view arogue7/pack.c @ 200:1cd604c827a3

Advanced Rogue 7: initialize multiple variables. MSVC complained that they might be used uninitialized. In some cases, this might have been possible. XRogue already has initializations for all these variables.
author John "Elwin" Edwards
date Wed, 12 Aug 2015 15:42:02 -0400
parents cadff8f047a1
children f9ef86cf22b2
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 = 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 ");
	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 = NULL;
    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:
	    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:
		    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:
			return (TRUE);
		}
	    }
	    else if (obj->o_type == POTION) {
		/*
		 * only assassins can use poison
		 */
		if (player.t_ctype == C_ASSASIN && 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 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) {
	item = spec_item(FOOD, NULL, 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 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 an extra blank line at the bottom and 3 blank columns
	 * to he right.
	 */
	if (menu_overlay && num_there < lines / 2 + 2) {
	  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 = tolower(readchar());
	    } until (isalpha(ch) || ch == '*' || ch == ESCAPE);

	    /* Redraw original screen */
	    if (pagecnt < 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 */
		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 he right.
		 */
		if (menu_overlay && num_there < lines / 2 + 2) {
		    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, NULL)) {
		    /*
		     * 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, nitems, i;

    /* Select the items */
    nitems = rnd(6) + 5;

    switch (rnd(9)) {
	/* Armor */
	case 0:
	case 1:
	    turn_on(*tp, CARRYARMOR);
	    sell_type = TYP_ARMOR;
	    break;

	/* Weapon */
	case 2:
	case 3:
	    turn_on(*tp, CARRYWEAPON);
	    sell_type = TYP_WEAPON;
	    break;

	/* Staff or wand */
	case 4:
	    turn_on(*tp, CARRYSTICK);
	    sell_type = TYP_STICK;
	    break;

	/* Ring */
	case 5:
	    turn_on(*tp, CARRYRING);
	    sell_type = TYP_RING;
	    break;

	/* scroll */
	case 6:
	    turn_on(*tp, CARRYSCROLL);
	    sell_type = TYP_SCROLL;
	    break;

	/* potions */
	case 7:
	    turn_on(*tp, CARRYPOTION);
	    sell_type = TYP_POTION;
	    break;

	/* Miscellaneous magic */ 
	case 8:
	    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);
    }
}