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) | |
