fuse() now expects a pointer as the argument to a fuse function. If this is one of the functions that takes int, fuse() follows the pointer and stores that value in the f_list slot, in the integer field of the argument union. When the fuse goes off, do_fuses() recognizes the function and passes it the integer field instead of the pointer. This has the disadvantage of hard-coding the functions that require int in daemon.c, but since the int is copied into f_list, it no longer has to be in static or global memory, which simplifies several files.
1585 lines
49 KiB
C
1585 lines
49 KiB
C
/*
|
|
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"
|
|
|
|
bool is_type(struct object *obj, int type);
|
|
|
|
/*
|
|
* 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(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;
|
|
int newclass;
|
|
|
|
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, 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) {
|
|
newclass = C_PALADIN;
|
|
fuse(changeclass, &newclass, 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) {
|
|
newclass = C_MONK;
|
|
fuse(changeclass, &newclass, 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... ");
|
|
newclass = C_MAGICIAN;
|
|
fuse(changeclass, &newclass, 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) {
|
|
newclass = C_ASSASSIN;
|
|
fuse(changeclass, &newclass, roll(8, 8), AFTER);
|
|
}
|
|
}
|
|
|
|
when QUILL_NAGROM:
|
|
fuse(quill_charge, 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) {
|
|
newclass = C_DRUID;
|
|
fuse(changeclass, &newclass, 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. ");
|
|
newclass = C_THIEF;
|
|
fuse(changeclass, &newclass, 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. ");
|
|
newclass = C_FIGHTER;
|
|
fuse(changeclass, &newclass, 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) {
|
|
newclass = C_RANGER;
|
|
fuse(changeclass, &newclass, 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) {
|
|
newclass = C_CLERIC;
|
|
fuse(changeclass, &newclass, 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
|
|
*/
|
|
|
|
bool
|
|
inventory(struct linked_list *list, 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(void)
|
|
{
|
|
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
|
|
* purpose: NULL if we should be silent (no prompts)
|
|
*/
|
|
|
|
struct linked_list *
|
|
get_item(struct linked_list *list, char *purpose, int type, bool askfirst,
|
|
bool 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, '\0');
|
|
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 */
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
char
|
|
pack_char(struct linked_list *list, struct object *obj)
|
|
{
|
|
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
|
|
*/
|
|
|
|
void
|
|
cur_null(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
|
|
*/
|
|
|
|
void
|
|
idenpack(void)
|
|
{
|
|
reg struct linked_list *pc;
|
|
|
|
for (pc = pack ; pc != NULL ; pc = next(pc))
|
|
whatis(pc);
|
|
}
|
|
|
|
bool
|
|
is_type(struct object *obj, 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:
|
|
case MM_CRYSTAL:
|
|
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:
|
|
case ALTERAN_CARD:
|
|
return (TRUE);
|
|
}
|
|
}
|
|
else if (obj->o_type == POTION) {
|
|
/*
|
|
* only assassins can use poison
|
|
*/
|
|
if (player.t_ctype == C_ASSASSIN && 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);
|
|
}
|
|
|
|
void
|
|
del_pack(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.
|
|
*/
|
|
|
|
void
|
|
carry_obj(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, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
if (on(*mp, CARRYCLOAK)) {
|
|
item = spec_item(RELIC, EMORI_CLOAK, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
if (on(*mp, CARRYANKH)) {
|
|
item = spec_item(RELIC, HEIL_ANKH, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
if (on(*mp, CARRYSTAFF)) {
|
|
item = spec_item(RELIC, MING_STAFF, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
if (on(*mp, CARRYWAND)) {
|
|
item = spec_item(RELIC, ORCUS_WAND, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
if (on(*mp, CARRYROD)) {
|
|
