diff 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
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/xrogue/pack.c	Tue Apr 21 08:55:20 2015 -0400
@@ -0,0 +1,1582 @@
+/*
+    pack.c - Routines to deal with the pack.
+    
+    XRogue: Expeditions into the Dungeons of Doom
+    Copyright (C) 1991 Robert Pietkivitch
+    All rights reserved.
+    
+    Based on "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"
+
+/*
+ * 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)
+register struct linked_list *item;
+bool silent;
+{
+    register struct linked_list *ip, *lp = NULL, *ap;
+    register struct object *obj, *op = NULL;
+    register bool exact, from_floor;
+    bool giveflag = 0;
+    static long cleric   = C_CLERIC,
+        monk     = C_MONK,
+        magician = C_MAGICIAN,
+        assassin = C_ASSASSIN,
+        druid    = C_DRUID,
+        thief    = C_THIEF,
+        fighter  = C_FIGHTER,
+        ranger   = C_RANGER,
+        paladin  = C_PALADIN;
+
+    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 ");
+        msg("%s (%c)", inv_name(obj, !terse), pack_char(pack, obj));
+    }
+
+    /* Relics do strange things when you pick them up */
+    if (obj->o_type == RELIC) {
+        switch (obj->o_which) {
+            /* the ankh of Heil gives you prayers */
+            case HEIL_ANKH:
+                msg("The ankh welds itself into your hand. ");
+                if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN)
+                    fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER);
+        /* start a fuse to change player into a paladin */
+        if (quest_item != HEIL_ANKH) {
+            msg("You hear a strange, distant hypnotic calling... ");
+            if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH)
+                        fuse(changeclass, &paladin, roll(8, 8), AFTER);
+        }
+
+            /* 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(' ');
+                        death(D_RELIC);
+                    }
+                }
+                if (obj->o_charges < 0) /* should never happen, but.... */
+                    obj->o_charges = 0;
+                if (obj->o_charges == 0)
+                        fuse(cloak_charge, obj, CLOAK_TIME, AFTER);
+        /* start a fuse to change player into a monk */
+        if (quest_item != EMORI_CLOAK) {
+            msg("You suddenly become calm and quiet. ");
+            if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK)
+                        fuse(changeclass, &monk, roll(8, 8), AFTER);
+        }
+
+            /* The amulet must be worn. */
+            when STONEBONES_AMULET:
+            case YENDOR_AMULET:
+                if (cur_misc[WEAR_JEWEL] || cur_relic[STONEBONES_AMULET] ||
+                    cur_relic[YENDOR_AMULET]) {
+                        msg("You have an urge to remove your current amulet.");
+                }
+                if((cur_misc[WEAR_JEWEL] && !dropcheck(cur_misc[WEAR_JEWEL])) ||
+                    cur_relic[STONEBONES_AMULET] || cur_relic[YENDOR_AMULET]) {
+                        pstats.s_hpt = -1;
+                        msg("The %s begins pulsating... ",inv_name(obj, TRUE));
+                        msg("It fades completely away!  --More--");
+                        wait_for(' ');
+                        death(D_RELIC);
+                }
+                msg("The %s welds itself into your chest. ",inv_name(obj,TRUE));
+        /* start a fuse to change into a magician */
+        if (quest_item != STONEBONES_AMULET) {
+            if (player.t_ctype != C_MAGICIAN &&
+            obj->o_which == STONEBONES_AMULET) {
+                msg("You sense approaching etheric forces... ");
+                        fuse(changeclass, &magician, roll(8, 8), AFTER);
+            }
+        }
+
+            /* The eye is now inserted in forehead */
+            when EYE_VECNA:
+                msg("The eye forces itself into your forehead! ");
+                pstats.s_hpt -= (rnd(80)+21);
+                if (pstats.s_hpt <= 0) {
+                       pstats.s_hpt = -1;
+                       msg ("The pain is too much for you to bear!  --More--");
+                       wait_for(' ');
+                       death(D_RELIC);
+                }
+                waste_time();
+                msg("The excruciating pain slowly turns into a dull throb.");
+        /* start a fuse to change player into an assassin */
+        if (quest_item != EYE_VECNA) {
+            msg("Your blood rushes and you begin to sweat profusely... ");
