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) | |