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.
1547 lines
37 KiB
C
1547 lines
37 KiB
C
/*
|
||
* pack.c - Routines to deal with the pack.
|
||
*
|
||
* Advanced Rogue
|
||
* Copyright (C) 1984, 1985, 1986 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"
|
||
#ifdef PC7300
|
||
#include "menu.h"
|
||
#endif
|
||
|
||
bool is_type (struct object *obj, int type);
|
||
|
||
/*
|
||
* Routines to deal with the pack
|
||
*/
|
||
|
||
/*
|
||
* 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, struct linked_list **packret)
|
||
{
|
||
register struct linked_list *ip, *lp = NULL, *ap;
|
||
register struct object *obj, *op = NULL;
|
||
register bool exact, from_floor;
|
||
|
||
if (packret != NULL)
|
||
*packret = NULL;
|
||
|
||
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 can do strange things when you pick them up */
|
||
if (obj->o_type == RELIC) {
|
||
int newclass;
|
||
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);
|
||
|
||
/* 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);
|
||
|
||
/* 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 pulsing.", inv_name(obj, TRUE));
|
||
msg("It fades away.... -- More --");
|
||
wait_for(' ');
|
||
death(D_RELIC);
|
||
}
|
||
msg("The %s welds itself into your chest.",inv_name(obj,TRUE));
|
||
|
||
/* The eye must be inserted in eye socket */
|
||
when EYE_VECNA:
|
||
msg("The eye forces you to jam it into your eye socket!");
|
||
pstats.s_hpt -= 75;
|
||
if (pstats.s_hpt < 0) {
|
||
msg ("The pain is too much for you! -- More --");
|
||
wait_for(' ');
|
||
death(D_RELIC);
|
||
}
|
||
waste_time();
|
||
msg("The excrutiating pain slowly turns into a dull throb.");
|
||
|
||
when QUILL_NAGROM:
|
||
fuse(quill_charge,NULL,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER);
|
||
|
||
/* Weapons will insist on being wielded. */
|
||
when MUSTY_DAGGER:
|
||
case HRUGGEK_MSTAR:
|
||
case YEENOGHU_FLAIL:
|
||
case AXE_AKLAD:
|
||
/* For the daggers start a fuse to change player to a thief. */
|
||
/* and set a daemon to eat gold. */
|
||
if (obj->o_which == MUSTY_DAGGER) {
|
||
newclass = C_THIEF;
|
||
fuse(changeclass, &newclass, roll(20, 20), AFTER);
|
||
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);
|
||
}
|
||
/* For the axe start a fuse to change player to a fighter. */
|
||
if (obj->o_which == AXE_AKLAD)
|
||
newclass = C_FIGHTER;
|
||
fuse(changeclass, &newclass, roll(20, 20), 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;
|
||
|
||
when SURTUR_RING:
|
||
msg("The ring forces itself through your nose!");
|
||
pstats.s_hpt -= 22;
|
||
if (pstats.s_hpt < 0) {
|
||
msg ("The pain is too much for you! -- More --");
|
||
wait_for(' ');
|
||
death(D_RELIC);
|
||
}
|
||
waste_time();
|
||
turn_on(player, NOFIRE);
|
||
msg("The pain slowly subsides.");
|
||
otherwise:
|
||
break;
|
||
}
|
||
cur_relic[obj->o_which]++; /* Note that we have it */
|
||
}
|
||
|
||
updpack(FALSE, &player);
|
||
if (packret != NULL)
|
||
*packret = item;
|
||
return(TRUE);
|
||
}
|
||
|
||
#ifdef PC7300
|
||
static menu_t Display; /* The menu structure */
|
||
static mitem_t Dispitems[MAXPACK+1]; /* Info for each line */
|
||
static char Displines[MAXPACK+1][LINELEN+1]; /* The lines themselves */
|
||
#endif
|
||
|
||
/*
|
||
* 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, 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 */
|
||
|
||
#ifdef PC7300
|
||
/* Put it into the PC menu display */
|
||
strcpy(Displines[0], inv_temp);
|
||
Dispitems[0].mi_name = Displines[0];
|
||
Dispitems[0].mi_flags = 0;
|
||
Dispitems[0].mi_val = 0;
|
||
#endif
|
||
}
|
||
/*
|
||
* 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);
|
||
#ifdef PC7300
|
||
/* Put it into the PC menu display */
|
||
strcpy(Displines[n_objs-1], inv_temp);
|
||
Displines[n_objs-1][curx] = '\0'; /* Strip newline */
|
||
Dispitems[n_objs-1].mi_name = Displines[n_objs-1];
|
||
Dispitems[n_objs-1].mi_flags = 0;
|
||
Dispitems[n_objs-1].mi_val = 0;
|
||
#endif
|
||
}
|
||
}
|
||
}
|
||
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)
|
||
{
|
||
#ifdef PC7300
|
||
/* Place an end marker for the items */
|
||
Dispitems[n_objs].mi_name = 0;
|
||
|
||
/* Set up the main menu structure */
|
||
Display.m_label = "Inventory";
|
||
Display.m_title = "Pack Contents";
|
||
Display.m_prompt = "Press Cancl to continue.";
|
||
Display.m_curptr = '\0';
|
||
Display.m_markptr = '\0';
|
||
Display.m_flags = 0;
|
||
Display.m_selcnt = 0;
|
||
Display.m_items = Dispitems;
|
||
Display.m_curi = 0;
|
||
|
||
/*
|
||
* Try to display the menu. If we don't have a local terminal,
|
||
* the call will fail and we will just continue with the
|
||
* normal mode.
|
||
*/
|
||
if (menu(&Display) >= 0) return TRUE;
|
||
#endif
|
||
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 / 2 + 2) {
|
||
over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' ');
|
||
return TRUE;
|
||
}
|
||
|
||
draw(hw);
|
||
wait_for(' ');
|
||
clearok(cw, TRUE);
|
||
touchwin(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 = 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, FALSE, FALSE) == 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)
|
||
{
|
||
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];
|
||
#ifdef PC7300
|
||
int menucount = 0;
|
||
int usemenu = 1;
|
||
#endif
|
||
|
||
/*
|
||
* 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) < 75)
|
||
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);
|
||
while(TRUE) {
|
||
if (purpose) { /* Should we prompt the player? */
|
||
msg("%s what (* for the item)?",purpose);
|
||
ch = tolower(readchar());
|
||
}
|
||
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 == 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);
|
||
|
||
}
|
||
}
|
||
while (TRUE) {
|
||
if (!askfirst && 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);
|
||
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, "[%d] ", 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;
|
||
#ifdef PC7300
|
||
if (usemenu) {
|
||
/* Put it into the PC menu display */
|
||
strcpy(Displines[menucount], description);
|
||
Displines[menucount][curx] = '\0'; /* Strip newline */
|
||
Dispitems[menucount].mi_name = Displines[menucount];
|
||
Dispitems[menucount].mi_flags = 0;
|
||
Dispitems[menucount++].mi_val = (int) item;
|
||
}
|
||
#endif
|
||
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? ", purpose);
|
||
else strcpy(description, spacemsg);
|
||
waddstr(hw, description);
|
||
curx = strlen(description);
|
||
if (maxx < curx) maxx = curx;
|
||
|
||
#ifdef PC7300
|
||
if (usemenu) {
|
||
/* Place an end marker for the items */
|
||
Dispitems[menucount].mi_name = 0;
|
||
|
||
/* Set up the main menu structure */
|
||
Display.m_label = "Sub-Inventory";
|
||
if (purpose) {
|
||
Display.m_title = description;
|
||
Display.m_prompt =
|
||
"Select an item or press Cancl for no selection.";
|
||
Display.m_selcnt = 1;
|
||
}
|
||
else {
|
||
Display.m_title = 0;
|
||
Display.m_prompt = "Press Cancl to continue.";
|
||
Display.m_selcnt = 0;
|
||
}
|
||
Display.m_curptr = '\0';
|
||
Display.m_markptr = '\0';
|
||
Display.m_flags = 0;
|
||
Display.m_items = Dispitems;
|
||
Display.m_curi = 0;
|
||
|
||
/*
|
||
* Try to display the menu. If we don't have a local terminal,
|
||
* the call will fail and we will just continue with the
|
||
* normal mode.