+            if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA)
+                        fuse(changeclass, &assassin, roll(8, 8), AFTER);
+        }
+                
+            when QUILL_NAGROM:
+                fuse(quill_charge,(VOID *)NULL, 8, AFTER);
+        /* start a fuse to change player into a druid */
+        if (quest_item != QUILL_NAGROM) {
+            msg("You begin to see things differently... ");
+            if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM)
+                        fuse(changeclass, &druid, roll(8, 8), AFTER);
+        }
+
+            /* Weapons will insist on being wielded. */
+            when MUSTY_DAGGER:
+            case HRUGGEK_MSTAR:
+            case YEENOGHU_FLAIL:
+            case AXE_AKLAD:
+                /* set a daemon to eat gold for daggers and axe */
+        if (obj->o_which == MUSTY_DAGGER || obj->o_which == AXE_AKLAD) {
+                    if (purse > 0) msg("Your purse feels lighter! ");
+                    else purse = 1; /* fudge to get right msg from eat_gold() */
+
+                    eat_gold(obj);
+                    daemon(eat_gold, obj, AFTER);
+                }
+        /* start a fuse to change player into a thief */
+        if (quest_item != MUSTY_DAGGER) {
+            if (player.t_ctype != C_THIEF &&
+            obj->o_which == MUSTY_DAGGER) {
+                msg("You look about furtively. ");
+                        fuse(changeclass, &thief, roll(8, 8), AFTER);
+            }
+        }
+        /* start a fuse to change player into a fighter */
+        if (quest_item != AXE_AKLAD) {
+            if (player.t_ctype != C_FIGHTER &&
+            obj->o_which == AXE_AKLAD) {
+                msg("Your bones feel strengthened. ");
+                        fuse(changeclass, &fighter, roll(8, 8), AFTER);
+            }
+                }
+                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(' ');
+                        death(D_RELIC);
+                    }
+                }
+                cur_weapon = obj;
+
+        /* acquire a sense of smell */
+            when SURTUR_RING:
+                msg("The ring forces itself through your nose!");
+                pstats.s_hpt -= rnd(40)+1;
+                if (pstats.s_hpt < 0) {
+            pstats.s_hpt = -1;
+                        msg("The pain is too much for you to bear!  --More--");
+                        wait_for(' ');
+                        death(D_RELIC);
+                }
+                waste_time();
+                turn_on(player, NOFIRE);
+                msg("The pain slowly subsides.. ");
+
+        /* become a wandering musician */
+        when BRIAN_MANDOLIN:
+        msg("You hear an ancient haunting sound... ");
+        /* start a fuse to change player into a ranger */
+        if (quest_item != BRIAN_MANDOLIN) {
+            msg("You are transfixed with empathy. ");
+            if (player.t_ctype != C_RANGER && obj->o_which == BRIAN_MANDOLIN)
+                        fuse(changeclass, &ranger, roll(8, 8), AFTER);
+        }
+
+        /* add to the music */
+        when GERYON_HORN:
+        msg("You begin to hear trumpets!");
+        /* start a fuse to change player into a cleric */
+        if (quest_item != GERYON_HORN) {
+            msg("You follow their calling. ");
+            if (player.t_ctype != C_CLERIC && obj->o_which == GERYON_HORN)
+                        fuse(changeclass, &cleric, roll(8, 8), AFTER);
+        }
+
+        /* the card can not be picked up, it must be traded for */
+        when ALTERAN_CARD:
+                if (giveflag == FALSE) {
+            if (!wizard) {
+            msg("You look at the dark card and it chills you to the bone!!  ");
+                msg("You stand for a moment, face to face with death...  --More--");
+                        wait_for(' ');
+                pstats.s_hpt = -1;
+                        death(D_CARD);
+            }
+            else {
+            msg("Got it! ");
+                        if (purse > 0) msg("Your purse feels lighter! ");
+                        else purse = 1; /* fudge to get right msg */
+
+                        eat_gold(obj);
+                        daemon(eat_gold, obj, AFTER);
+            }
+        }
+        else {
+            msg("You accept it hesitantly...  ");
+                    if (purse > 0) msg("Your purse feels lighter! ");
+                    else purse = 1; /* fudge to get right msg */
+
+                    eat_gold(obj);
