op == cur_ring[LEFT_1]) cur_ring[LEFT_1] = NULL; | |
| 643 else if (op == cur_ring[LEFT_2]) cur_ring[LEFT_2] = NULL; | |
| 644 else if (op == cur_ring[LEFT_3]) cur_ring[LEFT_3] = NULL; | |
| 645 else if (op == cur_ring[LEFT_4]) cur_ring[LEFT_4] = NULL; | |
| 646 else if (op == cur_ring[RIGHT_1]) cur_ring[RIGHT_1] = NULL; | |
| 647 else if (op == cur_ring[RIGHT_2]) cur_ring[RIGHT_2] = NULL; | |
| 648 else if (op == cur_ring[RIGHT_3]) cur_ring[RIGHT_3] = NULL; | |
| 649 else if (op == cur_ring[RIGHT_4]) cur_ring[RIGHT_4] = NULL; | |
| 650 else if (op == cur_misc[WEAR_BOOTS]) cur_misc[WEAR_BOOTS] = NULL; | |
| 651 else if (op == cur_misc[WEAR_JEWEL]) cur_misc[WEAR_JEWEL] = NULL; | |
| 652 else if (op == cur_misc[WEAR_GAUNTLET]) cur_misc[WEAR_GAUNTLET] = NULL; | |
| 653 else if (op == cur_misc[WEAR_CLOAK]) cur_misc[WEAR_CLOAK] = NULL; | |
| 654 else if (op == cur_misc[WEAR_BRACERS]) cur_misc[WEAR_BRACERS] = NULL; | |
| 655 else if (op == cur_misc[WEAR_NECKLACE]) cur_misc[WEAR_NECKLACE] = NULL; | |
| 656 } | |
| 657 | |
| 658 /* | |
| 659 * idenpack: | |
| 660 * Identify all the items in the pack | |
| 661 */ | |
| 662 idenpack() | |
| 663 { | |
| 664 reg struct linked_list *pc; | |
| 665 | |
| 666 for (pc = pack ; pc != NULL ; pc = next(pc)) | |
| 667 whatis(pc); | |
| 668 } | |
| 669 | |
| 670 is_type (obj, type) | |
| 671 register struct object *obj; | |
| 672 register int type; | |
| 673 { | |
| 674 register bool current; | |
| 675 | |
| 676 if (type == obj->o_type) | |
| 677 return (TRUE); | |
| 678 | |
| 679 switch (type) { | |
| 680 case ALL: | |
| 681 return (TRUE); | |
| 682 when ZAPPABLE: | |
| 683 if (obj->o_type == STICK) return (TRUE); | |
| 684 if (obj->o_type == RELIC) | |
| 685 switch (obj->o_which) { | |
| 686 case MING_STAFF: | |
| 687 case ASMO_ROD: | |
| 688 case ORCUS_WAND: | |
| 689 return (TRUE); | |
| 690 } | |
| 691 when WEARABLE: | |
| 692 case REMOVABLE: | |
| 693 current = is_current(obj); | |
| 694 | |
| 695 /* | |
| 696 * Don't wear thing we are already wearing or remove things | |
| 697 * we aren't wearing. | |
| 698 */ | |
| 699 if (type == WEARABLE && current) return (FALSE); | |
| 700 else if (type == REMOVABLE && !current) return (FALSE); | |
| 701 | |
| 702 switch (obj->o_type) { | |
| 703 case RELIC: | |
| 704 switch (obj->o_which) { | |
| 705 case HEIL_ANKH: | |
| 706 case EMORI_CLOAK: | |
| 707 return (TRUE); | |
| 708 } | |
| 709 when MM: | |
| 710 switch (obj->o_which) { | |
| 711 case MM_ELF_BOOTS: | |
| 712 case MM_DANCE: | |
| 713 case MM_BRACERS: | |
| 714 case MM_DISP: | |
| 715 case MM_PROTECT: | |
| 716 case MM_G_DEXTERITY: | |
| 717 case MM_G_OGRE: | |
| 718 case MM_JEWEL: | |
| 719 case MM_R_POWERLESS: | |
| 720 case MM_FUMBLE: | |
| 721 case MM_STRANGLE: | |
| 722 case MM_ADAPTION: | |
| 723 return (TRUE); | |
| 724 } | |
| 725 when ARMOR: | |
| 726 case RING: | |
| 727 return (TRUE); | |
| 728 } | |
| 729 when CALLABLE: | |
| 730 switch (obj->o_type) { | |
| 731 case RING: | |
| 732 case POTION: | |
| 733 case STICK: | |
| 734 case SCROLL: | |
| 735 case MM: | |
| 736 return(TRUE); | |
| 737 } | |
| 738 when WIELDABLE: | |
| 739 switch (obj->o_type) { | |
