diff arogue5/pack.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
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];