Mercurial > hg > early-roguelike
view xrogue/pack.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
---|---|
date | Tue, 30 Jun 2015 12:00:02 -0400 |
parents | cadff8f047a1 |
children | f54901b9c39b |
line wrap: on
line source
/* pack.c - Routines to deal with the pack. XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "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 <string.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. */ bool add_pack(item, silent) register struct linked_list *item; bool silent; { register struct linked_list *ip, *lp = NULL, *ap; register struct object *obj, *op = NULL; register bool exact, from_floor; bool giveflag = 0; static long cleric = C_CLERIC, monk = C_MONK, magician = C_MAGICIAN, assassin = C_ASSASSIN, druid = C_DRUID, thief = C_THIEF, fighter = C_FIGHTER, ranger = C_RANGER, paladin = C_PALADIN; 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 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, (VOID *)NULL, SPELLTIME, AFTER); /* start a fuse to change player into a paladin */ if (quest_item != HEIL_ANKH) { msg("You hear a strange, distant hypnotic calling... "); if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH) fuse(changeclass, &paladin, roll(8, 8), 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); /* start a fuse to change player into a monk */ if (quest_item != EMORI_CLOAK) { msg("You suddenly become calm and quiet. "); if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK) fuse(changeclass, &monk, roll(8, 8), 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 pulsating... ",inv_name(obj, TRUE)); msg("It fades completely away! --More--"); wait_for(' '); death(D_RELIC); } msg("The %s welds itself into your chest. ",inv_name(obj,TRUE)); /* start a fuse to change into a magician */ if (quest_item != STONEBONES_AMULET) { if (player.t_ctype != C_MAGICIAN && obj->o_which == STONEBONES_AMULET) { msg("You sense approaching etheric forces... "); fuse(changeclass, &magician, roll(8, 8), AFTER); } } /* The eye is now inserted in forehead */ when EYE_VECNA: msg("The eye forces itself into your forehead! "); pstats.s_hpt -= (rnd(80)+21); if (pstats.s_hpt <= 0) { pstats.s_hpt = -1; msg ("The pain is too much for you to bear! --More--"); wait_for(' '); death(D_RELIC); } waste_time(); msg("The excruciating pain slowly turns into a dull throb."); /* start a fuse to change player into an assassin */ if (quest_item != EYE_VECNA) { msg("Your blood rushes and you begin to sweat profusely... "); if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA) fuse(changeclass, &assassin, roll(8, 8), AFTER); } when QUILL_NAGROM: fuse(quill_charge,(VOID *)NULL, 8, AFTER); /* start a fuse to change player into a druid */ if (quest_item != QUILL_NAGROM) { msg("You begin to see things differently... "); if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM) fuse(changeclass, &druid, roll(8, 8), AFTER); } /* Weapons will insist on being wielded. */ when MUSTY_DAGGER: case HRUGGEK_MSTAR: case YEENOGHU_FLAIL: case AXE_AKLAD: /* set a daemon to eat gold for daggers and axe */ if (obj->o_which == MUSTY_DAGGER || obj->o_which == AXE_AKLAD) { 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); } /* start a fuse to change player into a thief */ if (quest_item != MUSTY_DAGGER) { if (player.t_ctype != C_THIEF && obj->o_which == MUSTY_DAGGER) { msg("You look about furtively. "); fuse(changeclass, &thief, roll(8, 8), AFTER); } } /* start a fuse to change player into a fighter */ if (quest_item != AXE_AKLAD) { if (player.t_ctype != C_FIGHTER && obj->o_which == AXE_AKLAD) { msg("Your bones feel strengthened. "); fuse(changeclass, &fighter, roll(8, 8), 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; /* acquire a sense of smell */ when SURTUR_RING: msg("The ring forces itself through your nose!"); pstats.s_hpt -= rnd(40)+1; if (pstats.s_hpt < 0) { pstats.s_hpt = -1; msg("The pain is too much for you to bear! --More--"); wait_for(' '); death(D_RELIC); } waste_time(); turn_on(player, NOFIRE); msg("The pain slowly subsides.. "); /* become a wandering musician */ when BRIAN_MANDOLIN: msg("You hear an ancient haunting sound... "); /* start a fuse to change player into a ranger */ if (quest_item != BRIAN_MANDOLIN) { msg("You are transfixed with empathy. "); if (player.t_ctype != C_RANGER && obj->o_which == BRIAN_MANDOLIN) fuse(changeclass, &ranger, roll(8, 8), AFTER); } /* add to the music */ when GERYON_HORN: msg("You begin to hear trumpets!"); /* start a fuse to change player into a cleric */ if (quest_item != GERYON_HORN) { msg("You follow their calling. "); if (player.t_ctype != C_CLERIC && obj->o_which == GERYON_HORN) fuse(changeclass, &cleric, roll(8, 8), AFTER); } /* the card can not be picked up, it must be traded for */ when ALTERAN_CARD: if (giveflag == FALSE) { if (!wizard) { msg("You look at the dark card and it chills you to the bone!! "); msg("You stand for a moment, face to face with death... --More--"); wait_for(' '); pstats.s_hpt = -1; death(D_CARD); } else { msg("Got it! "); if (purse > 0) msg("Your purse feels lighter! "); else purse = 1; /* fudge to get right msg */ eat_gold(obj); start_daemon(eat_gold, obj, AFTER); } } else { msg("You accept it hesitantly... "); if (purse > 0) msg("Your purse feels lighter! "); else purse = 1; /* fudge to get right msg */ eat_gold(obj); start_daemon(eat_gold, obj, AFTER); } otherwise: break; } cur_relic[obj->o_which]++; /* Note that we have it */ } updpack(FALSE, &player); 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, cnt, maxx = 0, 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 */ } /* * 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); } } } 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) { 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 - 3) { over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' '); return TRUE; } draw(hw); wait_for(' '); restscr(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 = wgetch(cw)) == ESC) { 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, (char *)NULL, mch, FALSE, FALSE) == NULL) { if (terse) msg("No '%c' in your pack.", mch); 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]; char cap_purpose[LINELEN]; /* capitalize the "doings" */ cap_purpose[0] = '\0'; /* Get a capitalized purpose for starting sentences */ if (purpose) { strcpy(cap_purpose, purpose); cap_purpose[0] = toupper(cap_purpose[0]); } /* * 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) < 70) 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); for(;;) { if (purpose) { /* Should we prompt the player? */ msg("%s what (* for the item)?", cap_purpose); ch = wgetch(cw); } 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 == ESC) { 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); } } for(;;) { if (!askfirst && purpose) { msg("%s what? (* for list): ", cap_purpose); ch = wgetch(cw); } else ch = '*'; mpos = 0; if (ch == ESC) { /* 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, "[%ld] ", 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; 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? ", cap_purpose); else strcpy(description, spacemsg); waddstr(hw, description); curx = strlen(description); if (maxx < curx) maxx = curx; /* Write the screen */ if ((menu_overlay && cnt < lines - 3) || 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 = wgetch(cw); } until (isalpha(ch) || ch == ESC); } 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 */ draw(cw); } else restscr(cw); if(ch == ESC) { after = FALSE; msg(""); /* clear top line */ return NULL; /* all done if abort */ } /* ch has item to get from list */ }