Mercurial > hg > early-roguelike
comparison xrogue/pack.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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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 | |