| 740 case STICK: | |
| 741 case WEAPON: | |
| 742 return(TRUE); | |
| 743 when RELIC: | |
| 744 switch (obj->o_which) { | |
| 745 case MUSTY_DAGGER: | |
| 746 case HRUGGEK_MSTAR: | |
| 747 case YEENOGHU_FLAIL: | |
| 748 case MING_STAFF: | |
| 749 case ORCUS_WAND: | |
| 750 case ASMO_ROD: | |
| 751 return(TRUE); | |
| 752 } | |
| 753 } | |
| 754 when IDENTABLE: | |
| 755 if (!(obj->o_flags & ISKNOW) && obj->o_type != FOOD) | |
| 756 return (TRUE); | |
| 757 if (obj->o_type == MM) { | |
| 758 switch (obj->o_which) { | |
| 759 case MM_JUG: | |
| 760 /* Can still identify a jug if we don't know the potion */ | |
| 761 if (obj->o_ac != JUG_EMPTY && !p_know[obj->o_ac]) | |
| 762 return (TRUE); | |
| 763 } | |
| 764 } | |
| 765 when USEABLE: | |
| 766 if (obj->o_type == MM) { | |
| 767 switch(obj->o_which) { | |
| 768 case MM_JUG: | |
| 769 case MM_BEAKER: | |
| 770 case MM_BOOK: | |
| 771 case MM_SKILLS: | |
| 772 case MM_OPEN: | |
| 773 case MM_HUNGER: | |
| 774 case MM_DRUMS: | |
| 775 case MM_DISAPPEAR: | |
| 776 case MM_CHOKE: | |
| 777 case MM_KEOGHTOM: | |
| 778 return (TRUE); | |
| 779 } | |
| 780 } | |
| 781 else if (obj->o_type == RELIC) { | |
| 782 switch (obj->o_which) { | |
| 783 case EMORI_CLOAK: | |
| 784 case BRIAN_MANDOLIN: | |
| 785 case HEIL_ANKH: | |
| 786 case YENDOR_AMULET: | |
| 787 case GERYON_HORN: | |
| 788 return (TRUE); | |
| 789 } | |
| 790 } | |
| 791 when PROTECTABLE: | |
| 792 switch (obj->o_type) { | |
| 793 case WEAPON: | |
| 794 if ((obj->o_flags & ISMETAL) == 0) return (FALSE); | |
| 795 | |
| 796 /* Fall through */ | |
| 797 case ARMOR: | |
| 798 return (TRUE); | |
| 799 | |
| 800 when MM: | |
| 801 if (obj->o_which == MM_BRACERS) return (TRUE); | |
| 802 } | |
| 803 } | |
| 804 return(FALSE); | |
| 805 } | |
| 806 | |
| 807 del_pack(item) | |
| 808 register struct linked_list *item; | |
| 809 { | |
| 810 register struct object *obj; | |
| 811 | |
| 812 obj = OBJPTR(item); | |
| 813 if (obj->o_count > 1) { | |
| 814 obj->o_count--; | |
| 815 } | |
| 816 else { | |
| 817 cur_null(obj); | |
| 818 detach(pack, item); | |
| 819 o_discard(item); | |
| 820 inpack--; | |
| 821 } | |
| 822 } | |
| 823 | |
| 824 /* | |
| 825 * carry_obj: | |
| 826 * Check to see if a monster is carrying something and, if so, give | |
| 827 * it to him. | |
| 828 */ | |
| 829 | |
| 830 carry_obj(mp, chance) | |
| 831 register struct thing *mp; | |
| 832 int chance; | |
| 833 { | |
| 834 reg struct linked_list *item; | |
| 835 reg struct object *obj; | |
| 836 | |
| 837 /* | |
| 838 * If there is no chance, just return. | |
| 839 * Note that this means there must be a "chance" in order for | |
| 840 * the creature to carry a relic. | |
| 841 */ | |
| 842 if (chance <= 0) return; | |
| 843 | |
| 844 /* | |
| 845 * check for the relic/artifacts | |
| 846 * Do the relics first so they end up last in the pack. Attach() | |
| 847 * always adds things to the beginning. This way they will be the | |
| 848 * last things dropped when the creature is killed. This will ensure | |
| 849 * the relic will be on top if there is a stack of item lying on the | |
| 850 * floor and so the hero will know where it is if he's trying to | |
