[BACK]Return to pack.c CVS log [TXT][DIR] Up to [contributed] / early-roguelike / xrogue

Annotation of early-roguelike/xrogue/pack.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:     pack.c - Routines to deal with the pack.
        !             3:
        !             4:     XRogue: Expeditions into the Dungeons of Doom
        !             5:     Copyright (C) 1991 Robert Pietkivitch
        !             6:     All rights reserved.
        !             7:
        !             8:     Based on "Advanced Rogue"
        !             9:     Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
        !            10:     All rights reserved.
        !            11:
        !            12:     Based on "Rogue: Exploring the Dungeons of Doom"
        !            13:     Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
        !            14:     All rights reserved.
        !            15:
        !            16:     See the file LICENSE.TXT for full copyright and licensing information.
        !            17: */
        !            18:
        !            19: #include <curses.h>
        !            20: #include <ctype.h>
        !            21: #include <string.h>
        !            22: #include "rogue.h"
        !            23:
        !            24: bool is_type(struct object *obj, int type);
        !            25:
        !            26: /*
        !            27:  * add_pack:
        !            28:  *      Pick up an object and add it to the pack.  If the argument is non-null
        !            29:  * use it as the linked_list pointer instead of gettting it off the ground.
        !            30:  */
        !            31:
        !            32: bool
        !            33: add_pack(struct linked_list *item, bool silent)
        !            34: {
        !            35:     register struct linked_list *ip, *lp = NULL, *ap;
        !            36:     register struct object *obj, *op = NULL;
        !            37:     register bool exact, from_floor;
        !            38:     bool giveflag = 0;
        !            39:     int newclass;
        !            40:
        !            41:     if (item == NULL)
        !            42:     {
        !            43:         from_floor = TRUE;
        !            44:         if ((item = find_obj(hero.y, hero.x)) == NULL)
        !            45:             return(FALSE);
        !            46:     }
        !            47:     else
        !            48:         from_floor = FALSE;
        !            49:     obj = OBJPTR(item);
        !            50:     /*
        !            51:      * If it is gold, just add its value to rogue's purse and get rid
        !            52:      * of it.
        !            53:      */
        !            54:     if (obj->o_type == GOLD) {
        !            55:         register struct linked_list *mitem;
        !            56:         register struct thing *tp;
        !            57:
        !            58:         if (!silent) {
        !            59:             if (!terse) addmsg("You found ");
        !            60:             msg("%d gold pieces.", obj->o_count);
        !            61:         }
        !            62:
        !            63:         /* First make sure no greedy monster is after this gold.
        !            64:          * If so, make the monster run after the rogue instead.
        !            65:          */
        !            66:          for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
        !            67:             tp = THINGPTR(mitem);
        !            68:             if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero;
        !            69:         }
        !            70:
        !            71:         purse += obj->o_count;
        !            72:         if (from_floor) {
        !            73:             detach(lvl_obj, item);
        !            74:             if ((ap = find_obj(hero.y, hero.x)) == NULL)
        !            75:                 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
        !            76:             else
        !            77:                 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
        !            78:         }
        !            79:         o_discard(item);
        !            80:         return(TRUE);
        !            81:     }
        !            82:
        !            83:     /*
        !            84:      * see if he can carry any more weight
        !            85:      */
        !            86:     if (itemweight(obj) + pstats.s_pack > pstats.s_carry) {
        !            87:         msg("Too much for you to carry.");
        !            88:         return FALSE;
        !            89:     }
        !            90:     /*
        !            91:      * Link it into the pack.  Search the pack for a object of similar type
        !            92:      * if there isn't one, stuff it at the beginning, if there is, look for one
        !            93:      * that is exactly the same and just increment the count if there is.
        !            94:      * it  that.  Food is always put at the beginning for ease of access, but
        !            95:      * is not ordered so that you can't tell good food from bad.  First check
        !            96:      * to see if there is something in thr same group and if there is then
        !            97:      * increment the count.
        !            98:      */
        !            99:     if (obj->o_group)
        !           100:     {
        !           101:         for (ip = pack; ip != NULL; ip = next(ip))
        !           102:         {
        !           103:             op = OBJPTR(ip);
        !           104:             if (op->o_group == obj->o_group)
        !           105:             {
        !           106:                 /*
        !           107:                  * Put it in the pack and notify the user
        !           108:                  */
        !           109:                 op->o_count += obj->o_count;
        !           110:                 if (from_floor)
        !           111:                 {
        !           112:                     detach(lvl_obj, item);
        !           113:                     if ((ap = find_obj(hero.y, hero.x)) == NULL)
        !           114:                         mvaddch(hero.y,hero.x,
        !           115:                                 (roomin(&hero)==NULL ? PASSAGE : FLOOR));
        !           116:                     else
        !           117:                         mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
        !           118:                 }
        !           119:                 o_discard(item);
        !           120:                 item = ip;
        !           121:                 goto picked_up;
        !           122:             }
        !           123:         }
        !           124:     }
        !           125:
        !           126:     /*
        !           127:      * Check for and deal with scare monster scrolls
        !           128:      */
        !           129:     if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
        !           130:         if (obj->o_flags & ISCURSED)
        !           131:         {
        !           132:             msg("The scroll turns to dust as you pick it up.");
        !           133:             detach(lvl_obj, item);
        !           134:             if ((ap = find_obj(hero.y, hero.x)) == NULL)
        !           135:                 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
        !           136:             else
        !           137:                 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
        !           138:             return(TRUE);
        !           139:         }
        !           140:
        !           141:     /*
        !           142:      * Search for an object of the same type
        !           143:      */
        !           144:     exact = FALSE;
        !           145:     for (ip = pack; ip != NULL; ip = next(ip))
        !           146:     {
        !           147:         op = OBJPTR(ip);
        !           148:         if (obj->o_type == op->o_type)
        !           149:             break;
        !           150:     }
        !           151:     if (ip == NULL)
        !           152:     {
        !           153:         /*
        !           154:          * Put it at the end of the pack since it is a new type
        !           155:          */
        !           156:         for (ip = pack; ip != NULL; ip = next(ip))
        !           157:         {
        !           158:             op = OBJPTR(ip);
        !           159:             if (op->o_type != FOOD)
        !           160:                 break;
        !           161:             lp = ip;
        !           162:         }
        !           163:     }
        !           164:     else
        !           165:     {
        !           166:         /*
        !           167:          * Search for an object which is exactly the same
        !           168:          */
        !           169:         while (ip != NULL && op->o_type == obj->o_type)
        !           170:         {
        !           171:             if (op->o_which == obj->o_which)
        !           172:             {
        !           173:                 exact = TRUE;
        !           174:                 break;
        !           175:             }
        !           176:             lp = ip;
        !           177:             if ((ip = next(ip)) == NULL)
        !           178:                 break;
        !           179:             op = OBJPTR(ip);
        !           180:         }
        !           181:     }
        !           182:     /*
        !           183:      * Check if there is room
        !           184:      */
        !           185:     if (ip == NULL || !exact || !ISMULT(obj->o_type)) {
        !           186:         if (inpack == MAXPACK-1) {
        !           187:             msg(terse ? "No room." : "You can't carry anything else.");
        !           188:             return(FALSE);
        !           189:         }
        !           190:     }
        !           191:     inpack++;
        !           192:     if (from_floor)
        !           193:     {
        !           194:         detach(lvl_obj, item);
        !           195:         if ((ap = find_obj(hero.y, hero.x)) == NULL)
        !           196:             mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
        !           197:         else
        !           198:             mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
        !           199:     }
        !           200:     if (ip == NULL)
        !           201:     {
        !           202:         /*
        !           203:          * Didn't find an exact match, just stick it here
        !           204:          */
        !           205:         if (pack == NULL)
        !           206:             pack = item;
        !           207:         else
        !           208:         {
        !           209:             lp->l_next = item;
        !           210:             item->l_prev = lp;
        !           211:             item->l_next = NULL;
        !           212:         }
        !           213:     }
        !           214:     else
        !           215:     {
        !           216:         /*
        !           217:          * If we found an exact match.  If it is food,
        !           218:          * increase the count, otherwise put it with its clones.
