Mercurial > hg > early-roguelike
comparison arogue7/pack.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | b786053d2f37 |
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124:d10fc4a065ac | 125:adfa37e67084 |
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1 /* | |
2 * pack.c - Routines to deal with the pack. | |
3 * | |
4 * Advanced Rogue | |
5 * Copyright (C) 1984, 1985, 1986 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 #ifdef PC7300 | |
19 #include "menu.h" | |
20 #endif | |
21 | |
22 /* | |
23 * Routines to deal with the pack | |
24 */ | |
25 | |
26 /* | |
27 * add_pack: | |
28 * Pick up an object and add it to the pack. If the argument is non-null | |
29 * use it as the linked_list pointer instead of gettting it off the ground. | |
30 */ | |
31 bool | |
32 add_pack(item, silent, packret) | |
33 register struct linked_list *item, **packret; | |
34 bool silent; | |
35 { | |
36 register struct linked_list *ip, *lp, *ap; | |
37 register struct object *obj, *op; | |
38 register bool exact, from_floor; | |
39 | |
40 if (packret != NULL) | |
41 *packret = NULL; | |
42 | |
43 if (item == NULL) | |
44 { | |
45 from_floor = TRUE; | |
46 if ((item = find_obj(hero.y, hero.x)) == NULL) | |
47 return(FALSE); | |
48 } | |
49 else | |
50 from_floor = FALSE; | |
51 obj = OBJPTR(item); | |
52 /* | |
53 * If it is gold, just add its value to rogue's purse and get rid | |
54 * of it. | |
55 */ | |
56 if (obj->o_type == GOLD) { | |
57 register struct linked_list *mitem; | |
58 register struct thing *tp; | |
59 | |
60 if (!silent) { | |
61 if (!terse) addmsg("You found "); | |
62 msg("%d gold pieces.", obj->o_count); | |
63 } | |
64 | |
65 /* First make sure no greedy monster is after this gold. | |
66 * If so, make the monster run after the rogue instead. | |
67 */ | |
68 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { | |
69 tp = THINGPTR(mitem); | |
70 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; | |
71 } | |
72 | |
73 purse += obj->o_count; | |
74 if (from_floor) { | |
75 detach(lvl_obj, item); | |
76 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
77 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
78 else | |
79 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
80 } | |
81 o_discard(item); | |
82 return(TRUE); | |
83 } | |
84 | |
85 /* | |
86 * see if he can carry any more weight | |
87 */ | |
88 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) { | |
89 msg("Too much for you to carry."); | |
90 return FALSE; | |
91 } | |
92 /* | |
93 * Link it into the pack. Search the pack for a object of similar type | |
94 * if there isn't one, stuff it at the beginning, if there is, look for one | |
95 * that is exactly the same and just increment the count if there is. | |
96 * it that. Food is always put at the beginning for ease of access, but | |
97 * is not ordered so that you can't tell good food from bad. First check | |
98 * to see if there is something in thr same group and if there is then | |
99 * increment the count. | |
100 */ | |
101 if (obj->o_group) | |
102 { | |
103 for (ip = pack; ip != NULL; ip = next(ip)) | |
104 { | |
105 op = OBJPTR(ip); | |
106 if (op->o_group == obj->o_group) | |
107 { | |
108 /* | |
109 * Put it in the pack and notify the user | |
110 */ | |
111 op->o_count += obj->o_count; | |
112 if (from_floor) | |
113 { | |
114 detach(lvl_obj, item); | |
115 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
116 mvaddch(hero.y,hero.x, | |
117 (roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
118 else | |
119 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
120 } | |
121 o_discard(item); | |
122 item = ip; | |
123 goto picked_up; | |
124 } | |
125 } | |
126 } | |
127 | |
128 /* | |
129 * Check for and deal with scare monster scrolls | |
130 */ | |
131 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) | |
132 if (obj->o_flags & ISCURSED) | |
133 { | |
134 msg("The scroll turns to dust as you pick it up."); | |
135 detach(lvl_obj, item); | |
136 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
137 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
138 else | |
139 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
140 return(TRUE); | |
141 } | |
142 | |
143 /* | |
144 * Search for an object of the same type | |
145 */ | |
146 exact = FALSE; | |
147 for (ip = pack; ip != NULL; ip = next(ip)) | |
148 { | |
149 op = OBJPTR(ip); | |
150 if (obj->o_type == op->o_type) | |
151 break; | |
152 } | |
153 if (ip == NULL) | |
154 { | |
155 /* | |
156 * Put it at the end of the pack since it is a new type | |
157 */ | |
158 for (ip = pack; ip != NULL; ip = next(ip)) | |
159 { | |
160 op = OBJPTR(ip); | |
161 if (op->o_type != FOOD) | |
162 break; | |
163 lp = ip; | |
164 } | |
165 } | |
166 else | |
167 { | |
168 /* | |
169 * Search for an object which is exactly the same | |
170 */ | |
171 while (ip != NULL && op->o_type == obj->o_type) | |
172 { | |
173 if (op->o_which == obj->o_which) | |
174 { | |
175 exact = TRUE; | |
176 break; | |
177 } | |
178 lp = ip; | |
179 if ((ip = next(ip)) == NULL) | |
180 break; | |
181 op = OBJPTR(ip); | |
182 } | |
183 } | |
184 /* | |
185 * Check if there is room | |
186 */ | |
187 if (ip == NULL || !exact || !ISMULT(obj->o_type)) { | |
188 if (inpack == MAXPACK-1) { | |
189 msg(terse ? "No room." : "You can't carry anything else."); | |
190 return(FALSE); | |
191 } | |
192 } | |
193 inpack++; | |
194 if (from_floor) | |
195 { | |
196 detach(lvl_obj, item); | |
197 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
198 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
199 else | |
200 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
201 } | |
202 if (ip == NULL) | |
203 { | |
204 /* | |
