view rogue4/pack.c @ 223:0e99eade579c

Generate text documentation from the troff source files. This is done by make, in the 'docs' target, which is now part of the normal build process. Unfortunately, not all the games include troff sources. Getting decent HTML output from groff is still a difficult process which will not be attempted at this time. There are a few bugs in the 'install' and 'uninstall' rules. Not to mention that the documentation is sometimes inaccurate.
author John "Elwin" Edwards
date Sun, 21 Feb 2016 20:47:12 -0500
parents 9535a08ddc39
children 1b73a8641b37
line wrap: on
line source

/*
 * Routines to deal with the pack
 *
 * @(#)pack.c	4.15 (Berkeley) 4/6/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 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"

/*
 * update_mdest:
 *	Called after picking up an object, before discarding it.
 *	If this was the object of something's desire, that monster will
 *	get mad and run at the hero
 */
update_mdest(obj)
register THING *obj;
{
    register THING *mp;

    for (mp = mlist; mp != NULL; mp = next(mp))
	if (mp->t_dest == &obj->o_pos)
     mp->t_dest = &hero;
}

/*
 * 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.
 */
add_pack(obj, silent)
register THING *obj;
bool silent;
{
    register THING *op, *lp = NULL;
    register bool exact, from_floor;
    register char floor;
    int discarded = 0;

    if (obj == NULL)
    {
	from_floor = TRUE;
	if ((obj = find_obj(hero.y, hero.x)) == NULL)
	    return;
    }
    else
	from_floor = 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.
     */
/*    floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */
    if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
    else floor = FLOOR;
    if (obj->o_group)
    {
	for (op = pack; op != NULL; op = next(op))
	{
	    if (op->o_group == obj->o_group)
	    {
		/*
		 * Put it in the pack and notify the user
		 */
		op->o_count++;
		if (from_floor)
		{
		    detach(lvl_obj, obj);
		    mvaddch(hero.y, hero.x, floor);
		    chat(hero.y, hero.x) = floor;
		}
		update_mdest(obj);
		discard(obj);
		obj = op;
		discarded = 1;
		goto picked_up;
	    }
	}
    }
    /*
     * Check if there is room
     */
    if (inpack == MAXPACK-1)
    {
	msg("you can't carry anything else");
	return;
    }
    /*
     * Check for and deal with scare monster scrolls
     */
    if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
	if (obj->o_flags & ISFOUND)
	{
	    detach(lvl_obj, obj);
	    mvaddch(hero.y, hero.x, floor);
	    chat(hero.y, hero.x) = floor;
	    msg("the scroll turns to dust as you pick it up");
	    return;
	}
	else
	    obj->o_flags |= ISFOUND;

    inpack++;
    if (from_floor)
    {
	detach(lvl_obj, obj);
	mvaddch(hero.y, hero.x, floor);
	chat(hero.y, hero.x) = floor;
    }
    /*
     * Search for an object of the same type
     */
    exact = FALSE;
    for (op = pack; op != NULL; op = next(op))
	if (obj->o_type == op->o_type)
	    break;
    if (op == NULL)
    {
	/*
	 * Put it at the end of the pack since it is a new type
	 */
	for (op = pack; op != NULL; op = next(op))
	{
	    if (op->o_type != FOOD)
		break;
	    lp = op;
	}
    }
    else
    {
	/*
	 * Search for an object which is exactly the same
	 */
	while (op->o_type == obj->o_type)
	{
	    if (op->o_which == obj->o_which)
	    {
		exact = TRUE;
		break;
	    }
	    lp = op;
	    if ((op = next(op)) == NULL)
		break;
	}
    }
    if (op == NULL)
    {
	/*
	 * Didn't find an exact match, just stick it here
	 */
	if (pack == NULL)
	    pack = obj;
	else
	{
	    lp->l_next = obj;
	    obj->l_prev = lp;
	    obj->l_next = NULL;
	}
    }
    else
    {
	/*
	 * If we found an exact match.  If it is a potion, food, or a 
	 * scroll, increase the count, otherwise put it with its clones.
	 */
	if (exact && ISMULT(obj->o_type))
	{
	    op->o_count++;
	    update_mdest(obj);
	    discard(obj);
	    obj = op;
	    discarded = 1;
	    goto picked_up;
	}
	if ((obj->l_prev = prev(op)) != NULL)
	    obj->l_prev->l_next = obj;
	else
	    pack = obj;
	obj->l_next = op;
	op->l_prev = obj;
    }
picked_up:
    /*
     * If this was the object of something's desire, that monster will
     * get mad and run at the hero
     */
    if (!discarded)
        update_mdest(obj);

    if (obj->o_type == AMULET)
	amulet = TRUE;
    /*
     * Notify the user
     */
    if (!silent)
    {
	if (!terse)
	    addmsg("you now have ");
	msg("%s (%c)", inv_name(obj, !terse), pack_char(obj));
    }
}

