diff arogue5/pack.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
parents
children 56e748983fa8
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue5/pack.c	Thu Aug 09 22:58:48 2012 +0000
@@ -0,0 +1,1143 @@
+/*
+ * Routines to deal with the pack
+ *
+ * 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 "rogue.h"
+
+char outstring[512];	/* ridiculously long string for use with msg */
+
+/*
+ * 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(item, silent, packret)
+register struct linked_list *item, **packret;
+bool silent;
+{
+    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 ");
+	sprintf(outstring,"%s (%c)", inv_name(obj, !terse), pack_char(pack, obj));
+	msg(outstring);
+    }
+
+    /* Relics can do strange things when you pick them up */
+    if (obj->o_type == RELIC) {
+	cur_relic[obj->o_which]++;	/* Note that we have it */
+	switch (obj->o_which) {
+	    case HEIL_ANKH:
+		msg("The ankh welds itself into your hand.");
+
+	    /* 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(cw,' ');
+			death(D_RELIC);
+		    }
+		}
+
+	    /* The amulet must be worn. */
+	    when YENDOR_AMULET:
+		if (cur_misc[WEAR_JEWEL]) {
+		    msg("You have an urge to remove your current amulet.");
+		    if (!dropcheck(cur_misc[WEAR_JEWEL])) {
+			pstats.s_hpt = -1;
+			msg("The Amulet of Yendor begins pulsing.");
+			msg("It fades away.... -- More --");
+			wait_for(cw,' ');
+			death(D_RELIC);
+		    }
+		}
+		msg("The amulet welds itself into your chest.");
+
+	    /* Weapons will insist on being wielded. */
+	    when MUSTY_DAGGER:
+	    case HRUGGEK_MSTAR:
+	    case YEENOGHU_FLAIL:
+		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(cw,' ');
+			death(D_RELIC);
+		    }
+		}
+		cur_weapon = obj;
+	}
+    }
+
+    updpack(FALSE);
+    if (packret != NULL)
+	*packret = item;
+    return(TRUE);
+}
+
+/*
+ * inventory:
+ *	list what is in the pack
+ */
+inventory(list, type)
+register struct linked_list *list;
+register int type;
+{
+    register struct object *obj;
+    register char ch;
+    register int n_objs;
+    register int cnt;
+    char inv_temp[LINELEN];
+
+    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');
+		}
+	    /*
+	     * Print the line for this object
+	     */
+	    default:
+		if (ch > 'z')
+		    ch = 'A';
+		if (slow_invent){
+		    sprintf(outstring,"%c) %s", ch, inv_name(obj, FALSE));
+		    msg(outstring);
+		}
+		else {
+		    if (++cnt >= LINES - 2) { /* if bottom of screen */
+			dbotline(hw, morestr);
+			cnt = 0;
+			wclear(hw);
+		    }
+		    wprintw(hw, "%c) %s\n", ch, inv_name(obj, FALSE));
+		}
+	}
+    }
+    if (n_objs == 0) {
+	if (terse)
+	    msg(type == 0 ? "Empty handed." :
+			    "Nothing appropriate");
+	else
+	    msg(type == 0 ? "You are empty handed." :
+			    "You don't have anything appropriate");
+	return FALSE;
+    }
+    if (n_objs == 1) {
+	msg(inv_temp);
+	return TRUE;
+    }
+    if (!slow_invent)
+    {
+	mvwaddstr(hw, LINES-1, 0, spacemsg);
+	draw(hw);
+	wait_for(hw,' ');
+	clearok(cw, TRUE);
+	touchwin(cw);
+    }
+    return TRUE;
+}
+
+/*
+ * pick_up:
+ *	Add something to characters pack.
+ */
+pick_up(ch)
+char ch;
+{
+    switch (ch) {
+	default:
+	    debug("Where did you pick that up???");
+	case GOLD:
+	case ARMOR:
+	case POTION:
+	case FOOD:
+	case WEAPON:
+	case SCROLL:	
+	case MM:
+	case RING:
+	case STICK:
+	case RELIC:
+	    while (add_pack(NULL, FALSE, NULL));	/* pick up everything there */
+	    break;
+    }
+}
+
+/*
+ * picky_inven:
+ *	Allow player to inventory a single item
+ */
+void
+picky_inven()
+{
+    register struct linked_list *item;
+    register char ch, mch;
+
+    if (pack == NULL)
+	msg("You aren't carrying anything");
+    else if (next(pack) == NULL)
+	msg("a) %s", inv_name(OBJPTR(pack), FALSE));
+    else
+    {
+	msg(terse ? "Item: " : "Which item do you wish to inventory: ");
+	mpos = 0;
+	if ((mch = readchar()) == ESCAPE)
+	{
+	    msg("");
+	    return;
+	}
+
+	/* Check for a special character */
+	switch (mch) {
+	    case FOOD:
+	    case SCROLL:
+	    case POTION:
+	    case RING:
+	    case STICK:
+	    case RELIC:
+	    case ARMOR:
+	    case WEAPON:
+	    case MM:
+		msg("");
+		if (get_item(pack, NULL, mch) == NULL) {
+		    if (terse) msg("None in pack.");
+		    else msg("You have no %c in your pack.", mch);
+		}
+		return;
+	}
+
+	for (ch = 'a', item = pack; item != NULL; item = next(item), ch++)
+	    if (ch == mch)
+	    {
+		sprintf(outstring, "%c) %s",ch ,inv_name(OBJPTR(item), FALSE));
+		msg(outstring);
+		return;
+	    }
+	if (!terse)
+	    msg("'%s' not in pack.", unctrl(mch));
+	msg("Range is 'a' to '%c'", --ch);
+    }
+}
+
+
+/*
+ * get_item:
+ *	pick something out of a pack for a purpose
+ */
+struct linked_list *
+get_item(list, purpose, type)
+reg struct linked_list *list;
+char *purpose;	/* NULL if we should be silent (no prompts) */
+int type;
+{
+    reg struct linked_list *item;
+    reg struct object *obj;
+    reg int cnt, ch, och;
+    struct linked_list *saveitem = NULL;
+
+    cnt = 0;
+    if (list == NULL) {
+	msg("You aren't carrying anything.");
+	return NULL;
+    }
+    /* see if we have any of the type requested */
+    for(ch = 'a',item = list ; item != NULL ; item = next(item), ch++) {
+	obj = OBJPTR(item);
+	if (is_type(obj, type)) {
+	    cnt++;
+	    saveitem = item;
+	}
+    }
+    if (cnt == 0) {
+	if (purpose) msg("Nothing to %s",purpose);
+	after = FALSE;
+	return NULL;
+    }
+    else if (cnt == 1) {	/* only found one of 'em */
+	obj = OBJPTR(saveitem);
+	for(;;)  {
+	    if (purpose) {	/* Should we prompt the player? */
+		msg("%s what (* for the item)? ",purpose);
+		ch = tolower(readchar());
+	    }
+	    else {
+		sprintf(outstring, "%c) %s", pack_char(list, obj), inv_name(obj,FALSE));
+		msg(outstring);
+	    }
+
+	    if (ch == '*') {
+		mpos = 0;
+		sprintf(outstring, "%c) %s", pack_char(list, obj), inv_name(obj,FALSE));
+		msg(outstring);
+		continue;
+	    }
+	    if (ch == ESCAPE) {
+		msg("");
+		after = FALSE;
+		return NULL;
+	    }
+	    for(item = list,och = 'a'; item != NULL; item = next(item),och++) {
+		if (ch == och) break;
+		if (och == 'z') och = 'A' - 1;
+	    }
+	    if (item == NULL) {
+		msg("Please specify a letter between 'a' and '%c'",
+		    och == 'A' ? 'z' : och-1);
+		continue;
+	    }
+	    if (is_type (OBJPTR(item), type)) {
+		if (purpose) mpos = 0;
+		return item;
+	    }
+	    else
+		msg ("You can't %s that!", purpose);
+
+	} 
+    }
+    for(;;) {
+	if (purpose) {
+	    msg("%s what? (* for list): ",purpose);
+	    ch = readchar();
+	}
+	else ch = '*';
+
+	mpos = 0;
+	if (ch == ESCAPE) {		/* abort if escape hit */
+	    after = FALSE;
+	    msg("");		/* clear display */
+	    return NULL;
+	}
+	if (ch == '*') {
+	    wclear(hw);
+	    cnt = 0;
+	    for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) {
+		obj = OBJPTR(item);
+		if (!is_type(OBJPTR(item), type))
+		    continue;
+		wprintw(hw,"%c) %s\n\r",ch,inv_name(obj,FALSE));
+		if (++cnt >= LINES - 2 && next(item) != NULL) {
+		    cnt = 0;
+		    dbotline(hw, spacemsg);
+		    wclear(hw);
+		}
+		if (ch == 'z') ch = 'A' - 1;
+	    }
+	    wmove(hw, LINES - 1,0);
+	    if (purpose) wprintw(hw,"%s what? ",purpose);
+	    else waddstr(hw, spacemsg);
+
+	    draw(hw);		/* write screen */
+
+	    if (purpose) {
+		do {
+		    ch = tolower(wgetch(hw));
+		} until (isalpha(ch) || ch == ESCAPE);
+	    }
+	    else {
+		ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */
+		wait_for(hw,' ');
+	    }
+
+	    restscr(cw);		/* redraw orig screen */
+	    if(ch == ESCAPE) {
+		after = FALSE;
+		msg("");		/* clear top line */
+		return NULL;	/* all done if abort */
+	    }
+	    /* ch has item to get from list */
+	}
+	for(item = list,och = 'a'; item != NULL; item = next(item),och++) {
+	    if (ch == och) break;
+	    if (och == 'z') och = 'A' - 1;
+	}
+	if (item == NULL) {
+	    msg("Please specify a letter between 'a' and '%c'",
+		och == 'A' ? 'z' : och-1);
+	    continue;
+	}
+	if (is_type(OBJPTR(item), type))
+	    return (item);
+	else
+	    msg ("You can't %s that!", purpose);
+    }
+}
+
+pack_char(list, obj)
+register struct object *obj;
+struct linked_list *list;
+{
+    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
+ */
+cur_null(op)
+reg 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
+ */
+idenpack()
+{
+	reg struct linked_list *pc;
+
+	for (pc = pack ; pc != NULL ; pc = next(pc))
+		whatis(pc);
+}
+
+is_type (obj, type)
+register struct object *obj;
+register int type;
+{
+    register bool current;
+
+    if (type == obj->o_type)
+	return (TRUE);
+
+    switch (type) {
+	case ALL:
+	    return (TRUE);
+	when ZAPPABLE:
+	    if (obj->o_type == STICK) return (TRUE);
+	    if (obj->o_type == RELIC)
+		switch (obj->o_which) {
+		    case MING_STAFF:
+		    case ASMO_ROD:
+		    case ORCUS_WAND:
+			return (TRUE);
+		}
+	when WEARABLE:
+	case REMOVABLE:
+	    current = is_current(obj);
+
+	    /*
+	     * Don't wear thing we are already wearing or remove things
+	     * we aren't wearing.
+	     */
+	    if (type == WEARABLE && current) return (FALSE);
+	    else if (type == REMOVABLE && !current) return (FALSE);
+
+	    switch (obj->o_type) {
+		case RELIC:
+		    switch (obj->o_which) {
+			case HEIL_ANKH:
+			case EMORI_CLOAK:
+			    return (TRUE);
+		    }
+		when MM:
+		    switch (obj->o_which) {
+			case MM_ELF_BOOTS:
+			case MM_DANCE:
+			case MM_BRACERS:
+			case MM_DISP:
+			case MM_PROTECT:
+			case MM_G_DEXTERITY:
+			case MM_G_OGRE:
+			case MM_JEWEL:
+			case MM_R_POWERLESS:
+			case MM_FUMBLE:
+			case MM_STRANGLE:
+			case MM_ADAPTION:
+			    return (TRUE);
+		    }
+		when ARMOR:
+		case RING:
+		    return (TRUE);
+	    }
+	when CALLABLE:
+	    switch (obj->o_type) {
+	    case RING:
+	    case POTION:
+	    case STICK:
+	    case SCROLL:
+	    case MM:
+		return(TRUE);
+	    }
+	when WIELDABLE:
+	    switch (obj->o_type) {
+		case STICK:
+		case WEAPON:
+		    return(TRUE);
+		when RELIC:
+		    switch (obj->o_which) {
+			case MUSTY_DAGGER:
+			case HRUGGEK_MSTAR:
+			case YEENOGHU_FLAIL:
+			case MING_STAFF:
+			case ORCUS_WAND:
+			case ASMO_ROD:
+			    return(TRUE);
+		    }
+	    }
+	when IDENTABLE:
+	    if (!(obj->o_flags & ISKNOW) && obj->o_type != FOOD)
+		return (TRUE);
+	    if (obj->o_type == MM) {
+	      switch (obj->o_which) {
+		case MM_JUG:
+		    /* Can still identify a jug if we don't know the potion */
+		    if (obj->o_ac != JUG_EMPTY && !p_know[obj->o_ac])
+			return (TRUE);
+	      }
+	    }
+	when USEABLE:
+	    if (obj->o_type == MM) {
+		switch(obj->o_which) {
+		case MM_JUG:
+		case MM_BEAKER:
+		case MM_BOOK:
+		case MM_SKILLS:
+		case MM_OPEN:
+		case MM_HUNGER:
+		case MM_DRUMS:
+		case MM_DISAPPEAR:
+		case MM_CHOKE:
+		case MM_KEOGHTOM:
+		    return (TRUE);
+		}
+	    }
+	    else if (obj->o_type == RELIC) {
+		switch (obj->o_which) {
+		    case EMORI_CLOAK:
+		    case BRIAN_MANDOLIN:
+		    case HEIL_ANKH:
+		    case YENDOR_AMULET:
+		    case GERYON_HORN:
+			return (TRUE);
+		}
+	    }
+	when PROTECTABLE:
+	    switch (obj->o_type) {
+		case WEAPON:
+		    if ((obj->o_flags & ISMETAL) == 0) return (FALSE);
+
+		    /* Fall through */
+		case ARMOR:
+		    return (TRUE);
+
+		when MM:
+		    if (obj->o_which == MM_BRACERS) return (TRUE);
+	    }
+    }
+    return(FALSE);
+}
+
+del_pack(item)
+register 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.
+ */
+
+carry_obj(mp, chance)
+register 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
+     */
+    if (on(*mp, CARRYDAGGER)) {
+	item = spec_item(RELIC, MUSTY_DAGGER, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    if (on(*mp, CARRYCLOAK)) {
+	item = spec_item(RELIC, EMORI_CLOAK, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    if (on(*mp, CARRYANKH)) {
+	item = spec_item(RELIC, HEIL_ANKH, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    if (on(*mp, CARRYSTAFF)) {
+	item = spec_item(RELIC, MING_STAFF, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    if (on(*mp, CARRYWAND)) {
+	item = spec_item(RELIC, ORCUS_WAND, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    if (on(*mp, CARRYROD)) {
+	item = spec_item(RELIC, ASMO_ROD, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    if (on(*mp, CARRYAMULET)) {
+	item = spec_item(RELIC, YENDOR_AMULET, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    if (on(*mp, CARRYMANDOLIN)) {
+	item = spec_item(RELIC, BRIAN_MANDOLIN, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+    if (on(*mp, CARRYMSTAR)) {
+	item = spec_item(RELIC, HRUGGEK_MSTAR, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+    if (on(*mp, CARRYFLAIL)) {
+	item = spec_item(RELIC, YEENOGHU_FLAIL, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+    if (on(*mp, CARRYHORN)) {
+	item = spec_item(RELIC, GERYON_HORN, NULL, NULL);
+	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, NULL, NULL, NULL);
+	    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, NULL, NULL, NULL);
+	obj = OBJPTR(item);
+	obj->o_weight = things[TYP_FOOD].mi_wght;
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a weapon, give it one
+     */
+    if (on(*mp, CARRYWEAPON) && rnd(100) < chance) {
+	int type, hit, dam;
+
+	/* Get the "bonuses" */
+	hit = rnd(5) - 2;
+	dam = rnd(5) - 2;
+
+	/* Only choose an appropriate type of weapon */
+	switch (rnd(11)) {
+	    case 0: type = DAGGER;
+	    when 1: type = BATTLEAXE;
+	    when 2: type = MACE;
+	    when 3: type = SWORD;
+	    when 4: type = PIKE;
+	    when 5: type = HALBERD;
+	    when 6: type = SPETUM;
+	    when 7: type = BARDICHE;
+	    when 8: type = TRIDENT;
+	    when 9: type = BASWORD;
+	    otherwise: type = TWOSWORD;
+	}
+
+	/* Create the item */
+	item = spec_item(WEAPON, type, hit, dam);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a scroll, give it one
+     */
+    if (on(*mp, CARRYSCROLL) && rnd(100) < chance) {
+	item = new_thing(TYP_SCROLL);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+
+	/* Can the monster carry this scroll? */
+	if (obj->o_which == S_SCARE && mp->t_stats.s_intel < 16)
+	    fall(item, FALSE);	/* This would scare us! */
+	else attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a potion, give it one
+     */
+    if (on(*mp, CARRYPOTION) && rnd(100) < chance) {
+	item = new_thing(TYP_POTION);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a ring, give it one
+     */
+    if (on(*mp, CARRYRING) && rnd(100) < chance) {
+	item = new_thing(TYP_RING);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries a wand or staff, give it one
+     */
+    if (on(*mp, CARRYSTICK) && rnd(100) < chance) {
+	item = new_thing(TYP_STICK);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+
+    /*
+     * If it carries any miscellaneous magic, give it one
+     */
+    if (on(*mp, CARRYMISC) && rnd(100) < chance) {
+	item = new_thing(TYP_MM);
+	obj = OBJPTR(item);
+	obj->o_pos = mp->t_pos;
+	attach(mp->t_pack, item);
+    }
+}
+
+
+/*
+ * grab():
+ *	See what is on the spot where the player is standing.  If
+ *	nothing is there, do nothing.  If there is one thing, pick it
+ *	up.  If there are multiple things, prompt the player for what
+ *	he wants (* means everything).
+ */
+
+grab(y, x)
+register y, x;
+{
+    register struct linked_list *next_item, *item;
+    register struct object *obj;
+    register int cnt;
+    int num_there = 0, ch, och;
+
+    /*
+     * Count how many objects there are and move them to the front
+     * of the level list.
+     */
+    for (item = lvl_obj; item != NULL; item = next_item) {
+	obj = OBJPTR(item);
+	next_item = next(item);
+	if (obj->o_pos.y == y && obj->o_pos.x == x) {
+	    num_there++;
+	    detach(lvl_obj, item);	/* Remove it from the list */
+	    attach(lvl_obj, item);	/* Place it at the front of the list */
+	}
+    }
+
+    /* Nothing there. */
+    if (num_there < 1) msg("Nothing %s", terse ? "there." : "to pick up.");
+
+    /* One thing there */
+    else if (num_there == 1) {
+	add_pack(FALSE, FALSE, NULL);
+	return(1);
+    }
+
+    /* Multiple things there */
+    else {
+	wclear(hw);
+	cnt = 0;
+	for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there;
+	     item = next(item), ch++) {
+	    obj = OBJPTR(item);
+	    wprintw(hw,"%c) %s\n\r", ch, inv_name(obj,FALSE));
+	    if (++cnt >= LINES - 2 && next(item) != NULL) {
+		cnt = 0;
+		dbotline(hw, spacemsg);
+		wclear(hw);
+	    }
+	    if (ch == 'z') ch = 'A' - 1;
+	}
+	wmove(hw, LINES - 1,0);
+	wprintw(hw, "Pick up what? (* for all): ");
+	draw(hw);		/* write screen */
+
+	for (;;) {
+	    do {
+		ch = tolower(wgetch(hw));
+	    } until (isalpha(ch) || ch == '*' || ch == ESCAPE);
+	    restscr(cw);		/* redraw orig screen */
+	    if (ch == ESCAPE) {
+		after = FALSE;
+		msg("");		/* clear top line */
+		break;
+	    }
+	    if (ch == '*') {
+		while (add_pack(NULL, TRUE, NULL));	/* pick up everything there */
+		return(num_there);
+	    }
+	    /* ch has item to get from list */
+
+	    cnt = 0;
+	    for (item = lvl_obj, och = 'a'; item != NULL && cnt < num_there;
+		 item = next(item), och++, cnt++) {
+		if (ch == och)
+		    break;
+		if (och == 'z') och = 'A' - 1;
+	    }
+	    if (item == NULL || cnt >= num_there) {
+		wmove(hw, LINES - 1, 25);
+		wprintw(hw, " [between 'a' and '%c']:%c ",
+		    och == 'A' ? 'z' : och-1, '\007');
+		draw(hw);		/* write screen */
+		continue;
+	    }
+	    else {
+		detach(lvl_obj, item);
+		if (add_pack(item, FALSE, NULL)) {
+		    /*
+		     * There should always be at least one item left since we
+		     * handle the one item case up above.  But it never hurts
+		     * to make sure we don't have a NULL pointer.
+		     */
+		    if ((item = find_obj(hero.y, hero.x)) == NULL)
+			mvaddch(y, x, (OBJPTR(item))->o_type);
+		    return(1);
+		}
+		else attach(lvl_obj, item);	/* Couldn't pick it up! */
+		break;
+	    }
+	}
+    }
+
+    return(0);
+}