205 * Didn't find an exact match, just stick it here | |
206 */ | |
207 if (pack == NULL) | |
208 pack = item; | |
209 else | |
210 { | |
211 lp->l_next = item; | |
212 item->l_prev = lp; | |
213 item->l_next = NULL; | |
214 } | |
215 } | |
216 else | |
217 { | |
218 /* | |
219 * If we found an exact match. If it is food, | |
220 * increase the count, otherwise put it with its clones. | |
221 */ | |
222 if (exact && ISMULT(obj->o_type)) | |
223 { | |
224 op->o_count += obj->o_count; | |
225 inpack--; /* adjust for previous addition */ | |
226 o_discard(item); | |
227 item = ip; | |
228 goto picked_up; | |
229 } | |
230 if ((item->l_prev = prev(ip)) != NULL) | |
231 item->l_prev->l_next = item; | |
232 else | |
233 pack = item; | |
234 item->l_next = ip; | |
235 ip->l_prev = item; | |
236 } | |
237 picked_up: | |
238 /* | |
239 * Notify the user | |
240 */ | |
241 obj = OBJPTR(item); | |
242 if (!silent) | |
243 { | |
244 if (!terse) | |
245 addmsg("You now have "); | |
246 msg("%s (%c)", inv_name(obj, !terse), pack_char(pack, obj)); | |
247 } | |
248 | |
249 /* Relics can do strange things when you pick them up */ | |
250 if (obj->o_type == RELIC) { | |
251 switch (obj->o_which) { | |
252 /* the ankh of Heil gives you prayers */ | |
253 case HEIL_ANKH: | |
254 msg("The ankh welds itself into your hand."); | |
255 if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN) | |
256 fuse(prayer_recovery, 0, SPELLTIME, AFTER); | |
257 | |
258 /* A cloak must be worn. */ | |
259 when EMORI_CLOAK: | |
260 if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) { | |
261 msg("The cloak insists you remove your current garments."); | |
262 if (!dropcheck(cur_armor != NULL ? cur_armor | |
263 : cur_misc[WEAR_CLOAK])) { | |
264 pstats.s_hpt = -1; | |
265 msg("The cloak constricts around you."); | |
266 msg("It draws your life force from you!!! -- More --"); | |
267 wait_for(' '); | |
268 death(D_RELIC); | |
269 } | |
270 } | |
271 if (obj->o_charges < 0) /* should never happen, but.... */ | |
272 obj->o_charges = 0; | |
273 if (obj->o_charges == 0) | |
274 fuse(cloak_charge, obj, CLOAK_TIME, AFTER); | |
275 | |
276 /* The amulet must be worn. */ | |
277 when STONEBONES_AMULET: | |
278 case YENDOR_AMULET: | |
279 if (cur_misc[WEAR_JEWEL] || | |
280 cur_relic[STONEBONES_AMULET] || | |
281 cur_relic[YENDOR_AMULET]) { | |
282 msg("You have an urge to remove your current amulet."); | |
283 } | |
284 if((cur_misc[WEAR_JEWEL] && !dropcheck(cur_misc[WEAR_JEWEL])) || | |
285 cur_relic[STONEBONES_AMULET] || | |
286 cur_relic[YENDOR_AMULET]) { | |
287 pstats.s_hpt = -1; | |
288 msg("The %s begins pulsing.", inv_name(obj, TRUE)); | |
289 msg("It fades away.... -- More --"); | |
290 wait_for(' '); | |
291 death(D_RELIC); | |
292 } | |
293 msg("The %s welds itself into your chest.",inv_name(obj,TRUE)); | |
294 | |
295 /* The eye must be inserted in eye socket */ | |
296 when EYE_VECNA: | |
297 msg("The eye forces you to jam it into your eye socket!"); | |
298 pstats.s_hpt -= 75; | |
299 if (pstats.s_hpt < 0) { | |
300 msg ("The pain is too much for you! -- More --"); | |
301 wait_for(' '); | |
302 death(D_RELIC); | |
303 } | |
304 waste_time(); | |
305 msg("The excrutiating pain slowly turns into a dull throb."); | |
306 | |
307 when QUILL_NAGROM: | |
308 fuse(quill_charge,0,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER); | |
309 | |
310 /* Weapons will insist on being wielded. */ | |
311 when MUSTY_DAGGER: | |
312 case HRUGGEK_MSTAR: | |
313 case YEENOGHU_FLAIL: | |
314 case AXE_AKLAD: | |
315 /* For the daggers start a fuse to change player to a thief. */ | |
316 /* and set a daemon to eat gold. */ | |
317 if (obj->o_which == MUSTY_DAGGER) { | |
318 fuse(changeclass, C_THIEF, roll(20, 20), AFTER); | |
319 if (purse > 0) | |
320 msg("Your purse feels lighter"); | |
321 else | |
322 purse = 1; /* fudge to get right msg from eat_gold() */ | |
323 eat_gold(obj); | |
324 daemon(eat_gold, obj, AFTER); | |
325 } | |
326 /* For the axe start a fuse to change player to a fighter. */ | |
327 if (obj->o_which == AXE_AKLAD) | |
328 fuse(changeclass, C_FIGHTER, roll(20, 20), AFTER); | |
329 if (cur_weapon != NULL) { | |
330 msg("The artifact insists you release your current weapon."); | |
331 if (!dropcheck(cur_weapon)) { | |
332 pstats.s_hpt = -1; | |
333 msg("The artifact forces your weapon into your heart."); | |
334 msg("It hums with satisfaction. -- More --"); | |
335 wait_for(' '); | |
336 death(D_RELIC); | |
337 } | |
338 } | |
339 cur_weapon = obj; | |
340 | |
341 when SURTUR_RING: | |
342 msg("The ring forces itself through your nose!"); | |
343 pstats.s_hpt -= 22; | |
344 if (pstats.s_hpt < 0) { | |
345 msg ("The pain is too much for you! -- More --"); | |
346 wait_for(' '); | |
347 death(D_RELIC); | |
348 } | |
349 waste_time(); | |
350 turn_on(player, NOFIRE); | |
351 msg("The pain slowly subsides."); | |
352 otherwise: | |
353 break; | |
354 } | |
355 cur_relic[obj->o_which]++; /* Note that we have it */ | |
356 } | |
357 | |
358 updpack(FALSE, &player); | |
359 if (packret != NULL) | |
360 *packret = item; | |
361 return(TRUE); | |
362 } | |
363 | |
364 #ifdef PC7300 | |
365 static menu_t Display; /* The menu structure */ | |
366 static mitem_t Dispitems[MAXPACK+1]; /* Info for each line */ | |
367 static char Displines[MAXPACK+1][LINELEN+1]; /* The lines themselves */ | |
368 #endif | |
369 | |
370 /* | |
371 * inventory: | |
372 * list what is in the pack | |
373 */ | |
374 inventory(list, type) | |
375 register struct linked_list *list; | |
376 register int type; | |
377 { | |
378 register struct object *obj; | |
379 register char ch; | |
380 register int n_objs, cnt, maxx, curx; | |
381 char inv_temp[2*LINELEN+1]; | |
382 | |
383 cnt = 0; | |
384 n_objs = 0; | |