| 851 * avoid it | |
| 852 */ | |
| 853 if (on(*mp, CARRYDAGGER)) { | |
| 854 item = spec_item(RELIC, MUSTY_DAGGER, NULL, NULL); | |
| 855 obj = OBJPTR(item); | |
| 856 obj->o_pos = mp->t_pos; | |
| 857 attach(mp->t_pack, item); | |
| 858 } | |
| 859 | |
| 860 if (on(*mp, CARRYCLOAK)) { | |
| 861 item = spec_item(RELIC, EMORI_CLOAK, NULL, NULL); | |
| 862 obj = OBJPTR(item); | |
| 863 obj->o_pos = mp->t_pos; | |
| 864 attach(mp->t_pack, item); | |
| 865 } | |
| 866 | |
| 867 if (on(*mp, CARRYANKH)) { | |
| 868 item = spec_item(RELIC, HEIL_ANKH, NULL, NULL); | |
| 869 obj = OBJPTR(item); | |
| 870 obj->o_pos = mp->t_pos; | |
| 871 attach(mp->t_pack, item); | |
| 872 } | |
| 873 | |
| 874 if (on(*mp, CARRYSTAFF)) { | |
| 875 item = spec_item(RELIC, MING_STAFF, NULL, NULL); | |
| 876 obj = OBJPTR(item); | |
| 877 obj->o_pos = mp->t_pos; | |
| 878 attach(mp->t_pack, item); | |
| 879 } | |
| 880 | |
| 881 if (on(*mp, CARRYWAND)) { | |
| 882 item = spec_item(RELIC, ORCUS_WAND, NULL, NULL); | |
| 883 obj = OBJPTR(item); | |
| 884 obj->o_pos = mp->t_pos; | |
| 885 attach(mp->t_pack, item); | |
| 886 } | |
| 887 | |
| 888 if (on(*mp, CARRYROD)) { | |
| 889 item = spec_item(RELIC, ASMO_ROD, NULL, NULL); | |
| 890 obj = OBJPTR(item); | |
| 891 obj->o_pos = mp->t_pos; | |
| 892 attach(mp->t_pack, item); | |
| 893 } | |
| 894 | |
| 895 if (on(*mp, CARRYAMULET)) { | |
| 896 item = spec_item(RELIC, YENDOR_AMULET, NULL, NULL); | |
| 897 obj = OBJPTR(item); | |
| 898 obj->o_pos = mp->t_pos; | |
| 899 attach(mp->t_pack, item); | |
| 900 } | |
| 901 | |
| 902 if (on(*mp, CARRYMANDOLIN)) { | |
| 903 item = spec_item(RELIC, BRIAN_MANDOLIN, NULL, NULL); | |
| 904 obj = OBJPTR(item); | |
| 905 obj->o_pos = mp->t_pos; | |
| 906 attach(mp->t_pack, item); | |
| 907 } | |
| 908 if (on(*mp, CARRYMSTAR)) { | |
| 909 item = spec_item(RELIC, HRUGGEK_MSTAR, NULL, NULL); | |
| 910 obj = OBJPTR(item); | |
| 911 obj->o_pos = mp->t_pos; | |
| 912 attach(mp->t_pack, item); | |
| 913 } | |
| 914 if (on(*mp, CARRYFLAIL)) { | |
| 915 item = spec_item(RELIC, YEENOGHU_FLAIL, NULL, NULL); | |
| 916 obj = OBJPTR(item); | |
| 917 obj->o_pos = mp->t_pos; | |
| 918 attach(mp->t_pack, item); | |
| 919 } | |
| 920 if (on(*mp, CARRYHORN)) { | |
| 921 item = spec_item(RELIC, GERYON_HORN, NULL, NULL); | |
| 922 obj = OBJPTR(item); | |
| 923 obj->o_pos = mp->t_pos; | |
| 924 attach(mp->t_pack, item); | |
| 925 } | |
| 926 /* | |
| 927 * If it carries gold, give it some | |
| 928 */ | |
| 929 if (on(*mp, CARRYGOLD) && rnd(100) < chance) { | |
| 930 item = spec_item(GOLD, NULL, NULL, NULL); | |
| 931 obj = OBJPTR(item); | |
| 932 obj->o_count = GOLDCALC + GOLDCALC; | |
| 933 obj->o_pos = mp->t_pos; | |
| 934 attach(mp->t_pack, item); | |
| 935 } | |
| 936 | |
| 937 /* | |
| 938 * If it carries food, give it some | |
| 939 */ | |
| 940 if (on(*mp, CARRYFOOD) && rnd(100) < chance) { | |
| 941 item = spec_item(FOOD, NULL, NULL, NULL); | |
| 942 obj = OBJPTR(item); | |
| 943 obj->o_weight = things[TYP_FOOD].mi_wght; | |
| 944 obj->o_pos = mp->t_pos; | |
| 945 attach(mp->t_pack, item); | |
| 946 } | |
| 947 | |
| 948 /* | |
