view rogue5/pack.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents e5a15b09ce1d
children
line wrap: on
line source

/*
 * Routines to deal with the pack
 *
 * @(#)pack.c	4.40 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <string.h>
#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
 */
void
update_mdest(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.
 */

void
add_pack(THING *obj, int silent)
{
    THING *op, *lp;
    int from_floor;
    int discarded = 0;

    from_floor = FALSE;
    if (obj == NULL)
    {
	if ((obj = find_obj(hero.y, hero.x)) == NULL)
	    return;
	from_floor = TRUE;
    }

    /*
     * 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_ch());
	    chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
            update_mdest(obj);
            discarded = 1;
	    discard(obj);
	    msg("the scroll turns to dust as you pick it up");
	    return;
	}

    if (pack == NULL)
    {
	pack = obj;
	obj->o_packch = pack_char();
	inpack++;
    }
    else
    {
	lp = NULL;
	for (op = pack; op != NULL; op = next(op))
	{
	    if (op->o_type != obj->o_type)
		lp = op;
	    else
	    {
		while (op->o_type == obj->o_type && op->o_which != obj->o_which)
		{
		    lp = op;
		    if (next(op) == NULL)
			break;
		    else
			op = next(op);
		}
		if (op->o_type == obj->o_type && op->o_which == obj->o_which)
		{
		    if (ISMULT(op->o_type))
		    {
			if (!pack_room(from_floor, obj))
			    return;
			op->o_count++;
dump_it:
			update_mdest(obj);
			discard(obj);
			obj = op;
                        discarded = 1;
			lp = NULL;
			goto out;
		    }
		    else if (obj->o_group)
		    {
			lp = op;
			while (op->o_type == obj->o_type
			    && op->o_which == obj->o_which
			    && op->o_group != obj->o_group)
			{
			    lp = op;
			    if (next(op) == NULL)
				break;
			    else
				op = next(op);
			}
			if (op->o_type == obj->o_type
			    && op->o_which == obj->o_which
			    && op->o_group == obj->o_group)
			{
				op->o_count += obj->o_count;
				inpack--;
				if (!pack_room(from_floor, obj))
				    return;
				goto dump_it;
			}
		    }
		    else
			lp = op;
		}
out:
		break;
	    }
	}

	if (lp != NULL)
	{
	    if (!pack_room(from_floor, obj))
		return;
	    else
	    {
		obj->o_packch = pack_char();
		next(obj) = next(lp);
		prev(obj) = lp;
		if (next(lp) != NULL)
		    prev(next(lp)) = obj;
		next(lp) = obj;
	    }
	}
    }

    obj->o_flags |= ISFOUND;

    /*
     * 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), obj->o_packch);
    }
}

/*
 * pack_room:
 *	See if there's room in the pack.  If not, print out an
 *	appropriate message
 */
int
pack_room(int from_floor, THING *obj)
{
    if (++inpack > MAXPACK)
    {
	if (!terse)
	    addmsg("there's ");
	addmsg("no room");
	if (!terse)
	    addmsg(" in your pack");
	endmsg();
	if (from_floor)
	    move_msg(obj);
	inpack = MAXPACK;
	return FALSE;
    }

    if (from_floor)
    {
	detach(lvl_obj, obj);
	mvaddch(hero.y, hero.x, floor_ch());
	chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
    }

    return TRUE;
}

/*
 * leave_pack:
 *	take an item out of the pack
 */
THING *
leave_pack(THING *obj, int newobj, int all)
{
    THING *nobj;

    inpack--;
    nobj = obj;
    if (obj->o_count > 1 && !all)
    {
	last_pick = obj;
	obj->o_count--;
	if (obj->o_group)
	    inpack++;
	if (newobj)
	{
	    nobj = new_item();
	    *nobj = *obj;
	    next(nobj) = NULL;
	    prev(nobj) = NULL;
	    nobj->o_count = 1;
	}
    }
    else
    {
	last_pick = NULL;
	pack_used[obj->o_packch - 'a'] = FALSE;
	detach(pack, obj);
    }
    return nobj;
}

/*
 * pack_char:
 *	Return the next unused pack character.
 */
int
pack_char(void)
{
    int *bp;

    for (bp = pack_used; *bp; bp++)
	continue;
    *bp = TRUE;
    return ((int)(bp - pack_used) + 'a');
}

/*
 * inventory:
 *	List what is in the pack.  Return TRUE if there is something of
 *	the given type.
 */
int
inventory(const THING *list, int type)
{
    static char inv_temp[MAXSTR];

    n_objs = 0;
    for (; list != NULL; list = next(list))
    {
	if (type && type != list->o_type && !(type == CALLABLE &&
	    list->o_type != FOOD && list->o_type != AMULET) &&
	    !(type == R_OR_S && (list->o_type == RING || list->o_type == STICK)))
		continue;
	n_objs++;
#ifdef MASTER
	if (!list->o_packch)
	    strcpy(inv_temp, "%s");
	else
#endif
	    sprintf(inv_temp, "%c) %%s", list->o_packch);
	msg_esc = TRUE;
	if (add_line(inv_temp, inv_name(list, FALSE)) == ESCAPE)
	{
	    msg_esc = FALSE;
	    msg("");
	    return TRUE;
	}
	msg_esc = 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.
 */

void
pick_up(int ch)
{
    THING *obj;

    if (on(player, ISLEVIT))
	return;

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

/*
 * move_msg:
 *	Print out the message if you are just moving onto an object
 */

void
move_msg(const THING *obj)
{
    if (!terse)
	addmsg("you ");
    msg("moved onto %s", inv_name(obj, TRUE));
}

/*
 * picky_inven:
 *	Allow player to inventory a single item
 */

void
picky_inven(void)
{
    THING *obj;
    int 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 (obj = pack; obj != NULL; obj = next(obj))
	    if (mch == obj->o_packch)
	    {
		msg("%c) %s", mch, inv_name(obj, FALSE));
		return;
	    }
	msg("'%s' not in pack", unctrl(mch));
    }
}

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

    if (pack == NULL)
	msg("you aren't carrying anything");
    else if (again)
	if (last_pick)
	    return last_pick;
	else
	    msg("you ran out");
    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)
	    {
		reset_last();
		after = FALSE;
		msg("");
		return NULL;
	    }
	    n_objs = 1;		/* normal case: person types one char */
	    if (ch == '*')
	    {
		mpos = 0;
		if (inventory(pack, type) == 0)
		{
		    after = FALSE;
		    return NULL;
		}
		continue;
	    }
	    for (obj = pack; obj != NULL; obj = next(obj))
		if (obj->o_packch == ch)
		    break;
	    if (obj == NULL)
	    {
		msg("'%s' is not a valid item",unctrl(ch));
		continue;
	    }
	    else {
		msg("");
		return obj;
	    }
	}
    }
    return NULL;
}

/*
 * money:
 *	Add or subtract gold from the pack
 */

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

/*
 * floor_ch:
 *	Return the appropriate floor character for her room
 */
int
floor_ch(void)
{
    if (proom->r_flags & ISGONE)
	return PASSAGE;
    return (show_floor() ? FLOOR : ' ');
}

/*
 * floor_at:
 *	Return the character at hero's position, taking see_floor
 *	into account
 */
int
floor_at(void)
{
    int ch;

    ch = chat(hero.y, hero.x);
    if (ch == FLOOR)
	ch = floor_ch();
    return ch;
}

/*
 * reset_last:
 *	Reset the last command when the current one is aborted
 */

void
reset_last(void)
{
    last_comm = l_last_comm;
    last_dir = l_last_dir;
    last_pick = l_last_pick;
}