Mercurial > hg > early-roguelike
diff arogue5/pack.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
parents | |
children | 56e748983fa8 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/pack.c Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,1143 @@ +/* + * Routines to deal with the pack + * + * Advanced Rogue + * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T + * All rights reserved. + * + * Based on "Rogue: Exploring the Dungeons of Doom" + * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include "curses.h" +#include <ctype.h> +#include "rogue.h" + +char outstring[512]; /* ridiculously long string for use with msg */ + +/* + * add_pack: + * Pick up an object and add it to the pack. If the argument is non-null + * use it as the linked_list pointer instead of gettting it off the ground. + */ +bool +add_pack(item, silent, packret) +register struct linked_list *item, **packret; +bool silent; +{ + register struct linked_list *ip, *lp = NULL, *ap; + register struct object *obj, *op = NULL; + register bool exact, from_floor; + + if (packret != NULL) + *packret = NULL; + + if (item == NULL) + { + from_floor = TRUE; + if ((item = find_obj(hero.y, hero.x)) == NULL) + return(FALSE); + } + else + from_floor = FALSE; + obj = OBJPTR(item); + /* + * If it is gold, just add its value to rogue's purse and get rid + * of it. + */ + if (obj->o_type == GOLD) { + register struct linked_list *mitem; + register struct thing *tp; + + if (!silent) { + if (!terse) addmsg("You found "); + msg("%d gold pieces.", obj->o_count); + } + + /* First make sure no greedy monster is after this gold. + * If so, make the monster run after the rogue instead. + */ + for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { + tp = THINGPTR(mitem); + if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; + } + + purse += obj->o_count; + if (from_floor) { + detach(lvl_obj, item); + if ((ap = find_obj(hero.y, hero.x)) == NULL) + mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); + else + mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); + } + o_discard(item); + return(TRUE); + } + + /* + * see if he can carry any more weight + */ + if (itemweight(obj) + pstats.s_pack > pstats.s_carry) { + msg("Too much for you to carry."); + return FALSE; + } + /* + * Link it into the pack. Search the pack for a object of similar type + * if there isn't one, stuff it at the beginning, if there is, look for one + * that is exactly the same and just increment the count if there is. + * it that. Food is always put at the beginning for ease of access, but + * is not ordered so that you can't tell good food from bad. First check + * to see if there is something in thr same group and if there is then + * increment the count. + */ + if (obj->o_group) + { + for (ip = pack; ip != NULL; ip = next(ip)) + { + op = OBJPTR(ip); + if (op->o_group == obj->o_group) + { + /* + * Put it in the pack and notify the user + */ + op->o_count += obj->o_count; + if (from_floor) + { + detach(lvl_obj, item); + if ((ap = find_obj(hero.y, hero.x)) == NULL) + mvaddch(hero.y,hero.x, + (roomin(&hero)==NULL ? PASSAGE : FLOOR)); + else + mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); + } + o_discard(item); + item = ip; + goto picked_up; + } + } + } + + /* + * Check for and deal with scare monster scrolls + */ + if (obj->o_type == SCROLL && obj->o_which == S_SCARE) + if (obj->o_flags & ISCURSED) + { + msg("The scroll turns to dust as you pick it up."); + detach(lvl_obj, item); + if ((ap = find_obj(hero.y, hero.x)) == NULL) + mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); + else + mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); + return(TRUE); + } + + /* + * Search for an object of the same type + */ + exact = FALSE; + for (ip = pack; ip != NULL; ip = next(ip)) + { + op = OBJPTR(ip); + if (obj->o_type == op->o_type) + break; + } + if (ip == NULL) + { + /* + * Put it at the end of the pack since it is a new type + */ + for (ip = pack; ip != NULL; ip = next(ip)) + { + op = OBJPTR(ip); + if (op->o_type != FOOD) + break; + lp = ip; + } + } + else + { + /* + * Search for an object which is exactly the same + */ + while (ip != NULL && op->o_type == obj->o_type) + { + if (op->o_which == obj->o_which) + { + exact = TRUE; + break; + } + lp = ip; + if ((ip = next(ip)) == NULL) + break; + op = OBJPTR(ip); + } + } + /* + * Check if there is room + */ + if (ip == NULL || !exact || !ISMULT(obj->o_type)) { + if (inpack == MAXPACK-1) { + msg(terse ? "No room." : "You can't carry anything else."); + return(FALSE); + } + } + inpack++; + if (from_floor) + { + detach(lvl_obj, item); + if ((ap = find_obj(hero.y, hero.x)) == NULL) + mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); + else + mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); + } + if (ip == NULL) + { + /* + * Didn't find an exact match, just stick it here + */ + if (pack == NULL) + pack = item; + else + { + lp->l_next = item; + item->l_prev = lp; + item->l_next = NULL; + } + } + else + { + /* + * If we found an exact match. If it is food, + * increase the count, otherwise put it with its clones. + */ + if (exact && ISMULT(obj->o_type)) + { + op->o_count += obj->o_count; + inpack--; /* adjust for previous addition */ + o_discard(item); + item = ip; + goto picked_up; + } + if ((item->l_prev = prev(ip)) != NULL) + item->l_prev->l_next = item; + else + pack = item; + item->l_next = ip; + ip->l_prev = item; + } +picked_up: + /* + * Notify the user + */ + obj = OBJPTR(item); + if (!silent) + { + if (!terse) + addmsg("You now have "); + sprintf(outstring,"%s (%c)", inv_name(obj, !terse), pack_char(pack, obj)); + msg(outstring); + } + + /* Relics can do strange things when you pick them up */ + if (obj->o_type == RELIC) { + cur_relic[obj->o_which]++; /* Note that we have it */ + switch (obj->o_which) { + case HEIL_ANKH: + msg("The ankh welds itself into your hand."); + + /* A cloak must be worn. */ + when EMORI_CLOAK: + if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) { + msg("The cloak insists you remove your current garments."); + if (!dropcheck(cur_armor != NULL ? cur_armor + : cur_misc[WEAR_CLOAK])) { + pstats.s_hpt = -1; + msg("The cloak constricts around you."); + msg("It draws your life force from you!!! -- More --"); + wait_for(cw,' '); + death(D_RELIC); + } + } + + /* The amulet must be worn. */ + when YENDOR_AMULET: + if (cur_misc[WEAR_JEWEL]) { + msg("You have an urge to remove your current amulet."); + if (!dropcheck(cur_misc[WEAR_JEWEL])) { + pstats.s_hpt = -1; + msg("The Amulet of Yendor begins pulsing."); + msg("It fades away.... -- More --"); + wait_for(cw,' '); + death(D_RELIC); + } + } + msg("The amulet welds itself into your chest."); + + /* Weapons will insist on being wielded. */ + when MUSTY_DAGGER: + case HRUGGEK_MSTAR: + case YEENOGHU_FLAIL: + if (cur_weapon != NULL) { + msg("The artifact insists you release your current weapon."); + if (!dropcheck(cur_weapon)) { + pstats.s_hpt = -1; + msg("The artifact forces your weapon into your heart."); + msg("It hums with satisfaction. -- More --"); + wait_for(cw,' '); + death(D_RELIC); + } + } + cur_weapon = obj; + } + } + + updpack(FALSE); + if (packret != NULL) + *packret = item; + return(TRUE); +} + +/* + * inventory: + * list what is in the pack + */ +inventory(list, type) +register struct linked_list *list; +register int type; +{ + register struct object *obj; + register char ch; + register int n_objs; + register int cnt; + char inv_temp[LINELEN]; + + cnt = 0; + n_objs = 0; + for (ch = 'a'; list != NULL; ch++, list = next(list)) { + obj = OBJPTR(list); + if (!is_type(obj, type)) + continue; + switch (n_objs++) { + /* + * For the first thing in the inventory, just save the string + * in case there is only one. + */ + case 0: + sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE)); + break; + /* + * If there is more than one, clear the screen, print the + * saved message and fall through to ... + */ + case 1: + if (slow_invent) + msg(inv_temp); + else + { + wclear(hw); + waddstr(hw, inv_temp); + waddch(hw, '\n'); + } + /* + * Print the line for this object + */ + default: + if (ch > 'z') + ch = 'A'; + if (slow_invent){ + sprintf(outstring,"%c) %s", ch, inv_name(obj, FALSE)); + msg(outstring); + } + else { + if (++cnt >= LINES - 2) { /* if bottom of screen */ + dbotline(hw, morestr); + cnt = 0; + wclear(hw); + } + wprintw(hw, "%c) %s\n", ch, inv_name(obj, FALSE)); + } + } + } + if (n_objs == 0) { + if (terse) + msg(type == 0 ? "Empty handed." : + "Nothing appropriate"); + else + msg(type == 0 ? "You are empty handed." : + "You don't have anything appropriate"); + return FALSE; + } + if (n_objs == 1) { + msg(inv_temp); + return TRUE; + } + if (!slow_invent) + { + mvwaddstr(hw, LINES-1, 0, spacemsg); + draw(hw); + wait_for(hw,' '); + clearok(cw, TRUE); + touchwin(cw); + } + return TRUE; +} + +/* + * pick_up: + * Add something to characters pack. + */ +pick_up(ch) +char ch; +{ + switch (ch) { + default: + debug("Where did you pick that up???"); + case GOLD: + case ARMOR: + case POTION: + case FOOD: + case WEAPON: + case SCROLL: + case MM: + case RING: + case STICK: + case RELIC: + while (add_pack(NULL, FALSE, NULL)); /* pick up everything there */ + break; + } +} + +/* + * picky_inven: + * Allow player to inventory a single item + */ +void +picky_inven() +{ + register struct linked_list *item; + register char ch, mch; + + if (pack == NULL) + msg("You aren't carrying anything"); + else if (next(pack) == NULL) + msg("a) %s", inv_name(OBJPTR(pack), FALSE)); + else + { + msg(terse ? "Item: " : "Which item do you wish to inventory: "); + mpos = 0; + if ((mch = readchar()) == ESCAPE) + { + msg(""); + return; + } + + /* Check for a special character */ + switch (mch) { + case FOOD: + case SCROLL: + case POTION: + case RING: + case STICK: + case RELIC: + case ARMOR: + case WEAPON: + case MM: + msg(""); + if (get_item(pack, NULL, mch) == NULL) { + if (terse) msg("None in pack."); + else msg("You have no %c in your pack.", mch); + } + return; + } + + for (ch = 'a', item = pack; item != NULL; item = next(item), ch++) + if (ch == mch) + { + sprintf(outstring, "%c) %s",ch ,inv_name(OBJPTR(item), FALSE)); + msg(outstring); + return; + } + if (!terse) + msg("'%s' not in pack.", unctrl(mch)); + msg("Range is 'a' to '%c'", --ch); + } +} + + +/* + * get_item: + * pick something out of a pack for a purpose + */ +struct linked_list * +get_item(list, purpose, type) +reg struct linked_list *list; +char *purpose; /* NULL if we should be silent (no prompts) */ +int type; +{ + reg struct linked_list *item; + reg struct object *obj; + reg int cnt, ch, och; + struct linked_list *saveitem = NULL; + + cnt = 0; + if (list == NULL) { + msg("You aren't carrying anything."); + return NULL; + } + /* see if we have any of the type requested */ + for(ch = 'a',item = list ; item != NULL ; item = next(item), ch++) { + obj = OBJPTR(item); + if (is_type(obj, type)) { + cnt++; + saveitem = item; + } + } + if (cnt == 0) { + if (purpose) msg("Nothing to %s",purpose); + after = FALSE; + return NULL; + } + else if (cnt == 1) { /* only found one of 'em */ + obj = OBJPTR(saveitem); + for(;;) { + if (purpose) { /* Should we prompt the player? */ + msg("%s what (* for the item)? ",purpose); + ch = tolower(readchar()); + } + else { + sprintf(outstring, "%c) %s", pack_char(list, obj), inv_name(obj,FALSE)); + msg(outstring); + } + + if (ch == '*') { + mpos = 0; + sprintf(outstring, "%c) %s", pack_char(list, obj), inv_name(obj,FALSE)); + msg(outstring); + continue; + } + if (ch == ESCAPE) { + msg(""); + after = FALSE; + return NULL; + } + for(item = list,och = 'a'; item != NULL; item = next(item),och++) { + if (ch == och) break; + if (och == 'z') och = 'A' - 1; + } + if (item == NULL) { + msg("Please specify a letter between 'a' and '%c'", + och == 'A' ? 