Mercurial > hg > early-roguelike
comparison xrogue/pack.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
| author | John "Elwin" Edwards |
|---|---|
| date | Tue, 21 Apr 2015 08:55:20 -0400 |
| parents | |
| children | ce0cf824c192 |
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| 124:d10fc4a065ac | 133:e6179860cb76 |
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| 1 /* | |
| 2 pack.c - Routines to deal with the pack. | |
| 3 | |
| 4 XRogue: Expeditions into the Dungeons of Doom | |
| 5 Copyright (C) 1991 Robert Pietkivitch | |
| 6 All rights reserved. | |
| 7 | |
| 8 Based on "Advanced Rogue" | |
| 9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
| 10 All rights reserved. | |
| 11 | |
| 12 Based on "Rogue: Exploring the Dungeons of Doom" | |
| 13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
| 14 All rights reserved. | |
| 15 | |
| 16 See the file LICENSE.TXT for full copyright and licensing information. | |
| 17 */ | |
| 18 | |
| 19 #include <curses.h> | |
| 20 #include <ctype.h> | |
| 21 #include "rogue.h" | |
| 22 | |
| 23 /* | |
| 24 * add_pack: | |
| 25 * Pick up an object and add it to the pack. If the argument is non-null | |
| 26 * use it as the linked_list pointer instead of gettting it off the ground. | |
| 27 */ | |
| 28 | |
| 29 bool | |
| 30 add_pack(item, silent) | |
| 31 register struct linked_list *item; | |
| 32 bool silent; | |
| 33 { | |
| 34 register struct linked_list *ip, *lp = NULL, *ap; | |
| 35 register struct object *obj, *op = NULL; | |
| 36 register bool exact, from_floor; | |
| 37 bool giveflag = 0; | |
| 38 static long cleric = C_CLERIC, | |
| 39 monk = C_MONK, | |
| 40 magician = C_MAGICIAN, | |
| 41 assassin = C_ASSASSIN, | |
| 42 druid = C_DRUID, | |
| 43 thief = C_THIEF, | |
| 44 fighter = C_FIGHTER, | |
| 45 ranger = C_RANGER, | |
| 46 paladin = C_PALADIN; | |
| 47 | |
| 48 if (item == NULL) | |
| 49 { | |
| 50 from_floor = TRUE; | |
| 51 if ((item = find_obj(hero.y, hero.x)) == NULL) | |
| 52 return(FALSE); | |
| 53 } | |
| 54 else | |
| 55 from_floor = FALSE; | |
| 56 obj = OBJPTR(item); | |
| 57 /* | |
| 58 * If it is gold, just add its value to rogue's purse and get rid | |
| 59 * of it. | |
| 60 */ | |
| 61 if (obj->o_type == GOLD) { | |
| 62 register struct linked_list *mitem; | |
| 63 register struct thing *tp; | |
| 64 | |
| 65 if (!silent) { | |
| 66 if (!terse) addmsg("You found "); | |
| 67 msg("%d gold pieces.", obj->o_count); | |
| 68 } | |
| 69 | |
| 70 /* First make sure no greedy monster is after this gold. | |
| 71 * If so, make the monster run after the rogue instead. | |
| 72 */ | |
| 73 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { | |
| 74 tp = THINGPTR(mitem); | |
| 75 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; | |
| 76 } | |
| 77 | |
| 78 purse += obj->o_count; | |
| 79 if (from_floor) { | |
| 80 detach(lvl_obj, item); | |
| 81 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
| 82 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
| 83 else | |
| 84 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
| 85 } | |
| 86 o_discard(item); | |
| 87 return(TRUE); | |
| 88 } | |
| 89 | |
| 90 /* | |
| 91 * see if he can carry any more weight | |
| 92 */ | |
| 93 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) { | |
| 94 msg("Too much for you to carry."); | |
| 95 return FALSE; | |
| 96 } | |
| 97 /* | |
| 98 * Link it into the pack. Search the pack for a object of similar type | |
| 99 * if there isn't one, stuff it at the beginning, if there is, look for one | |
| 100 * that is exactly the same and just increment the count if there is. | |
| 101 * it that. Food is always put at the beginning for ease of access, but | |
| 102 * is not ordered so that you can't tell good food from bad. First check | |
| 103 * to see if there is something in thr same group and if there is then | |
| 104 * increment the count. | |
| 105 */ | |
| 106 if (obj->o_group) | |
| 107 { | |
| 108 for (ip = pack; ip != NULL; ip = next(ip)) | |
| 109 { | |
| 110 op = OBJPTR(ip); | |
| 111 if (op->o_group == obj->o_group) | |
| 112 { | |
| 113 /* | |
