2012-08-09 22:58:48 +00:00
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/*
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* Routines to deal with the pack
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <ctype.h>
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#include "rogue.h"
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char outstring[512]; /* ridiculously long string for use with msg */
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2016-02-07 14:39:21 -05:00
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bool is_type (struct object *obj, int type);
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2012-08-09 22:58:48 +00:00
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/*
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* add_pack:
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* Pick up an object and add it to the pack. If the argument is non-null
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* use it as the linked_list pointer instead of gettting it off the ground.
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*/
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bool
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2016-02-07 14:39:21 -05:00
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add_pack(struct linked_list *item, bool silent, struct linked_list **packret)
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2012-08-09 22:58:48 +00:00
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{
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register struct linked_list *ip, *lp = NULL, *ap;
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register struct object *obj, *op = NULL;
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register bool exact, from_floor;
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if (packret != NULL)
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*packret = NULL;
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if (item == NULL)
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{
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from_floor = TRUE;
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if ((item = find_obj(hero.y, hero.x)) == NULL)
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return(FALSE);
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}
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else
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from_floor = FALSE;
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obj = OBJPTR(item);
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/*
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* If it is gold, just add its value to rogue's purse and get rid
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* of it.
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*/
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if (obj->o_type == GOLD) {
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register struct linked_list *mitem;
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register struct thing *tp;
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if (!silent) {
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if (!terse) addmsg("You found ");
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msg("%d gold pieces.", obj->o_count);
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}
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/* First make sure no greedy monster is after this gold.
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* If so, make the monster run after the rogue instead.
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*/
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for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
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tp = THINGPTR(mitem);
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if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero;
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}
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purse += obj->o_count;
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if (from_floor) {
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detach(lvl_obj, item);
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if ((ap = find_obj(hero.y, hero.x)) == NULL)
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mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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else
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mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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}
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o_discard(item);
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return(TRUE);
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}
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/*
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* see if he can carry any more weight
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*/
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if (itemweight(obj) + pstats.s_pack > pstats.s_carry) {
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msg("Too much for you to carry.");
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return FALSE;
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}
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/*
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* Link it into the pack. Search the pack for a object of similar type
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* if there isn't one, stuff it at the beginning, if there is, look for one
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* that is exactly the same and just increment the count if there is.
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* it that. Food is always put at the beginning for ease of access, but
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* is not ordered so that you can't tell good food from bad. First check
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* to see if there is something in thr same group and if there is then
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* increment the count.
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*/
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if (obj->o_group)
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{
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for (ip = pack; ip != NULL; ip = next(ip))
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{
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op = OBJPTR(ip);
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if (op->o_group == obj->o_group)
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{
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/*
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* Put it in the pack and notify the user
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*/
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op->o_count += obj->o_count;
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if (from_floor)
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{
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detach(lvl_obj, item);
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if ((ap = find_obj(hero.y, hero.x)) == NULL)
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mvaddch(hero.y,hero.x,
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(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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else
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mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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}
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o_discard(item);
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item = ip;
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goto picked_up;
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}
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}
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}
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/*
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* Check for and deal with scare monster scrolls
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*/
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if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
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if (obj->o_flags & ISCURSED)
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{
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msg("The scroll turns to dust as you pick it up.");
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detach(lvl_obj, item);
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if ((ap = find_obj(hero.y, hero.x)) == NULL)
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mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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else
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mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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return(TRUE);
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}
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/*
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* Search for an object of the same type
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*/
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exact = FALSE;
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for (ip = pack; ip != NULL; ip = next(ip))
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{
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op = OBJPTR(ip);
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if (obj->o_type == op->o_type)
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break;
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}
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if (ip == NULL)
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{
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/*
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* Put it at the end of the pack since it is a new type
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*/
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for (ip = pack; ip != NULL; ip = next(ip))
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{
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op = OBJPTR(ip);
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if (op->o_type != FOOD)
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break;
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lp = ip;
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}
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}
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else
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{
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/*
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* Search for an object which is exactly the same
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*/
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while (ip != NULL && op->o_type == obj->o_type)
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{
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if (op->o_which == obj->o_which)
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{
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exact = TRUE;
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break;
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}
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lp = ip;
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if ((ip = next(ip)) == NULL)
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break;
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op = OBJPTR(ip);
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}
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}
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/*
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* Check if there is room
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*/
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if (ip == NULL || !exact || !ISMULT(obj->o_type)) {
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if (inpack == MAXPACK-1) {
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msg(terse ? "No room." : "You can't carry anything else.");
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return(FALSE);
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}
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}
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inpack++;
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if (from_floor)
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{
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detach(lvl_obj, item);
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if ((ap = find_obj(hero.y, hero.x)) == NULL)
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mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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else
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mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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}
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if (ip == NULL)
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{
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/*
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* Didn't find an exact match, just stick it here
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*/
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if (pack == NULL)
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pack = item;
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else
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{
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lp->l_next = item;
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item->l_prev = lp;
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item->l_next = NULL;
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}
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}
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else
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{
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/*
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* If we found an exact match. If it is food,
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* increase the count, otherwise put it with its clones.