        !           219:          */
        !           220:         if (exact && ISMULT(obj->o_type))
        !           221:         {
        !           222:             op->o_count += obj->o_count;
        !           223:             inpack--;                   /* adjust for previous addition */
        !           224:             o_discard(item);
        !           225:             item = ip;
        !           226:             goto picked_up;
        !           227:         }
        !           228:         if ((item->l_prev = prev(ip)) != NULL)
        !           229:             item->l_prev->l_next = item;
        !           230:         else
        !           231:             pack = item;
        !           232:         item->l_next = ip;
        !           233:         ip->l_prev = item;
        !           234:     }
        !           235: picked_up:
        !           236:     /*
        !           237:      * Notify the user
        !           238:      */
        !           239:     obj = OBJPTR(item);
        !           240:     if (!silent)
        !           241:     {
        !           242:         if (!terse)
        !           243:             addmsg("You now have ");
        !           244:         msg("%s (%c)", inv_name(obj, !terse), pack_char(pack, obj));
        !           245:     }
        !           246:
        !           247:     /* Relics do strange things when you pick them up */
        !           248:     if (obj->o_type == RELIC) {
        !           249:         switch (obj->o_which) {
        !           250:             /* the ankh of Heil gives you prayers */
        !           251:             case HEIL_ANKH:
        !           252:                 msg("The ankh welds itself into your hand. ");
        !           253:                 if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN)
        !           254:                     fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
        !           255:         /* start a fuse to change player into a paladin */
        !           256:         if (quest_item != HEIL_ANKH) {
        !           257:             msg("You hear a strange, distant hypnotic calling... ");
        !           258:             if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH) {
        !           259:                 newclass = C_PALADIN;
        !           260:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           261:             }
        !           262:         }
        !           263:
        !           264:             /* A cloak must be worn. */
        !           265:             when EMORI_CLOAK:
        !           266:                 if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) {
        !           267:                     msg("The cloak insists you remove your current garments.");
        !           268:                     if (!dropcheck(cur_armor != NULL ? cur_armor
        !           269:                                                      : cur_misc[WEAR_CLOAK])) {
        !           270:                         pstats.s_hpt = -1;
        !           271:                         msg("The cloak constricts around you...");
        !           272:                         msg("It draws your life force from you!!!  --More--");
        !           273:                         wait_for(' ');
        !           274:                         death(D_RELIC);
        !           275:                     }
        !           276:                 }
        !           277:                 if (obj->o_charges < 0) /* should never happen, but.... */
        !           278:                     obj->o_charges = 0;
        !           279:                 if (obj->o_charges == 0)
        !           280:                         fuse(cloak_charge, obj, CLOAK_TIME, AFTER);
        !           281:         /* start a fuse to change player into a monk */
        !           282:         if (quest_item != EMORI_CLOAK) {
        !           283:             msg("You suddenly become calm and quiet. ");
        !           284:             if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK) {
        !           285:                 newclass = C_MONK;
        !           286:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           287:             }
        !           288:         }
        !           289:
        !           290:             /* The amulet must be worn. */
        !           291:             when STONEBONES_AMULET:
        !           292:             case YENDOR_AMULET:
        !           293:                 if (cur_misc[WEAR_JEWEL] || cur_relic[STONEBONES_AMULET] ||
        !           294:                     cur_relic[YENDOR_AMULET]) {
        !           295:                         msg("You have an urge to remove your current amulet.");
        !           296:                 }
        !           297:                 if((cur_misc[WEAR_JEWEL] && !dropcheck(cur_misc[WEAR_JEWEL])) ||
        !           298:                     cur_relic[STONEBONES_AMULET] || cur_relic[YENDOR_AMULET]) {
        !           299:                         pstats.s_hpt = -1;
        !           300:                         msg("The %s begins pulsating... ",inv_name(obj, TRUE));
        !           301:                         msg("It fades completely away!  --More--");
        !           302:                         wait_for(' ');
        !           303:                         death(D_RELIC);
        !           304:                 }
        !           305:                 msg("The %s welds itself into your chest. ",inv_name(obj,TRUE));
        !           306:         /* start a fuse to change into a magician */
        !           307:         if (quest_item != STONEBONES_AMULET) {
        !           308:             if (player.t_ctype != C_MAGICIAN &&
        !           309:             obj->o_which == STONEBONES_AMULET) {
        !           310:                 msg("You sense approaching etheric forces... ");
        !           311:                 newclass = C_MAGICIAN;
        !           312:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           313:             }
        !           314:         }
        !           315:
        !           316:             /* The eye is now inserted in forehead */
        !           317:             when EYE_VECNA:
        !           318:                 msg("The eye forces itself into your forehead! ");
        !           319:                 pstats.s_hpt -= (rnd(80)+21);
        !           320:                 if (pstats.s_hpt <= 0) {
        !           321:                        pstats.s_hpt = -1;
        !           322:                        msg ("The pain is too much for you to bear!  --More--");
        !           323:                        wait_for(' ');
        !           324:                        death(D_RELIC);
        !           325:                 }
        !           326:                 waste_time();
        !           327:                 msg("The excruciating pain slowly turns into a dull throb.");
        !           328:         /* start a fuse to change player into an assassin */
        !           329:         if (quest_item != EYE_VECNA) {
        !           330:             msg("Your blood rushes and you begin to sweat profusely... ");
        !           331:             if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA) {
        !           332:                 newclass = C_ASSASSIN;
        !           333:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           334:             }
        !           335:         }
        !           336:
        !           337:             when QUILL_NAGROM:
        !           338:                 fuse(quill_charge, NULL, 8, AFTER);
        !           339:         /* start a fuse to change player into a druid */
        !           340:         if (quest_item != QUILL_NAGROM) {
        !           341:             msg("You begin to see things differently... ");
        !           342:             if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM) {
        !           343:                 newclass = C_DRUID;
        !           344:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           345:             }
        !           346:         }
        !           347:
        !           348:             /* Weapons will insist on being wielded. */
        !           349:             when MUSTY_DAGGER:
        !           350:             case HRUGGEK_MSTAR:
        !           351:             case YEENOGHU_FLAIL:
        !           352:             case AXE_AKLAD:
        !           353:                 /* set a daemon to eat gold for daggers and axe */
        !           354:         if (obj->o_which == MUSTY_DAGGER || obj->o_which == AXE_AKLAD) {
        !           355:                     if (purse > 0) msg("Your purse feels lighter! ");
        !           356:                     else purse = 1; /* fudge to get right msg from eat_gold() */
        !           357:
        !           358:                     eat_gold(obj);
        !           359:                     start_daemon(eat_gold, obj, AFTER);
        !           360:                 }
        !           361:         /* start a fuse to change player into a thief */
        !           362:         if (quest_item != MUSTY_DAGGER) {
        !           363:             if (player.t_ctype != C_THIEF &&
        !           364:             obj->o_which == MUSTY_DAGGER) {
        !           365:                 msg("You look about furtively. ");
        !           366:                 newclass = C_THIEF;
        !           367:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           368:             }
        !           369:         }
        !           370:         /* start a fuse to change player into a fighter */
        !           371:         if (quest_item != AXE_AKLAD) {
        !           372:             if (player.t_ctype != C_FIGHTER &&
        !           373:             obj->o_which == AXE_AKLAD) {
        !           374:                 msg("Your bones feel strengthened. ");
        !           375:                 newclass = C_FIGHTER;
        !           376:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           377:             }
        !           378:                 }
        !           379:                 if (cur_weapon != NULL) {
        !           380:                     msg("The artifact insists you release your current weapon!");
        !           381:                     if (!dropcheck(cur_weapon)) {
        !           382:                         pstats.s_hpt = -1;
        !           383:                         msg("The artifact forces your weapon into your heart! ");
        !           384:                         msg("It hums with satisfaction!  --More--");
        !           385:                         wait_for(' ');
        !           386:                         death(D_RELIC);
        !           387:                     }
        !           388:                 }
        !           389:                 cur_weapon = obj;
        !           390:
        !           391:         /* acquire a sense of smell */
        !           392:             when SURTUR_RING:
        !           393:                 msg("The ring forces itself through your nose!");
        !           394:                 pstats.s_hpt -= rnd(40)+1;
        !           395:                 if (pstats.s_hpt < 0) {
        !           396:             pstats.s_hpt = -1;
        !           397:                         msg("The pain is too much for you to bear!  --More--");
        !           398:                         wait_for(' ');
        !           399:                         death(D_RELIC);
        !           400:                 }
        !           401:                 waste_time();
        !           402:                 turn_on(player, NOFIRE);
        !           403:                 msg("The pain slowly subsides.. ");
        !           404:
        !           405:         /* become a wandering musician */
        !           406:         when BRIAN_MANDOLIN:
        !           407:         msg("You hear an ancient haunting sound... ");
        !           408:         /* start a fuse to change player into a ranger */
        !           409:         if (quest_item != BRIAN_MANDOLIN) {
        !           410:             msg("You are transfixed with empathy. ");
        !           411:             if (player.t_ctype != C_RANGER && obj->o_which == BRIAN_MANDOLIN) {
        !           412:                 newclass = C_RANGER;
