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Annotation of early-roguelike/xrogue/pack.c, Revision 1.1.1.1

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:

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