| 114 * Put it in the pack and notify the user | |
| 115 */ | |
| 116 op->o_count += obj->o_count; | |
| 117 if (from_floor) | |
| 118 { | |
| 119 detach(lvl_obj, item); | |
| 120 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
| 121 mvaddch(hero.y,hero.x, | |
| 122 (roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
| 123 else | |
| 124 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
| 125 } | |
| 126 o_discard(item); | |
| 127 item = ip; | |
| 128 goto picked_up; | |
| 129 } | |
| 130 } | |
| 131 } | |
| 132 | |
| 133 /* | |
| 134 * Check for and deal with scare monster scrolls | |
| 135 */ | |
| 136 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) | |
| 137 if (obj->o_flags & ISCURSED) | |
| 138 { | |
| 139 msg("The scroll turns to dust as you pick it up."); | |
| 140 detach(lvl_obj, item); | |
| 141 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
| 142 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
| 143 else | |
| 144 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
| 145 return(TRUE); | |
| 146 } | |
| 147 | |
| 148 /* | |
| 149 * Search for an object of the same type | |
| 150 */ | |
| 151 exact = FALSE; | |
| 152 for (ip = pack; ip != NULL; ip = next(ip)) | |
| 153 { | |
| 154 op = OBJPTR(ip); | |
| 155 if (obj->o_type == op->o_type) | |
| 156 break; | |
| 157 } | |
| 158 if (ip == NULL) | |
| 159 { | |
| 160 /* | |
| 161 * Put it at the end of the pack since it is a new type | |
| 162 */ | |
| 163 for (ip = pack; ip != NULL; ip = next(ip)) | |
| 164 { | |
| 165 op = OBJPTR(ip); | |
| 166 if (op->o_type != FOOD) | |
| 167 break; | |
| 168 lp = ip; | |
| 169 } | |
| 170 } | |
| 171 else | |
| 172 { | |
| 173 /* | |
| 174 * Search for an object which is exactly the same | |
| 175 */ | |
| 176 while (ip != NULL && op->o_type == obj->o_type) | |
| 177 { | |
| 178 if (op->o_which == obj->o_which) | |
| 179 { | |
| 180 exact = TRUE; | |
| 181 break; | |
| 182 } | |
| 183 lp = ip; | |
| 184 if ((ip = next(ip)) == NULL) | |
| 185 break; | |
| 186 op = OBJPTR(ip); | |
| 187 } | |
| 188 } | |
| 189 /* | |
| 190 * Check if there is room | |
| 191 */ | |
| 192 if (ip == NULL || !exact || !ISMULT(obj->o_type)) { | |
| 193 if (inpack == MAXPACK-1) { | |
| 194 msg(terse ? "No room." : "You can't carry anything else."); | |
| 195 return(FALSE); | |
| 196 } | |
| 197 } | |
| 198 inpack++; | |
| 199 if (from_floor) | |
| 200 { | |
| 201 detach(lvl_obj, item); | |
| 202 if ((ap = find_obj(hero.y, hero.x)) == NULL) | |
| 203 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); | |
| 204 else | |
| 205 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); | |
| 206 } | |
| 207 if (ip == NULL) | |
| 208 { | |
| 209 /* | |
| 210 * Didn't find an exact match, just stick it here | |
| 211 */ | |
| 212 if (pack == NULL) | |
| 213 pack = item; | |
| 214 else | |
| 215 { | |
| 216 lp->l_next = item; | |
| 217 item->l_prev = lp; | |
| 218 item->l_next = NULL; | |
| 219 } | |
| 220 } | |
| 221 else | |
| 222 { | |
| 223 /* | |
| 224 * If we found an exact match. If it is food, | |
| 225 * increase the count, otherwise put it with its clones. | |
| 226 */ | |
| 227 if (exact && ISMULT(obj->o_type)) | |
| 228 { | |
| 229 op->o_count += obj->o_count; | |
| 230 inpack--; /* adjust for previous addition */ | |
| 231 o_discard(item); | |
| 232 item = ip; | |
| 233 goto picked_up; | |
| 234 } | |
| 235 if ((item->l_prev = prev(ip)) != NULL) | |
| 236 item->l_prev->l_next = item; | |
| 237 else | |
| 238 pack = item; | |
| 239 item->l_next = ip; | |
| 240 ip->l_prev = item; | |
| 241 } | |
| 242 picked_up: | |
| 243 /* | |
| 244 * Notify the user | |
| 245 */ | |
| 246 obj = OBJPTR(item); | |
| 247 if (!silent) | |
| 248 { | |
| 249 if (!terse) | |
| 250 addmsg("You now have "); | |
| 251 msg("%s (%c)", inv_name(obj, !terse), pack_char(pack, obj)); | |
| 252 } | |
| 253 | |
| 254 /* Relics do strange things when you pick them up */ | |
| 255 if (obj->o_type == RELIC) { | |
| 256 switch (obj->o_which) { | |
| 257 /* the ankh of Heil gives you prayers */ | |
| 258 case HEIL_ANKH: | |
| 259 msg("The ankh welds itself into your hand. "); | |