        !           413:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           414:             }
        !           415:         }
        !           416:
        !           417:         /* add to the music */
        !           418:         when GERYON_HORN:
        !           419:         msg("You begin to hear trumpets!");
        !           420:         /* start a fuse to change player into a cleric */
        !           421:         if (quest_item != GERYON_HORN) {
        !           422:             msg("You follow their calling. ");
        !           423:             if (player.t_ctype != C_CLERIC && obj->o_which == GERYON_HORN) {
        !           424:                 newclass = C_CLERIC;
        !           425:                 fuse(changeclass, &newclass, roll(8, 8), AFTER);
        !           426:             }
        !           427:         }
        !           428:
        !           429:         /* the card can not be picked up, it must be traded for */
        !           430:         when ALTERAN_CARD:
        !           431:                 if (giveflag == FALSE) {
        !           432:             if (!wizard) {
        !           433:             msg("You look at the dark card and it chills you to the bone!!  ");
        !           434:                 msg("You stand for a moment, face to face with death...  --More--");
        !           435:                         wait_for(' ');
        !           436:                 pstats.s_hpt = -1;
        !           437:                         death(D_CARD);
        !           438:             }
        !           439:             else {
        !           440:             msg("Got it! ");
        !           441:                         if (purse > 0) msg("Your purse feels lighter! ");
        !           442:                         else purse = 1; /* fudge to get right msg */
        !           443:
        !           444:                         eat_gold(obj);
        !           445:                         start_daemon(eat_gold, obj, AFTER);
        !           446:             }
        !           447:         }
        !           448:         else {
        !           449:             msg("You accept it hesitantly...  ");
        !           450:                     if (purse > 0) msg("Your purse feels lighter! ");
        !           451:                     else purse = 1; /* fudge to get right msg */
        !           452:
        !           453:                     eat_gold(obj);
        !           454:                     start_daemon(eat_gold, obj, AFTER);
        !           455:                 }
        !           456:
        !           457:         otherwise:
        !           458:                 break;
        !           459:         }
        !           460:         cur_relic[obj->o_which]++;      /* Note that we have it */
        !           461:     }
        !           462:
        !           463:     updpack(FALSE, &player);
        !           464:     return(TRUE);
        !           465: }
        !           466:
        !           467: /*
        !           468:  * inventory:
        !           469:  *      list what is in the pack
        !           470:  */
        !           471:
        !           472: bool
        !           473: inventory(struct linked_list *list, int type)
        !           474: {
        !           475:     register struct object *obj;
        !           476:     register char ch;
        !           477:     register int n_objs, cnt, maxx = 0, curx;
        !           478:     char inv_temp[2*LINELEN+1];
        !           479:
        !           480:     cnt = 0;
        !           481:     n_objs = 0;
        !           482:     for (ch = 'a'; list != NULL; ch++, list = next(list)) {
        !           483:         obj = OBJPTR(list);
        !           484:         if (!is_type(obj, type))
        !           485:             continue;
        !           486:         switch (n_objs++) {
        !           487:             /*
        !           488:              * For the first thing in the inventory, just save the string
        !           489:              * in case there is only one.
        !           490:              */
        !           491:             case 0:
        !           492:                 sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE));
        !           493:                 break;
        !           494:             /*
        !           495:              * If there is more than one, clear the screen, print the
        !           496:              * saved message and fall through to ...
        !           497:              */
        !           498:             case 1:
        !           499:                 if (slow_invent)
        !           500:                     msg(inv_temp);
        !           501:                 else
        !           502:                 {
        !           503:                     wclear(hw);
        !           504:                     waddstr(hw, inv_temp);
        !           505:                     waddch(hw, '\n');
        !           506:
        !           507:                     maxx = strlen(inv_temp);    /* Length of the listing */
        !           508:                 }
        !           509:             /*
        !           510:              * Print the line for this object
        !           511:              */
        !           512:             default:
        !           513:                 if (ch > 'z')
        !           514:                     ch = 'A';
        !           515:                 if (slow_invent)
        !           516:                     msg("%c) %s", ch, inv_name(obj, FALSE));
        !           517:                 else {
        !           518:                     if (++cnt >= lines - 2) { /* if bottom of screen */
        !           519:                         dbotline(hw, morestr);
        !           520:                         cnt = 0;
        !           521:                         wclear(hw);
        !           522:                     }
        !           523:                     sprintf(inv_temp, "%c) %s\n", ch, inv_name(obj, FALSE));
        !           524:                     curx = strlen(inv_temp) - 1; /* Don't count new-line */
        !           525:                     if (curx > maxx) maxx = curx;
        !           526:                     waddstr(hw, inv_temp);
        !           527:                 }
        !           528:         }
        !           529:     }
        !           530:     if (n_objs == 0) {
        !           531:         if (terse)
        !           532:             msg(type == ALL ? "Empty-handed." :
        !           533:                             "Nothing appropriate");
        !           534:         else
        !           535:             msg(type == ALL ? "You are empty-handed." :
        !           536:                             "You don't have anything appropriate");
        !           537:         return FALSE;
        !           538:     }
        !           539:     if (n_objs == 1) {
        !           540:         msg(inv_temp);
        !           541:         return TRUE;
        !           542:     }
        !           543:     if (!slow_invent)
        !           544:     {
        !           545:         waddstr(hw, spacemsg);
        !           546:         curx = strlen(spacemsg);
        !           547:         if (curx > maxx) maxx = curx;
        !           548:
        !           549:         /*
        !           550:          * If we have fewer than half a screenful, don't clear the screen.
        !           551:          * Leave an extra blank line at the bottom and 3 blank columns
        !           552:          * to he right.
        !           553:          */
        !           554:         if (menu_overlay && n_objs < lines - 3) {
        !           555:             over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' ');
        !           556:             return TRUE;
        !           557:         }
        !           558:
        !           559:         draw(hw);
        !           560:         wait_for(' ');
        !           561:         restscr(cw);
        !           562:     }
        !           563:     return TRUE;
        !           564: }
        !           565:
        !           566: /*
        !           567:  * picky_inven:
        !           568:  *      Allow player to inventory a single item
        !           569:  */
        !           570:
        !           571: void
        !           572: picky_inven(void)
        !           573: {
        !           574:     register struct linked_list *item;
        !           575:     register char ch, mch;
        !           576:
        !           577:     if (pack == NULL)
        !           578:         msg("You aren't carrying anything");
        !           579:     else if (next(pack) == NULL)
        !           580:         msg("a) %s", inv_name(OBJPTR(pack), FALSE));
        !           581:     else
        !           582:     {
        !           583:         msg(terse ? "Item: " : "Which item do you wish to inventory: ");
        !           584:         mpos = 0;
        !           585:         if ((mch = wgetch(cw)) == ESC)
        !           586:         {
        !           587:             msg("");
        !           588:             return;
        !           589:         }
        !           590:
        !           591:         /* Check for a special character */
        !           592:         switch (mch) {
        !           593:             case FOOD:
        !           594:             case SCROLL:
        !           595:             case POTION:
        !           596:             case RING:
        !           597:             case STICK:
        !           598:             case RELIC:
        !           599:             case ARMOR:
        !           600:             case WEAPON:
        !           601:             case MM:
        !           602:                 msg("");
        !           603:                 if (get_item(pack, (char *)NULL, mch, FALSE, FALSE) == NULL) {
        !           604:                     if (terse) msg("No '%c' in your pack.", mch);
        !           605:                     else msg("You have no '%c' in your pack.", mch);
        !           606:                 }
        !           607:                 return;
        !           608:         }
        !           609:
        !           610:         for (ch = 'a', item = pack; item != NULL; item = next(item), ch++)
        !           611:             if (ch == mch)
        !           612:             {
        !           613:                 msg("%c) %s",ch,inv_name(OBJPTR(item), FALSE));
        !           614:                 return;
        !           615:             }
        !           616:         if (!terse)
        !           617:             msg("'%s' not in pack.", unctrl(mch));
        !           618:         msg("Range is 'a' to '%c'", --ch);
        !           619:     }
        !           620: }
        !           621:
        !           622: /*
        !           623:  * get_item:
        !           624:  *      pick something out of a pack for a purpose
        !           625:  *     purpose: NULL if we should be silent (no prompts)
        !           626:  */
        !           627:
        !           628: struct linked_list *
        !           629: get_item(struct linked_list *list, char *purpose, int type, bool askfirst,
        !           630:          bool showcost)
        !           631: {
        !           632:     reg struct linked_list *item;
        !           633:     reg struct object *obj;
        !           634:     reg int cnt, pagecnt, ch, och, maxx, curx, confused;
        !           635:     struct linked_list *saveitem = NULL;
        !           636:     char description[2*LINELEN+1];
        !           637:     char cost[LINELEN/2];
        !           638:     char cap_purpose[LINELEN];  /* capitalize the "doings" */
        !           639:
        !           640:     cap_purpose[0] = '\0';
        !           641:
        !           642:     /* Get a capitalized purpose for starting sentences */
        !           643:     if (purpose) {
        !           644:             strcpy(cap_purpose, purpose);
        !           645:             cap_purpose[0] = toupper(cap_purpose[0]);
        !           646:     }
        !           647:
        !           648:     /*
        !           649:      * If this is the player's pack and the player is confused, we
        !           650:      * might just take anything.
        !           651:      */
        !           652:     if (list == player.t_pack && on(player, ISHUH) && rnd(100) < 70)
        !           653:         confused = 1;
        !           654:     else confused = 0;
        !           655:
        !           656:     cnt = 0;
        !           657:     if (list == NULL) {
        !           658:         msg("You aren't carrying anything.");
        !           659:         return NULL;
        !           660:     }
        !           661:     /* see if we have any of the type requested */
        !           662:     for(ch = 'a',item = list ; item != NULL ; item = next(item), ch++) {
        !           663:         obj = OBJPTR(item);
        !           664:         if (is_type(obj, type)) {
        !           665:             cnt++;
        !           666:             saveitem = item;
        !           667:         }
        !           668:     }
        !           669:     if (cnt == 0) {
        !           670:         if (purpose) msg("Nothing to %s", purpose);
        !           671:         after = FALSE;
        !           672:         return NULL;
        !           673:     }
        !           674:     else if (cnt == 1) {        /* only found one of 'em */
        !           675:         obj = OBJPTR(saveitem);
        !           676:         for(;;)  {
        !           677:             if (purpose) {      /* Should we prompt the player? */
        !           678:                 msg("%s what (* for the item)?", cap_purpose);
        !           679:                 ch = wgetch(cw);
        !           680:             }
        !           681:             else {
        !           682:                 ch = pack_char(list, obj);
        !           683:                 msg("%c) %s", ch, inv_name(obj,FALSE));
        !           684:             }
        !           685:
        !           686:             if (ch == '*') {
        !           687:                 mpos = 0;
        !           688:                 msg("%c) %s",pack_char(list, obj),inv_name(obj,FALSE));
        !           689:                 continue;
        !           690:             }
        !           691:             if (ch == ESC) {
        !           692:                 msg("");
        !           693:                 after = FALSE;
        !           694:                 return NULL;
        !           695:             }
        !           696:             for(item = list,och = 'a'; item != NULL; item = next(item),och++) {
        !           697:                 if (ch == och) break;
        !           698:                 if (och == 'z') och = 'A' - 1;
        !           699:             }
        !           700:             if (item == NULL) {
        !           701:                 msg("Please specify a letter between 'a' and '%c'",
        !           702:                     och == 'A' ? 'z' : och-1);
        !           703:                 continue;
        !           704:             }
        !           705:             if (is_type (OBJPTR(item), type)) {
        !           706:                 if (purpose) mpos = 0;
        !           707:                 return item;
        !           708:             }
        !           709:             else
        !           710:                 msg ("You can't %s that!", purpose);
        !           711:
        !           712:         }
        !           713:     }
        !           714:     for(;;) {
        !           715:         if (!askfirst && purpose) {
        !           716:             msg("%s what? (* for list): ", cap_purpose);
        !           717:             ch = wgetch(cw);
        !           718:         }
        !           719:         else ch = '*';
        !           720:
        !           721:         mpos = 0;
        !           722:         if (ch == ESC) {                /* abort if escape hit */
        !           723:             after = FALSE;
        !           724:             msg("");            /* clear display */
        !           725:             return NULL;
        !           726:         }
        !           727:
        !           728:         if (ch == '*') {
        !           729:             wclear(hw);
        !           730:             pagecnt = 0;
        !           731:             maxx = 0;
        !           732:             for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) {
        !           733:                 obj = OBJPTR(item);
        !           734:                 if (!is_type(OBJPTR(item), type))
        !           735:                     continue;
        !           736:                 cost[0] = '\0';
        !           737:                 if (showcost) {
        !           738:                     sprintf(description, "[%ld] ", get_worth(obj));
        !           739:                     sprintf(cost, "%8.8s", description);
        !           740:                 }
        !           741:                 sprintf(description,"%c) %s%s\n\r",ch,cost,inv_name(obj,FALSE));
        !           742:                 waddstr(hw, description);
        !           743:                 curx = strlen(description) - 2; /* Don't count \n or \r */
        !           744:                 if (maxx < curx) maxx = curx;
        !           745:                 if (++pagecnt >= lines - 2 && next(item) != NULL) {
        !           746:                     pagecnt = 0;
        !           747:                     dbotline(hw, spacemsg);
        !           748:                     wclear(hw);
        !           749:                 }
        !           750:                 if (ch == 'z') ch = 'A' - 1;
        !           751:             }
        !           752:
        !           753:             /* Put in the prompt */
        !           754:             if (purpose) sprintf(description, "%s what? ", cap_purpose);
        !           755:             else strcpy(description, spacemsg);
        !           756:             waddstr(hw, description);
        !           757:             curx = strlen(description);
        !           758:             if (maxx < curx) maxx = curx;
        !           759:
        !           760:             /* Write the screen */
        !           761:             if ((menu_overlay && cnt < lines - 3) || cnt == 1) {
        !           762:                 over_win(cw, hw, cnt + 2, maxx + 3, cnt, curx, '\0');
        !           763:                 cnt = -1;       /* Indicate we used over_win */
        !           764:             }
        !           765:             else draw(hw);
        !           766:
        !           767:             if (purpose) {
        !           768:                 do {
        !           769:                     ch = wgetch(cw);
        !           770:                 } until (isalpha(ch) || ch == ESC);
        !           771:             }
        !           772:             else {
        !           773:                 ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */
        !           774:                 wait_for(' ');
        !           775:             }
        !           776:
        !           777:             /* Redraw original screen */
        !           778:             if (cnt < 0) {
        !           779:                 clearok(cw, FALSE);     /* Setup to redraw current screen */
        !           780:                 touchwin(cw);   /* clearing first */
        !           781:                 draw(cw);
        !           782:             }
        !           783:             else restscr(cw);
        !           784:
        !           785:             if(ch == ESC) {
        !           786:                 after = FALSE;
        !           787:                 msg("");                /* clear top line */
        !           788:                 return NULL;    /* all done if abort */
        !           789:             }
        !           790:             /* ch has item to get from list */
        !           791:         }
        !           792:
        !           793:         for (item = list,och = 'a'; item != NULL; item = next(item),och++) {
        !           794:             if (confused) {
        !           795:                 /*
        !           796:                  * Confused is incremented each time so that if the rnd(cnt)
        !           797:                  * clause keeps failing, confused will equal cnt for the
        !           798:                  * last item of the correct type and rnd(cnt) < cnt will
        !           799:                  * have to be true.