+                    daemon(eat_gold, obj, AFTER);
+                }
+
+        otherwise:
+                break;
+        }
+        cur_relic[obj->o_which]++;      /* Note that we have it */
+    }
+
+    updpack(FALSE, &player);
+    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, cnt, maxx = 0, curx;
+    char inv_temp[2*LINELEN+1];
+
+    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');
+
+                    maxx = strlen(inv_temp);    /* Length of the listing */
+                }
+            /*
+             * Print the line for this object
+             */
+            default:
+                if (ch > 'z')
+                    ch = 'A';
+                if (slow_invent)
+                    msg("%c) %s", ch, inv_name(obj, FALSE));
+                else {
+                    if (++cnt >= lines - 2) { /* if bottom of screen */
+                        dbotline(hw, morestr);
+                        cnt = 0;
+                        wclear(hw);
+                    }
+                    sprintf(inv_temp, "%c) %s\n", ch, inv_name(obj, FALSE));
+                    curx = strlen(inv_temp) - 1; /* Don't count new-line */
+                    if (curx > maxx) maxx = curx;
+                    waddstr(hw, inv_temp);
+                }
+        }
+    }
+    if (n_objs == 0) {
+        if (terse)
+            msg(type == ALL ? "Empty-handed." :
+                            "Nothing appropriate");
+        else
+            msg(type == ALL ? "You are empty-handed." :
+                            "You don't have anything appropriate");
+        return FALSE;
+    }
+    if (n_objs == 1) {
+        msg(inv_temp);
+        return TRUE;
+    }
+    if (!slow_invent)
+    {
+        waddstr(hw, spacemsg);
+        curx = strlen(spacemsg);
+        if (curx > maxx) maxx = curx;
+
+        /*
+         * If we have fewer than half a screenful, don't clear the screen.
+         * Leave an extra blank line at the bottom and 3 blank columns
+         * to he right.
+         */
+        if (menu_overlay && n_objs < lines - 3) {
+            over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' ');
+            return TRUE;
+        }
+
+        draw(hw);
+        wait_for(' ');
+        restscr(cw);
+    }
+    return TRUE;
+}
+
+/*
+ * 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 = wgetch(cw)) == ESC)
+        {
+            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, (char *)NULL, mch, FALSE, FALSE) == NULL) {
+                    if (terse) msg("No '%c' in your pack.", mch);
+                    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)
+            {
+                msg("%c) %s",ch,inv_name(OBJPTR(item), FALSE));
+                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, askfirst, showcost)
+reg struct linked_list *list;
+char *purpose;  /* NULL if we should be silent (no prompts) */
+int type;
+bool askfirst, showcost;
+{
+    reg struct linked_list *item;
+    reg struct object *obj;
+    reg int cnt, pagecnt, ch, och, maxx, curx, confused;
+    struct linked_list *saveitem = NULL;
+    char description[2*LINELEN+1];
+    char cost[LINELEN/2];
+    char cap_purpose[LINELEN];  /* capitalize the "doings" */
+
+    cap_purpose[0] = '\0';
+
+    /* Get a capitalized purpose for starting sentences */
+    if (purpose) {
+            strcpy(cap_purpose, purpose);
+            cap_purpose[0] = toupper(cap_purpose[0]);
+    }
+
+    /*
+     * If this is the player's pack and the player is confused, we
+     * might just take anything.
+     */
+    if (list == player.t_pack && on(player, ISHUH) && rnd(100) < 70)
+        confused = 1;
+    else confused = 0;
+
+    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)?", cap_purpose);
+                ch = wgetch(cw);
+            }
+            else {
+                ch = pack_char(list, obj);
+                msg("%c) %s", ch, inv_name(obj,FALSE));
+            }
+
+            if (ch == '*') {
+                mpos = 0;
+                msg("%c) %s",pack_char(list, obj),inv_name(obj,FALSE));
+                continue;
+            }
+            if (ch == ESC) {
+                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 (!askfirst && purpose) {
+            msg("%s what? (* for list): ", cap_purpose);
+            ch = wgetch(cw);
+        }
+        else ch = '*';
+
+        mpos = 0;
+        if (ch == ESC) {                /* abort if escape hit */
+            after = FALSE;
+            msg("");            /* clear display */
+            return NULL;
+        }
+
+        if (ch == '*') {
+            wclear(hw);
+            pagecnt = 0;
+            maxx = 0;
+            for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) {
+                obj = OBJPTR(item);
+                if (!is_type(OBJPTR(item), type))
+                    continue;
+                cost[0] = '\0';
+                if (showcost) {
+                    sprintf(description, "[%ld] ", get_worth(obj));
+                    sprintf(cost, "%8.8s", description);
+                }
+                sprintf(description,"%c) %s%s\n\r",ch,cost,inv_name(obj,FALSE));
+                waddstr(hw, description);
+                curx = strlen(description) - 2; /* Don't count \n or \r */
+                if (maxx < curx) maxx = curx;
+                if (++pagecnt >= lines - 2 && next(item) != NULL) {
+                    pagecnt = 0;
+                    dbotline(hw, spacemsg);
+                    wclear(hw);
+                }
+                if (ch == 'z') ch = 'A' - 1;
+            }
+
+            /* Put in the prompt */
+            if (purpose) sprintf(description, "%s what? ", cap_purpose);
+            else strcpy(description, spacemsg);
+            waddstr(hw, description);
+            curx = strlen(description);
+            if (maxx < curx) maxx = curx;
+
+            /* Write the screen */
+            if ((menu_overlay && cnt < lines - 3) || cnt == 1) {
+                over_win(cw, hw, cnt + 2, maxx + 3, cnt, curx, NULL);
+                cnt = -1;       /* Indicate we used over_win */
+            }
+            else draw(hw);
+
+            if (purpose) {
+                do {
+                    ch = wgetch(cw);
+                } until (isalpha(ch) || ch == ESC);
+            }
+            else {
+                ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */
+                wait_for(' ');
+            }
+
+            /* Redraw original screen */
+            if (cnt < 0) {
+                clearok(cw, FALSE);     /* Setup to redraw current screen */
+                touchwin(cw);   /* clearing first */
+                draw(cw);
+            }
+            else restscr(cw);
+
+            if(ch == ESC) {
+                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 (confused) {
+                /*
+                 * Confused is incremented each time so that if the rnd(cnt)
+                 * clause keeps failing, confused will equal cnt for the
+                 * last item of the correct type and rnd(cnt) < cnt will
+                 * have to be true.
+                 */
+                if (is_type(OBJPTR(item), type) && rnd(cnt) < confused++)
+                    break;
+            }
+            else 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 READABLE:
+            if (obj->o_type == SCROLL ||
+                (obj->o_type == MM && obj->o_which == MM_SKILLS))
+                    return (TRUE);
+        when QUAFFABLE:
+            if (obj->o_type == POTION ||
+                (obj->o_type == MM && obj->o_which == MM_JUG))
+                    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:
+                    case ORCUS_WAND:
+                    case EMORI_CLOAK:
+                        return (TRUE);
+                }
+        when WEARABLE:
+        case REMOVABLE:
+            current = is_current(obj);
+
+            /*
+             * Don't wear thing we are already wearing or remove things
+             * we aren't wearing.
+             */
+            if (type == WEARABLE && current) return (FALSE);
+            else if (type == REMOVABLE && !current) return (FALSE);
+
+            switch (obj->o_type) {
+                case RELIC:
+                    switch (obj->o_which) {
+                        case HEIL_ANKH:
+                        case EMORI_CLOAK:
+                            return (TRUE);
+                    }
+                when MM:
+                    switch (obj->o_which) {
+                        case MM_ELF_BOOTS:
+                        case MM_DANCE:
+                        case MM_BRACERS:
+                        case MM_DISP:
+                        case MM_PROTECT:
+                        case MM_G_DEXTERITY:
+                        case MM_G_OGRE:
+                        case MM_JEWEL:
+                        case MM_R_POWERLESS:
+                        case MM_FUMBLE:
+                        case MM_STRANGLE:
+                        case MM_ADAPTION:
+                            return (TRUE);
+                    }
+                when ARMOR:
+                case RING:
+                    return (TRUE);
+            }
+        when CALLABLE:
+            switch (obj->o_type) {
+            case RING:          if (!r_know[obj->o_which]) return(TRUE);
+            when POTION:        if (!p_know[obj->o_which]) return(TRUE);
+            when STICK:         if (!ws_know[obj->o_which]) return(TRUE);
+            when SCROLL:        if (!s_know[obj->o_which]) return(TRUE);
+            when MM:            if (!m_know[obj->o_which]) return(TRUE);
+            }
+        when WIELDABLE:
+            switch (obj->o_type) {
+                case STICK:
+                case WEAPON:
+                    return(TRUE);
+                when RELIC:
+                    switch (obj->o_which) {
+                        case MUSTY_DAGGER:
+                        case HRUGGEK_MSTAR:
+                        case YEENOGHU_FLAIL:
+                        case AXE_AKLAD:
+                        case MING_STAFF:
+                        case ORCUS_WAND:
+                        case ASMO_ROD:
+                            return(TRUE);
+                    }
+            }
+        when IDENTABLE:
+            if (!(obj->o_flags & ISKNOW) && obj->o_type != FOOD)
+                return (TRUE);
+            if (obj->o_type == MM) {
+              switch (obj->o_which) {
+                case MM_JUG:
+                    /* Can still identify a jug if we don't know the potion */
+                    if (obj->o_ac != JUG_EMPTY && !p_know[obj->o_ac])
+                        return (TRUE);
+              }
+            }
+        when USEABLE:
+            if (obj->o_type == MM) {
+                switch(obj->o_which) {
+                case MM_BEAKER:
+                case MM_BOOK:
+                case MM_OPEN:
+                case MM_HUNGER:
+                case MM_DRUMS:
+                case MM_DISAPPEAR:
+                case MM_CHOKE:
+                case MM_KEOGHTOM:
+                case MM_CRYSTAL:
+                    return (TRUE);
+                }
+            }
+            else if (obj->o_type == RELIC) {
+                switch (obj->o_which) {
+                    case EMORI_CLOAK:
+                    case BRIAN_MANDOLIN:
+                    case HEIL_ANKH:
+                    case YENDOR_AMULET:
+                    case STONEBONES_AMULET:
+                    case GERYON_HORN:
+                    case EYE_VECNA:
+                    case QUILL_NAGROM:
+                    case SURTUR_RING:
+                    case ALTERAN_CARD:
+                        return (TRUE);
+                }
+            }
+            else if (obj->o_type == POTION) {
+                /*
+                 * only assassins can use poison
+                 */
+                if (player.t_ctype == C_ASSASSIN && obj->o_which == P_POISON)
+                    return(TRUE);
+            }
+        when PROTECTABLE:
+            switch (obj->o_type) {
+                case WEAPON:
+                    if ((obj->o_flags & ISMETAL) == 0) return (FALSE);
+
+                    /* Fall through */
+                case ARMOR:
+                    return (TRUE);
+
+                when MM:
+                    if (obj->o_which == MM_BRACERS) return (TRUE);
+            }
+    }
+    return(FALSE);
+}
+
+del_pack(item)
+register struct linked_list *item;
+{
+    register struct object *obj;
+
+    obj = OBJPTR(item);
+    if (obj->o_count > 1) {
+        obj->o_count--;
+    }
+    else {
+        cur_null(obj);
+        detach(pack, item);
+        o_discard(item);
+        inpack--;
+    }
+}
+
+/*
+ * carry_obj:
+ *      Check to see if a monster is carrying something and, if so, give
+ * it to him.
+ */
+
+carry_obj(mp, chance)
+register struct thing *mp;
+int chance;
+{
+    reg struct linked_list *item;
+    reg struct object *obj;
+
+    /* 
+     * If there is no chance, just return.
+     * Note that this means there must be a "chance" in order for
+     * the creature to carry a relic.
+     */
+    if (chance <= 0) return;
+
+    /* 
+     * check for the relic/artifacts 
+     * Do the relics first so they end up last in the pack. Attach()
+     * always adds things to the beginning. This way they will be the
+     * last things dropped when the creature is killed. This will ensure
+     * the relic will be on top if there is a stack of item lying on the
+     * floor and so the hero will know where it is if he's trying to
+     * avoid it. Note that only UNIQUEs carry relics.
+     */
+    if (on(*mp, ISUNIQUE)) {
+        if (on(*mp, CARRYMDAGGER)) {
+            item = spec_item(RELIC, MUSTY_DAGGER, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+
+        if (on(*mp, CARRYCLOAK)) {
+            item = spec_item(RELIC, EMORI_CLOAK, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+
+        if (on(*mp, CARRYANKH)) {
+            item = spec_item(RELIC, HEIL_ANKH, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+
+        if (on(*mp, CARRYSTAFF)) {
+            item = spec_item(RELIC, MING_STAFF, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+
+        if (on(*mp, CARRYWAND)) {
+            item = spec_item(RELIC, ORCUS_WAND, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+
+        if (on(*mp, CARRYROD)) {
+            item = spec_item(RELIC, ASMO_ROD, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+
+        if (on(*mp, CARRYYAMULET)) {
+            item = spec_item(RELIC, YENDOR_AMULET, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+
+        if (on(*mp, CARRYBAMULET)) {
+            item = spec_item(RELIC, STONEBONES_AMULET, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+
+        if (on(*mp, CARRYMANDOLIN)) {
+            item = spec_item(RELIC, BRIAN_MANDOLIN, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+        if (on(*mp, CARRYEYE)) {
+            item = spec_item(RELIC, EYE_VECNA, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+        if (on(*mp, CARRYAXE)) {
+            item = spec_item(RELIC, AXE_AKLAD, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+        if (on(*mp, CARRYQUILL)) {
+            register int i, howmany;
+
+            item = spec_item(RELIC, QUILL_NAGROM, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            obj->o_charges = rnd(QUILLCHARGES);
+            attach(mp->t_pack, item);
+            howmany = roll(4,3);
+            for (i=0; i<howmany; i++) {
+                /*
+                 * the quill writes scrolls so give him a bunch
+                 */
+                item = new_thing(TYP_SCROLL, FALSE);
+                obj = OBJPTR(item);
+                obj->o_pos = mp->t_pos;
+                attach(mp->t_pack, item);
+            }
+        }
+        if (on(*mp, CARRYMSTAR)) {
+            item = spec_item(RELIC, HRUGGEK_MSTAR, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+        if (on(*mp, CARRYFLAIL)) {
+            item = spec_item(RELIC, YEENOGHU_FLAIL, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+        if (on(*mp, CARRYHORN)) {
+            item = spec_item(RELIC, GERYON_HORN, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+        if (on(*mp, CARRYSURTURRING)) {
+            item = spec_item(RELIC, SURTUR_RING, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+        if (on(*mp, CARRYCARD)) {
+            item = spec_item(RELIC, ALTERAN_CARD, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+        }
+    }
+    /*
+     * If it carries gold, give it some
+     */
+    if (on(*mp, CARRYGOLD) && rnd(100) < chance) {
+            item = spec_item(GOLD, NULL, NULL, NULL);
+            obj = OBJPTR(item);
+            obj->o_count = GOLDCALC + GOLDCALC;
+            obj->o_pos = mp->t_pos;
+            attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries food, give it some
+     */
+    if (on(*mp, CARRYFOOD) && rnd(100) < chance) {
+        int type;
+        switch (rnd(41)) {
+            case 3:  type = E_APPLE;
+            when 6:  type = E_HAGBERRY;
+            when 9:  type = E_SOURSOP;
+            when 12: type = E_RAMBUTAN;
+            when 15: type = E_DEWBERRY;
+            when 18: type = E_CANDLEBERRY;
+            when 21: type = E_BANANA;
+            when 24: type = E_CAPRIFIG;
+            when 27: type = E_STRAWBERRY;
+            when 30: type = E_GOOSEBERRY;
+            when 33: type = E_ELDERBERRY;
+            when 36: type = E_BLUEBERRY;
+            when 40: type = E_SLIMEMOLD;  /* monster food */
+            otherwise: type = E_RATION;
+        }
+        item = spec_item(FOOD, type, NULL, NULL);
+        obj = OBJPTR(item);
+        obj->o_weight = things[TYP_FOOD].mi_wght;
+        obj->o_pos = mp->t_pos;
+        attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a weapon, give it one
+     */
+    if (on(*mp, CARRYWEAPON) && rnd(100) < chance) {
+        int type, hit, dam;
+
+        /* Get the "bonuses" */
+        hit = rnd(5 + (vlevel / 5)) - 2;
+        dam = rnd(5 + (vlevel / 5)) - 2;
+
+        /* Only choose an appropriate type of weapon */
+        switch (rnd(12)) {
+            case 0: type = DAGGER;
+            when 1: type = BATTLEAXE;
+            when 2: type = MACE;
+            when 3: type = SWORD;
+            when 4: type = PIKE;
+            when 5: type = HALBERD;
+            when 6: type = SPETUM;