385 for (ch = 'a'; list != NULL; ch++, list = next(list)) { | |
386 obj = OBJPTR(list); | |
387 if (!is_type(obj, type)) | |
388 continue; | |
389 switch (n_objs++) { | |
390 /* | |
391 * For the first thing in the inventory, just save the string | |
392 * in case there is only one. | |
393 */ | |
394 case 0: | |
395 sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE)); | |
396 break; | |
397 /* | |
398 * If there is more than one, clear the screen, print the | |
399 * saved message and fall through to ... | |
400 */ | |
401 case 1: | |
402 if (slow_invent) | |
403 msg(inv_temp); | |
404 else | |
405 { | |
406 wclear(hw); | |
407 waddstr(hw, inv_temp); | |
408 waddch(hw, '\n'); | |
409 | |
410 maxx = strlen(inv_temp); /* Length of the listing */ | |
411 | |
412 #ifdef PC7300 | |
413 /* Put it into the PC menu display */ | |
414 strcpy(Displines[0], inv_temp); | |
415 Dispitems[0].mi_name = Displines[0]; | |
416 Dispitems[0].mi_flags = 0; | |
417 Dispitems[0].mi_val = 0; | |
418 #endif | |
419 } | |
420 /* | |
421 * Print the line for this object | |
422 */ | |
423 default: | |
424 if (ch > 'z') | |
425 ch = 'A'; | |
426 if (slow_invent) | |
427 msg("%c) %s", ch, inv_name(obj, FALSE)); | |
428 else { | |
429 if (++cnt >= lines - 2) { /* if bottom of screen */ | |
430 dbotline(hw, morestr); | |
431 cnt = 0; | |
432 wclear(hw); | |
433 } | |
434 sprintf(inv_temp, "%c) %s\n", ch, inv_name(obj, FALSE)); | |
435 curx = strlen(inv_temp) - 1; /* Don't count new-line */ | |
436 if (curx > maxx) maxx = curx; | |
437 waddstr(hw, inv_temp); | |
438 #ifdef PC7300 | |
439 /* Put it into the PC menu display */ | |
440 strcpy(Displines[n_objs-1], inv_temp); | |
441 Displines[n_objs-1][curx] = '\0'; /* Strip newline */ | |
442 Dispitems[n_objs-1].mi_name = Displines[n_objs-1]; | |
443 Dispitems[n_objs-1].mi_flags = 0; | |
444 Dispitems[n_objs-1].mi_val = 0; | |
445 #endif | |
446 } | |
447 } | |
448 } | |
449 if (n_objs == 0) { | |
450 if (terse) | |
451 msg(type == ALL ? "Empty handed." : | |
452 "Nothing appropriate"); | |
453 else | |
454 msg(type == ALL ? "You are empty handed." : | |
455 "You don't have anything appropriate"); | |
456 return FALSE; | |
457 } | |
458 if (n_objs == 1) { | |
459 msg(inv_temp); | |
460 return TRUE; | |
461 } | |
462 if (!slow_invent) | |
463 { | |
464 #ifdef PC7300 | |
465 /* Place an end marker for the items */ | |
466 Dispitems[n_objs].mi_name = 0; | |
467 | |
468 /* Set up the main menu structure */ | |
469 Display.m_label = "Inventory"; | |
470 Display.m_title = "Pack Contents"; | |
471 Display.m_prompt = "Press Cancl to continue."; | |
472 Display.m_curptr = '\0'; | |
473 Display.m_markptr = '\0'; | |
474 Display.m_flags = 0; | |
475 Display.m_selcnt = 0; | |
476 Display.m_items = Dispitems; | |
477 Display.m_curi = 0; | |
478 | |
479 /* | |
480 * Try to display the menu. If we don't have a local terminal, | |
481 * the call will fail and we will just continue with the | |
482 * normal mode. | |
483 */ | |
484 if (menu(&Display) >= 0) return TRUE; | |
485 #endif | |
486 waddstr(hw, spacemsg); | |
487 curx = strlen(spacemsg); | |
488 if (curx > maxx) maxx = curx; | |
489 | |
490 /* | |
491 * If we have fewer than half a screenful, don't clear the screen. | |
492 * Leave an extra blank line at the bottom and 3 blank columns | |
493 * to he right. | |
494 */ | |
495 if (menu_overlay && n_objs < lines / 2 + 2) { | |
496 over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' '); | |
497 return TRUE; | |
498 } | |
499 | |
500 draw(hw); | |
501 wait_for(' '); | |
502 clearok(cw, TRUE); | |
503 touchwin(cw); | |
504 } | |
505 return TRUE; | |
506 } | |
507 | |
508 /* | |
509 * picky_inven: | |
510 * Allow player to inventory a single item | |
511 */ | |
512 void | |
513 picky_inven() | |
514 { | |
515 register struct linked_list *item; | |
516 register char ch, mch; | |
517 | |
518 if (pack == NULL) | |
519 msg("You aren't carrying anything"); | |
520 else if (next(pack) == NULL) | |
521 msg("a) %s", inv_name(OBJPTR(pack), FALSE)); | |
522 else | |
523 { | |
524 msg(terse ? "Item: " : "Which item do you wish to inventory: "); | |
525 mpos = 0; | |
526 if ((mch = readchar()) == ESCAPE) | |
527 { | |
528 msg(""); | |
529 return; | |
530 } | |
531 | |
532 /* Check for a special character */ | |
533 switch (mch) { | |
534 case FOOD: | |
535 case SCROLL: | |
536 case POTION: | |
537 case RING: | |
538 case STICK: | |
539 case RELIC: | |
540 case ARMOR: | |
541 case WEAPON: | |
542 case MM: | |
543 msg(""); | |
544 if (get_item(pack, NULL, mch, FALSE, FALSE) == NULL) { | |
545 if (terse) msg("None in pack."); | |
546 else msg("You have no %c in your pack.", mch); | |
547 } | |
548 return; | |
549 } | |
550 | |
551 for (ch = 'a', item = pack; item != NULL; item = next(item), ch++) | |
552 if (ch == mch) | |
553 { | |
554 msg("%c) %s",ch,inv_name(OBJPTR(item), FALSE)); | |
555 return; | |
556 } | |
557 if (!terse) | |
558 msg("'%s' not in pack.", unctrl(mch)); | |
559 msg("Range is 'a' to '%c'", --ch); | |
560 } | |
561 } | |
562 | |
563 | |
564 /* | |
565 * get_item: | |
566 * pick something out of a pack for a purpose | |
567 */ | |
568 struct linked_list * | |
569 get_item(list, purpose, type, askfirst, showcost) | |
570 reg struct linked_list *list; | |
571 char *purpose; /* NULL if we should be silent (no prompts) */ | |
572 int type; | |
573 bool askfirst, showcost; | |
574 { | |
575 reg struct linked_list *item; | |
576 reg struct object *obj; | |
577 reg int cnt, pagecnt, ch, och, maxx, curx, confused; | |
578 struct linked_list *saveitem; | |
579 char description[2*LINELEN+1]; | |
580 char cost[LINELEN/2]; | |
581 #ifdef PC7300 | |
582 int menucount = 0; | |
583 int usemenu = 1; | |
584 #endif | |
585 | |
586 /* | |
