/*
pack.c - Routines to deal with the pack.
XRogue: Expeditions into the Dungeons of Doom
Copyright (C) 1991 Robert Pietkivitch
All rights reserved.
Based on "Advanced Rogue"
Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
All rights reserved.
Based on "Rogue: Exploring the Dungeons of Doom"
Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
All rights reserved.
See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"
bool is_type(struct object *obj, int type);
/*
* add_pack:
* Pick up an object and add it to the pack. If the argument is non-null
* use it as the linked_list pointer instead of gettting it off the ground.
*/
bool
add_pack(struct linked_list *item, bool silent)
{
register struct linked_list *ip, *lp = NULL, *ap;
register struct object *obj, *op = NULL;
register bool exact, from_floor;
bool giveflag = 0;
int newclass;
if (item == NULL)
{
from_floor = TRUE;
if ((item = find_obj(hero.y, hero.x)) == NULL)
return(FALSE);
}
else
from_floor = FALSE;
obj = OBJPTR(item);
/*
* If it is gold, just add its value to rogue's purse and get rid
* of it.
*/
if (obj->o_type == GOLD) {
register struct linked_list *mitem;
register struct thing *tp;
if (!silent) {
if (!terse) addmsg("You found ");
msg("%d gold pieces.", obj->o_count);
}
/* First make sure no greedy monster is after this gold.
* If so, make the monster run after the rogue instead.
*/
for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
tp = THINGPTR(mitem);
if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero;
}
purse += obj->o_count;
if (from_floor) {
detach(lvl_obj, item);
if ((ap = find_obj(hero.y, hero.x)) == NULL)
mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
else
mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
}
o_discard(item);
return(TRUE);
}
/*
* see if he can carry any more weight
*/
if (itemweight(obj) + pstats.s_pack > pstats.s_carry) {
msg("Too much for you to carry.");
return FALSE;
}
/*
* Link it into the pack. Search the pack for a object of similar type
* if there isn't one, stuff it at the beginning, if there is, look for one
* that is exactly the same and just increment the count if there is.
* it that. Food is always put at the beginning for ease of access, but
* is not ordered so that you can't tell good food from bad. First check
* to see if there is something in thr same group and if there is then
* increment the count.
*/
if (obj->o_group)
{
for (ip = pack; ip != NULL; ip = next(ip))
{
op = OBJPTR(ip);
if (op->o_group == obj->o_group)
{
/*
* Put it in the pack and notify the user
*/
op->o_count += obj->o_count;
if (from_floor)
{
detach(lvl_obj, item);
if ((ap = find_obj(hero.y, hero.x)) == NULL)
mvaddch(hero.y,hero.x,
(roomin(&hero)==NULL ? PASSAGE : FLOOR));
else
mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
}
o_discard(item);
item = ip;
goto picked_up;
}
}
}
/*
* Check for and deal with scare monster scrolls
*/
if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
if (obj->o_flags & ISCURSED)
{
msg("The scroll turns to dust as you pick it up.");
detach(lvl_obj, item);
if ((ap = find_obj(hero.y, hero.x)) == NULL)
mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
else
mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
return(TRUE);
}
/*
* Search for an object of the same type
*/
exact = FALSE;
for (ip = pack; ip != NULL; ip = next(ip))
{
op = OBJPTR(ip);
if (obj->o_type == op->o_type)
break;
}
if (ip == NULL)
{
/*
* Put it at the end of the pack since it is a new type
*/
for (ip = pack; ip != NULL; ip = next(ip))
{
op = OBJPTR(ip);
if (op->o_type != FOOD)
break;
lp = ip;
}
}
else
{
/*
* Search for an object which is exactly the same
*/
while (ip != NULL && op->o_type == obj->o_type)
{
if (op->o_which == obj->o_which)
{
exact = TRUE;
break;
}
lp = ip;
if ((ip = next(ip)) == NULL)
break;
op = OBJPTR(ip);
}
}
/*
* Check if there is room
*/
if (ip == NULL || !exact || !ISMULT(obj->o_type)) {
if (inpack == MAXPACK-1) {
msg(terse ? "No room." : "You can't carry anything else.");
return(FALSE);
}
}
inpack++;
if (from_floor)
{
detach(lvl_obj, item);
if ((ap = find_obj(hero.y, hero.x)) == NULL)
mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
else
mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
}
if (ip == NULL)
{
/*
* Didn't find an exact match, just stick it here
*/
if (pack == NULL)
pack = item;
else
{
lp->l_next = item;
item->l_prev = lp;
item->l_next = NULL;
}
}
else
{
/*
* If we found an exact match. If it is food,
* increase the count, otherwise put it with its clones.