+            when 7: type = BARDICHE;
+            when 8: type = TRIDENT;
+            when 9: type = BASWORD;
+            when 10:type = DART;
+            otherwise: type = TWOSWORD;
+        }
+
+        /* Create the item */
+        item = spec_item(WEAPON, type, hit, dam);
+        obj = OBJPTR(item);
+        obj->o_pos = mp->t_pos;
+        attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a dagger, give it one
+     */
+    if (on(*mp, CARRYDAGGER) && rnd(100) < chance) {
+        int hit, dam;
+
+        /* Get the "bonuses" */
+        hit = rnd(3 + (vlevel / 5)) - 1;
+        dam = rnd(3 + (vlevel / 5)) - 1;
+
+        /* Create the item */
+        item = spec_item(WEAPON, DAGGER, hit, dam);
+        obj = OBJPTR(item);
+        obj->o_pos = mp->t_pos;
+        attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a scroll, give it one
+     */
+    if (on(*mp, CARRYSCROLL) && rnd(100) < chance) {
+        item = new_thing(TYP_SCROLL, TRUE);
+        obj = OBJPTR(item);
+        obj->o_pos = mp->t_pos;
+
+        /* Can the monster carry this scroll? */
+        if (obj->o_which == S_SCARE && mp->t_stats.s_intel < 16)
+            fall(item, FALSE);  /* This would scare us! */
+        else attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a potion, give it one
+     */
+    if (on(*mp, CARRYPOTION) && rnd(100) < chance) {
+        item = new_thing(TYP_POTION, TRUE);
+        obj = OBJPTR(item);
+        obj->o_pos = mp->t_pos;
+        attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a ring, give it one
+     */
+    if (on(*mp, CARRYRING) && rnd(100) < chance) {
+        item = new_thing(TYP_RING, TRUE);
+        obj = OBJPTR(item);
+        obj->o_pos = mp->t_pos;
+        attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a wand or staff, give it one
+     */
+    if (on(*mp, CARRYSTICK) && rnd(100) < chance) {
+        item = new_thing(TYP_STICK, TRUE);
+        obj = OBJPTR(item);
+        obj->o_pos = mp->t_pos;
+        attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries any miscellaneous magic, give it one
+     */
+    if (on(*mp, CARRYMISC) && rnd(100) < chance) {
+        item = new_thing(TYP_MM, TRUE);
+        obj = OBJPTR(item);
+        obj->o_pos = mp->t_pos;
+        attach(mp->t_pack, item);
+    }
+
+    /* Update the monster's encumberance */
+    updpack(TRUE, mp);
+}
+
+
+/*
+ * grab():
+ *      See what is on the spot where the player is standing.  If
+ *      nothing is there, do nothing.  If there is one thing, pick it
+ *      up.  If there are multiple things, prompt the player for what
+ *      he wants (* means everything).
+ */
+
+grab(y, x)
+register int y, x;
+{
+    register struct linked_list *next_item, *item;
+    register struct object *obj;
+    register int cnt, pagecnt;
+    int num_there = 0, ch, och;
+
+    /*
+     * Count how many objects there are and move them to the front
+     * of the level list.
+     */
+    for (item = lvl_obj; item != NULL; item = next_item) {
+        obj = OBJPTR(item);
+        next_item = next(item);
+        if (obj->o_pos.y == y && obj->o_pos.x == x) {
+            num_there++;
+            detach(lvl_obj, item);      /* Remove it from the list */
+            attach(lvl_obj, item);      /* Place it at the front of the list */
+        }
+    }
+
+    /* Nothing there. */
+    if (num_there < 1) msg("Nothing %s", terse ? "there." : "to pick up.");
+
+    /* Something or things there */
+    else {
+        char linebuf[2*LINELEN+1];
+        int curlen, maxlen = 0;
+
+        wclear(hw);
+        cnt = 0;
+        pagecnt = 0;
+        for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there;
+             item = next(item), ch++, cnt++) {
+            obj = OBJPTR(item);
+            /* Construct how the line will look */
+            sprintf(linebuf, "%c) %s\n\r", ch, inv_name(obj,FALSE));
+
+            /* See how long it is */
+            curlen = strlen(linebuf) - 2; /* Don't count \n or \r */
+            if (maxlen < curlen) maxlen = curlen;
+
+            /* Draw it in the window */
+            waddstr(hw, linebuf);
+
+            if (++pagecnt >= lines - 2 && next(item) != NULL) {
+                pagecnt = 0;
+                maxlen = 0;
+                dbotline(hw, spacemsg);
+                wclear(hw);
+            }
+            if (ch == 'z') ch = 'A' - 1;
+        }
+
+        strcpy(linebuf, "Pick up what? (* for all): ");
+
+        /* See how long it is */
+        curlen = strlen(linebuf); /* Don't count \n or \r */
+        if (maxlen < curlen) maxlen = curlen;
+
+        /* Draw it in the window */
+        waddstr(hw, linebuf);
+
+        /*
+         * If we have fewer than half a screenful, don't clear the screen.
+         * Leave 3 blank lines at the bottom and 3 blank columns to he right.