587 * If this is the player's pack and the player is confused, we | |
588 * might just take anything. | |
589 */ | |
590 if (list == player.t_pack && on(player, ISHUH) && rnd(100) < 75) | |
591 confused = 1; | |
592 else confused = 0; | |
593 | |
594 cnt = 0; | |
595 if (list == NULL) { | |
596 msg("You aren't carrying anything."); | |
597 return NULL; | |
598 } | |
599 /* see if we have any of the type requested */ | |
600 for(ch = 'a',item = list ; item != NULL ; item = next(item), ch++) { | |
601 obj = OBJPTR(item); | |
602 if (is_type(obj, type)) { | |
603 cnt++; | |
604 saveitem = item; | |
605 } | |
606 } | |
607 if (cnt == 0) { | |
608 if (purpose) msg("Nothing to %s", purpose); | |
609 after = FALSE; | |
610 return NULL; | |
611 } | |
612 else if (cnt == 1) { /* only found one of 'em */ | |
613 obj = OBJPTR(saveitem); | |
614 while(TRUE) { | |
615 if (purpose) { /* Should we prompt the player? */ | |
616 msg("%s what (* for the item)?",purpose); | |
617 ch = tolower(readchar()); | |
618 } | |
619 else { | |
620 ch = pack_char(list, obj); | |
621 msg("%c) %s", ch, inv_name(obj,FALSE)); | |
622 } | |
623 | |
624 if (ch == '*') { | |
625 mpos = 0; | |
626 msg("%c) %s",pack_char(list, obj),inv_name(obj,FALSE)); | |
627 continue; | |
628 } | |
629 if (ch == ESCAPE) { | |
630 msg(""); | |
631 after = FALSE; | |
632 return NULL; | |
633 } | |
634 for(item = list,och = 'a'; item != NULL; item = next(item),och++) { | |
635 if (ch == och) break; | |
636 if (och == 'z') och = 'A' - 1; | |
637 } | |
638 if (item == NULL) { | |
639 msg("Please specify a letter between 'a' and '%c'", | |
640 och == 'A' ? 'z' : och-1); | |
641 continue; | |
642 } | |
643 if (is_type (OBJPTR(item), type)) { | |
644 if (purpose) mpos = 0; | |
645 return item; | |
646 } | |
647 else | |
648 msg ("You can't %s that!", purpose); | |
649 | |
650 } | |
651 } | |
652 while (TRUE) { | |
653 if (!askfirst && purpose) { | |
654 msg("%s what? (* for list): ",purpose); | |
655 ch = readchar(); | |
656 } | |
657 else ch = '*'; | |
658 | |
659 mpos = 0; | |
660 if (ch == ESCAPE) { /* abort if escape hit */ | |
661 after = FALSE; | |
662 msg(""); /* clear display */ | |
663 return NULL; | |
664 } | |
665 | |
666 if (ch == '*') { | |
667 wclear(hw); | |
668 pagecnt = 0; | |
669 maxx = 0; | |
670 for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) { | |
671 obj = OBJPTR(item); | |
672 if (!is_type(OBJPTR(item), type)) | |
673 continue; | |
674 cost[0] = '\0'; | |
675 if (showcost) { | |
676 sprintf(description, "[%d] ", get_worth(obj)); | |
677 sprintf(cost, "%8.8s", description); | |
678 } | |
679 sprintf(description,"%c) %s%s\n\r",ch,cost,inv_name(obj,FALSE)); | |
680 waddstr(hw, description); | |
681 curx = strlen(description) - 2; /* Don't count \n or \r */ | |
682 if (maxx < curx) maxx = curx; | |
683 #ifdef PC7300 | |
684 if (usemenu) { | |
685 /* Put it into the PC menu display */ | |
686 strcpy(Displines[menucount], description); | |
687 Displines[menucount][curx] = '\0'; /* Strip newline */ | |
688 Dispitems[menucount].mi_name = Displines[menucount]; | |
689 Dispitems[menucount].mi_flags = 0; | |
690 Dispitems[menucount++].mi_val = (int) item; | |
691 } | |
692 #endif | |
693 if (++pagecnt >= lines - 2 && next(item) != NULL) { | |
694 pagecnt = 0; | |
695 dbotline(hw, spacemsg); | |
696 wclear(hw); | |
697 } | |
698 if (ch == 'z') ch = 'A' - 1; | |
699 } | |
700 | |
701 /* Put in the prompt */ | |
702 if (purpose) sprintf(description, "%s what? ", purpose); | |
703 else strcpy(description, spacemsg); | |
704 waddstr(hw, description); | |
705 curx = strlen(description); | |
706 if (maxx < curx) maxx = curx; | |
707 | |
708 #ifdef PC7300 | |
709 if (usemenu) { | |
710 /* Place an end marker for the items */ | |
711 Dispitems[menucount].mi_name = 0; | |
712 | |
713 /* Set up the main menu structure */ | |
714 Display.m_label = "Sub-Inventory"; | |
715 if (purpose) { | |
716 Display.m_title = description; | |
717 Display.m_prompt = | |
718 "Select an item or press Cancl for no selection."; | |
719 Display.m_selcnt = 1; | |
720 } | |
721 else { | |
722 Display.m_title = 0; | |
723 Display.m_prompt = "Press Cancl to continue."; | |
724 Display.m_selcnt = 0; | |
725 } | |
726 Display.m_curptr = '\0'; | |
727 Display.m_markptr = '\0'; | |
728 Display.m_flags = 0; | |
729 Display.m_items = Dispitems; | |
730 Display.m_curi = 0; | |
731 | |
732 /* | |
733 * Try to display the menu. If we don't have a local terminal, | |
734 * the call will fail and we will just continue with the | |
735 * normal mode. | |
736 */ | |
737 if (menu(&Display) >= 0) { | |
738 msg(""); | |
739 if (Display.m_selcnt == 0) { | |
740 /* Menu was cancelled */ | |
741 if (purpose) { | |
742 after = FALSE; | |
743 return NULL; /* all done if abort */ | |
744 } | |
745 else return saveitem; | |
746 } | |
747 else return (struct linked_list *) Display.m_curi->mi_val; | |
748 } | |
749 else { | |
750 usemenu = 0; /* Can't use the menu facilities */ | |
751 } | |
752 } | |
753 #endif | |
754 /* Write the screen */ | |
755 if ((menu_overlay && cnt < lines / 2 + 2) || cnt == 1) { | |
756 over_win(cw, hw, cnt + 2, maxx + 3, cnt, curx, NULL); | |
757 cnt = -1; /* Indicate we used over_win */ | |
758 } | |
759 else draw(hw); | |
760 | |
761 if (purpose) { | |
762 do { | |
763 ch = tolower(readchar()); | |
764 } until (isalpha(ch) || ch == ESCAPE); | |
765 } | |
766 else { | |
767 ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */ | |
768 wait_for(' '); | |
769 } | |
770 | |
771 /* Redraw original screen */ | |
772 if (cnt < 0) { | |
773 clearok(cw, FALSE); /* Setup to redraw current screen */ | |
774 touchwin(cw); /* clearing first */ | |
775 } | |
776 else restscr(cw); | |
777 | |
778 if(ch == ESCAPE) { | |
779 after = FALSE; | |