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*/
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if (exact && ISMULT(obj->o_type))
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{
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op->o_count += obj->o_count;
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inpack--; /* adjust for previous addition */
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o_discard(item);
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item = ip;
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goto picked_up;
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}
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if ((item->l_prev = prev(ip)) != NULL)
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item->l_prev->l_next = item;
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else
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pack = item;
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item->l_next = ip;
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ip->l_prev = item;
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}
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picked_up:
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/*
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* Notify the user
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*/
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obj = OBJPTR(item);
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if (!silent)
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{
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if (!terse)
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addmsg("You now have ");
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sprintf(outstring,"%s (%c)", inv_name(obj, !terse), pack_char(pack, obj));
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msg(outstring);
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}
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/* Relics can do strange things when you pick them up */
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if (obj->o_type == RELIC) {
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cur_relic[obj->o_which]++; /* Note that we have it */
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switch (obj->o_which) {
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case HEIL_ANKH:
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msg("The ankh welds itself into your hand.");
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/* A cloak must be worn. */
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when EMORI_CLOAK:
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if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) {
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msg("The cloak insists you remove your current garments.");
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if (!dropcheck(cur_armor != NULL ? cur_armor
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: cur_misc[WEAR_CLOAK])) {
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pstats.s_hpt = -1;
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msg("The cloak constricts around you.");
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msg("It draws your life force from you!!! -- More --");
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wait_for(cw,' ');
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death(D_RELIC);
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}
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}
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/* The amulet must be worn. */
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when YENDOR_AMULET:
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if (cur_misc[WEAR_JEWEL]) {
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msg("You have an urge to remove your current amulet.");
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if (!dropcheck(cur_misc[WEAR_JEWEL])) {
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pstats.s_hpt = -1;
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msg("The Amulet of Yendor begins pulsing.");
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msg("It fades away.... -- More --");
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wait_for(cw,' ');
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death(D_RELIC);
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}
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}
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msg("The amulet welds itself into your chest.");
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/* Weapons will insist on being wielded. */
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when MUSTY_DAGGER:
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case HRUGGEK_MSTAR:
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case YEENOGHU_FLAIL:
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if (cur_weapon != NULL) {
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msg("The artifact insists you release your current weapon.");
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if (!dropcheck(cur_weapon)) {
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pstats.s_hpt = -1;
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msg("The artifact forces your weapon into your heart.");
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msg("It hums with satisfaction. -- More --");
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wait_for(cw,' ');
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death(D_RELIC);
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}
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}
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cur_weapon = obj;
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}
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}
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updpack(FALSE);
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if (packret != NULL)
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*packret = item;
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return(TRUE);
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}
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/*
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* inventory:
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* list what is in the pack
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*/
|
2016-02-07 14:39:21 -05:00
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|
|
bool
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|
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inventory(struct linked_list *list, int type)
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2012-08-09 22:58:48 +00:00
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|
|
{
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register struct object *obj;
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register char ch;
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register int n_objs;
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register int cnt;
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char inv_temp[LINELEN];
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cnt = 0;
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n_objs = 0;
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for (ch = 'a'; list != NULL; ch++, list = next(list)) {
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obj = OBJPTR(list);
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if (!is_type(obj, type))
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continue;
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switch (n_objs++) {
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/*
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* For the first thing in the inventory, just save the string
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* in case there is only one.