        !           800:                  */
        !           801:                 if (is_type(OBJPTR(item), type) && rnd(cnt) < confused++)
        !           802:                     break;
        !           803:             }
        !           804:             else if (ch == och) break;
        !           805:             if (och == 'z') och = 'A' - 1;
        !           806:         }
        !           807:
        !           808:         if (item == NULL) {
        !           809:             msg("Please specify a letter between 'a' and '%c'  ",
        !           810:                 och == 'A' ? 'z' : och-1);
        !           811:             continue;
        !           812:         }
        !           813:
        !           814:         if (is_type(OBJPTR(item), type))
        !           815:             return (item);
        !           816:         else
        !           817:             msg ("You can't %s that!", purpose);
        !           818:     }
        !           819: }
        !           820:
        !           821: char
        !           822: pack_char(struct linked_list *list, struct object *obj)
        !           823: {
        !           824:     register struct linked_list *item;
        !           825:     register char c;
        !           826:
        !           827:     c = 'a';
        !           828:     for (item = list; item != NULL; item = next(item)) {
        !           829:         if (OBJPTR(item) == obj)
        !           830:             return c;
        !           831:         else {
        !           832:             if (c == 'z') c = 'A';
        !           833:             else c++;
        !           834:         }
        !           835:     }
        !           836:     return 'z';
        !           837: }
        !           838:
        !           839: /*
        !           840:  * cur_null:
        !           841:  *      This updates cur_weapon etc for dropping things
        !           842:  */
        !           843:
        !           844: void
        !           845: cur_null(struct object *op)
        !           846: {
        !           847:         if (op == cur_weapon)             cur_weapon = NULL;
        !           848:         else if (op == cur_armor)         cur_armor = NULL;
        !           849:         else if (op == cur_ring[LEFT_1])  cur_ring[LEFT_1] = NULL;
        !           850:         else if (op == cur_ring[LEFT_2])  cur_ring[LEFT_2] = NULL;
        !           851:         else if (op == cur_ring[LEFT_3])  cur_ring[LEFT_3] = NULL;
        !           852:         else if (op == cur_ring[LEFT_4])  cur_ring[LEFT_4] = NULL;
        !           853:         else if (op == cur_ring[RIGHT_1]) cur_ring[RIGHT_1] = NULL;
        !           854:         else if (op == cur_ring[RIGHT_2]) cur_ring[RIGHT_2] = NULL;
        !           855:         else if (op == cur_ring[RIGHT_3]) cur_ring[RIGHT_3] = NULL;
        !           856:         else if (op == cur_ring[RIGHT_4]) cur_ring[RIGHT_4] = NULL;
        !           857:         else if (op == cur_misc[WEAR_BOOTS])    cur_misc[WEAR_BOOTS] = NULL;
        !           858:         else if (op == cur_misc[WEAR_JEWEL])    cur_misc[WEAR_JEWEL] = NULL;
        !           859:         else if (op == cur_misc[WEAR_GAUNTLET]) cur_misc[WEAR_GAUNTLET] = NULL;
        !           860:         else if (op == cur_misc[WEAR_CLOAK])    cur_misc[WEAR_CLOAK] = NULL;
        !           861:         else if (op == cur_misc[WEAR_BRACERS])  cur_misc[WEAR_BRACERS] = NULL;
        !           862:         else if (op == cur_misc[WEAR_NECKLACE]) cur_misc[WEAR_NECKLACE] = NULL;
        !           863: }
        !           864:
        !           865: /*
        !           866:  * idenpack:
        !           867:  *      Identify all the items in the pack
        !           868:  */
        !           869:
        !           870: void
        !           871: idenpack(void)
        !           872: {
        !           873:         reg struct linked_list *pc;
        !           874:
        !           875:         for (pc = pack ; pc != NULL ; pc = next(pc))
        !           876:                 whatis(pc);
        !           877: }
        !           878:
        !           879: bool
        !           880: is_type(struct object *obj, int type)
        !           881: {
        !           882:     register bool current;
        !           883:
        !           884:     if (type == obj->o_type)
        !           885:         return (TRUE);
        !           886:
        !           887:     switch (type) {
        !           888:         case ALL:
        !           889:             return (TRUE);
        !           890:         when READABLE:
        !           891:             if (obj->o_type == SCROLL ||
        !           892:                 (obj->o_type == MM && obj->o_which == MM_SKILLS))
        !           893:                     return (TRUE);
        !           894:         when QUAFFABLE:
        !           895:             if (obj->o_type == POTION ||
        !           896:                 (obj->o_type == MM && obj->o_which == MM_JUG))
        !           897:                     return (TRUE);
        !           898:         when ZAPPABLE:
        !           899:             if (obj->o_type == STICK) return (TRUE);
        !           900:             if (obj->o_type == RELIC)
        !           901:                 switch (obj->o_which) {
        !           902:                     case MING_STAFF:
        !           903:                     case ASMO_ROD:
        !           904:                     case ORCUS_WAND:
        !           905:                     case EMORI_CLOAK:
        !           906:                         return (TRUE);
        !           907:                 }
        !           908:         when WEARABLE:
        !           909:         case REMOVABLE:
        !           910:             current = is_current(obj);
        !           911:
        !           912:             /*
        !           913:              * Don't wear thing we are already wearing or remove things
        !           914:              * we aren't wearing.
        !           915:              */
        !           916:             if (type == WEARABLE && current) return (FALSE);
        !           917:             else if (type == REMOVABLE && !current) return (FALSE);
        !           918:
        !           919:             switch (obj->o_type) {
        !           920:                 case RELIC:
        !           921:                     switch (obj->o_which) {
        !           922:                         case HEIL_ANKH:
        !           923:                         case EMORI_CLOAK:
        !           924:                             return (TRUE);
        !           925:                     }
        !           926:                 when MM:
        !           927:                     switch (obj->o_which) {
        !           928:                         case MM_ELF_BOOTS:
        !           929:                         case MM_DANCE:
        !           930:                         case MM_BRACERS:
        !           931:                         case MM_DISP:
        !           932:                         case MM_PROTECT:
        !           933:                         case MM_G_DEXTERITY:
        !           934:                         case MM_G_OGRE:
        !           935:                         case MM_JEWEL:
        !           936:                         case MM_R_POWERLESS:
        !           937:                         case MM_FUMBLE:
        !           938:                         case MM_STRANGLE:
        !           939:                         case MM_ADAPTION:
        !           940:                             return (TRUE);
        !           941:                     }
        !           942:                 when ARMOR:
        !           943:                 case RING:
        !           944:                     return (TRUE);
        !           945:             }
        !           946:         when CALLABLE:
        !           947:             switch (obj->o_type) {
        !           948:             case RING:          if (!r_know[obj->o_which]) return(TRUE);
        !           949:             when POTION:        if (!p_know[obj->o_which]) return(TRUE);
        !           950:             when STICK:         if (!ws_know[obj->o_which]) return(TRUE);
        !           951:             when SCROLL:        if (!s_know[obj->o_which]) return(TRUE);
        !           952:             when MM:            if (!m_know[obj->o_which]) return(TRUE);
        !           953:             }
        !           954:         when WIELDABLE:
        !           955:             switch (obj->o_type) {
        !           956:                 case STICK:
        !           957:                 case WEAPON:
        !           958:                     return(TRUE);
        !           959:                 when RELIC:
        !           960:                     switch (obj->o_which) {
        !           961:                         case MUSTY_DAGGER:
        !           962:                         case HRUGGEK_MSTAR:
        !           963:                         case YEENOGHU_FLAIL:
        !           964:                         case AXE_AKLAD:
        !           965:                         case MING_STAFF:
        !           966:                         case ORCUS_WAND:
        !           967:                         case ASMO_ROD:
        !           968:                             return(TRUE);
        !           969:                     }
        !           970:             }
        !           971:         when IDENTABLE:
        !           972:             if (!(obj->o_flags & ISKNOW) && obj->o_type != FOOD)
        !           973:                 return (TRUE);
        !           974:             if (obj->o_type == MM) {
        !           975:               switch (obj->o_which) {
        !           976:                 case MM_JUG:
        !           977:                     /* Can still identify a jug if we don't know the potion */
        !           978:                     if (obj->o_ac != JUG_EMPTY && !p_know[obj->o_ac])
        !           979:                         return (TRUE);
        !           980:               }
        !           981:             }
        !           982:         when USEABLE:
        !           983:             if (obj->o_type == MM) {
        !           984:                 switch(obj->o_which) {
        !           985:                 case MM_BEAKER:
        !           986:                 case MM_BOOK:
        !           987:                 case MM_OPEN:
        !           988:                 case MM_HUNGER:
        !           989:                 case MM_DRUMS:
        !           990:                 case MM_DISAPPEAR:
        !           991:                 case MM_CHOKE:
        !           992:                 case MM_KEOGHTOM:
        !           993:                 case MM_CRYSTAL:
        !           994:                     return (TRUE);
        !           995:                 }
        !           996:             }
        !           997:             else if (obj->o_type == RELIC) {
        !           998:                 switch (obj->o_which) {
        !           999:                     case EMORI_CLOAK:
        !          1000:                     case BRIAN_MANDOLIN:
        !          1001:                     case HEIL_ANKH:
        !          1002:                     case YENDOR_AMULET:
        !          1003:                     case STONEBONES_AMULET:
        !          1004:                     case GERYON_HORN:
        !          1005:                     case EYE_VECNA:
        !          1006:                     case QUILL_NAGROM:
        !          1007:                     case SURTUR_RING:
        !          1008:                     case ALTERAN_CARD:
        !          1009:                         return (TRUE);
        !          1010:                 }
        !          1011:             }
        !          1012:             else if (obj->o_type == POTION) {
        !          1013:                 /*
        !          1014:                  * only assassins can use poison
        !          1015:                  */
        !          1016:                 if (player.t_ctype == C_ASSASSIN && obj->o_which == P_POISON)
        !          1017:                     return(TRUE);
        !          1018:             }
        !          1019:         when PROTECTABLE:
        !          1020:             switch (obj->o_type) {
        !          1021:                 case WEAPON:
        !          1022:                     if ((obj->o_flags & ISMETAL) == 0) return (FALSE);
        !          1023:
        !          1024:                     /* Fall through */
        !          1025:                 case ARMOR:
        !          1026:                     return (TRUE);
        !          1027:
        !          1028:                 when MM:
        !          1029:                     if (obj->o_which == MM_BRACERS) return (TRUE);
        !          1030:             }
        !          1031:     }
        !          1032:     return(FALSE);
        !          1033: }
        !          1034:
        !          1035: void
        !          1036: del_pack(struct linked_list *item)
        !          1037: {
        !          1038:     register struct object *obj;
        !          1039:
        !          1040:     obj = OBJPTR(item);
        !          1041:     if (obj->o_count > 1) {
        !          1042:         obj->o_count--;
        !          1043:     }
        !          1044:     else {
        !          1045:         cur_null(obj);
        !          1046:         detach(pack, item);
        !          1047:         o_discard(item);
        !          1048:         inpack--;
        !          1049:     }
        !          1050: }
        !          1051:
        !          1052: /*
        !          1053:  * carry_obj:
        !          1054:  *      Check to see if a monster is carrying something and, if so, give
        !          1055:  * it to him.
        !          1056:  */
        !          1057:
        !          1058: void
        !          1059: carry_obj(struct thing *mp, int chance)
        !          1060: {
        !          1061:     reg struct linked_list *item;
        !          1062:     reg struct object *obj;
        !          1063:
        !          1064:     /*
        !          1065:      * If there is no chance, just return.
        !          1066:      * Note that this means there must be a "chance" in order for
        !          1067:      * the creature to carry a relic.
        !          1068:      */
        !          1069:     if (chance <= 0) return;
        !          1070:
        !          1071:     /*
        !          1072:      * check for the relic/artifacts
        !          1073:      * Do the relics first so they end up last in the pack. Attach()
        !          1074:      * always adds things to the beginning. This way they will be the
        !          1075:      * last things dropped when the creature is killed. This will ensure
        !          1076:      * the relic will be on top if there is a stack of item lying on the
        !          1077:      * floor and so the hero will know where it is if he's trying to
        !          1078:      * avoid it. Note that only UNIQUEs carry relics.
        !          1079:      */
        !          1080:     if (on(*mp, ISUNIQUE)) {
        !          1081:         if (on(*mp, CARRYMDAGGER)) {
        !          1082:             item = spec_item(RELIC, MUSTY_DAGGER, 0, 0);
        !          1083:             obj = OBJPTR(item);
        !          1084:             obj->o_pos = mp->t_pos;
        !          1085:             attach(mp->t_pack, item);
        !          1086:         }
        !          1087:
        !          1088:         if (on(*mp, CARRYCLOAK)) {
        !          1089:             item = spec_item(RELIC, EMORI_CLOAK, 0, 0);
        !          1090:             obj = OBJPTR(item);
        !          1091:             obj->o_pos = mp->t_pos;
        !          1092:             attach(mp->t_pack, item);
        !          1093:         }
        !          1094:
        !          1095:         if (on(*mp, CARRYANKH)) {
        !          1096:             item = spec_item(RELIC, HEIL_ANKH, 0, 0);
        !          1097:             obj = OBJPTR(item);
        !          1098:             obj->o_pos = mp->t_pos;
        !          1099:             attach(mp->t_pack, item);
        !          1100:         }
        !          1101:
        !          1102:         if (on(*mp, CARRYSTAFF)) {
        !          1103:             item = spec_item(RELIC, MING_STAFF, 0, 0);
        !          1104:             obj = OBJPTR(item);
        !          1105:             obj->o_pos = mp->t_pos;
        !          1106:             attach(mp->t_pack, item);
        !          1107:         }
        !          1108:
        !          1109:         if (on(*mp, CARRYWAND)) {
        !          1110:             item = spec_item(RELIC, ORCUS_WAND, 0, 0);
        !          1111:             obj = OBJPTR(item);
        !          1112:             obj->o_pos = mp->t_pos;
        !          1113:             attach(mp->t_pack, item);
        !          1114:         }
        !          1115:
        !          1116:         if (on(*mp, CARRYROD)) {
        !          1117:             item = spec_item(RELIC, ASMO_ROD, 0, 0);
        !          1118:             obj = OBJPTR(item);
        !          1119:             obj->o_pos = mp->t_pos;
        !          1120:             attach(mp->t_pack, item);
        !          1121:         }
        !          1122:
        !          1123:         if (on(*mp, CARRYYAMULET)) {
        !          1124:             item = spec_item(RELIC, YENDOR_AMULET, 0, 0);
        !          1125:             obj = OBJPTR(item);
        !          1126:             obj->o_pos = mp->t_pos;
        !          1127:             attach(mp->t_pack, item);
        !          1128:         }
        !          1129:
        !          1130:         if (on(*mp, CARRYBAMULET)) {
        !          1131:             item = spec_item(RELIC, STONEBONES_AMULET, 0, 0);
        !          1132:             obj = OBJPTR(item);
        !          1133:             obj->o_pos = mp->t_pos;
        !          1134:             attach(mp->t_pack, item);
        !          1135:         }
        !          1136:
        !          1137:         if (on(*mp, CARRYMANDOLIN)) {
        !          1138:             item = spec_item(RELIC, BRIAN_MANDOLIN, 0, 0);
        !          1139:             obj = OBJPTR(item);
        !          1140:             obj->o_pos = mp->t_pos;
        !          1141:             attach(mp->t_pack, item);
        !          1142:         }
        !          1143:         if (on(*mp, CARRYEYE)) {
        !          1144:             item = spec_item(RELIC, EYE_VECNA, 0, 0);
        !          1145:             obj = OBJPTR(item);
        !          1146:             obj->o_pos = mp->t_pos;
        !          1147:             attach(mp->t_pack, item);
        !          1148:         }
        !          1149:         if (on(*mp, CARRYAXE)) {
        !          1150:             item = spec_item(RELIC, AXE_AKLAD, 0, 0);
        !          1151:             obj = OBJPTR(item);
        !          1152:             obj->o_pos = mp->t_pos;
        !          1153:             attach(mp->t_pack, item);
        !          1154:         }
        !          1155:         if (on(*mp, CARRYQUILL)) {
        !          1156:             register int i, howmany;
        !          1157:
        !          1158:             item = spec_item(RELIC, QUILL_NAGROM, 0, 0);
        !          1159:             obj = OBJPTR(item);
        !          1160:             obj->o_pos = mp->t_pos;
        !          1161:             obj->o_charges = rnd(QUILLCHARGES);
        !          1162:             attach(mp->t_pack, item);
        !          1163:             howmany = roll(4,3);
        !          1164:             for (i=0; i<howmany; i++) {
        !          1165:                 /*
        !          1166:                  * the quill writes scrolls so give him a bunch
        !          1167:                  */
        !          1168:                 item = new_thing(TYP_SCROLL, FALSE);
        !          1169:                 obj = OBJPTR(item);
        !          1170:                 obj->o_pos = mp->t_pos;
        !          1171:                 attach(mp->t_pack, item);
        !          1172:             }
        !          1173:         }
        !          1174:         if (on(*mp, CARRYMSTAR)) {
        !          1175:             item = spec_item(RELIC, HRUGGEK_MSTAR, 0, 0);
        !          1176:             obj = OBJPTR(item);
        !          1177:             obj->o_pos = mp->t_pos;
        !          1178:             attach(mp->t_pack, item);
        !          1179:         }
        !          1180:         if (on(*mp, CARRYFLAIL)) {
        !          1181:             item = spec_item(RELIC, YEENOGHU_FLAIL, 0, 0);
        !          1182:             obj = OBJPTR(item);
        !          1183:             obj->o_pos = mp->t_pos;
        !          1184:             attach(mp->t_pack, item);
        !          1185:         }
        !          1186:         if (on(*mp, CARRYHORN)) {
        !          1187:             item = spec_item(RELIC, GERYON_HORN, 0, 0);
        !          1188:             obj = OBJPTR(item);
        !          1189:             obj->o_pos = mp->t_pos;
        !          1190:             attach(mp->t_pack, item);
        !          1191:         }
        !          1192:         if (on(*mp, CARRYSURTURRING)) {
        !          1193:             item = spec_item(RELIC, SURTUR_RING, 0, 0);
        !          1194:             obj = OBJPTR(item);
        !          1195:             obj->o_pos = mp->t_pos;
        !          1196:             attach(mp->t_pack, item);
        !          1197:         }
        !          1198:         if (on(*mp, CARRYCARD)) {
        !          1199:             item = spec_item(RELIC, ALTERAN_CARD, 0, 0);
        !          1200:             obj = OBJPTR(item);
        !          1201:             obj->o_pos = mp->t_pos;
        !          1202:             attach(mp->t_pack, item);
        !          1203:         }
        !          1204:     }
        !          1205:     /*
        !          1206:      * If it carries gold, give it some
        !          1207:      */
        !          1208:     if (on(*mp, CARRYGOLD) && rnd(100) < chance) {
        !          1209:             item = spec_item(GOLD, 0, 0, 0);
        !          1210:             obj = OBJPTR(item);
        !          1211:             obj->o_count = GOLDCALC + GOLDCALC;
        !          1212:             obj->o_pos = mp->t_pos;
        !          1213:             attach(mp->t_pack, item);
        !          1214:     }
        !          1215:
        !          1216:     /*
        !          1217:      * If it carries food, give it some
        !          1218:      */
        !          1219:     if (on(*mp, CARRYFOOD) && rnd(100) < chance) {
        !          1220:         int type;
        !          1221:         switch (rnd(41)) {
        !          1222:             case 3:  type = E_APPLE;
        !          1223:             when 6:  type = E_HAGBERRY;
        !          1224:             when 9:  type = E_SOURSOP;
        !          1225:             when 12: type = E_RAMBUTAN;
        !          1226:             when 15: type = E_DEWBERRY;
        !          1227:             when 18: type = E_CANDLEBERRY;
        !          1228:             when 21: type = E_BANANA;
        !          1229:             when 24: type = E_CAPRIFIG;
        !          1230:             when 27: type = E_STRAWBERRY;
        !          1231:             when 30: type = E_GOOSEBERRY;
        !          1232:             when 33: type = E_ELDERBERRY;
        !          1233:             when 36: type = E_BLUEBERRY;
        !          1234:             when 40: type = E_SLIMEMOLD;  /* monster food */
        !          1235:             otherwise: type = E_RATION;
        !          1236:         }
        !          1237:         item = spec_item(FOOD, type, 0, 0);
        !          1238:         obj = OBJPTR(item);
        !          1239:         obj->o_weight = things[TYP_FOOD].mi_wght;
        !          1240:         obj->o_pos = mp->t_pos;
        !          1241:         attach(mp->t_pack, item);
        !          1242:     }
        !          1243:
        !          1244:     /*
        !          1245:      * If it carries a weapon, give it one
        !          1246:      */
        !          1247:     if (on(*mp, CARRYWEAPON) && rnd(100) < chance) {
        !          1248:         int type, hit, dam;
        !          1249:
        !          1250:         /* Get the "bonuses" */
        !          1251:         hit = rnd(5 + (vlevel / 5)) - 2;
        !          1252:         dam = rnd(5 + (vlevel / 5)) - 2;
        !          1253:
        !          1254:         /* Only choose an appropriate type of weapon */
        !          1255:         switch (rnd(12)) {
        !          1256:             case 0: type = DAGGER;
        !          1257:             when 1: type = BATTLEAXE;
        !          1258:             when 2: type = MACE;
        !          1259:             when 3: type = SWORD;
        !          1260:             when 4: type = PIKE;
        !          1261:             when 5: type = HALBERD;
        !          1262:             when 6: type = SPETUM;
        !          1263:             when 7: type = BARDICHE;
        !          1264:             when 8: type = TRIDENT;
        !          1265:             when 9: type = BASWORD;
        !          1266:             when 10:type = DART;
        !          1267:             otherwise: type = TWOSWORD;
        !          1268:         }
        !          1269:
        !          1270:         /* Create the item */
        !          1271:         item = spec_item(WEAPON, type, hit, dam);
        !          1272:         obj = OBJPTR(item);
        !          1273:         obj->o_pos = mp->t_pos;
        !          1274:         attach(mp->t_pack, item);
        !          1275:     }
        !          1276:
        !          1277:     /*
        !          1278:      * If it carries a dagger, give it one
        !          1279:      */
        !          1280:     if (on(*mp, CARRYDAGGER) && rnd(100) < chance) {
        !          1281:         int hit, dam;
        !          1282:
        !          1283:         /* Get the "bonuses" */
        !          1284:         hit = rnd(3 + (vlevel / 5)) - 1;
        !          1285:         dam = rnd(3 + (vlevel / 5)) - 1;
        !          1286:
        !          1287:         /* Create the item */
        !          1288:         item = spec_item(WEAPON, DAGGER, hit, dam);
        !          1289:         obj = OBJPTR(item);
        !          1290:         obj->o_pos = mp->t_pos;
        !          1291:         attach(mp->t_pack, item);
        !          1292:     }
        !          1293:
        !          1294:     /*
        !          1295:      * If it carries a scroll, give it one
        !          1296:      */
        !          1297:     if (on(*mp, CARRYSCROLL) && rnd(100) < chance) {
        !          1298:         item = new_thing(TYP_SCROLL, TRUE);
        !          1299:         obj = OBJPTR(item);
        !          1300:         obj->o_pos = mp->t_pos;
        !          1301:
        !          1302:         /* Can the monster carry this scroll? */
        !          1303:         if (obj->o_which == S_SCARE && mp->t_stats.s_intel < 16)
        !          1304:             fall(item, FALSE);  /* This would scare us! */
        !          1305:         else attach(mp->t_pack, item);
        !          1306:     }
        !          1307:
        !          1308:     /*
        !          1309:      * If it carries a potion, give it one
        !          1310:      */
        !          1311:     if (on(*mp, CARRYPOTION) && rnd(100) < chance) {
        !          1312:         item = new_thing(TYP_POTION, TRUE);
        !          1313:         obj = OBJPTR(item);
        !          1314:         obj->o_pos = mp->t_pos;
        !          1315:         attach(mp->t_pack, item);
        !          1316:     }
        !          1317:
        !          1318:     /*
        !          1319:      * If it carries a ring, give it one
        !          1320:      */
        !          1321:     if (on(*mp, CARRYRING) && rnd(100) < chance) {
        !          1322:         item = new_thing(TYP_RING, TRUE);
        !          1323:         obj = OBJPTR(item);
        !          1324:         obj->o_pos = mp->t_pos;
        !          1325:         attach(mp->t_pack, item);
        !          1326:     }
        !          1327:
        !          1328:     /*
        !          1329:      * If it carries a wand or staff, give it one
        !          1330:      */
        !          1331:     if (on(*mp, CARRYSTICK) && rnd(100) < chance) {
        !          1332:         item = new_thing(TYP_STICK, TRUE);
        !          1333:         obj = OBJPTR(item);
        !          1334:         obj->o_pos = mp->t_pos;
        !          1335:         attach(mp->t_pack, item);
        !          1336:     }
        !          1337:
        !          1338:     /*
        !          1339:      * If it carries any miscellaneous magic, give it one
        !          1340:      */
        !          1341:     if (on(*mp, CARRYMISC) && rnd(100) < chance) {
        !          1342:         item = new_thing(TYP_MM, TRUE);
        !          1343:         obj = OBJPTR(item);
        !          1344:         obj->o_pos = mp->t_pos;
        !          1345:         attach(mp->t_pack, item);
        !          1346:     }
        !          1347:
        !          1348:     /* Update the monster's encumberance */
        !          1349:     updpack(TRUE, mp);
        !          1350: }
        !          1351:
        !          1352:
        !          1353: /*
        !          1354:  * grab():
        !          1355:  *      See what is on the spot where the player is standing.  If
        !          1356:  *      nothing is there, do nothing.  If there is one thing, pick it
        !          1357:  *      up.  If there are multiple things, prompt the player for what
        !          1358:  *      he wants (* means everything).
        !          1359:  */
        !          1360:
        !          1361: int
        !          1362: grab(int y, int x)
        !          1363: {
        !          1364:     register struct linked_list *next_item, *item;
        !          1365:     register struct object *obj;
        !          1366:     register int cnt, pagecnt;
        !          1367:     int num_there = 0, ch, och;
        !          1368:
        !          1369:     /*
        !          1370:      * Count how many objects there are and move them to the front
        !          1371:      * of the level list.