780 msg(""); /* clear top line */ | |
781 return NULL; /* all done if abort */ | |
782 } | |
783 /* ch has item to get from list */ | |
784 } | |
785 | |
786 for (item = list,och = 'a'; item != NULL; item = next(item),och++) { | |
787 if (confused) { | |
788 /* | |
789 * Confused is incremented each time so that if the rnd(cnt) | |
790 * clause keeps failing, confused will equal cnt for the | |
791 * last item of the correct type and rnd(cnt) < cnt will | |
792 * have to be true. | |
793 */ | |
794 if (is_type(OBJPTR(item), type) && rnd(cnt) < confused++) | |
795 break; | |
796 } | |
797 else if (ch == och) break; | |
798 if (och == 'z') och = 'A' - 1; | |
799 } | |
800 | |
801 if (item == NULL) { | |
802 msg("Please specify a letter between 'a' and '%c'", | |
803 och == 'A' ? 'z' : och-1); | |
804 continue; | |
805 } | |
806 | |
807 if (is_type(OBJPTR(item), type)) | |
808 return (item); | |
809 else | |
810 msg ("You can't %s that!", purpose); | |
811 } | |
812 } | |
813 | |
814 pack_char(list, obj) | |
815 register struct object *obj; | |
816 struct linked_list *list; | |
817 { | |
818 register struct linked_list *item; | |
819 register char c; | |
820 | |
821 c = 'a'; | |
822 for (item = list; item != NULL; item = next(item)) { | |
823 if (OBJPTR(item) == obj) | |
824 return c; | |
825 else { | |
826 if (c == 'z') c = 'A'; | |
827 else c++; | |
828 } | |
829 } | |
830 return 'z'; | |
831 } | |
832 | |
833 | |
834 /* | |
835 * cur_null: | |
836 * This updates cur_weapon etc for dropping things | |
837 */ | |
838 cur_null(op) | |
839 reg struct object *op; | |
840 { | |
841 if (op == cur_weapon) cur_weapon = NULL; | |
842 else if (op == cur_armor) cur_armor = NULL; | |
843 else if (op == cur_ring[LEFT_1]) cur_ring[LEFT_1] = NULL; | |
844 else if (op == cur_ring[LEFT_2]) cur_ring[LEFT_2] = NULL; | |
845 else if (op == cur_ring[LEFT_3]) cur_ring[LEFT_3] = NULL; | |
846 else if (op == cur_ring[LEFT_4]) cur_ring[LEFT_4] = NULL; | |
847 else if (op == cur_ring[RIGHT_1]) cur_ring[RIGHT_1] = NULL; | |
848 else if (op == cur_ring[RIGHT_2]) cur_ring[RIGHT_2] = NULL; | |
849 else if (op == cur_ring[RIGHT_3]) cur_ring[RIGHT_3] = NULL; | |
850 else if (op == cur_ring[RIGHT_4]) cur_ring[RIGHT_4] = NULL; | |
851 else if (op == cur_misc[WEAR_BOOTS]) cur_misc[WEAR_BOOTS] = NULL; | |
852 else if (op == cur_misc[WEAR_JEWEL]) cur_misc[WEAR_JEWEL] = NULL; | |
853 else if (op == cur_misc[WEAR_GAUNTLET]) cur_misc[WEAR_GAUNTLET] = NULL; | |
854 else if (op == cur_misc[WEAR_CLOAK]) cur_misc[WEAR_CLOAK] = NULL; | |
855 else if (op == cur_misc[WEAR_BRACERS]) cur_misc[WEAR_BRACERS] = NULL; | |
856 else if (op == cur_misc[WEAR_NECKLACE]) cur_misc[WEAR_NECKLACE] = NULL; | |
857 } | |
858 | |
859 /* | |
860 * idenpack: | |
861 * Identify all the items in the pack | |
862 */ | |
863 idenpack() | |
864 { | |
865 reg struct linked_list *pc; | |
866 | |
867 for (pc = pack ; pc != NULL ; pc = next(pc)) | |
868 whatis(pc); | |
869 } | |
870 | |
871 is_type (obj, type) | |
872 register struct object *obj; | |
873 register int type; | |
874 { | |
875 register bool current; | |
876 | |
877 if (type == obj->o_type) | |
878 return (TRUE); | |
879 | |
880 switch (type) { | |
881 case ALL: | |
882 return (TRUE); | |
883 when READABLE: | |
884 if (obj->o_type == SCROLL || | |
885 (obj->o_type == MM && obj->o_which == MM_SKILLS)) | |
886 return (TRUE); | |
887 when QUAFFABLE: | |
888 if (obj->o_type == POTION || | |
889 (obj->o_type == MM && obj->o_which == MM_JUG)) | |
890 return (TRUE); | |
891 when ZAPPABLE: | |
892 if (obj->o_type == STICK) return (TRUE); | |
893 if (obj->o_type == RELIC) | |
894 switch (obj->o_which) { | |
895 case MING_STAFF: | |
896 case ASMO_ROD: | |
897 case ORCUS_WAND: | |
898 case EMORI_CLOAK: | |
899 return (TRUE); | |
900 } | |
901 when WEARABLE: | |
902 case REMOVABLE: | |
903 current = is_current(obj); | |
904 | |
905 /* | |
906 * Don't wear thing we are already wearing or remove things | |
907 * we aren't wearing. | |
908 */ | |
909 if (type == WEARABLE && current) return (FALSE); | |
910 else if (type == REMOVABLE && !current) return (FALSE); | |
911 | |
912 switch (obj->o_type) { | |
913 case RELIC: | |
914 switch (obj->o_which) { | |
915 case HEIL_ANKH: | |
916 case EMORI_CLOAK: | |
917 return (TRUE); | |
918 } | |
919 when MM: | |
920 switch (obj->o_which) { | |
921 case MM_ELF_BOOTS: | |
922 case MM_DANCE: | |
923 case MM_BRACERS: | |
924 case MM_DISP: | |
925 case MM_PROTECT: | |
926 case MM_G_DEXTERITY: | |
927 case MM_G_OGRE: | |
928 case MM_JEWEL: | |
929 case MM_R_POWERLESS: | |
930 case MM_FUMBLE: | |
931 case MM_STRANGLE: | |
932 case MM_ADAPTION: | |
933 return (TRUE); | |
934 } | |
935 when ARMOR: | |
936 case RING: | |
937 return (TRUE); | |
938 } | |
939 when CALLABLE: | |
940 switch (obj->o_type) { | |
941 case RING: if (!r_know[obj->o_which]) return(TRUE); | |
942 when POTION: if (!p_know[obj->o_which]) return(TRUE); | |
943 when STICK: if (!ws_know[obj->o_which]) return(TRUE); | |
944 when SCROLL: if (!s_know[obj->o_which]) return(TRUE); | |
945 when MM: if (!m_know[obj->o_which]) return(TRUE); | |
946 } | |
947 when WIELDABLE: | |
948 switch (obj->o_type) { | |
949 case STICK: | |
950 case WEAPON: | |
951 return(TRUE); | |
952 when RELIC: | |
953 switch (obj->o_which) { | |
954 case MUSTY_DAGGER: | |
955 case HRUGGEK_MSTAR: | |
956 case YEENOGHU_FLAIL: | |
957 case AXE_AKLAD: | |
958 case MING_STAFF: | |
959 case ORCUS_WAND: | |
960 case ASMO_ROD: | |
961 return(TRUE); | |
962 } | |
963 } | |
964 when IDENTABLE: | |
965 if (!(obj->o_flags & ISKNOW) && obj->o_type != FOOD) | |
966 return (TRUE); | |
967 if (obj->o_type == MM) { | |
968 switch (obj->o_which) { | |
969 case MM_JUG: | |
970 /* Can still identify a jug if we don't know the potion */ | |