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*/
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case 0:
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sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE));
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break;
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/*
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* If there is more than one, clear the screen, print the
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* saved message and fall through to ...
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*/
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case 1:
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if (slow_invent)
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msg(inv_temp);
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|
|
else
|
|
|
|
|
{
|
|
|
|
|
wclear(hw);
|
|
|
|
|
waddstr(hw, inv_temp);
|
|
|
|
|
waddch(hw, '\n');
|
|
|
|
|
}
|
|
|
|
|
/*
|
|
|
|
|
* Print the line for this object
|
|
|
|
|
*/
|
|
|
|
|
default:
|
|
|
|
|
if (ch > 'z')
|
|
|
|
|
ch = 'A';
|
|
|
|
|
if (slow_invent){
|
|
|
|
|
sprintf(outstring,"%c) %s", ch, inv_name(obj, FALSE));
|
|
|
|
|
msg(outstring);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if (++cnt >= LINES - 2) { /* if bottom of screen */
|
|
|
|
|
dbotline(hw, morestr);
|
|
|
|
|
cnt = 0;
|
|
|
|
|
wclear(hw);
|
|
|
|
|
}
|
|
|
|
|
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, spacemsg);
|
|
|
|
|
draw(hw);
|
|
|
|
|
wait_for(hw,' ');
|
|
|
|
|
clearok(cw, TRUE);
|
|
|
|
|
touchwin(cw);
|
|
|
|
|
}
|
|
|
|
|
return TRUE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* pick_up:
|
|
|
|
|
* Add something to characters pack.
|
|
|
|
|
*/
|
2016-02-07 14:39:21 -05:00
|
|
|
void
|
|
|
|
|
pick_up(char ch)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
switch (ch) {
|
|
|
|
|
default:
|
|
|
|
|
debug("Where did you pick that up???");
|
|
|
|
|
case GOLD:
|
|
|
|
|
case ARMOR:
|
|
|
|
|
case POTION:
|
|
|
|
|
case FOOD:
|
|
|
|
|
case WEAPON:
|
|
|
|
|
case SCROLL:
|
|
|
|
|
case MM:
|
|
|
|
|
case RING:
|
|
|
|
|
case STICK:
|
|
|
|
|
case RELIC:
|
|
|
|
|
while (add_pack(NULL, FALSE, NULL)); /* pick up everything there */
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* picky_inven:
|
|
|
|
|
* Allow player to inventory a single item
|
|
|
|
|
*/
|
|
|
|
|
void
|
2016-02-07 14:39:21 -05:00
|
|
|
picky_inven(void)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
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) == 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)
|
|
|
|
|
{
|
|
|
|
|
sprintf(outstring, "%c) %s",ch ,inv_name(OBJPTR(item), FALSE));
|
|
|
|
|
msg(outstring);
|
|
|
|
|
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
|
2016-02-07 14:39:21 -05:00
|
|
|
* purpose: NULL if we should be silent (no prompts) *
|
2012-08-09 22:58:48 +00:00
|
|
|
*/
|
|
|
|
|
struct linked_list *
|
2016-02-07 14:39:21 -05:00
|
|
|
get_item(struct linked_list *list, char *purpose, int type)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
reg struct linked_list *item;
|
|
|
|
|
reg struct object *obj;
|
|
|
|
|
reg int cnt, ch, och;
|
|
|
|
|
struct linked_list *saveitem = NULL;
|
|
|
|
|
|
|
|
|
|
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)? ",purpose);
|
|
|
|
|
ch = tolower(readchar());
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
sprintf(outstring, "%c) %s", pack_char(list, obj), inv_name(obj,FALSE));
|
|
|
|
|
msg(outstring);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ch == '*') {
|
|
|
|
|
mpos = 0;
|
|
|
|
|
sprintf(outstring, "%c) %s", pack_char(list, obj), inv_name(obj,FALSE));
|
|
|
|
|
msg(outstring);
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for(;;) {
|
|
|
|
|
if (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);
|
|
|
|
|
cnt = 0;
|
|
|
|
|
for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) {
|
|
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
if (!is_type(OBJPTR(item), type))
|
|
|
|
|
continue;
|
|
|
|
|
wprintw(hw,"%c) %s\n\r",ch,inv_name(obj,FALSE));
|
|
|
|
|
if (++cnt >= LINES - 2 && next(item) != NULL) {
|
|
|
|
|
cnt = 0;
|
|
|
|
|
dbotline(hw, spacemsg);
|
|
|
|
|
wclear(hw);
|
|
|
|
|
}
|
|
|
|
|
if (ch == 'z') ch = 'A' - 1;
|
|
|
|
|
}
|
|
|
|
|
wmove(hw, LINES - 1,0);
|
|
|
|
|
if (purpose) wprintw(hw,"%s what? ",purpose);
|
|
|
|
|
else waddstr(hw, spacemsg);
|
|
|
|
|
|
|
|
|
|
draw(hw); /* write screen */
|
|
|
|
|
|
|
|
|
|
if (purpose) {
|
|
|
|
|
do {
|
|
|
|
|
ch = tolower(wgetch(hw));
|
|
|
|
|
} until (isalpha(ch) || ch == ESCAPE);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */
|
|
|
|
|
wait_for(hw,' ');
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
restscr(cw); /* redraw orig screen */
|
|
|
|
|