'z' : och-1); + continue; + } + if (is_type (OBJPTR(item), type)) { + if (purpose) mpos = 0; + return item; + } + else + msg ("You can't %s that!", purpose); + + } + } + for(;;) { + if (purpose) { + msg("%s what? (* for list): ",purpose); + ch = readchar(); + } + else ch = '*'; + + mpos = 0; + if (ch == ESCAPE) { /* abort if escape hit */ + after = FALSE; + msg(""); /* clear display */ + return NULL; + } + if (ch == '*') { + wclear(hw); + cnt = 0; + for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) { + obj = OBJPTR(item); + if (!is_type(OBJPTR(item), type)) + continue; + wprintw(hw,"%c) %s\n\r",ch,inv_name(obj,FALSE)); + if (++cnt >= LINES - 2 && next(item) != NULL) { + cnt = 0; + dbotline(hw, spacemsg); + wclear(hw); + } + if (ch == 'z') ch = 'A' - 1; + } + wmove(hw, LINES - 1,0); + if (purpose) wprintw(hw,"%s what? ",purpose); + else waddstr(hw, spacemsg); + + draw(hw); /* write screen */ + + if (purpose) { + do { + ch = tolower(wgetch(hw)); + } until (isalpha(ch) || ch == ESCAPE); + } + else { + ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */ + wait_for(hw,' '); + } + + restscr(cw); /* redraw orig screen */ + if(ch == ESCAPE) { + after = FALSE; + msg(""); /* clear top line */ + return NULL; /* all done if abort */ + } + /* ch has item to get from list */ + } + for(item = list,och = 'a'; item != NULL; item = next(item),och++) { + if (ch == och) break; + if (och == 'z') och = 'A' - 1; + } + if (item == NULL) { + msg("Please specify a letter between 'a' and '%c'", + och == 'A' ? 'z' : och-1); + continue; + } + if (is_type(OBJPTR(item), type)) + return (item); + else + msg ("You can't %s that!", purpose); + } +} + +pack_char(list, obj) +register struct object *obj; +struct linked_list *list; +{ + register struct linked_list *item; + register char c; + + c = 'a'; + for (item = list; item != NULL; item = next(item)) { + if (OBJPTR(item) == obj) + return c; + else { + if (c == 'z') c = 'A'; + else c++; + } + } + return 'z'; +} + + +/* + * cur_null: + * This updates cur_weapon etc for dropping things + */ +cur_null(op) +reg struct object *op; +{ + if (op == cur_weapon) cur_weapon = NULL; + else if (op == cur_armor) cur_armor = NULL; + else if (op == cur_ring[LEFT_1]) cur_ring[LEFT_1] = NULL; + else if (op == cur_ring[LEFT_2]) cur_ring[LEFT_2] = NULL; + else if (op == cur_ring[LEFT_3]) cur_ring[LEFT_3] = NULL; + else if (op == cur_ring[LEFT_4]) cur_ring[LEFT_4] = NULL; + else if (op == cur_ring[RIGHT_1]) cur_ring[RIGHT_1] = NULL; + else if (op == cur_ring[RIGHT_2]) cur_ring[RIGHT_2] = NULL; + else if (op == cur_ring[RIGHT_3]) cur_ring[RIGHT_3] = NULL; + else if (op == cur_ring[RIGHT_4]) cur_ring[RIGHT_4] = NULL; + else if (op == cur_misc[WEAR_BOOTS]) cur_misc[WEAR_BOOTS] = NULL; + else if (op == cur_misc[WEAR_JEWEL]) cur_misc[WEAR_JEWEL] = NULL; + else if (op == cur_misc[WEAR_GAUNTLET]) cur_misc[WEAR_GAUNTLET] = NULL; + else if (op == cur_misc[WEAR_CLOAK]) cur_misc[WEAR_CLOAK] = NULL; + else if (op == cur_misc[WEAR_BRACERS]) cur_misc[WEAR_BRACERS] = NULL; + else if (op == cur_misc[WEAR_NECKLACE]) cur_misc[WEAR_NECKLACE] = NULL; +} + +/* + * idenpack: + * Identify all the items in the pack + */ +idenpack() +{ + reg struct linked_list *pc; + + for (pc = pack ; pc != NULL ; pc = next(pc)) + whatis(pc); +} + +is_type (obj, type) +register struct object *obj; +register int type; +{ + register bool current; + + if (type == obj->o_type) + return (TRUE); + + switch (type) { + case ALL: + return (TRUE); + when ZAPPABLE: + if (obj->o_type == STICK) return (TRUE); + if (obj->o_type == RELIC) + switch (obj->o_which) { + case MING_STAFF: + case ASMO_ROD: