early-roguelike/rogue4/things.c
John "Elwin" Edwards 718c807339 Rogue V4, V5: fix messages when viewing the identified items.
The functions for displaying the list of identified items begin by
prompting for the category of item, using msg().  Rogue V4 left this
prompt on the screen after displaying the discovery list.  Rogue V5
erased the message window even if the process of printing the list
created another message which the player had not read.

Messages are now cleared in endline(), which is capable of checking
whether clearing should be done.
2016-04-24 13:33:17 -04:00

623 lines
13 KiB
C

/*
* Contains functions for dealing with things like potions, scrolls,
* and other items.
*
* @(#)things.c 4.26 (Berkeley) 5/18/82
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981, 1982 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"
int pick_one(struct magic_item *magic, int nitems);
void print_disc(char type);
void set_order(short *order, int numthings);
char *nothing(char type);
bool got_genocide = FALSE;
/*
* inv_name:
* Return the name of something as it would appear in an
* inventory.
*/
char *
inv_name(THING *obj, bool drop)
{
register char *pb;
pb = prbuf;
switch (obj->o_type)
{
case SCROLL:
if (obj->o_count == 1)
{
strcpy(pb, "A scroll ");
pb = &prbuf[9];
}
else
{
sprintf(pb, "%d scrolls ", obj->o_count);
pb = &prbuf[strlen(prbuf)];
}
if (s_know[obj->o_which])
sprintf(pb, "of %s", s_magic[obj->o_which].mi_name);
else if (s_guess[obj->o_which])
sprintf(pb, "called %s", s_guess[obj->o_which]);
else
sprintf(pb, "titled '%s'", s_names[obj->o_which]);
when POTION:
if (obj->o_count == 1)
{
strcpy(pb, "A potion ");
pb = &prbuf[9];
}
else
{
sprintf(pb, "%d potions ", obj->o_count);
pb = &pb[strlen(prbuf)];
}
if (p_know[obj->o_which])
sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name,
p_colors[obj->o_which]);
else if (p_guess[obj->o_which])
sprintf(pb, "called %s(%s)", p_guess[obj->o_which],
p_colors[obj->o_which]);
else if (obj->o_count == 1)
sprintf(prbuf, "A%s %s potion", vowelstr(p_colors[obj->o_which]),
p_colors[obj->o_which]);
else
sprintf(prbuf, "%d %s potions", obj->o_count,
p_colors[obj->o_which]);
when FOOD:
if (obj->o_which == 1)
if (obj->o_count == 1)
sprintf(pb, "A%s %s", vowelstr(fruit), fruit);
else
sprintf(pb, "%d %ss", obj->o_count, fruit);
else
if (obj->o_count == 1)
strcpy(pb, "Some food");
else
sprintf(pb, "%d rations of food", obj->o_count);
when WEAPON:
if (obj->o_count > 1)
sprintf(pb, "%d ", obj->o_count);
else
sprintf(pb, "A%s ", vowelstr(w_names[obj->o_which]));
pb = &prbuf[strlen(prbuf)];
if (obj->o_flags & ISKNOW)
sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus, WEAPON),
w_names[obj->o_which]);
else
sprintf(pb, "%s", w_names[obj->o_which]);
if (obj->o_count > 1)
strcat(pb, "s");
when ARMOR:
if (obj->o_flags & ISKNOW)
{
sprintf(pb, "%s %s [",
num(a_class[obj->o_which] - obj->o_ac, 0, ARMOR),
a_names[obj->o_which]);
if (!terse)
strcat(pb, "armor class ");
pb = &prbuf[strlen(prbuf)];
sprintf(pb, "%d]", obj->o_ac);
}
else
sprintf(pb, "%s", a_names[obj->o_which]);
when AMULET:
strcpy(pb, "The Amulet of Yendor");
when STICK:
sprintf(pb, "A%s %s ", vowelstr(ws_type[obj->o_which]),
ws_type[obj->o_which]);
pb = &prbuf[strlen(prbuf)];
if (ws_know[obj->o_which])
sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name,
charge_str(obj), ws_made[obj->o_which]);
else if (ws_guess[obj->o_which])
sprintf(pb, "called %s(%s)", ws_guess[obj->o_which],
ws_made[obj->o_which]);
else
sprintf(pb = &prbuf[1], "%s %s %s",
vowelstr(ws_made[obj->o_which]), ws_made[obj->o_which],
ws_type[obj->o_which]);
when RING:
if (r_know[obj->o_which])
sprintf(pb, "A%s ring of %s(%s)", ring_num(obj),
r_magic[obj->o_which].mi_name, r_stones[obj->o_which]);
else if (r_guess[obj->o_which])
sprintf(pb, "A ring called %s(%s)",
r_guess[obj->o_which], r_stones[obj->o_which]);
else
sprintf(pb, "A%s %s ring", vowelstr(r_stones[obj->o_which]),
r_stones[obj->o_which]);
when GOLD:
sprintf(pb, "%d pieces of gold", obj->o_goldval);
#ifdef WIZARD
otherwise:
debug("Picked up something funny %s", unctrol(obj->o_type));
sprintf(pb, "Something bizarre %s", unctrol(obj->o_type));
#endif
}
if (obj == cur_armor)
strcat(pb, " (being worn)");
if (obj == cur_weapon)
strcat(pb, " (weapon in hand)");
if (obj == cur_ring[LEFT])
strcat(pb, " (on left hand)");
else if (obj == cur_ring[RIGHT])
strcat(pb, " (on right hand)");
if (drop && isupper(prbuf[0]))
prbuf[0] = tolower(prbuf[0]);
else if (!drop && islower(*prbuf))
*prbuf = toupper(*prbuf);
return prbuf;
}
/*
* drop:
* Put something down
*/
void
drop(void)
{
register char ch;
register THING *nobj, *op;
ch = chat(hero.y, hero.x);
if (ch != FLOOR && ch != PASSAGE)
{
after = FALSE;
msg("there is something there already");
return;
}
if ((op = get_item("drop", 0)) == NULL)
return;
if (!dropcheck(op))
return;
/*
* Take it out of the pack
*/
if (op->o_count >= 2 && op->o_type != WEAPON)
{
op->o_count--;
nobj = new_item();
*nobj = *op;
nobj->o_count = 1;
op = nobj;
if (op->o_group != 0)
inpack++;
}
else
detach(pack, op);
inpack--;
/*
* Link it into the level object list
*/
attach(lvl_obj, op);
chat(hero.y, hero.x) = op->o_type;
flat(hero.y, hero.x) |= F_DROPPED;
op->o_pos = hero;
if (op->o_type == AMULET)
amulet = FALSE;
msg("dropped %s", inv_name(op, TRUE));
}
/*
* dropcheck:
* Do special checks for dropping or unweilding|unwearing|unringing
*/
bool
dropcheck(THING *op)
{
if (op == NULL)
return TRUE;
if (op != cur_armor && op != cur_weapon
&& op != cur_ring[LEFT] && op != cur_ring[RIGHT])
return TRUE;
if (op->o_flags & ISCURSED)
{
msg("you can't. It appears to be cursed");
return FALSE;
}
if (op == cur_weapon)
cur_weapon = NULL;
else if (op == cur_armor)
{
waste_time();
cur_armor = NULL;
}
else
{
cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL;
switch (op->o_which)
{
case R_ADDSTR:
chg_str(-op->o_ac);
break;
case R_SEEINVIS:
unsee();
extinguish(unsee);
break;
}
}
return TRUE;
}
/*
* new_thing:
* Return a new thing
*/
THING *
new_thing(void)
{
register THING *cur;
register int j, k;
cur = new_item();
cur->o_hplus = cur->o_dplus = 0;
strcpy(cur->o_damage,"0d0");
strcpy(cur->o_hurldmg,"0d0");
cur->o_ac = 11;
cur->o_count = 1;
cur->o_group = 0;
cur->o_flags = 0;
/*
* Decide what kind of object it will be
* If we haven't had food for a while, let it be food.