| 949 * If it carries a weapon, give it one | |
| 950 */ | |
| 951 if (on(*mp, CARRYWEAPON) && rnd(100) < chance) { | |
| 952 int type, hit, dam; | |
| 953 | |
| 954 /* Get the "bonuses" */ | |
| 955 hit = rnd(5) - 2; | |
| 956 dam = rnd(5) - 2; | |
| 957 | |
| 958 /* Only choose an appropriate type of weapon */ | |
| 959 switch (rnd(11)) { | |
| 960 case 0: type = DAGGER; | |
| 961 when 1: type = BATTLEAXE; | |
| 962 when 2: type = MACE; | |
| 963 when 3: type = SWORD; | |
| 964 when 4: type = PIKE; | |
| 965 when 5: type = HALBERD; | |
| 966 when 6: type = SPETUM; | |
| 967 when 7: type = BARDICHE; | |
| 968 when 8: type = TRIDENT; | |
| 969 when 9: type = BASWORD; | |
| 970 otherwise: type = TWOSWORD; | |
| 971 } | |
| 972 | |
| 973 /* Create the item */ | |
| 974 item = spec_item(WEAPON, type, hit, dam); | |
| 975 obj = OBJPTR(item); | |
| 976 obj->o_pos = mp->t_pos; | |
| 977 attach(mp->t_pack, item); | |
| 978 } | |
| 979 | |
| 980 /* | |
| 981 * If it carries a scroll, give it one | |
| 982 */ | |
| 983 if (on(*mp, CARRYSCROLL) && rnd(100) < chance) { | |
| 984 item = new_thing(TYP_SCROLL); | |
| 985 obj = OBJPTR(item); | |
| 986 obj->o_pos = mp->t_pos; | |
| 987 | |
| 988 /* Can the monster carry this scroll? */ | |
| 989 if (obj->o_which == S_SCARE && mp->t_stats.s_intel < 16) | |
| 990 fall(item, FALSE); /* This would scare us! */ | |
| 991 else attach(mp->t_pack, item); | |
| 992 } | |
| 993 | |
| 994 /* | |
| 995 * If it carries a potion, give it one | |
| 996 */ | |
| 997 if (on(*mp, CARRYPOTION) && rnd(100) < chance) { | |
| 998 item = new_thing(TYP_POTION); | |
| 999 obj = OBJPTR(item); | |
| 1000 obj->o_pos = mp->t_pos; | |
| 1001 attach(mp->t_pack, item); | |
| 1002 } | |
| 1003 | |
| 1004 /* | |
| 1005 * If it carries a ring, give it one | |
| 1006 */ | |
| 1007 if (on(*mp, CARRYRING) && rnd(100) < chance) { | |
| 1008 item = new_thing(TYP_RING); | |
| 1009 obj = OBJPTR(item); | |
| 1010 obj->o_pos = mp->t_pos; | |
| 1011 attach(mp->t_pack, item); | |
| 1012 } | |
| 1013 | |
| 1014 /* | |
| 1015 * If it carries a wand or staff, give it one | |
| 1016 */ | |
| 1017 if (on(*mp, CARRYSTICK) && rnd(100) < chance) { | |
| 1018 item = new_thing(TYP_STICK); | |
| 1019 obj = OBJPTR(item); | |
| 1020 obj->o_pos = mp->t_pos; | |
| 1021 attach(mp->t_pack, item); | |
| 1022 } | |
| 1023 | |
| 1024 /* | |
| 1025 * If it carries any miscellaneous magic, give it one | |
| 1026 */ | |
| 1027 if (on(*mp, CARRYMISC) && rnd(100) < chance) { | |
| 1028 item = new_thing(TYP_MM); | |
| 1029 obj = OBJPTR(item); | |
| 1030 obj->o_pos = mp->t_pos; | |
| 1031 attach(mp->t_pack, item); | |
| 1032 } | |
| 1033 } | |
| 1034 | |
| 1035 | |
| 1036 /* | |
| 1037 * grab(): | |
| 1038 * See what is on the spot where the player is standing. If | |
| 1039 * nothing is there, do nothing. If there is one thing, pick it | |
| 1040 * up. If there are multiple things, prompt the player for what | |
| 1041 * he wants (* means everything). | |
| 1042 */ | |
| 1043 | |
| 1044 grab(y, x) | |
| 1045 register y, x; | |
| 1046 { | |
| 1047 register struct linked_list *next_item, *item; | |
| 1048 register struct object *obj; | |
| 1049 register int cnt; | |