971 if (obj->o_ac != JUG_EMPTY && !p_know[obj->o_ac]) | |
972 return (TRUE); | |
973 } | |
974 } | |
975 when USEABLE: | |
976 if (obj->o_type == MM) { | |
977 switch(obj->o_which) { | |
978 case MM_BEAKER: | |
979 case MM_BOOK: | |
980 case MM_OPEN: | |
981 case MM_HUNGER: | |
982 case MM_DRUMS: | |
983 case MM_DISAPPEAR: | |
984 case MM_CHOKE: | |
985 case MM_KEOGHTOM: | |
986 return (TRUE); | |
987 } | |
988 } | |
989 else if (obj->o_type == RELIC) { | |
990 switch (obj->o_which) { | |
991 case EMORI_CLOAK: | |
992 case BRIAN_MANDOLIN: | |
993 case HEIL_ANKH: | |
994 case YENDOR_AMULET: | |
995 case STONEBONES_AMULET: | |
996 case GERYON_HORN: | |
997 case EYE_VECNA: | |
998 case QUILL_NAGROM: | |
999 case SURTUR_RING: | |
1000 return (TRUE); | |
1001 } | |
1002 } | |
1003 else if (obj->o_type == POTION) { | |
1004 /* | |
1005 * only assassins can use poison | |
1006 */ | |
1007 if (player.t_ctype == C_ASSASIN && obj->o_which == P_POISON) | |
1008 return(TRUE); | |
1009 } | |
1010 when PROTECTABLE: | |
1011 switch (obj->o_type) { | |
1012 case WEAPON: | |
1013 if ((obj->o_flags & ISMETAL) == 0) return (FALSE); | |
1014 | |
1015 /* Fall through */ | |
1016 case ARMOR: | |
1017 return (TRUE); | |
1018 | |
1019 when MM: | |
1020 if (obj->o_which == MM_BRACERS) return (TRUE); | |
1021 } | |
1022 } | |
1023 return(FALSE); | |
1024 } | |
1025 | |
1026 del_pack(item) | |
1027 register struct linked_list *item; | |
1028 { | |
1029 register struct object *obj; | |
1030 | |
1031 obj = OBJPTR(item); | |
1032 if (obj->o_count > 1) { | |
1033 obj->o_count--; | |
1034 } | |
1035 else { | |
1036 cur_null(obj); | |
1037 detach(pack, item); | |
1038 o_discard(item); | |
1039 inpack--; | |
1040 } | |
1041 } | |
1042 | |
1043 /* | |
1044 * carry_obj: | |
1045 * Check to see if a monster is carrying something and, if so, give | |
1046 * it to him. | |
1047 */ | |
1048 | |
1049 carry_obj(mp, chance) | |
1050 register struct thing *mp; | |
1051 int chance; | |
1052 { | |
1053 reg struct linked_list *item; | |
1054 reg struct object *obj; | |
1055 | |
1056 /* | |
1057 * If there is no chance, just return. | |
1058 * Note that this means there must be a "chance" in order for | |
1059 * the creature to carry a relic. | |
1060 */ | |
1061 if (chance <= 0) return; | |
1062 | |
1063 /* | |
1064 * check for the relic/artifacts | |
1065 * Do the relics first so they end up last in the pack. Attach() | |
1066 * always adds things to the beginning. This way they will be the | |
1067 * last things dropped when the creature is killed. This will ensure | |
1068 * the relic will be on top if there is a stack of item lying on the | |
1069 * floor and so the hero will know where it is if he's trying to | |
1070 * avoid it. Note that only UNIQUEs carry relics. | |
1071 */ | |
1072 if (on(*mp, ISUNIQUE)) { | |
1073 if (on(*mp, CARRYMDAGGER)) { | |
1074 item = spec_item(RELIC, MUSTY_DAGGER, NULL, NULL); | |
1075 obj = OBJPTR(item); | |
1076 obj->o_pos = mp->t_pos; | |
1077 attach(mp->t_pack, item); | |
1078 } | |
1079 | |
1080 if (on(*mp, CARRYCLOAK)) { | |
1081 item = spec_item(RELIC, EMORI_CLOAK, NULL, NULL); | |
1082 obj = OBJPTR(item); | |
1083 obj->o_pos = mp->t_pos; | |
1084 attach(mp->t_pack, item); | |
1085 } | |
1086 | |
1087 if (on(*mp, CARRYANKH)) { | |
1088 item = spec_item(RELIC, HEIL_ANKH, NULL, NULL); | |
1089 obj = OBJPTR(item); | |
1090 obj->o_pos = mp->t_pos; | |
1091 attach(mp->t_pack, item); | |
1092 } | |
1093 | |
1094 if (on(*mp, CARRYSTAFF)) { | |
1095 item = spec_item(RELIC, MING_STAFF, NULL, NULL); | |
1096 obj = OBJPTR(item); | |
1097 obj->o_pos = mp->t_pos; | |
1098 attach(mp->t_pack, item); | |
1099 } | |
1100 | |
1101 if (on(*mp, CARRYWAND)) { | |
1102 item = spec_item(RELIC, ORCUS_WAND, NULL, NULL); | |
1103 obj = OBJPTR(item); | |
1104 obj->o_pos = mp->t_pos; | |
1105 attach(mp->t_pack, item); | |
1106 } | |
1107 | |
1108 if (on(*mp, CARRYROD)) { | |
1109 item = spec_item(RELIC, ASMO_ROD, NULL, NULL); | |
1110 obj = OBJPTR(item); | |
1111 obj->o_pos = mp->t_pos; | |
1112 attach(mp->t_pack, item); | |
1113 } | |
1114 | |
1115 if (on(*mp, CARRYYAMULET)) { | |
1116 item = spec_item(RELIC, YENDOR_AMULET, NULL, NULL); | |
1117 obj = OBJPTR(item); | |
1118 obj->o_pos = mp->t_pos; | |
1119 attach(mp->t_pack, item); | |
1120 } | |
1121 | |
1122 if (on(*mp, CARRYBAMULET)) { | |
1123 item = spec_item(RELIC, STONEBONES_AMULET, NULL, NULL); | |
1124 obj = OBJPTR(item); | |
1125 obj->o_pos = mp->t_pos; | |
1126 attach(mp->t_pack, item); | |
1127 } | |
1128 | |
1129 if (on(*mp, CARRYMANDOLIN)) { | |
1130 item = spec_item(RELIC, BRIAN_MANDOLIN, NULL, NULL); | |
1131 obj = OBJPTR(item); | |
1132 obj->o_pos = mp->t_pos; | |
1133 attach(mp->t_pack, item); | |
1134 } | |
1135 if (on(*mp, CARRYEYE)) { | |
1136 item = spec_item(RELIC, EYE_VECNA, NULL, NULL); | |
1137 obj = OBJPTR(item); | |
1138 obj->o_pos = mp->t_pos; | |
1139 attach(mp->t_pack, item); | |
1140 } | |
1141 if (on(*mp, CARRYAXE)) { | |
1142 item = spec_item(RELIC, AXE_AKLAD, NULL, NULL); | |
1143 obj = OBJPTR(item); | |
1144 obj->o_pos = mp->t_pos; | |
1145 attach(mp->t_pack, item); | |
1146 } | |
1147 if (on(*mp, CARRYQUILL)) { | |
1148 register int i, howmany; | |
1149 | |
1150 item = spec_item(RELIC, QUILL_NAGROM, NULL, NULL); | |
1151 obj = OBJPTR(item); | |
1152 obj->o_pos = mp->t_pos; | |
1153 obj->o_charges = rnd(QUILLCHARGES); | |
1154 attach(mp->t_pack, item); | |
1155 howmany = roll(4,3); | |
1156 for (i=0; i<howmany; i++) { | |
1157 /* | |
1158 * the quill writes scrolls so give him a bunch | |
1159 */ | |
1160 item = new_thing(TYP_SCROLL, FALSE); | |
1161 obj = OBJPTR(item); | |
1162 obj->o_pos = mp->t_pos; | |
1163 attach(mp->t_pack, item); | |
1164 } | |
