comparison rogue4/pack.c @ 12:9535a08ddc39

Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
author edwarj4
date Sat, 24 Oct 2009 16:52:52 +0000
parents
children 1b73a8641b37
comparison
equal deleted inserted replaced
11:949d558c2162 12:9535a08ddc39
1 /*
2 * Routines to deal with the pack
3 *
4 * @(#)pack.c 4.15 (Berkeley) 4/6/82
5 *
6 * Rogue: Exploring the Dungeons of Doom
7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
8 * All rights reserved.
9 *
10 * See the file LICENSE.TXT for full copyright and licensing information.
11 */
12
13 #include <curses.h>
14 #include <ctype.h>
15 #include "rogue.h"
16
17 /*
18 * update_mdest:
19 * Called after picking up an object, before discarding it.
20 * If this was the object of something's desire, that monster will
21 * get mad and run at the hero
22 */
23 update_mdest(obj)
24 register THING *obj;
25 {
26 register THING *mp;
27
28 for (mp = mlist; mp != NULL; mp = next(mp))
29 if (mp->t_dest == &obj->o_pos)
30 mp->t_dest = &hero;
31 }
32
33 /*
34 * add_pack:
35 * Pick up an object and add it to the pack. If the argument is
36 * non-null use it as the linked_list pointer instead of gettting
37 * it off the ground.
38 */
39 add_pack(obj, silent)
40 register THING *obj;
41 bool silent;
42 {
43 register THING *op, *lp = NULL;
44 register bool exact, from_floor;
45 register char floor;
46 int discarded = 0;
47
48 if (obj == NULL)
49 {
50 from_floor = TRUE;
51 if ((obj = find_obj(hero.y, hero.x)) == NULL)
52 return;
53 }
54 else
55 from_floor = FALSE;
56 /*
57 * Link it into the pack. Search the pack for a object of similar type
58 * if there isn't one, stuff it at the beginning, if there is, look for one
59 * that is exactly the same and just increment the count if there is.
60 * it that. Food is always put at the beginning for ease of access, but
61 * is not ordered so that you can't tell good food from bad. First check
62 * to see if there is something in thr same group and if there is then
63 * increment the count.
64 */
65 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */
66 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
67 else floor = FLOOR;
68 if (obj->o_group)
69 {
70 for (op = pack; op != NULL; op = next(op))
71 {
72 if (op->o_group == obj->o_group)
73 {
74 /*
75 * Put it in the pack and notify the user
76 */
77 op->o_count++;
78 if (from_floor)
79 {
80 detach(lvl_obj, obj);
81 mvaddch(hero.y, hero.x, floor);
82 chat(hero.y, hero.x) = floor;
83 }
84 update_mdest(obj);
85 discard(obj);
86 obj = op;
87 discarded = 1;
88 goto picked_up;
89 }
90 }
91 }
92 /*
93 * Check if there is room
94 */
95 if (inpack == MAXPACK-1)
96 {
97 msg("you can't carry anything else");
98 return;
99 }
100 /*
101 * Check for and deal with scare monster scrolls
102 */
103 if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
104 if (obj->o_flags & ISFOUND)
105 {
106 detach(lvl_obj, obj);
107 mvaddch(hero.y, hero.x, floor);
108 chat(hero.y, hero.x) = floor;
109 msg("the scroll turns to dust as you pick it up");
110 return;
111 }
112 else
113 obj->o_flags |= ISFOUND;
114
115 inpack++;
116 if (from_floor)
117 {
118 detach(lvl_obj, obj);
119 mvaddch(hero.y, hero.x, floor);
120 chat(hero.y, hero.x) = floor;
121 }
122 /*
123 * Search for an object of the same type
124 */
125 exact = FALSE;
126 for (op = pack; op != NULL; op = next(op))
127 if (obj->o_type == op->o_type)
128 break;
129 if (op == NULL)
130 {
131 /*
132 * Put it at the end of the pack since it is a new type
133 */
134 for (op = pack; op != NULL; op = next(op))
135 {
136 if (op->o_type != FOOD)
137 break;
138 lp = op;
139 }
140 }
141 else
142 {
143 /*
144 * Search for an object which is exactly the same
145 */
146 while (op->o_type == obj->o_type)
147 {
148 if (op->o_which == obj->o_which)
149 {
150 exact = TRUE;
151 break;
152 }
153 lp = op;
154 if ((op = next(op)) == NULL)
155 break;
156 }
157 }
158 if (op == NULL)
159 {
160 /*
161 * Didn't find an exact match, just stick it here
162 */
163 if (pack == NULL)
164 pack = obj;
165 else
166 {
167 lp->l_next = obj;
168 obj->l_prev = lp;
169 obj->l_next = NULL;
170 }
171 }
172 else
173 {
174 /*
175 * If we found an exact match. If it is a potion, food, or a
176 * scroll, increase the count, otherwise put it with its clones.