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 (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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2016-02-07 14:39:21 -05:00
|
|
|
char
|
|
|
|
|
pack_char(struct linked_list *list, struct object *obj)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
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
|
|
|
|
|
*/
|
2016-02-07 14:39:21 -05:00
|
|
|
void
|
|
|
|
|
cur_null(struct object *op)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
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
|
|
|
|
|
*/
|
2016-02-07 14:39:21 -05:00
|
|
|
void
|
|
|
|
|
idenpack(void)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
reg struct linked_list *pc;
|
|
|
|
|
|
|
|
|
|
for (pc = pack ; pc != NULL ; pc = next(pc))
|
|
|
|
|
whatis(pc);
|
|
|
|
|
}
|
|
|
|
|
|
2016-02-07 14:39:21 -05:00
|
|
|
bool
|
|
|
|
|
is_type (struct object *obj, int type)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
register bool current;
|
|
|
|
|
|
|
|
|
|
if (type == obj->o_type)
|
|
|
|
|
return (TRUE);
|
|
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
|
case ALL:
|
|
|
|
|
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:
|
|
|
|
|
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:
|
|
|
|
|
case POTION:
|
|
|
|
|
case STICK:
|
|
|
|
|
case SCROLL:
|
|
|
|
|
case MM:
|
|
|
|
|
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 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_JUG:
|
|
|
|
|
case MM_BEAKER:
|
|
|
|
|
case MM_BOOK:
|
|
|
|
|
case MM_SKILLS:
|
|
|
|
|
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 GERYON_HORN:
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
2016-02-07 14:39:21 -05:00
|
|
|
void
|
|
|
|
|
del_pack(struct linked_list *item)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
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.
|
|
|
|
|
*/
|
|
|
|
|
|
2016-02-07 14:39:21 -05:00
|
|
|
void
|
|
|
|
|
carry_obj(struct thing *mp, int chance)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
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
|
|
|
|
|
*/
|
|
|
|
|
if (on(*mp, CARRYDAGGER)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, MUSTY_DAGGER, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (on(*mp, CARRYCLOAK)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, EMORI_CLOAK, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (on(*mp, CARRYANKH)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, HEIL_ANKH, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (on(*mp, CARRYSTAFF)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, MING_STAFF, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (on(*mp, CARRYWAND)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, ORCUS_WAND, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (on(*mp, CARRYROD)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, ASMO_ROD, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (on(*mp, CARRYAMULET)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, YENDOR_AMULET, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (on(*mp, CARRYMANDOLIN)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, BRIAN_MANDOLIN, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
if (on(*mp, CARRYMSTAR)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, HRUGGEK_MSTAR, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
if (on(*mp, CARRYFLAIL)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, YEENOGHU_FLAIL, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
if (on(*mp, CARRYHORN)) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(RELIC, GERYON_HORN, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
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) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(GOLD, 0, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
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) {
|
2016-02-07 14:39:21 -05:00
|
|
|
item = spec_item(FOOD, 0, 0, 0);
|
2012-08-09 22:58:48 +00:00
|
|
|
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) - 2;
|
|
|
|
|
dam = rnd(5) - 2;
|
|
|
|
|
|
|
|
|
|
/* Only choose an appropriate type of weapon */
|
|
|
|
|
switch (rnd(11)) {
|
|
|
|
|
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;
|
|
|
|
|
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 scroll, give it one
|
|
|
|
|
*/
|
|
|
|
|
if (on(*mp, CARRYSCROLL) && rnd(100) < chance) {
|
|
|
|
|
item = new_thing(TYP_SCROLL);
|
|
|
|
|
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);
|
|
|
|
|
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);
|
|
|
|
|
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);
|
|
|
|
|
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);
|
|
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
obj->o_pos = mp->t_pos;
|
|
|
|
|
attach(mp->t_pack, item);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* 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).
