Mercurial > hg > early-roguelike
view arogue7/pack.c @ 170:0298a68cc179
Advanced Rogue family: fix messages from some scrolls.
When scrolls of magic mapping or gold detection were read, their
characteristic messages were displayed before overwriting the whole
screen to show the newly discovered information. They are now shown
after updating the screen, so they will be visible.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 08:04:16 -0400 |
parents | cadff8f047a1 |
children | 1cd604c827a3 |
line wrap: on
line source
/* * pack.c - Routines to deal with the pack. * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 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 <string.h> #include "rogue.h" #ifdef PC7300 #include "menu.h" #endif /* * Routines to deal with the pack */ /* * 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, *ap; register struct object *obj, *op; 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 "); msg("%s (%c)", inv_name(obj, !terse), pack_char(pack, obj)); } /* Relics can 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, 0, SPELLTIME, 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); /* 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 pulsing.", inv_name(obj, TRUE)); msg("It fades away.... -- More --"); wait_for(' '); death(D_RELIC); } msg("The %s welds itself into your chest.",inv_name(obj,TRUE)); /* The eye must be inserted in eye socket */ when EYE_VECNA: msg("The eye forces you to jam it into your eye socket!"); pstats.s_hpt -= 75; if (pstats.s_hpt < 0) { msg ("The pain is too much for you! -- More --"); wait_for(' '); death(D_RELIC); } waste_time(); msg("The excrutiating pain slowly turns into a dull throb."); when QUILL_NAGROM: fuse(quill_charge,0,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER); /* Weapons will insist on being wielded. */ when MUSTY_DAGGER: case HRUGGEK_MSTAR: case YEENOGHU_FLAIL: case AXE_AKLAD: /* For the daggers start a fuse to change player to a thief. */ /* and set a daemon to eat gold. */ if (obj->o_which == MUSTY_DAGGER) { fuse(changeclass, C_THIEF, roll(20, 20), AFTER); if (purse > 0) msg("Your purse feels lighter"); else purse = 1; /* fudge to get right msg from eat_gold() */ eat_gold(obj); start_daemon(eat_gold, obj, AFTER); } /* For the axe start a fuse to change player to a fighter. */ if (obj->o_which == AXE_AKLAD) fuse(changeclass, C_FIGHTER, roll(20, 20), 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; when SURTUR_RING: msg("The ring forces itself through your nose!"); pstats.s_hpt -= 22; if (pstats.s_hpt < 0) { msg ("The pain is too much for you! -- More --"); wait_for(' '); death(D_RELIC); } waste_time(); turn_on(player, NOFIRE); msg("The pain slowly subsides."); otherwise: break; } cur_relic[obj->o_which]++; /* Note that we have it */ } updpack(FALSE, &player); if (packret != NULL) *packret = item; return(TRUE); } #ifdef PC7300 static menu_t Display; /* The menu structure */ static mitem_t Dispitems[MAXPACK+1]; /* Info for each line */ static char Displines[MAXPACK+1][LINELEN+1]; /* The lines themselves */ #endif /* * 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, 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 */ #ifdef PC7300 /* Put it into the PC menu display */ strcpy(Displines[0], inv_temp); Dispitems[0].mi_name = Displines[0]; Dispitems[0].mi_flags = 0; Dispitems[0].mi_val = 0; #endif } /* * 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); #ifdef PC7300 /* Put it into the PC menu display */ strcpy(Displines[n_objs-1], inv_temp); Displines[n_objs-1][curx] = '\0'; /* Strip newline */ Dispitems[n_objs-1].mi_name = Displines[n_objs-1]; Dispitems[n_objs-1].mi_flags = 0; Dispitems[n_objs-1].mi_val = 0; #endif } } } 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) { #ifdef PC7300 /* Place an end marker for the items */ Dispitems[n_objs].mi_name = 0; /* Set up the main menu structure */ Display.m_label = "Inventory"; Display.m_title = "Pack Contents"; Display.m_prompt = "Press Cancl to continue."; Display.m_curptr = '\0'; Display.m_markptr = '\0'; Display.m_flags = 0; Display.m_selcnt = 0; Display.m_items = Dispitems; Display.m_curi = 0; /* * Try to display the menu. If we don't have a local terminal, * the call will fail and we will just continue with the * normal mode. */ if (menu(&Display) >= 0) return TRUE; #endif 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 / 2 + 2) { over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' '); return TRUE; } draw(hw); wait_for(' '); clearok(cw, TRUE); touchwin(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 = 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, FALSE, FALSE) == 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) { 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; char description[2*LINELEN+1]; char cost[LINELEN/2]; #ifdef PC7300 int menucount = 0; int usemenu = 1; #endif /* * 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) < 75) 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); while(TRUE) { if (purpose) { /* Should we prompt the player? */ msg("%s what (* for the item)?",purpose); ch = tolower(readchar()); } 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 == 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); } } while (TRUE) { if (!askfirst && 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); 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, "[%d] ", 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; #ifdef PC7300 if (usemenu) { /* Put it into the PC menu display */ strcpy(Displines[menucount], description); Displines[menucount][curx] = '\0'; /* Strip newline */ Dispitems[menucount].mi_name = Displines[menucount]; Dispitems[menucount].mi_flags = 0; Dispitems[menucount++].mi_val = (int) item; } #endif 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? ", purpose); else strcpy(description, spacemsg); waddstr(hw, description); curx = strlen(description); if (maxx < curx) maxx = curx; #ifdef PC7300 if (usemenu) { /* Place an end marker for the items */ Dispitems[menucount].mi_name = 0; /* Set up the main menu structure */ Display.m_label = "Sub-Inventory"; if (purpose) { Display.m_title = description; Display.m_prompt = "Select an item or press Cancl for no selection."; Display.m_selcnt = 1; } else { Display.m_title = 0; Display.m_prompt = "Press Cancl to continue."; Display.m_selcnt = 0; } Display.m_curptr = '\0'; Display.m_markptr = '\0'; Display.m_flags = 0; Display.m_items = Dispitems; Display.m_curi = 0; /* * Try to display the menu. If we don't have a local terminal, * the call will fail and we will just continue with the * normal mode. */ if (menu(&Display) >= 0) { msg(""); if (Display.m_selcnt == 0) { /* Menu was cancelled */ if (purpose) { after = FALSE; return NULL; /* all done if abort */ } else return saveitem; } else return (struct linked_list *) Display.m_curi->mi_val; } else { usemenu = 0; /* Can't use the menu facilities */ } } #endif /* Write the screen */ if ((menu_overlay && cnt < lines / 2 + 2) || 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 = tolower(readchar()); } until (isalpha(ch) || ch == ESCAPE); } 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 */ } else restscr(cw); 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 (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: