Mercurial > hg > early-roguelike
view rogue3/pack.c @ 204:4b1999ac91cf
Permit not defining score and log files.
author | John "Elwin" Edwards |
---|---|
date | Thu, 13 Aug 2015 07:47:01 -0400 |
parents | d9e44e18eeec |
children | e52a8a7ad4c5 |
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/* * Routines to deal with the pack * * @(#)pack.c 3.6 (Berkeley) 6/15/81 * * 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. */ void add_pack(struct linked_list *item, int silent) { struct linked_list *ip, *lp = NULL; struct object *obj, *op = NULL; int exact, from_floor; if (item == NULL) { from_floor = TRUE; if ((item = find_obj(hero.y, hero.x)) == NULL) return; } else from_floor = FALSE; obj = (struct object *) ldata(item); /* * 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 = (struct object *) ldata(ip); 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, item); mvaddch(hero.y, hero.x, (roomin(&hero) == NULL ? PASSAGE : FLOOR)); } discard(item); item = ip; 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) { msg("The scroll turns to dust as you pick it up."); detach(lvl_obj, item); mvaddch(hero.y, hero.x, FLOOR); return; } else obj->o_flags |= ISFOUND; inpack++; if (from_floor) { detach(lvl_obj, item); mvaddch(hero.y, hero.x, (roomin(&hero) == NULL ? PASSAGE : FLOOR)); } /* * Search for an object of the same type */ exact = FALSE; for (ip = pack; ip != NULL; ip = next(ip)) { op = (struct object *) ldata(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 = (struct object *) ldata(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 = (struct object *) ldata(ip); } } 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 a potion, food, or a * scroll, increase the count, otherwise put it with its clones. */ if (exact && ISMULT(obj->o_type)) { op->o_count++; 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 = (struct object *) ldata(item); if (notify && !silent) { if (!terse) addmsg("You now have "); msg("%s (%c)", inv_name(obj, !terse), pack_char(obj)); } if (obj->o_type == AMULET) amulet = TRUE; } /* * inventory: * list what is in the pack */ int inventory(struct linked_list *list, int type) { struct object *obj; int ch; int n_objs; char inv_temp[80]; n_objs = 0; for (ch = 'a'; list != NULL; ch++, list = next(list)) { obj = (struct object *) ldata(list); if (type && type != obj->o_type && !(type == CALLABLE && (obj->o_type == SCROLL || obj->o_type == POTION || obj->o_type == RING || obj->o_type == STICK))) 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 (slow_invent) msg("%c) %s", ch, inv_name(obj, FALSE)); else 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, "--Press space to continue--"); draw(hw); wait_for(hw,' '); clearok(cw, TRUE); touchwin(cw); } return TRUE; } /* * pick_up: * Add something to characters pack. */ void pick_up(int ch) { switch(ch) { case GOLD: money(); break; default: debug("Where did you pick that up???"); 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 */ void picky_inven() { struct linked_list *item; int ch, mch; if (pack == NULL) msg("You aren't carrying anything"); else if (next(pack) == NULL) msg("a) %s", inv_name((struct object *) ldata(pack), FALSE)); else { msg(terse ? "Item: " : "Which item do you wish to inventory: "); mpos = 0; if ((mch = readchar(cw)) == ESCAPE) { msg(""); return; } for (ch = 'a', item = pack; item != NULL; item = next(item), ch++) if (ch == mch) { msg("%c) %s",ch,inv_name((struct object *) ldata(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(char *purpose, int type) { struct linked_list *obj; int 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(cw); 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; } int pack_char(struct object *obj) { struct linked_list *item; int c; c = 'a'; for (item = pack; item != NULL; item = next(item)) if ((struct object *) ldata(item) == obj) return c; else c++; return 'z'; }