| 260 if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN) | |
| 261 fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER); | |
| 262 /* start a fuse to change player into a paladin */ | |
| 263 if (quest_item != HEIL_ANKH) { | |
| 264 msg("You hear a strange, distant hypnotic calling... "); | |
| 265 if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH) | |
| 266 fuse(changeclass, &paladin, roll(8, 8), AFTER); | |
| 267 } | |
| 268 | |
| 269 /* A cloak must be worn. */ | |
| 270 when EMORI_CLOAK: | |
| 271 if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) { | |
| 272 msg("The cloak insists you remove your current garments."); | |
| 273 if (!dropcheck(cur_armor != NULL ? cur_armor | |
| 274 : cur_misc[WEAR_CLOAK])) { | |
| 275 pstats.s_hpt = -1; | |
| 276 msg("The cloak constricts around you..."); | |
| 277 msg("It draws your life force from you!!! --More--"); | |
| 278 wait_for(' '); | |
| 279 death(D_RELIC); | |
| 280 } | |
| 281 } | |
| 282 if (obj->o_charges < 0) /* should never happen, but.... */ | |
| 283 obj->o_charges = 0; | |
| 284 if (obj->o_charges == 0) | |
| 285 fuse(cloak_charge, obj, CLOAK_TIME, AFTER); | |
| 286 /* start a fuse to change player into a monk */ | |
| 287 if (quest_item != EMORI_CLOAK) { | |
| 288 msg("You suddenly become calm and quiet. "); | |
| 289 if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK) | |
| 290 fuse(changeclass, &monk, roll(8, 8), AFTER); | |
| 291 } | |
| 292 | |
| 293 /* The amulet must be worn. */ | |
| 294 when STONEBONES_AMULET: | |
| 295 case YENDOR_AMULET: | |
| 296 if (cur_misc[WEAR_JEWEL] || cur_relic[STONEBONES_AMULET] || | |
| 297 cur_relic[YENDOR_AMULET]) { | |
| 298 msg("You have an urge to remove your current amulet."); | |
| 299 } | |
| 300 if((cur_misc[WEAR_JEWEL] && !dropcheck(cur_misc[WEAR_JEWEL])) || | |
| 301 cur_relic[STONEBONES_AMULET] || cur_relic[YENDOR_AMULET]) { | |
| 302 pstats.s_hpt = -1; | |
| 303 msg("The %s begins pulsating... ",inv_name(obj, TRUE)); | |
| 304 msg("It fades completely away! --More--"); | |
| 305 wait_for(' '); | |
| 306 death(D_RELIC); | |
| 307 } | |
| 308 msg("The %s welds itself into your chest. ",inv_name(obj,TRUE)); | |
| 309 /* start a fuse to change into a magician */ | |
| 310 if (quest_item != STONEBONES_AMULET) { | |
| 311 if (player.t_ctype != C_MAGICIAN && | |
| 312 obj->o_which == STONEBONES_AMULET) { | |
| 313 msg("You sense approaching etheric forces... "); | |
| 314 fuse(changeclass, &magician, roll(8, 8), AFTER); | |
| 315 } | |
| 316 } | |
| 317 | |
| 318 /* The eye is now inserted in forehead */ | |
| 319 when EYE_VECNA: | |
| 320 msg("The eye forces itself into your forehead! "); | |
| 321 pstats.s_hpt -= (rnd(80)+21); | |
| 322 if (pstats.s_hpt <= 0) { | |
| 323 pstats.s_hpt = -1; | |
| 324 msg ("The pain is too much for you to bear! --More--"); | |
| 325 wait_for(' '); | |
| 326 death(D_RELIC); | |
| 327 } | |
| 328 waste_time(); | |
| 329 msg("The excruciating pain slowly turns into a dull throb."); | |
| 330 /* start a fuse to change player into an assassin */ | |
| 331 if (quest_item != EYE_VECNA) { | |
| 332 msg("Your blood rushes and you begin to sweat profusely... "); | |
| 333 if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA) | |
| 334 fuse(changeclass, &assassin, roll(8, 8), AFTER); | |
| 335 } | |
| 336 | |
| 337 when QUILL_NAGROM: | |
| 338 fuse(quill_charge,(VOID *)NULL, 8, AFTER); | |
| 339 /* start a fuse to change player into a druid */ | |
| 340 if (quest_item != QUILL_NAGROM) { | |
| 341 msg("You begin to see things differently... "); | |
| 342 if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM) | |
| 343 fuse(changeclass, &druid, roll(8, 8), AFTER); | |
| 344 } | |
| 345 | |
| 346 /* Weapons will insist on being wielded. */ | |
| 347 when MUSTY_DAGGER: | |
| 348 case HRUGGEK_MSTAR: | |
| 349 case YEENOGHU_FLAIL: | |
| 350 case AXE_AKLAD: | |
| 351 /* set a daemon to eat gold for daggers and axe */ | |
| 352 if (obj->o_which == MUSTY_DAGGER || obj->o_which == AXE_AKLAD) { | |
| 353 if (purse > 0) msg("Your purse feels lighter! "); | |
| 354 else purse = 1; /* fudge to get right msg from eat_gold() */ | |
| 355 | |