|
|
|
|
|
*/
|
|
|
|
|
|
2016-02-07 14:39:21 -05:00
|
|
|
int
|
|
|
|
|
grab(int y, int x)
|
2012-08-09 22:58:48 +00:00
|
|
|
{
|
|
|
|
|
register struct linked_list *next_item, *item;
|
|
|
|
|
register struct object *obj;
|
|
|
|
|
register int cnt;
|
|
|
|
|
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.");
|
|
|
|
|
|
|
|
|
|
/* One thing there */
|
|
|
|
|
else if (num_there == 1) {
|
|
|
|
|
add_pack(FALSE, FALSE, NULL);
|
|
|
|
|
return(1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Multiple things there */
|
|
|
|
|
else {
|
|
|
|
|
wclear(hw);
|
|
|
|
|
cnt = 0;
|
|
|
|
|
for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there;
|
|
|
|
|
item = next(item), ch++) {
|
|
|
|
|
obj = OBJPTR(item);
|
|
|
|
|
wprintw(hw,"%c) %s\n\r", ch, inv_name(obj,FALSE));
|
|
|
|
|
if (++cnt >= LINES - 2 && next(item) != NULL) {
|
|
|
|
|
cnt = 0;
|
|
|
|
|
dbotline(hw, spacemsg);
|
|
|
|
|
wclear(hw);
|
|
|
|
|
}
|
|
|
|
|
if (ch == 'z') ch = 'A' - 1;
|
|
|
|
|
}
|
|
|
|
|
wmove(hw, LINES - 1,0);
|
|
|
|
|
wprintw(hw, "Pick up what? (* for all): ");
|
|
|
|
|
draw(hw); /* write screen */
|
|
|
|
|
|
|
|
|
|
for (;;) {
|
|
|
|
|
do {
|
|
|
|
|
ch = tolower(wgetch(hw));
|
|
|
|
|
} until (isalpha(ch) || ch == '*' || ch == ESCAPE);
|
|
|
|
|
restscr(cw); /* redraw orig screen */
|
|
|
|
|
if (ch == ESCAPE) {
|
|
|
|
|
after = FALSE;
|
|
|
|
|
msg(""); /* clear top line */
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (ch == '*') {
|
|
|
|
|
while (add_pack(NULL, TRUE, NULL)); /* pick up everything there */
|
|
|
|
|
return(num_there);
|
|
|
|
|
}
|
|
|
|
|
/* 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, LINES - 1, 25);
|
|
|
|
|
wprintw(hw, " [between 'a' and '%c']:%c ",
|
|
|
|
|
och == 'A' ? 'z' : och-1, '\007');
|
|
|
|
|
draw(hw); /* write screen */
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
detach(lvl_obj, item);
|
|
|
|
|
if (add_pack(item, FALSE, NULL)) {
|
|
|
|
|
/*
|
|
|
|
|
* There should always be at least one item left since we
|
|
|
|
|
* handle the one item case up above. But it never hurts
|
|
|
|
|
* to make sure we don't have a NULL pointer.
|
|
|
|
|
*/
|
|
|
|
|
if ((item = find_obj(hero.y, hero.x)) == NULL)
|
|
|
|
|
mvaddch(y, x, (OBJPTR(item))->o_type);
|
|
|
|
|
return(1);
|
|
|
|
|
}
|
|
|
|
|
else attach(lvl_obj, item); /* Couldn't pick it up! */
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return(0);
|
|
|
|
|
}
|