        !          1372:      */
        !          1373:     for (item = lvl_obj; item != NULL; item = next_item) {
        !          1374:         obj = OBJPTR(item);
        !          1375:         next_item = next(item);
        !          1376:         if (obj->o_pos.y == y && obj->o_pos.x == x) {
        !          1377:             num_there++;
        !          1378:             detach(lvl_obj, item);      /* Remove it from the list */
        !          1379:             attach(lvl_obj, item);      /* Place it at the front of the list */
        !          1380:         }
        !          1381:     }
        !          1382:
        !          1383:     /* Nothing there. */
        !          1384:     if (num_there < 1) msg("Nothing %s", terse ? "there." : "to pick up.");
        !          1385:
        !          1386:     /* Something or things there */
        !          1387:     else {
        !          1388:         char linebuf[2*LINELEN+1];
        !          1389:         int curlen, maxlen = 0;
        !          1390:
        !          1391:         wclear(hw);
        !          1392:         cnt = 0;
        !          1393:         pagecnt = 0;
        !          1394:         for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there;
        !          1395:              item = next(item), ch++, cnt++) {
        !          1396:             obj = OBJPTR(item);
        !          1397:             /* Construct how the line will look */
        !          1398:             sprintf(linebuf, "%c) %s\n\r", ch, inv_name(obj,FALSE));
        !          1399:
        !          1400:             /* See how long it is */
        !          1401:             curlen = strlen(linebuf) - 2; /* Don't count \n or \r */
        !          1402:             if (maxlen < curlen) maxlen = curlen;
        !          1403:
        !          1404:             /* Draw it in the window */
        !          1405:             waddstr(hw, linebuf);
        !          1406:
        !          1407:             if (++pagecnt >= lines - 2 && next(item) != NULL) {
        !          1408:                 pagecnt = 0;
        !          1409:                 maxlen = 0;
        !          1410:                 dbotline(hw, spacemsg);
        !          1411:                 wclear(hw);
        !          1412:             }
        !          1413:             if (ch == 'z') ch = 'A' - 1;
        !          1414:         }
        !          1415:
        !          1416:         strcpy(linebuf, "Pick up what? (* for all): ");
        !          1417:
        !          1418:         /* See how long it is */
        !          1419:         curlen = strlen(linebuf); /* Don't count \n or \r */
        !          1420:         if (maxlen < curlen) maxlen = curlen;
        !          1421:
        !          1422:         /* Draw it in the window */
        !          1423:         waddstr(hw, linebuf);
        !          1424:
        !          1425:         /*
        !          1426:          * If we have fewer than half a screenful, don't clear the screen.
        !          1427:          * Leave 3 blank lines at the bottom and 3 blank columns to he right.
        !          1428:          */
        !          1429:         if (menu_overlay && num_there < lines - 3) {
        !          1430:           over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, '\0');
        !          1431:           pagecnt = -1; /* Indicate we used over_win */
        !          1432:         }
        !          1433:         else draw(hw);          /* write screen */
        !          1434:
        !          1435:         for (;;) {
        !          1436:             do {
        !          1437:                 ch = wgetch(cw);
        !          1438:             } until (isalpha(ch) || ch == '*' || ch == ESC);
        !          1439:
        !          1440:             /* Redraw original screen */
        !          1441:             if (pagecnt < 0) {
        !          1442:                 clearok(cw, FALSE);     /* Setup to redraw current screen */
        !          1443:                 touchwin(cw);           /* clearing first */
        !          1444:                 draw(cw);
        !          1445:             }
        !          1446:             else restscr(cw);
        !          1447:
        !          1448:             if (ch == ESC) {
        !          1449:                 after = FALSE;
        !          1450:                 msg("");                /* clear top line */
        !          1451:                 break;
        !          1452:             }
        !          1453:             if (ch == '*') {
        !          1454:                 player.t_action = A_PICKUP;
        !          1455:                 return(1); /* set action to PICKUP and delay for first one */
        !          1456:             }
        !          1457:             /* ch has item to get from list */
        !          1458:
        !          1459:             cnt = 0;
        !          1460:             for (item = lvl_obj, och = 'a'; item != NULL && cnt < num_there;
        !          1461:                  item = next(item), och++, cnt++) {
        !          1462:                 if (ch == och)
        !          1463:                     break;
        !          1464:                 if (och == 'z') och = 'A' - 1;
        !          1465:             }
        !          1466:             if (item == NULL || cnt >= num_there) {
        !          1467:                 wmove(hw, pagecnt < 0 ? num_there : pagecnt, 25);
        !          1468:                 wprintw(hw, " [between 'a' and '%c']: ",
        !          1469:                     och == 'A' ? 'z' : och-1);
        !          1470:                 if (maxlen < 49) maxlen = 49;
        !          1471:
        !          1472:                 /*
        !          1473:                  * If we have fewer than half a screenful, don't clear the
        !          1474:                  * screen.  Leave an extra blank line at the bottom and
        !          1475:                  * 3 blank columns to the right.
        !          1476:                  */
        !          1477:                 if (menu_overlay && num_there < lines - 3) {
        !          1478:                     over_win(cw, hw, num_there + 2, maxlen + 3,
        !          1479:                                 num_there, 49, '\0');
        !          1480:                     cnt = -1;   /* Indicate we used over_win */
        !          1481:                 }
        !          1482:                 else draw(hw);          /* write screen */
        !          1483:                 continue;
        !          1484:             }
        !          1485:             else {
        !          1486:                 detach(lvl_obj, item);
        !          1487:                 if (add_pack(item, FALSE)) {
        !          1488:                     /*
        !          1489:                      * We make sure here that the dungeon floor gets
        !          1490:                      * updated with what's left on the vacated spot.
        !          1491:                      */
        !          1492:                     if ((item = find_obj(y, x)) == NULL) {
        !          1493:                         coord roomcoord;        /* Needed to pass to roomin() */
        !          1494:
        !          1495:                         roomcoord.y = y;
        !          1496:                         roomcoord.x = x;
        !          1497:                         mvaddch(y, x,
        !          1498:                                 (roomin(&roomcoord) == NULL ? PASSAGE : FLOOR));
        !          1499:                     }
        !          1500:                     else mvaddch(y, x, (OBJPTR(item))->o_type);
        !          1501:                     return(1);
        !          1502:                 }
        !          1503:                 else attach(lvl_obj, item);     /* Couldn't pick it up! */
        !          1504:                 break;
        !          1505:             }
        !          1506:         }
        !          1507:     }
        !          1508:
        !          1509:     return(0);
        !          1510: }
        !          1511:
        !          1512: /*
        !          1513:  * make_sell_pack:
        !          1514:  *
        !          1515:  *      Create a pack for sellers (a la quartermaster)
        !          1516:  */
        !          1517:
        !          1518: void
        !          1519: make_sell_pack(struct thing *tp)
        !          1520: {
        !          1521:     reg struct linked_list *item;
        !          1522:     reg struct object *obj;
        !          1523:     reg int sell_type = 0, nitems, i;
        !          1524:
        !          1525:     /* Select the items */
        !          1526:     nitems = rnd(5) + 7;
        !          1527:
        !          1528:     switch (rnd(14)) {
        !          1529:         /* Armor */
        !          1530:         case 0:
        !          1531:         case 1:
        !          1532:             turn_on(*tp, CARRYARMOR);
        !          1533:             sell_type = TYP_ARMOR;
        !          1534:             break;
        !          1535:
        !          1536:         /* Weapon */
        !          1537:         when 2:
        !          1538:         case 3:
        !          1539:             turn_on(*tp, CARRYWEAPON);
        !          1540:             sell_type = TYP_WEAPON;
        !          1541:             break;
        !          1542:
        !          1543:         /* Staff or wand */
        !          1544:         when 4:
        !          1545:         case 5:
        !          1546:             turn_on(*tp, CARRYSTICK);
        !          1547:             sell_type = TYP_STICK;
        !          1548:             break;
        !          1549:
        !          1550:         /* Ring */
        !          1551:         when 6:
        !          1552:         case 7:
        !          1553:             turn_on(*tp, CARRYRING);
        !          1554:             sell_type = TYP_RING;
        !          1555:             break;
        !          1556:
        !          1557:         /* scroll */
        !          1558:         when 8:
        !          1559:         case 9:
        !          1560:             turn_on(*tp, CARRYSCROLL);
        !          1561:             sell_type = TYP_SCROLL;
        !          1562:             break;
        !          1563:
        !          1564:         /* potions */
        !          1565:         when 10:
        !          1566:         case 11:
        !          1567:             turn_on(*tp, CARRYPOTION);
        !          1568:             sell_type = TYP_POTION;
        !          1569:             break;
        !          1570:
        !          1571:         /* Miscellaneous magic */
        !          1572:         when 12:
        !          1573:         case 13:
        !          1574:             turn_on(*tp, CARRYMISC);
        !          1575:             sell_type = TYP_MM;
        !          1576:             break;
        !          1577:     }
        !          1578:     for (i=0; i<nitems; i++) {
        !          1579:         item = new_thing(sell_type, FALSE);
        !          1580:         obj = OBJPTR(item);
        !          1581:         obj->o_pos = tp->t_pos;
        !          1582:         attach(tp->t_pack, item);
        !          1583:     }
        !          1584: }
        !          1585:

CVSweb