+         */
+        if (menu_overlay && num_there < lines - 3) {
+          over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, NULL);
+          pagecnt = -1; /* Indicate we used over_win */
+        }
+        else draw(hw);          /* write screen */
+
+        for (;;) {
+            do {
+                ch = wgetch(cw);
+            } until (isalpha(ch) || ch == '*' || ch == ESC);
+
+            /* Redraw original screen */
+            if (pagecnt < 0) {
+                clearok(cw, FALSE);     /* Setup to redraw current screen */
+                touchwin(cw);           /* clearing first */
+                draw(cw);
+            }
+            else restscr(cw);
+
+            if (ch == ESC) {
+                after = FALSE;
+                msg("");                /* clear top line */
+                break;
+            }
+            if (ch == '*') {
+                player.t_action = A_PICKUP;
+                return(1); /* set action to PICKUP and delay for first one */
+            }
+            /* ch has item to get from list */
+
+            cnt = 0;
+            for (item = lvl_obj, och = 'a'; item != NULL && cnt < num_there;
+                 item = next(item), och++, cnt++) {
+                if (ch == och)
+                    break;
+                if (och == 'z') och = 'A' - 1;
+            }
+            if (item == NULL || cnt >= num_there) {
+                wmove(hw, pagecnt < 0 ? num_there : pagecnt, 25);
+                wprintw(hw, " [between 'a' and '%c']: ",
+                    och == 'A' ? 'z' : och-1);
+                if (maxlen < 49) maxlen = 49;
+
+                /*
+                 * If we have fewer than half a screenful, don't clear the
+                 * screen.  Leave an extra blank line at the bottom and
+                 * 3 blank columns to the right.
+                 */
+                if (menu_overlay && num_there < lines - 3) {
+                    over_win(cw, hw, num_there + 2, maxlen + 3,
+                                num_there, 49, NULL);
+                    cnt = -1;   /* Indicate we used over_win */
+                }
+                else draw(hw);          /* write screen */
+                continue;
+            }
+            else {
+                detach(lvl_obj, item);
+                if (add_pack(item, FALSE)) {
+                    /*
+                     * We make sure here that the dungeon floor gets 
+                     * updated with what's left on the vacated spot.
+                     */
+                    if ((item = find_obj(y, x)) == NULL) {
+                        coord roomcoord;        /* Needed to pass to roomin() */
+
+                        roomcoord.y = y;
+                        roomcoord.x = x;
+                        mvaddch(y, x,
+                                (roomin(&roomcoord) == NULL ? PASSAGE : FLOOR));
+                    }
+                    else mvaddch(y, x, (OBJPTR(item))->o_type);
+                    return(1);
+                }
+                else attach(lvl_obj, item);     /* Couldn't pick it up! */
+                break;
+            }
+        }
+    }
+
+    return(0);
+}
+
+/*
+ * make_sell_pack:
+ *
+ *      Create a pack for sellers (a la quartermaster)
+ */
+
+make_sell_pack(tp)
+struct thing *tp;
+{
+    reg struct linked_list *item;
+    reg struct object *obj;
+    reg int sell_type = 0, nitems, i;
+
+    /* Select the items */
+    nitems = rnd(5) + 7;
+
+    switch (rnd(14)) {
+        /* Armor */
+        case 0:
+        case 1:
+            turn_on(*tp, CARRYARMOR);
+            sell_type = TYP_ARMOR;
+            break;
+
+        /* Weapon */
+        when 2:
+        case 3:
+            turn_on(*tp, CARRYWEAPON);
+            sell_type = TYP_WEAPON;
+            break;
+
+        /* Staff or wand */
+        when 4:
+        case 5:
+            turn_on(*tp, CARRYSTICK);
+            sell_type = TYP_STICK;
+            break;
+
+        /* Ring */
+        when 6:
+        case 7:
+            turn_on(*tp, CARRYRING);
+            sell_type = TYP_RING;
+            break;
+
+        /* scroll */
+        when 8:
+        case 9:
+            turn_on(*tp, CARRYSCROLL);
+            sell_type = TYP_SCROLL;
+            break;
+
+        /* potions */
+        when 10:
+        case 11:
+            turn_on(*tp, CARRYPOTION);
+            sell_type = TYP_POTION;
+            break;
+
+        /* Miscellaneous magic */ 
+        when 12:
+        case 13:
+            turn_on(*tp, CARRYMISC);
+            sell_type = TYP_MM;
+            break;
+    }
+    for (i=0; i<nitems; i++) {
+        item = new_thing(sell_type, FALSE);
+        obj = OBJPTR(item);
+        obj->o_pos = tp->t_pos;
+        attach(tp->t_pack, item);
+    }
+}
+