/*
 * inventory:
 *	List what is in the pack
 */
inventory(list, type)
THING *list;
int type;
{
    register char ch;
    register int n_objs;
    char inv_temp[MAXSTR];

    n_objs = 0;
    for (ch = 'a'; list != NULL; ch++, list = next(list))
    {
	if (type && type != list->o_type && !(type == CALLABLE &&
	    (list->o_type == SCROLL || list->o_type == POTION ||
	     list->o_type == RING || list->o_type == STICK)))
		continue;
	n_objs++;
	sprintf(inv_temp, "%c) %%s", ch);
	add_line(inv_temp, inv_name(list, 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;
    }
    end_line();
    return TRUE;
}

/*
 * pick_up:
 *	Add something to characters pack.
 */
pick_up(ch)
char ch;
{
    register THING *obj, *mp;

    switch (ch)
    {
	case GOLD:
	    if ((obj = find_obj(hero.y, hero.x)) == NULL)
		return;
	    money(obj->o_goldval);
	    detach(lvl_obj, obj);
	    update_mdest(obj);
	    discard(obj);
	    proom->r_goldval = 0;
	    break;
	default:
#ifdef WIZARD
	    debug("Where did you pick a '%s' up???", unctrol(ch));
#endif
	case ARMOR:
	case POTION:
	case FOOD:
	case WEAPON:
	case SCROLL:	
	case AMULET:
	case RING:
	case STICK:
	    add_pack(NULL, FALSE);
	    break;
    }
}

/*
 * picky_inven:
 *	Allow player to inventory a single item
 */
picky_inven()
{
    register THING *obj;
    register char ch, mch;

    if (pack == NULL)
	msg("you aren't carrying anything");
    else if (next(pack) == NULL)
	msg("a) %s", inv_name(pack, FALSE));
    else
    {
	msg(terse ? "item: " : "which item do you wish to inventory: ");
	mpos = 0;
	if ((mch = readchar()) == ESCAPE)
	{
	    msg("");
	    return;
	}
	for (ch = 'a', obj = pack; obj != NULL; obj = next(obj), ch++)
	    if (ch == mch)
	    {
		msg("%c) %s",ch,inv_name(obj, FALSE));
		return;
	    }
	if (!terse)
	    msg("'%s' not in pack", unctrol(mch));
	msg("range is 'a' to '%c'", --ch);
    }
}

/*
 * get_item:
 *	Pick something out of a pack for a purpose
 */
THING *
get_item(purpose, type)
char *purpose;
int type;
{
    register THING *obj;
    register char ch, och;

    if (pack == NULL)
	msg("you aren't carrying anything");
    else
    {
	for (;;)
	{
	    if (!terse)
		addmsg("which object do you want to ");
	    addmsg(purpose);
	    if (terse)
		addmsg(" what");
	    msg("? (* for list): ");
	    ch = readchar();
	    mpos = 0;
	    /*
	     * Give the poor player a chance to abort the command
	     */
	    if (ch == ESCAPE || ch == CTRL('G'))
	    {
		after = FALSE;
		msg("");
		return NULL;
	    }
	    if (ch == '*')
	    {
		mpos = 0;
		if (inventory(pack, type) == 0)
		{
		    after = FALSE;
		    return NULL;
		}
		continue;
	    }
	    for (obj = pack, och = 'a'; obj != NULL; obj = next(obj), och++)
		if (ch == och)
		    break;
	    if (obj == NULL)
	    {
		msg("please specify a letter between 'a' and '%c'", och-1);
		continue;
	    }
	    else 
		return obj;
	}
    }
    return NULL;
}

/*
 * pack_char:
 *	Return which character would address a pack object
 */
pack_char(obj)
register THING *obj;
{
    register THING *item;
    register char c;

    c = 'a';
    for (item = pack; item != NULL; item = next(item))
	if (item == obj)
	    return c;
	else
	    c++;
    return '?';
}

/*
 * money:
 *	Add or subtract gold from the pack
 */
money(value)
register int value;
{
    register char floor;

    floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
    purse += value;
    mvaddch(hero.y, hero.x, floor);
    chat(hero.y, hero.x) = floor;
    if (value > 0)
    {
	if (!terse)
	    addmsg("you found ");
	msg("%d gold pieces", value);
    }
}