*/
switch (no_food > 3 ? 2 : pick_one(things, NUMTHINGS))
{
case 0:
cur->o_type = POTION;
cur->o_which = pick_one(p_magic, MAXPOTIONS);
when 1:
cur->o_type = SCROLL;
cur->o_which = pick_one(s_magic, MAXSCROLLS);
/*
* Only one genocide scroll allowed per game, so if it's
* the second one, then turn it into a identify scroll
*/
if (cur->o_which == S_GENOCIDE)
if (got_genocide)
cur->o_which = S_IDENT;
else
got_genocide = TRUE;
when 2:
no_food = 0;
cur->o_type = FOOD;
if (rnd(10) != 0)
cur->o_which = 0;
else
cur->o_which = 1;
when 3:
cur->o_type = WEAPON;
cur->o_which = rnd(MAXWEAPONS);
init_weapon(cur, cur->o_which);
if ((k = rnd(100)) < 10)
{
cur->o_flags |= ISCURSED;
cur->o_hplus -= rnd(3) + 1;
}
else if (k < 15)
cur->o_hplus += rnd(3) + 1;
when 4:
cur->o_type = ARMOR;
for (j = 0, k = rnd(100); j < MAXARMORS; j++)
if (k < a_chances[j])
break;
#ifdef WIZARD
if (j == MAXARMORS)
{
debug("Picked a bad armor %d", k);
j = 0;
}
#endif
cur->o_which = j;
cur->o_ac = a_class[j];
if ((k = rnd(100)) < 20)
{
cur->o_flags |= ISCURSED;
cur->o_ac += rnd(3) + 1;
}
else if (k < 28)
cur->o_ac -= rnd(3) + 1;
when 5:
cur->o_type = RING;
cur->o_which = pick_one(r_magic, MAXRINGS);
switch (cur->o_which)
{
case R_ADDSTR:
case R_PROTECT:
case R_ADDHIT:
case R_ADDDAM:
if ((cur->o_ac = rnd(3)) == 0)
{
cur->o_ac = -1;
cur->o_flags |= ISCURSED;
}
when R_AGGR:
case R_TELEPORT:
cur->o_flags |= ISCURSED;
}
when 6:
cur->o_type = STICK;
cur->o_which = pick_one(ws_magic, MAXSTICKS);
fix_stick(cur);
#ifdef WIZARD
otherwise:
debug("Picked a bad kind of object");
wait_for(' ');
#endif
}
return cur;
}
/*
* pick_one:
* Pick an item out of a list of nitems possible magic items
*/
int
pick_one(struct magic_item *magic, int nitems)
{
register struct magic_item *end;
register int i;
register struct magic_item *start;
start = magic;
for (end = &magic[nitems], i = rnd(100); magic < end; magic++)
if (i < magic->mi_prob)
break;
if (magic == end)
{
#ifdef WIZARD
if (wizard)
{
msg("bad pick_one: %d from %d items", i, nitems);
for (magic = start; magic < end; magic++)
msg("%s: %d%%", magic->mi_name, magic->mi_prob);
}
#endif
magic = start;
}
return magic - start;
}
/*
* discovered:
* list what the player has discovered in this game of a certain type
*/
static int line_cnt = 0;
static bool newpage = FALSE;
static char *lastfmt, *lastarg;
void
discovered(void)
{
register char ch;
register bool disc_list;
do {
disc_list = FALSE;
if (!terse)
addmsg("for ");
addmsg("what type");
if (!terse)
addmsg(" of object do you want a list");
msg("? (* for all)");
ch = readchar();
switch (ch)
{
case ESCAPE:
msg("");
return;
case POTION:
case SCROLL:
case RING:
case STICK:
case '*':
disc_list = TRUE;
break;
default:
if (terse)
msg("Not a type");
else
msg("Please type one of %c%c%c%c (ESCAPE to quit)", POTION, SCROLL, RING, STICK);