177 */
178 if (exact && ISMULT(obj->o_type))
179 {
180 op->o_count++;
181 update_mdest(obj);
182 discard(obj);
183 obj = op;
184 discarded = 1;
185 goto picked_up;
186 }
187 if ((obj->l_prev = prev(op)) != NULL)
188 obj->l_prev->l_next = obj;
189 else
190 pack = obj;
191 obj->l_next = op;
192 op->l_prev = obj;
193 }
194 picked_up:
195 /*
196 * If this was the object of something's desire, that monster will
197 * get mad and run at the hero
198 */
199 if (!discarded)
200 update_mdest(obj);
201
202 if (obj->o_type == AMULET)
203 amulet = TRUE;
204 /*
205 * Notify the user
206 */
207 if (!silent)
208 {
209 if (!terse)
210 addmsg("you now have ");
211 msg("%s (%c)", inv_name(obj, !terse), pack_char(obj));
212 }
213 }
214
215 /*
216 * inventory:
217 * List what is in the pack
218 */
219 inventory(list, type)
220 THING *list;
221 int type;
222 {
223 register char ch;
224 register int n_objs;
225 char inv_temp[MAXSTR];
226
227 n_objs = 0;
228 for (ch = 'a'; list != NULL; ch++, list = next(list))
229 {
230 if (type && type != list->o_type && !(type == CALLABLE &&
231 (list->o_type == SCROLL || list->o_type == POTION ||
232 list->o_type == RING || list->o_type == STICK)))
233 continue;
234 n_objs++;
235 sprintf(inv_temp, "%c) %%s", ch);
236 add_line(inv_temp, inv_name(list, FALSE));
237 }
238 if (n_objs == 0)
239 {
240 if (terse)
241 msg(type == 0 ? "empty handed" :
242 "nothing appropriate");
243 else
244 msg(type == 0 ? "you are empty handed" :
245 "you don't have anything appropriate");
246 return FALSE;
247 }
248 end_line();
249 return TRUE;
250 }
251
252 /*
253 * pick_up:
254 * Add something to characters pack.
255 */
256 pick_up(ch)
257 char ch;
258 {
259 register THING *obj, *mp;
260
261 switch (ch)
262 {
263 case GOLD:
264 if ((obj = find_obj(hero.y, hero.x)) == NULL)
265 return;
266 money(obj->o_goldval);
267 detach(lvl_obj, obj);
268 update_mdest(obj);
269 discard(obj);
270 proom->r_goldval = 0;
271 break;
272 default:
273 #ifdef WIZARD
274 debug("Where did you pick a '%s' up???", unctrol(ch));
275 #endif
276 case ARMOR:
277 case POTION:
278 case FOOD:
279 case WEAPON:
280 case SCROLL:
281 case AMULET:
282 case RING:
283 case STICK:
284 add_pack(NULL, FALSE);
285 break;
286 }
287 }
288
289 /*
290 * picky_inven:
291 * Allow player to inventory a single item
292 */
293 picky_inven()
294 {
295 register THING *obj;
296 register char ch, mch;
297
298 if (pack == NULL)
299 msg("you aren't carrying anything");
300 else if (next(pack) == NULL)
301 msg("a) %s", inv_name(pack, FALSE));
302 else
303 {
304 msg(terse ? "item: " : "which item do you wish to inventory: ");
305 mpos = 0;
306 if ((mch = readchar()) == ESCAPE)
307 {
308 msg("");
309 return;
310 }
311 for (ch = 'a', obj = pack; obj != NULL; obj = next(obj), ch++)
312 if (ch == mch)
313 {
314 msg("%c) %s",ch,inv_name(obj, FALSE));
315 return;
316 }
317 if (!terse)
318 msg("'%s' not in pack", unctrol(mch));
319 msg("range is 'a' to '%c'", --ch);
320 }
321 }
322
323 /*
324 * get_item:
325 * Pick something out of a pack for a purpose
326 */
327 THING *
328 get_item(purpose, type)
329 char *purpose;
330 int type;
331 {
332 register THING *obj;
333 register char ch, och;
334
335 if (pack == NULL)
336 msg("you aren't carrying anything");
337 else
338 {
339 for (;;)
340 {
341 if (!terse)
342 addmsg("which object do you want to ");
343 addmsg(purpose);
344 if (terse)
345 addmsg(" what");
346 msg("? (* for list): ");
347 ch = readchar();
348 mpos = 0;
349 /*
350 * Give the poor player a chance to abort the command
351 */
352 if (ch == ESCAPE || ch == CTRL('G'))
353 {
354 after = FALSE;
355 msg("");
356 return NULL;
357 }
358 if (ch == '*')
359 {
360 mpos = 0;
361 if (inventory(pack, type) == 0)
362 {
363 after = FALSE;
364 return NULL;
365 }
366 continue;
367 }
368 for (obj = pack, och = 'a'; obj != NULL; obj = next(obj), och++)
369 if (ch == och)
370 break;
371 if (obj == NULL)
372 {
373 msg("please specify a letter between 'a' and '%c'", och-1);
374 continue;
375 }
376 else
377 return obj;
378 }
379 }
380 return NULL;
381 }
382
383 /*
384 * pack_char:
385 * Return which character would address a pack object
386 */
387 pack_char(obj)
388 register THING *obj;
389 {
390 register THING *item;
391 register char c;
392
393 c = 'a';
394 for (item = pack; item != NULL; item = next(item))
395 if (item == obj)
396 return c;
397 else
398 c++;
399 return '?';
400 }
401
402 /*
403 * money:
404 * Add or subtract gold from the pack
405 */
406 money(value)
407 register int value;
408 {
409 register char floor;
410
411 floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
412 purse += value;
413 mvaddch(hero.y, hero.x, floor);
414 chat(hero.y, hero.x) = floor;
415 if (value > 0)
416 {
417 if (!terse)
418 addmsg("you found ");
419 msg("%d gold pieces", value);
420 }
421 }