*/
if (exact && ISMULT(obj->o_type))
{
op->o_count += obj->o_count;
inpack--; /* adjust for previous addition */
o_discard(item);
item = ip;
goto picked_up;
}
if ((item->l_prev = prev(ip)) != NULL)
item->l_prev->l_next = item;
else
pack = item;
item->l_next = ip;
ip->l_prev = item;
}
picked_up:
/*
* Notify the user
*/
obj = OBJPTR(item);
if (!silent)
{
if (!terse)
addmsg("You now have ");
msg("%s (%c)", inv_name(obj, !terse), pack_char(pack, obj));
}
/* Relics do strange things when you pick them up */
if (obj->o_type == RELIC) {
switch (obj->o_which) {
/* the ankh of Heil gives you prayers */
case HEIL_ANKH:
msg("The ankh welds itself into your hand. ");
if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN)
fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
/* start a fuse to change player into a paladin */
if (quest_item != HEIL_ANKH) {
msg("You hear a strange, distant hypnotic calling... ");
if (player.t_ctype != C_PALADIN && obj->o_which ==HEIL_ANKH) {
newclass = C_PALADIN;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
/* A cloak must be worn. */
when EMORI_CLOAK:
if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) {
msg("The cloak insists you remove your current garments.");
if (!dropcheck(cur_armor != NULL ? cur_armor
: cur_misc[WEAR_CLOAK])) {
pstats.s_hpt = -1;
msg("The cloak constricts around you...");
msg("It draws your life force from you!!! --More--");
wait_for(' ');
death(D_RELIC);
}
}
if (obj->o_charges < 0) /* should never happen, but.... */
obj->o_charges = 0;
if (obj->o_charges == 0)
fuse(cloak_charge, obj, CLOAK_TIME, AFTER);
/* start a fuse to change player into a monk */
if (quest_item != EMORI_CLOAK) {
msg("You suddenly become calm and quiet. ");
if (player.t_ctype != C_MONK && obj->o_which == EMORI_CLOAK) {
newclass = C_MONK;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
/* The amulet must be worn. */
when STONEBONES_AMULET:
case YENDOR_AMULET:
if (cur_misc[WEAR_JEWEL] || cur_relic[STONEBONES_AMULET] ||
cur_relic[YENDOR_AMULET]) {
msg("You have an urge to remove your current amulet.");
}
if((cur_misc[WEAR_JEWEL] && !dropcheck(cur_misc[WEAR_JEWEL])) ||
cur_relic[STONEBONES_AMULET] || cur_relic[YENDOR_AMULET]) {
pstats.s_hpt = -1;
msg("The %s begins pulsating... ",inv_name(obj, TRUE));
msg("It fades completely away! --More--");
wait_for(' ');
death(D_RELIC);
}
msg("The %s welds itself into your chest. ",inv_name(obj,TRUE));
/* start a fuse to change into a magician */
if (quest_item != STONEBONES_AMULET) {
if (player.t_ctype != C_MAGICIAN &&
obj->o_which == STONEBONES_AMULET) {
msg("You sense approaching etheric forces... ");
newclass = C_MAGICIAN;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
/* The eye is now inserted in forehead */
when EYE_VECNA:
msg("The eye forces itself into your forehead! ");
pstats.s_hpt -= (rnd(80)+21);
if (pstats.s_hpt <= 0) {
pstats.s_hpt = -1;
msg ("The pain is too much for you to bear! --More--");
wait_for(' ');
death(D_RELIC);
}
waste_time();
msg("The excruciating pain slowly turns into a dull throb.");
/* start a fuse to change player into an assassin */
if (quest_item != EYE_VECNA) {
msg("Your blood rushes and you begin to sweat profusely... ");
if (player.t_ctype != C_ASSASSIN && obj->o_which == EYE_VECNA) {
newclass = C_ASSASSIN;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
when QUILL_NAGROM:
fuse(quill_charge, NULL, 8, AFTER);
/* start a fuse to change player into a druid */
if (quest_item != QUILL_NAGROM) {
msg("You begin to see things differently... ");
if (player.t_ctype != C_DRUID && obj->o_which == QUILL_NAGROM) {
newclass = C_DRUID;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
/* Weapons will insist on being wielded. */
when MUSTY_DAGGER:
case HRUGGEK_MSTAR:
case YEENOGHU_FLAIL:
case AXE_AKLAD:
/* set a daemon to eat gold for daggers and axe */
if (obj->o_which == MUSTY_DAGGER || obj->o_which == AXE_AKLAD) {
if (purse > 0) msg("Your purse feels lighter! ");
else purse = 1; /* fudge to get right msg from eat_gold() */
eat_gold(obj);
start_daemon(eat_gold, obj, AFTER);
}
/* start a fuse to change player into a thief */
if (quest_item != MUSTY_DAGGER) {
if (player.t_ctype != C_THIEF &&
obj->o_which == MUSTY_DAGGER) {
msg("You look about furtively. ");
newclass = C_THIEF;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
/* start a fuse to change player into a fighter */
if (quest_item != AXE_AKLAD) {
if (player.t_ctype != C_FIGHTER &&
obj->o_which == AXE_AKLAD) {
msg("Your bones feel strengthened. ");
newclass = C_FIGHTER;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
if (cur_weapon != NULL) {
msg("The artifact insists you release your current weapon!");
if (!dropcheck(cur_weapon)) {
pstats.s_hpt = -1;
msg("The artifact forces your weapon into your heart! ");
msg("It hums with satisfaction! --More--");
wait_for(' ');
death(D_RELIC);
}
}
cur_weapon = obj;
/* acquire a sense of smell */
when SURTUR_RING:
msg("The ring forces itself through your nose!");
pstats.s_hpt -= rnd(40)+1;
if (pstats.s_hpt < 0) {
pstats.s_hpt = -1;
msg("The pain is too much for you to bear! --More--");
wait_for(' ');
death(D_RELIC);
}
waste_time();
turn_on(player, NOFIRE);
msg("The pain slowly subsides.. ");
/* become a wandering musician */
when BRIAN_MANDOLIN:
msg("You hear an ancient haunting sound... ");
/* start a fuse to change player into a ranger */
if (quest_item != BRIAN_MANDOLIN) {
msg("You are transfixed with empathy. ");
if (player.t_ctype != C_RANGER && obj->o_which == BRIAN_MANDOLIN) {
newclass = C_RANGER;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
/* add to the music */
when GERYON_HORN:
msg("You begin to hear trumpets!");
/* start a fuse to change player into a cleric */
if (quest_item != GERYON_HORN) {
msg("You follow their calling. ");
if (player.t_ctype != C_CLERIC && obj->o_which == GERYON_HORN) {
newclass = C_CLERIC;
fuse(changeclass, &newclass, roll(8, 8), AFTER);
}
}
/* the card can not be picked up, it must be traded for */
when ALTERAN_CARD:
if (giveflag == FALSE) {
if (!wizard) {
msg("You look at the dark card and it chills you to the bone!! ");
msg("You stand for a moment, face to face with death... --More--");
wait_for(' ');
pstats.s_hpt = -1;
death(D_CARD);
}
else {
msg("Got it! ");
if (purse > 0) msg("Your purse feels lighter! ");
else purse = 1; /* fudge to get right msg */
eat_gold(obj);
start_daemon(eat_gold, obj, AFTER);
}
}
else {
msg("You accept it hesitantly... ");
if (purse > 0) msg("Your purse feels lighter! ");
else purse = 1; /* fudge to get right msg */
eat_gold(obj);
start_daemon(eat_gold, obj, AFTER);
}
otherwise:
break;
}
cur_relic[obj->o_which]++; /* Note that we have it */
}
updpack(FALSE, &player);
return(TRUE);
}
/*
* inventory:
* list what is in the pack
*/
bool
inventory(struct linked_list *list, int type)
{
register struct object *obj;
register char ch;
register int n_objs, cnt, maxx = 0, curx;
char inv_temp[2*LINELEN+1];
cnt = 0;
n_objs = 0;
for (ch = 'a'; list != NULL; ch++, list = next(list)) {
obj = OBJPTR(list);
if (!is_type(obj, type))
continue;
switch (n_objs++) {
/*
* For the first thing in the inventory, just save the string
* in case there is only one.
*/
case 0:
sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE));
break;
/*
* If there is more than one, clear the screen, print the
* saved message and fall through to ...
*/
case 1:
if (slow_invent)
msg(inv_temp);
else
{
wclear(hw);
waddstr(hw, inv_temp);
waddch(hw, '\n');
maxx = strlen(inv_temp); /* Length of the listing */
}
/*
* Print the line for this object
*/
default:
if (ch > 'z')
ch = 'A';
if (slow_invent)
msg("%c) %s", ch, inv_name(obj, FALSE));
else {
if (++cnt >= lines - 2) { /* if bottom of screen */
dbotline(hw, morestr);
cnt = 0;
wclear(hw);
}
sprintf(inv_temp, "%c) %s\n", ch, inv_name(obj, FALSE));
curx = strlen(inv_temp) - 1; /* Don't count new-line */
if (curx > maxx) maxx = curx;
waddstr(hw, inv_temp);
}
}
}
if (n_objs == 0) {
if (terse)
msg(type == ALL ? "Empty-handed." :
"Nothing appropriate");
else
msg(type == ALL ? "You are empty-handed." :
"You don't have anything appropriate");
return FALSE;
}
if (n_objs == 1) {
msg(inv_temp);
return TRUE;
}
if (!slow_invent)
{
waddstr(hw, spacemsg);
curx = strlen(spacemsg);
if (curx > maxx) maxx = curx;
/*
* If we have fewer than half a screenful, don't clear the screen.
* Leave an extra blank line at the bottom and 3 blank columns
* to he right.
*/
if (menu_overlay && n_objs < lines - 3) {
over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' ');
return TRUE;
}
draw(hw);
wait_for(' ');
restscr(cw);
}
return TRUE;
}
/*
* picky_inven:
* Allow player to inventory a single item
*/
void
picky_inven(void)
{
register struct linked_list *item;
register char ch, mch;
if (pack == NULL)
msg("You aren't carrying anything");
else if (next(pack) == NULL)
msg("a) %s", inv_name(OBJPTR(pack), FALSE));
else
{
msg(terse ? "Item: " : "Which item do you wish to inventory: ");
mpos = 0;
if ((mch = wgetch(cw)) == ESC)
{
msg("");
return;
}
/* Check for a special character */
switch (mch) {
case FOOD:
case SCROLL:
case POTION:
case RING:
case STICK:
case RELIC:
case ARMOR:
case WEAPON:
case MM:
msg("");
if (get_item(pack, (char *)NULL, mch, FALSE, FALSE) == NULL) {
if (terse) msg("No '%c' in your pack.", mch);
else msg("You have no '%c' in your pack.", mch);
}
return;
}
for (ch = 'a', item = pack; item != NULL; item = next(item), ch++)
if (ch == mch)
{
msg("%c) %s",ch,inv_name(OBJPTR(item), FALSE));
return;
}
if (!terse)
msg("'%s' not in pack.", unctrl(mch));
msg("Range is 'a' to '%c'", --ch);
}
}
/*
* get_item:
* pick something out of a pack for a purpose
* purpose: NULL if we should be silent (no prompts)
*/
struct linked_list *
get_item(struct linked_list *list, char *purpose, int type, bool askfirst,
bool showcost)
{
reg struct linked_list *item;
reg struct object *obj;
reg int cnt, pagecnt, ch, och, maxx, curx, confused;
struct linked_list *saveitem = NULL;
char description[2*LINELEN+1];
char cost[LINELEN/2];
char cap_purpose[LINELEN]; /* capitalize the "doings" */
cap_purpose[0] = '\0';
/* Get a capitalized purpose for starting sentences */
if (purpose) {
strcpy(cap_purpose, purpose);
cap_purpose[0] = toupper(cap_purpose[0]);
}
/*
* If this is the player's pack and the player is confused, we
* might just take anything.