|
||
*/
|
||
if (menu(&Display) >= 0) {
|
||
msg("");
|
||
if (Display.m_selcnt == 0) {
|
||
/* Menu was cancelled */
|
||
if (purpose) {
|
||
after = FALSE;
|
||
return NULL; /* all done if abort */
|
||
}
|
||
else return saveitem;
|
||
}
|
||
else return (struct linked_list *) Display.m_curi->mi_val;
|
||
}
|
||
else {
|
||
usemenu = 0; /* Can't use the menu facilities */
|
||
}
|
||
}
|
||
#endif
|
||
/* Write the screen */
|
||
if ((menu_overlay && cnt < lines / 2 + 2) || 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 = tolower(readchar());
|
||
} until (isalpha(ch) || ch == ESCAPE);
|
||
}
|
||
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 */
|
||
}
|
||
else restscr(cw);
|
||
|
||
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 (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:
|
||
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:
|
||
return (TRUE);
|
||
}
|
||
}
|
||
else if (obj->o_type == POTION) {
|
||
/*
|
||
* only assassins can use poison
|
||
*/
|
||
if (player.t_ctype == C_ASSASIN && 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 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) {
|
||
item = spec_item(FOOD, 0, 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 an extra blank line at the bottom and 3 blank columns
|
||
* to he right.
|
||
*/
|
||
if (menu_overlay && num_there < lines / 2 + 2) {
|
||
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 = tolower(readchar());
|
||
} until (isalpha(ch) || ch == '*' || ch == ESCAPE);
|
||
|
||
/* Redraw original screen */
|
||
if (pagecnt < 0) {
|
||
clearok(cw, FALSE); /* Setup to redraw current screen */
|
||
touchwin(cw); /* clearing first */
|
||
}
|
||
else restscr(cw);
|
||
|
||
if (ch == ESCAPE) {
|
||
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 he right.
|
||
*/
|
||
if (menu_overlay && num_there < lines / 2 + 2) {
|
||
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, NULL)) {
|
||
/*
|
||
* 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, nitems, i;
|
||
|
||
/* Select the items */
|
||
nitems = rnd(6) + 5;
|
||
|
||
switch (rnd(9)) {
|
||
/* Armor */
|
||
case 0:
|
||
case 1:
|
||
turn_on(*tp, CARRYARMOR);
|
||
sell_type = TYP_ARMOR;
|
||
break;
|
||
|
||
/* Weapon */
|
||
case 2:
|
||
case 3:
|
||
turn_on(*tp, CARRYWEAPON);
|
||
sell_type = TYP_WEAPON;
|
||
break;
|
||
|
||
/* Staff or wand */
|
||
case 4:
|
||
turn_on(*tp, CARRYSTICK);
|
||
sell_type = TYP_STICK;
|
||
break;
|
||
|
||
/* Ring */
|
||
case 5:
|
||
turn_on(*tp, CARRYRING);
|
||
sell_type = TYP_RING;
|
||
break;
|
||
|
||
/* scroll */
|
||
case 6:
|
||
turn_on(*tp, CARRYSCROLL);
|
||
sell_type = TYP_SCROLL;
|
||
break;
|
||
|
||
/* potions */
|
||
case 7:
|
||
turn_on(*tp, CARRYPOTION);
|
||
sell_type = TYP_POTION;
|
||
break;
|
||
|
||
/* Miscellaneous magic */
|
||
case 8:
|
||
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);
|
||
}
|
||
}
|