item = spec_item(RELIC, ASMO_ROD, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
if (on(*mp, CARRYYAMULET)) {
|
|
item = spec_item(RELIC, YENDOR_AMULET, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
if (on(*mp, CARRYBAMULET)) {
|
|
item = spec_item(RELIC, STONEBONES_AMULET, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
|
|
if (on(*mp, CARRYMANDOLIN)) {
|
|
item = spec_item(RELIC, BRIAN_MANDOLIN, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
if (on(*mp, CARRYEYE)) {
|
|
item = spec_item(RELIC, EYE_VECNA, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
if (on(*mp, CARRYAXE)) {
|
|
item = spec_item(RELIC, AXE_AKLAD, 0, 0);
|
|
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, 0, 0);
|
|
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, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
if (on(*mp, CARRYFLAIL)) {
|
|
item = spec_item(RELIC, YEENOGHU_FLAIL, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
if (on(*mp, CARRYHORN)) {
|
|
item = spec_item(RELIC, GERYON_HORN, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
if (on(*mp, CARRYSURTURRING)) {
|
|
item = spec_item(RELIC, SURTUR_RING, 0, 0);
|
|
obj = OBJPTR(item);
|
|
obj->o_pos = mp->t_pos;
|
|
attach(mp->t_pack, item);
|
|
}
|
|
if (on(*mp, CARRYCARD)) {
|
|
item = spec_item(RELIC, ALTERAN_CARD, 0, 0);
|
|
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, 0, 0, 0);
|
|
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) {
|
|
int type;
|
|
switch (rnd(41)) {
|
|
case 3: type = E_APPLE;
|
|
when 6: type = E_HAGBERRY;
|
|
when 9: type = E_SOURSOP;
|
|
when 12: type = E_RAMBUTAN;
|
|
when 15: type = E_DEWBERRY;
|
|
when 18: type = E_CANDLEBERRY;
|
|
when 21: type = E_BANANA;
|
|
when 24: type = E_CAPRIFIG;
|
|
when 27: type = E_STRAWBERRY;
|
|
when 30: type = E_GOOSEBERRY;
|
|
when 33: type = E_ELDERBERRY;
|
|
when 36: type = E_BLUEBERRY;
|
|
when 40: type = E_SLIMEMOLD; /* monster food */
|
|
otherwise: type = E_RATION;
|
|
}
|
|
item = spec_item(FOOD, type, 0, 0);
|
|
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).
|
|
*/
|
|
|
|
int
|
|
grab(int y, int 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 3 blank lines at the bottom and 3 blank columns to he right.
|
|
*/
|
|
if (menu_overlay && num_there < lines - 3) {
|
|
over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, '\0');
|
|
pagecnt = -1; /* Indicate we used over_win */
|
|
}
|
|
else draw(hw); /* write screen */
|
|
|
|
for (;;) {
|
|
do {
|
|
ch = wgetch(cw);
|
|
} until (isalpha(ch) || ch == '*' || ch == ESC);
|
|
|
|
/* Redraw original screen */
|
|
if (pagecnt < 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 */
|
|
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 the right.
|
|
*/
|
|
if (menu_overlay && num_there < lines - 3) {
|
|
over_win(cw, hw, num_there + 2, maxlen + 3,
|
|
num_there, 49, '\0');
|
|
cnt = -1; /* Indicate we used over_win */
|
|
}
|
|
else draw(hw); /* write screen */
|
|
continue;
|
|
}
|
|
else {
|
|
detach(lvl_obj, item);
|
|
if (add_pack(item, FALSE)) {
|
|
/*
|
|
* 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)
|
|
*/
|
|
|
|
void
|
|
make_sell_pack(struct thing *tp)
|
|
{
|
|
reg struct linked_list *item;
|
|
reg struct object *obj;
|
|
reg int sell_type = 0, nitems, i;
|
|
|
|
/* Select the items */
|
|
nitems = rnd(5) + 7;
|
|
|
|
switch (rnd(14)) {
|
|
/* Armor */
|
|
case 0:
|
|
case 1:
|
|
turn_on(*tp, CARRYARMOR);
|
|
sell_type = TYP_ARMOR;
|
|
break;
|
|
|
|
/* Weapon */
|
|
when 2:
|
|
case 3:
|
|
turn_on(*tp, CARRYWEAPON);
|
|
sell_type = TYP_WEAPON;
|
|
break;
|
|
|
|
/* Staff or wand */
|
|
when 4:
|
|
case 5:
|
|
turn_on(*tp, CARRYSTICK);
|
|
sell_type = TYP_STICK;
|
|
break;
|
|
|
|
/* Ring */
|
|
when 6:
|
|
case 7:
|
|
turn_on(*tp, CARRYRING);
|
|
sell_type = TYP_RING;
|
|
break;
|
|
|
|
/* scroll */
|
|
when 8:
|
|
case 9:
|
|
turn_on(*tp, CARRYSCROLL);
|
|
sell_type = TYP_SCROLL;
|
|
break;
|
|
|
|
/* potions */
|
|
when 10:
|
|
case 11:
|
|
turn_on(*tp, CARRYPOTION);
|
|
sell_type = TYP_POTION;
|
|
break;
|
|
|
|
/* Miscellaneous magic */
|
|
when 12:
|
|
case 13:
|
|
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);
|
|
}
|
|
}
|
|
|