*/
if (list == player.t_pack && on(player, ISHUH) && rnd(100) < 70)
confused = 1;
else confused = 0;
cnt = 0;
if (list == NULL) {
msg("You aren't carrying anything.");
return NULL;
}
/* see if we have any of the type requested */
for(ch = 'a',item = list ; item != NULL ; item = next(item), ch++) {
obj = OBJPTR(item);
if (is_type(obj, type)) {
cnt++;
saveitem = item;
}
}
if (cnt == 0) {
if (purpose) msg("Nothing to %s", purpose);
after = FALSE;
return NULL;
}
else if (cnt == 1) { /* only found one of 'em */
obj = OBJPTR(saveitem);
for(;;) {
if (purpose) { /* Should we prompt the player? */
msg("%s what (* for the item)?", cap_purpose);
ch = wgetch(cw);
}
else {
ch = pack_char(list, obj);
msg("%c) %s", ch, inv_name(obj,FALSE));
}
if (ch == '*') {
mpos = 0;
msg("%c) %s",pack_char(list, obj),inv_name(obj,FALSE));
continue;
}
if (ch == ESC) {
msg("");
after = FALSE;
return NULL;
}
for(item = list,och = 'a'; item != NULL; item = next(item),och++) {
if (ch == och) break;
if (och == 'z') och = 'A' - 1;
}
if (item == NULL) {
msg("Please specify a letter between 'a' and '%c'",
och == 'A' ? 'z' : och-1);
continue;
}
if (is_type (OBJPTR(item), type)) {
if (purpose) mpos = 0;
return item;
}
else
msg ("You can't %s that!", purpose);
}
}
for(;;) {
if (!askfirst && purpose) {
msg("%s what? (* for list): ", cap_purpose);
ch = wgetch(cw);
}
else ch = '*';
mpos = 0;
if (ch == ESC) { /* abort if escape hit */
after = FALSE;
msg(""); /* clear display */
return NULL;
}
if (ch == '*') {
wclear(hw);
pagecnt = 0;
maxx = 0;
for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) {
obj = OBJPTR(item);
if (!is_type(OBJPTR(item), type))
continue;
cost[0] = '\0';
if (showcost) {
sprintf(description, "[%ld] ", get_worth(obj));
sprintf(cost, "%8.8s", description);
}
sprintf(description,"%c) %s%s\n\r",ch,cost,inv_name(obj,FALSE));
waddstr(hw, description);
curx = strlen(description) - 2; /* Don't count \n or \r */
if (maxx < curx) maxx = curx;
if (++pagecnt >= lines - 2 && next(item) != NULL) {
pagecnt = 0;
dbotline(hw, spacemsg);
wclear(hw);
}
if (ch == 'z') ch = 'A' - 1;
}
/* Put in the prompt */
if (purpose) sprintf(description, "%s what? ", cap_purpose);
else strcpy(description, spacemsg);
waddstr(hw, description);
curx = strlen(description);
if (maxx < curx) maxx = curx;
/* Write the screen */
if ((menu_overlay && cnt < lines - 3) || cnt == 1) {
over_win(cw, hw, cnt + 2, maxx + 3, cnt, curx, '\0');
cnt = -1; /* Indicate we used over_win */
}
else draw(hw);
if (purpose) {
do {
ch = wgetch(cw);
} until (isalpha(ch) || ch == ESC);
}
else {
ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */
wait_for(' ');
}
/* Redraw original screen */
if (cnt < 0) {
clearok(cw, FALSE); /* Setup to redraw current screen */
touchwin(cw); /* clearing first */
draw(cw);
}
else restscr(cw);
if(ch == ESC) {
after = FALSE;
msg(""); /* clear top line */
return NULL; /* all done if abort */
}
/* ch has item to get from list */
}
for (item = list,och = 'a'; item != NULL; item = next(item),och++) {
if (confused) {
/*
* Confused is incremented each time so that if the rnd(cnt)
* clause keeps failing, confused will equal cnt for the
* last item of the correct type and rnd(cnt) < cnt will
* have to be true.
*/
if (is_type(OBJPTR(item), type) && rnd(cnt) < confused++)
break;
}
else if (ch == och) break;
if (och == 'z') och = 'A' - 1;
}
if (item == NULL) {
msg("Please specify a letter between 'a' and '%c' ",
och == 'A' ? 'z' : och-1);
continue;
}
if (is_type(OBJPTR(item), type))
return (item);
else
msg ("You can't %s that!", purpose);
}
}
char
pack_char(struct linked_list *list, struct object *obj)
{
register struct linked_list *item;
register char c;
c = 'a';
for (item = list; item != NULL; item = next(item)) {
if (OBJPTR(item) == obj)
return c;
else {
if (c == 'z') c = 'A';
else c++;
}
}
return 'z';
}
/*
* cur_null:
* This updates cur_weapon etc for dropping things
*/
void
cur_null(struct object *op)
{
if (op == cur_weapon) cur_weapon = NULL;
else if (op == cur_armor) cur_armor = NULL;
else if (op == cur_ring[LEFT_1]) cur_ring[LEFT_1] = NULL;
else if (op == cur_ring[LEFT_2]) cur_ring[LEFT_2] = NULL;
else if (op == cur_ring[LEFT_3]) cur_ring[LEFT_3] = NULL;
else if (op == cur_ring[LEFT_4]) cur_ring[LEFT_4] = NULL;
else if (op == cur_ring[RIGHT_1]) cur_ring[RIGHT_1] = NULL;
else if (op == cur_ring[RIGHT_2]) cur_ring[RIGHT_2] = NULL;
else if (op == cur_ring[RIGHT_3]) cur_ring[RIGHT_3] = NULL;
else if (op == cur_ring[RIGHT_4]) cur_ring[RIGHT_4] = NULL;
else if (op == cur_misc[WEAR_BOOTS]) cur_misc[WEAR_BOOTS] = NULL;
else if (op == cur_misc[WEAR_JEWEL]) cur_misc[WEAR_JEWEL] = NULL;
else if (op == cur_misc[WEAR_GAUNTLET]) cur_misc[WEAR_GAUNTLET] = NULL;
else if (op == cur_misc[WEAR_CLOAK]) cur_misc[WEAR_CLOAK] = NULL;
else if (op == cur_misc[WEAR_BRACERS]) cur_misc[WEAR_BRACERS] = NULL;
else if (op == cur_misc[WEAR_NECKLACE]) cur_misc[WEAR_NECKLACE] = NULL;
}
/*
* idenpack:
* Identify all the items in the pack
*/
void
idenpack(void)
{
reg struct linked_list *pc;
for (pc = pack ; pc != NULL ; pc = next(pc))
whatis(pc);
}
bool
is_type(struct object *obj, int type)
{
register bool current;
if (type == obj->o_type)
return (TRUE);
switch (type) {
case ALL:
return (TRUE);
when READABLE:
if (obj->o_type == SCROLL ||
(obj->o_type == MM && obj->o_which == MM_SKILLS))
return (TRUE);
when QUAFFABLE:
if (obj->o_type == POTION ||
(obj->o_type == MM && obj->o_which == MM_JUG))
return (TRUE);
when ZAPPABLE:
if (obj->o_type == STICK) return (TRUE);
if (obj->o_type == RELIC)
switch (obj->o_which) {
case MING_STAFF:
case ASMO_ROD:
case ORCUS_WAND:
case EMORI_CLOAK:
return (TRUE);
}
when WEARABLE:
case REMOVABLE:
current = is_current(obj);
/*
* Don't wear thing we are already wearing or remove things
* we aren't wearing.
*/
if (type == WEARABLE && current) return (FALSE);
else if (type == REMOVABLE && !current) return (FALSE);
switch (obj->o_type) {
case RELIC:
switch (obj->o_which) {
case HEIL_ANKH:
case EMORI_CLOAK:
return (TRUE);
}
when MM:
switch (obj->o_which) {
case MM_ELF_BOOTS:
case MM_DANCE:
case MM_BRACERS:
case MM_DISP:
case MM_PROTECT:
case MM_G_DEXTERITY:
case MM_G_OGRE:
case MM_JEWEL:
case MM_R_POWERLESS:
case MM_FUMBLE:
case MM_STRANGLE:
case MM_ADAPTION:
return (TRUE);
}
when ARMOR:
case RING:
return (TRUE);
}
when CALLABLE:
switch (obj->o_type) {
case RING: if (!r_know[obj->o_which]) return(TRUE);
when POTION: if (!p_know[obj->o_which]) return(TRUE);
when STICK: if (!ws_know[obj->o_which]) return(TRUE);
when SCROLL: if (!s_know[obj->o_which]) return(TRUE);
when MM: if (!m_know[obj->o_which]) return(TRUE);
}
when WIELDABLE:
switch (obj->o_type) {
case STICK:
case WEAPON:
return(TRUE);
when RELIC:
switch (obj->o_which) {
case MUSTY_DAGGER:
case HRUGGEK_MSTAR:
case YEENOGHU_FLAIL:
case AXE_AKLAD:
case MING_STAFF:
case ORCUS_WAND:
case ASMO_ROD:
return(TRUE);
}
}
when IDENTABLE:
if (!(obj->o_flags & ISKNOW) && obj->o_type != FOOD)
return (TRUE);
if (obj->o_type == MM) {
switch (obj->o_which) {
case MM_JUG:
/* Can still identify a jug if we don't know the potion */
if (obj->o_ac != JUG_EMPTY && !p_know[obj->o_ac])
return (TRUE);
}
}
when USEABLE:
if (obj->o_type == MM) {
switch(obj->o_which) {
case MM_BEAKER:
case MM_BOOK:
case MM_OPEN:
case MM_HUNGER:
case MM_DRUMS:
case MM_DISAPPEAR:
case MM_CHOKE:
case MM_KEOGHTOM:
case MM_CRYSTAL:
return (TRUE);
}
}
else if (obj->o_type == RELIC) {
switch (obj->o_which) {
case EMORI_CLOAK:
case BRIAN_MANDOLIN:
case HEIL_ANKH:
case YENDOR_AMULET:
case STONEBONES_AMULET:
case GERYON_HORN:
case EYE_VECNA:
case QUILL_NAGROM:
case SURTUR_RING:
case ALTERAN_CARD:
return (TRUE);
}
}
else if (obj->o_type == POTION) {
/*
* only assassins can use poison
*/
if (player.t_ctype == C_ASSASSIN && obj->o_which == P_POISON)
return(TRUE);
}
when PROTECTABLE:
switch (obj->o_type) {
case WEAPON:
if ((obj->o_flags & ISMETAL) == 0) return (FALSE);
/* Fall through */
case ARMOR:
return (TRUE);
when MM:
if (obj->o_which == MM_BRACERS) return (TRUE);
}
}
return(FALSE);
}
void
del_pack(struct linked_list *item)
{
register struct object *obj;
obj = OBJPTR(item);
if (obj->o_count > 1) {
obj->o_count--;
}
else {
cur_null(obj);
detach(pack, item);
o_discard(item);
inpack--;
}
}
/*
* carry_obj:
* Check to see if a monster is carrying something and, if so, give
* it to him.
*/
void
carry_obj(struct thing *mp, int chance)
{
reg struct linked_list *item;
reg struct object *obj;
/*
* If there is no chance, just return.
* Note that this means there must be a "chance" in order for
* the creature to carry a relic.
*/
if (chance <= 0) return;
/*
* check for the relic/artifacts
* Do the relics first so they end up last in the pack. Attach()
* always adds things to the beginning. This way they will be the
* last things dropped when the creature is killed. This will ensure
* the relic will be on top if there is a stack of item lying on the
* floor and so the hero will know where it is if he's trying to
* avoid it. Note that only UNIQUEs carry relics.
*/
if (on(*mp, ISUNIQUE)) {
if (on(*mp, CARRYMDAGGER)) {
item = spec_item(RELIC, MUSTY_DAGGER, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYCLOAK)) {
item = spec_item(RELIC, EMORI_CLOAK, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYANKH)) {
item = spec_item(RELIC, HEIL_ANKH, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYSTAFF)) {
item = spec_item(RELIC, MING_STAFF, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYWAND)) {
item = spec_item(RELIC, ORCUS_WAND, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYROD)) {
item = spec_item(RELIC, ASMO_ROD, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYYAMULET)) {
item = spec_item(RELIC, YENDOR_AMULET, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYBAMULET)) {
item = spec_item(RELIC, STONEBONES_AMULET, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYMANDOLIN)) {
item = spec_item(RELIC, BRIAN_MANDOLIN, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYEYE)) {
item = spec_item(RELIC, EYE_VECNA, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYAXE)) {
item = spec_item(RELIC, AXE_AKLAD, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYQUILL)) {
register int i, howmany;
item = spec_item(RELIC, QUILL_NAGROM, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
obj->o_charges = rnd(QUILLCHARGES);
attach(mp->t_pack, item);
howmany = roll(4,3);
for (i=0; i<howmany; i++) {
/*
* the quill writes scrolls so give him a bunch
*/
item = new_thing(TYP_SCROLL, FALSE);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