1165 } | |
1166 if (on(*mp, CARRYMSTAR)) { | |
1167 item = spec_item(RELIC, HRUGGEK_MSTAR, NULL, NULL); | |
1168 obj = OBJPTR(item); | |
1169 obj->o_pos = mp->t_pos; | |
1170 attach(mp->t_pack, item); | |
1171 } | |
1172 if (on(*mp, CARRYFLAIL)) { | |
1173 item = spec_item(RELIC, YEENOGHU_FLAIL, NULL, NULL); | |
1174 obj = OBJPTR(item); | |
1175 obj->o_pos = mp->t_pos; | |
1176 attach(mp->t_pack, item); | |
1177 } | |
1178 if (on(*mp, CARRYHORN)) { | |
1179 item = spec_item(RELIC, GERYON_HORN, NULL, NULL); | |
1180 obj = OBJPTR(item); | |
1181 obj->o_pos = mp->t_pos; | |
1182 attach(mp->t_pack, item); | |
1183 } | |
1184 if (on(*mp, CARRYSURTURRING)) { | |
1185 item = spec_item(RELIC, SURTUR_RING, NULL, NULL); | |
1186 obj = OBJPTR(item); | |
1187 obj->o_pos = mp->t_pos; | |
1188 attach(mp->t_pack, item); | |
1189 } | |
1190 } | |
1191 /* | |
1192 * If it carries gold, give it some | |
1193 */ | |
1194 if (on(*mp, CARRYGOLD) && rnd(100) < chance) { | |
1195 item = spec_item(GOLD, NULL, NULL, NULL); | |
1196 obj = OBJPTR(item); | |
1197 obj->o_count = GOLDCALC + GOLDCALC; | |
1198 obj->o_pos = mp->t_pos; | |
1199 attach(mp->t_pack, item); | |
1200 } | |
1201 | |
1202 /* | |
1203 * If it carries food, give it some | |
1204 */ | |
1205 if (on(*mp, CARRYFOOD) && rnd(100) < chance) { | |
1206 item = spec_item(FOOD, NULL, NULL, NULL); | |
1207 obj = OBJPTR(item); | |
1208 obj->o_weight = things[TYP_FOOD].mi_wght; | |
1209 obj->o_pos = mp->t_pos; | |
1210 attach(mp->t_pack, item); | |
1211 } | |
1212 | |
1213 /* | |
1214 * If it carries a weapon, give it one | |
1215 */ | |
1216 if (on(*mp, CARRYWEAPON) && rnd(100) < chance) { | |
1217 int type, hit, dam; | |
1218 | |
1219 /* Get the "bonuses" */ | |
1220 hit = rnd(5 + (vlevel / 5)) - 2; | |
1221 dam = rnd(5 + (vlevel / 5)) - 2; | |
1222 | |
1223 /* Only choose an appropriate type of weapon */ | |
1224 switch (rnd(12)) { | |
1225 case 0: type = DAGGER; | |
1226 when 1: type = BATTLEAXE; | |
1227 when 2: type = MACE; | |
1228 when 3: type = SWORD; | |
1229 when 4: type = PIKE; | |
1230 when 5: type = HALBERD; | |
1231 when 6: type = SPETUM; | |
1232 when 7: type = BARDICHE; | |
1233 when 8: type = TRIDENT; | |
1234 when 9: type = BASWORD; | |
1235 when 10:type = DART; | |
1236 otherwise: type = TWOSWORD; | |
1237 } | |
1238 | |
1239 /* Create the item */ | |
1240 item = spec_item(WEAPON, type, hit, dam); | |
1241 obj = OBJPTR(item); | |
1242 obj->o_pos = mp->t_pos; | |
1243 attach(mp->t_pack, item); | |
1244 } | |
1245 | |
1246 /* | |
1247 * If it carries a dagger, give it one | |
1248 */ | |
1249 if (on(*mp, CARRYDAGGER) && rnd(100) < chance) { | |
1250 int hit, dam; | |
1251 | |
1252 /* Get the "bonuses" */ | |
1253 hit = rnd(3 + (vlevel / 5)) - 1; | |
1254 dam = rnd(3 + (vlevel / 5)) - 1; | |
1255 | |
1256 /* Create the item */ | |
1257 item = spec_item(WEAPON, DAGGER, hit, dam); | |
1258 obj = OBJPTR(item); | |
1259 obj->o_pos = mp->t_pos; | |
1260 attach(mp->t_pack, item); | |
1261 } | |
1262 | |
1263 /* | |
1264 * If it carries a scroll, give it one | |
1265 */ | |
1266 if (on(*mp, CARRYSCROLL) && rnd(100) < chance) { | |
1267 item = new_thing(TYP_SCROLL, TRUE); | |
1268 obj = OBJPTR(item); | |
1269 obj->o_pos = mp->t_pos; | |
1270 | |
1271 /* Can the monster carry this scroll? */ | |
1272 if (obj->o_which == S_SCARE && mp->t_stats.s_intel < 16) | |
1273 fall(item, FALSE); /* This would scare us! */ | |
1274 else attach(mp->t_pack, item); | |
1275 } | |
1276 | |
1277 /* | |
1278 * If it carries a potion, give it one | |
1279 */ | |
1280 if (on(*mp, CARRYPOTION) && rnd(100) < chance) { | |
1281 item = new_thing(TYP_POTION, TRUE); | |
1282 obj = OBJPTR(item); | |
1283 obj->o_pos = mp->t_pos; | |
1284 attach(mp->t_pack, item); | |
1285 } | |
1286 | |
1287 /* | |
1288 * If it carries a ring, give it one | |
1289 */ | |
1290 if (on(*mp, CARRYRING) && rnd(100) < chance) { | |
1291 item = new_thing(TYP_RING, TRUE); | |
1292 obj = OBJPTR(item); | |
1293 obj->o_pos = mp->t_pos; | |
1294 attach(mp->t_pack, item); | |
1295 } | |
1296 | |
1297 /* | |
1298 * If it carries a wand or staff, give it one | |
1299 */ | |
1300 if (on(*mp, CARRYSTICK) && rnd(100) < chance) { | |
1301 item = new_thing(TYP_STICK, TRUE); | |
1302 obj = OBJPTR(item); | |
1303 obj->o_pos = mp->t_pos; | |
1304 attach(mp->t_pack, item); | |
1305 } | |
1306 | |
1307 /* | |
1308 * If it carries any miscellaneous magic, give it one | |
1309 */ | |
1310 if (on(*mp, CARRYMISC) && rnd(100) < chance) { | |
1311 item = new_thing(TYP_MM, TRUE); | |
1312 obj = OBJPTR(item); | |
1313 obj->o_pos = mp->t_pos; | |
1314 attach(mp->t_pack, item); | |
1315 } | |
1316 | |
1317 /* Update the monster's encumberance */ | |
1318 updpack(TRUE, mp); | |
1319 } | |
1320 | |
1321 | |
1322 /* | |
1323 * grab(): | |
1324 * See what is on the spot where the player is standing. If | |
1325 * nothing is there, do nothing. If there is one thing, pick it | |
1326 * up. If there are multiple things, prompt the player for what | |
1327 * he wants (* means everything). | |
1328 */ | |
1329 | |
1330 grab(y, x) | |
1331 register y, x; | |
1332 { | |
1333 register struct linked_list *next_item, *item; | |
1334 register struct object *obj; | |
1335 register int cnt, pagecnt; | |
1336 int num_there = 0, ch, och; | |
1337 | |
1338 /* | |
1339 * Count how many objects there are and move them to the front | |
1340 * of the level list. | |
1341 */ | |
1342 for (item = lvl_obj; item != NULL; item = next_item) { | |
1343 obj = OBJPTR(item); | |
1344 next_item = next(item); | |
1345 if (obj->o_pos.y == y && obj->o_pos.x == x) { | |
1346 num_there++; | |
1347 detach(lvl_obj, item); /* Remove it from the list */ | |
1348 attach(lvl_obj, item); /* Place it at the front of the list */ | |
