Mercurial > hg > early-roguelike
view arogue5/pack.c @ 88:07c4d4883ef2
rogue3: begin porting to autoconf.
Rogue V3 can now be built with './configure && make'. This is
preliminary: 'make install' does not work yet.
| author | John "Elwin" Edwards |
|---|---|
| date | Sat, 24 Aug 2013 13:36:13 -0700 |
| parents | 0ed67132cf10 |
| children | 56e748983fa8 |
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/* * 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");