}
} while (!disc_list);
if (ch == '*')
{
print_disc(POTION);
add_line("", NULL);
print_disc(SCROLL);
add_line("", NULL);
print_disc(RING);
add_line("", NULL);
print_disc(STICK);
end_line();
}
else
{
print_disc(ch);
end_line();
}
}
/*
* print_disc:
* Print what we've discovered of type 'type'
*/
#define MAX(a,b,c,d) (a > b ? (a > c ? (a > d ? a : d) : (c > d ? c : d)) : (b > c ? (b > d ? b : d) : (c > d ? c : d)))
void
print_disc(char type)
{
register bool *know = NULL;
register char **guess = NULL;
register int i, maxnum = 0, num_found;
static THING obj;
static short order[MAX(MAXSCROLLS, MAXPOTIONS, MAXRINGS, MAXSTICKS)];
switch (type)
{
case SCROLL:
maxnum = MAXSCROLLS;
know = s_know;
guess = s_guess;
break;
case POTION:
maxnum = MAXPOTIONS;
know = p_know;
guess = p_guess;
break;
case RING:
maxnum = MAXRINGS;
know = r_know;
guess = r_guess;
break;
case STICK:
maxnum = MAXSTICKS;
know = ws_know;
guess = ws_guess;
break;
}
set_order(order, maxnum);
obj.o_count = 1;
obj.o_flags = 0;
num_found = 0;
for (i = 0; i < maxnum; i++)
if (know[order[i]] || guess[order[i]])
{
obj.o_type = type;
obj.o_which = order[i];
add_line("%s", inv_name(&obj, FALSE));
num_found++;
}
if (num_found == 0)
add_line(nothing(type), NULL);
}
/*
* set_order:
* Set up order for list
*/
void
set_order(short *order, int numthings)
{
register int i, r, t;
for (i = 0; i< numthings; i++)
order[i] = i;
for (i = numthings; i > 0; i--)
{
r = rnd(i);
t = order[i - 1];
order[i - 1] = order[r];
order[r] = t;
}
}
/*
* add_line:
* Add a line to the list of discoveries
*/
void
add_line(char *fmt, char *arg)
{
if (line_cnt == 0)
{
wclear(hw);
if (slow_invent)
mpos = 0;
}
if (slow_invent)
{
if (fmt != NULL && *fmt != '\0')
msg(fmt, arg);
line_cnt++;
}
else
{
if (line_cnt >= LINES - 1 || fmt == NULL)
{
mvwaddstr(hw, LINES - 1, 0, "--Press space to continue--");
wrefresh(hw);
w_wait_for(hw,' ');
clearok(curscr, TRUE);
wclear(hw);
touchwin(stdscr);
newpage = TRUE;
line_cnt = 0;
}
if (fmt != NULL && !(line_cnt == 0 && *fmt == '\0'))
{
mvwprintw(hw, line_cnt++, 0, fmt, arg);
lastfmt = fmt;
lastarg = arg;
}
}
}
/*
* end_line:
* End the list of lines
*/
void
end_line(void)
{
if (!slow_invent)
{
if (line_cnt == 1 && !newpage)
{
mpos = 0;
msg(lastfmt, lastarg);
}
else
{
add_line(NULL, NULL);
msg("");
}
}
line_cnt = 0;
newpage = FALSE;
}
/*
* nothing:
* Set up prbuf so that message for "nothing found" is there
*/
char *
nothing(char type)
{
register char *sp, *tystr = NULL;
if (terse)
sprintf(prbuf, "Nothing");
else
sprintf(prbuf, "Haven't discovered anything");
if (type != '*')
{
sp = &prbuf[strlen(prbuf)];
switch (type)
{
case POTION: tystr = "potion";
when SCROLL: tystr = "scroll";
when RING: tystr = "ring";
when STICK: tystr = "stick";
}
sprintf(sp, " about any %ss", tystr);
}
return prbuf;
}