1349 } | |
1350 } | |
1351 | |
1352 /* Nothing there. */ | |
1353 if (num_there < 1) msg("Nothing %s", terse ? "there." : "to pick up."); | |
1354 | |
1355 /* Something or things there */ | |
1356 else { | |
1357 char linebuf[2*LINELEN+1]; | |
1358 int curlen, maxlen = 0; | |
1359 | |
1360 wclear(hw); | |
1361 cnt = 0; | |
1362 pagecnt = 0; | |
1363 for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there; | |
1364 item = next(item), ch++, cnt++) { | |
1365 obj = OBJPTR(item); | |
1366 /* Construct how the line will look */ | |
1367 sprintf(linebuf, "%c) %s\n\r", ch, inv_name(obj,FALSE)); | |
1368 | |
1369 /* See how long it is */ | |
1370 curlen = strlen(linebuf) - 2; /* Don't count \n or \r */ | |
1371 if (maxlen < curlen) maxlen = curlen; | |
1372 | |
1373 /* Draw it in the window */ | |
1374 waddstr(hw, linebuf); | |
1375 | |
1376 if (++pagecnt >= lines - 2 && next(item) != NULL) { | |
1377 pagecnt = 0; | |
1378 maxlen = 0; | |
1379 dbotline(hw, spacemsg); | |
1380 wclear(hw); | |
1381 } | |
1382 if (ch == 'z') ch = 'A' - 1; | |
1383 } | |
1384 | |
1385 strcpy(linebuf, "Pick up what? (* for all): "); | |
1386 | |
1387 /* See how long it is */ | |
1388 curlen = strlen(linebuf); /* Don't count \n or \r */ | |
1389 if (maxlen < curlen) maxlen = curlen; | |
1390 | |
1391 /* Draw it in the window */ | |
1392 waddstr(hw, linebuf); | |
1393 | |
1394 /* | |
1395 * If we have fewer than half a screenful, don't clear the screen. | |
1396 * Leave an extra blank line at the bottom and 3 blank columns | |
1397 * to he right. | |
1398 */ | |
1399 if (menu_overlay && num_there < lines / 2 + 2) { | |
1400 over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, NULL); | |
1401 pagecnt = -1; /* Indicate we used over_win */ | |
1402 } | |
1403 else draw(hw); /* write screen */ | |
1404 | |
1405 for (;;) { | |
1406 do { | |
1407 ch = tolower(readchar()); | |
1408 } until (isalpha(ch) || ch == '*' || ch == ESCAPE); | |
1409 | |
1410 /* Redraw original screen */ | |
1411 if (pagecnt < 0) { | |
1412 clearok(cw, FALSE); /* Setup to redraw current screen */ | |
1413 touchwin(cw); /* clearing first */ | |
1414 } | |
1415 else restscr(cw); | |
1416 | |
1417 if (ch == ESCAPE) { | |
1418 after = FALSE; | |
1419 msg(""); /* clear top line */ | |
1420 break; | |
1421 } | |
1422 if (ch == '*') { | |
1423 player.t_action = A_PICKUP; | |
1424 return(1); /* set action to PICKUP and delay for first one */ | |
1425 } | |
1426 /* ch has item to get from list */ | |
1427 | |
1428 cnt = 0; | |
1429 for (item = lvl_obj, och = 'a'; item != NULL && cnt < num_there; | |
1430 item = next(item), och++, cnt++) { | |
1431 if (ch == och) | |
1432 break; | |
1433 if (och == 'z') och = 'A' - 1; | |
1434 } | |
1435 if (item == NULL || cnt >= num_there) { | |
1436 wmove(hw, pagecnt < 0 ? num_there : pagecnt, 25); | |
1437 wprintw(hw, " [between 'a' and '%c']: ", | |
1438 och == 'A' ? 'z' : och-1); | |
1439 if (maxlen < 49) maxlen = 49; | |
1440 | |
1441 /* | |
1442 * If we have fewer than half a screenful, don't clear the | |
1443 * screen. Leave an extra blank line at the bottom and | |
1444 * 3 blank columns to he right. | |
1445 */ | |
1446 if (menu_overlay && num_there < lines / 2 + 2) { | |
1447 over_win(cw, hw, num_there + 2, maxlen + 3, | |
1448 num_there, 49, NULL); | |
1449 cnt = -1; /* Indicate we used over_win */ | |
1450 } | |
1451 else draw(hw); /* write screen */ | |
1452 continue; | |
1453 } | |
1454 else { | |
1455 detach(lvl_obj, item); | |
1456 if (add_pack(item, FALSE, NULL)) { | |
1457 /* | |
1458 * We make sure here that the dungeon floor gets | |
1459 * updated with what's left on the vacated spot. | |
1460 */ | |
1461 if ((item = find_obj(y, x)) == NULL) { | |
1462 coord roomcoord; /* Needed to pass to roomin() */ | |
1463 | |
1464 roomcoord.y = y; | |
1465 roomcoord.x = x; | |
1466 mvaddch(y, x, | |
1467 (roomin(&roomcoord) == NULL ? PASSAGE : FLOOR)); | |
1468 } | |
1469 else mvaddch(y, x, (OBJPTR(item))->o_type); | |
1470 return(1); | |
1471 } | |
1472 else attach(lvl_obj, item); /* Couldn't pick it up! */ | |
1473 break; | |
1474 } | |
1475 } | |
1476 } | |
1477 | |
1478 return(0); | |
1479 } | |
1480 | |
1481 /* | |
1482 * make_sell_pack: | |
1483 * | |
1484 * Create a pack for sellers (a la quartermaster) | |
1485 */ | |
1486 | |
1487 make_sell_pack(tp) | |
1488 struct thing *tp; | |
1489 { | |
1490 reg struct linked_list *item; | |
1491 reg struct object *obj; | |
1492 reg int sell_type, nitems, i; | |
1493 | |
1494 /* Select the items */ | |
1495 nitems = rnd(6) + 5; | |
1496 | |
1497 switch (rnd(9)) { | |
1498 /* Armor */ | |
1499 case 0: | |
1500 case 1: | |
1501 turn_on(*tp, CARRYARMOR); | |
1502 sell_type = TYP_ARMOR; | |
1503 break; | |
1504 | |
1505 /* Weapon */ | |
1506 case 2: | |
1507 case 3: | |
1508 turn_on(*tp, CARRYWEAPON); | |
1509 sell_type = TYP_WEAPON; | |
1510 break; | |
1511 | |
1512 /* Staff or wand */ | |
1513 case 4: | |
1514 turn_on(*tp, CARRYSTICK); | |
1515 sell_type = TYP_STICK; | |
1516 break; | |
1517 | |
1518 /* Ring */ | |
1519 case 5: | |
1520 turn_on(*tp, CARRYRING); | |
1521 sell_type = TYP_RING; | |
1522 break; | |
1523 | |
1524 /* scroll */ | |
1525 case 6: | |
1526 turn_on(*tp, CARRYSCROLL); | |
1527 sell_type = TYP_SCROLL; | |
1528 break; | |
1529 | |
1530 /* potions */ | |
1531 case 7: | |
1532 turn_on(*tp, CARRYPOTION); | |
1533 sell_type = TYP_POTION; | |
1534 break; | |
1535 | |
1536 /* Miscellaneous magic */ | |
1537 case 8: | |
1538 turn_on(*tp, CARRYMISC); | |
1539 sell_type = TYP_MM; | |
1540 break; | |
1541 } | |
1542 for (i=0; i<nitems; i++) { | |
1543 item = new_thing(sell_type, FALSE); | |
1544 obj = OBJPTR(item); | |
1545 obj->o_pos = tp->t_pos; | |
1546 attach(tp->t_pack, item); | |
1547 } | |
1548 } |