| 1050 int num_there = 0, ch, och; | |
| 1051 | |
| 1052 /* | |
| 1053 * Count how many objects there are and move them to the front | |
| 1054 * of the level list. | |
| 1055 */ | |
| 1056 for (item = lvl_obj; item != NULL; item = next_item) { | |
| 1057 obj = OBJPTR(item); | |
| 1058 next_item = next(item); | |
| 1059 if (obj->o_pos.y == y && obj->o_pos.x == x) { | |
| 1060 num_there++; | |
| 1061 detach(lvl_obj, item); /* Remove it from the list */ | |
| 1062 attach(lvl_obj, item); /* Place it at the front of the list */ | |
| 1063 } | |
| 1064 } | |
| 1065 | |
| 1066 /* Nothing there. */ | |
| 1067 if (num_there < 1) msg("Nothing %s", terse ? "there." : "to pick up."); | |
| 1068 | |
| 1069 /* One thing there */ | |
| 1070 else if (num_there == 1) { | |
| 1071 add_pack(FALSE, FALSE, NULL); | |
| 1072 return(1); | |
| 1073 } | |
| 1074 | |
| 1075 /* Multiple things there */ | |
| 1076 else { | |
| 1077 wclear(hw); | |
| 1078 cnt = 0; | |
| 1079 for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there; | |
| 1080 item = next(item), ch++) { | |
| 1081 obj = OBJPTR(item); | |
| 1082 wprintw(hw,"%c) %s\n\r", ch, inv_name(obj,FALSE)); | |
| 1083 if (++cnt >= LINES - 2 && next(item) != NULL) { | |
| 1084 cnt = 0; | |
| 1085 dbotline(hw, spacemsg); | |
| 1086 wclear(hw); | |
| 1087 } | |
| 1088 if (ch == 'z') ch = 'A' - 1; | |
| 1089 } | |
| 1090 wmove(hw, LINES - 1,0); | |
| 1091 wprintw(hw, "Pick up what? (* for all): "); | |
| 1092 draw(hw); /* write screen */ | |
| 1093 | |
| 1094 for (;;) { | |
| 1095 do { | |
| 1096 ch = tolower(wgetch(hw)); | |
| 1097 } until (isalpha(ch) || ch == '*' || ch == ESCAPE); | |
| 1098 restscr(cw); /* redraw orig screen */ | |
| 1099 if (ch == ESCAPE) { | |
| 1100 after = FALSE; | |
| 1101 msg(""); /* clear top line */ | |
| 1102 break; | |
| 1103 } | |
| 1104 if (ch == '*') { | |
| 1105 while (add_pack(NULL, TRUE, NULL)); /* pick up everything there */ | |
| 1106 return(num_there); | |
| 1107 } | |
| 1108 /* ch has item to get from list */ | |
| 1109 | |
| 1110 cnt = 0; | |
| 1111 for (item = lvl_obj, och = 'a'; item != NULL && cnt < num_there; | |
| 1112 item = next(item), och++, cnt++) { | |
| 1113 if (ch == och) | |
| 1114 break; | |
| 1115 if (och == 'z') och = 'A' - 1; | |
| 1116 } | |
| 1117 if (item == NULL || cnt >= num_there) { | |
| 1118 wmove(hw, LINES - 1, 25); | |
| 1119 wprintw(hw, " [between 'a' and '%c']:%c ", | |
| 1120 och == 'A' ? 'z' : och-1, '\007'); | |
| 1121 draw(hw); /* write screen */ | |
| 1122 continue; | |
| 1123 } | |
| 1124 else { | |
| 1125 detach(lvl_obj, item); | |
| 1126 if (add_pack(item, FALSE, NULL)) { | |
| 1127 /* | |
| 1128 * There should always be at least one item left since we | |
| 1129 * handle the one item case up above. But it never hurts | |
| 1130 * to make sure we don't have a NULL pointer. | |
| 1131 */ | |
| 1132 if ((item = find_obj(hero.y, hero.x)) == NULL) | |
| 1133 mvaddch(y, x, (OBJPTR(item))->o_type); | |
| 1134 return(1); | |
| 1135 } | |
| 1136 else attach(lvl_obj, item); /* Couldn't pick it up! */ | |
| 1137 break; | |
| 1138 } | |
| 1139 } | |
| 1140 } | |
| 1141 | |
| 1142 return(0); | |
| 1143 } |