}
if (on(*mp, CARRYMSTAR)) {
item = spec_item(RELIC, HRUGGEK_MSTAR, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYFLAIL)) {
item = spec_item(RELIC, YEENOGHU_FLAIL, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYHORN)) {
item = spec_item(RELIC, GERYON_HORN, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYSURTURRING)) {
item = spec_item(RELIC, SURTUR_RING, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
if (on(*mp, CARRYCARD)) {
item = spec_item(RELIC, ALTERAN_CARD, 0, 0);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
}
/*
* If it carries gold, give it some
*/
if (on(*mp, CARRYGOLD) && rnd(100) < chance) {
item = spec_item(GOLD, 0, 0, 0);
obj = OBJPTR(item);
obj->o_count = GOLDCALC + GOLDCALC;
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
/*
* If it carries food, give it some
*/
if (on(*mp, CARRYFOOD) && rnd(100) < chance) {
int type;
switch (rnd(41)) {
case 3: type = E_APPLE;
when 6: type = E_HAGBERRY;
when 9: type = E_SOURSOP;
when 12: type = E_RAMBUTAN;
when 15: type = E_DEWBERRY;
when 18: type = E_CANDLEBERRY;
when 21: type = E_BANANA;
when 24: type = E_CAPRIFIG;
when 27: type = E_STRAWBERRY;
when 30: type = E_GOOSEBERRY;
when 33: type = E_ELDERBERRY;
when 36: type = E_BLUEBERRY;
when 40: type = E_SLIMEMOLD; /* monster food */
otherwise: type = E_RATION;
}
item = spec_item(FOOD, type, 0, 0);
obj = OBJPTR(item);
obj->o_weight = things[TYP_FOOD].mi_wght;
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
/*
* If it carries a weapon, give it one
*/
if (on(*mp, CARRYWEAPON) && rnd(100) < chance) {
int type, hit, dam;
/* Get the "bonuses" */
hit = rnd(5 + (vlevel / 5)) - 2;
dam = rnd(5 + (vlevel / 5)) - 2;
/* Only choose an appropriate type of weapon */
switch (rnd(12)) {
case 0: type = DAGGER;
when 1: type = BATTLEAXE;
when 2: type = MACE;
when 3: type = SWORD;
when 4: type = PIKE;
when 5: type = HALBERD;
when 6: type = SPETUM;
when 7: type = BARDICHE;
when 8: type = TRIDENT;
when 9: type = BASWORD;
when 10:type = DART;
otherwise: type = TWOSWORD;
}
/* Create the item */
item = spec_item(WEAPON, type, hit, dam);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
/*
* If it carries a dagger, give it one
*/
if (on(*mp, CARRYDAGGER) && rnd(100) < chance) {
int hit, dam;
/* Get the "bonuses" */
hit = rnd(3 + (vlevel / 5)) - 1;
dam = rnd(3 + (vlevel / 5)) - 1;
/* Create the item */
item = spec_item(WEAPON, DAGGER, hit, dam);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
/*
* If it carries a scroll, give it one
*/
if (on(*mp, CARRYSCROLL) && rnd(100) < chance) {
item = new_thing(TYP_SCROLL, TRUE);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
/* Can the monster carry this scroll? */
if (obj->o_which == S_SCARE && mp->t_stats.s_intel < 16)
fall(item, FALSE); /* This would scare us! */
else attach(mp->t_pack, item);
}
/*
* If it carries a potion, give it one
*/
if (on(*mp, CARRYPOTION) && rnd(100) < chance) {
item = new_thing(TYP_POTION, TRUE);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
/*
* If it carries a ring, give it one
*/
if (on(*mp, CARRYRING) && rnd(100) < chance) {
item = new_thing(TYP_RING, TRUE);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
/*
* If it carries a wand or staff, give it one
*/
if (on(*mp, CARRYSTICK) && rnd(100) < chance) {
item = new_thing(TYP_STICK, TRUE);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
/*
* If it carries any miscellaneous magic, give it one
*/
if (on(*mp, CARRYMISC) && rnd(100) < chance) {
item = new_thing(TYP_MM, TRUE);
obj = OBJPTR(item);
obj->o_pos = mp->t_pos;
attach(mp->t_pack, item);
}
/* Update the monster's encumberance */
updpack(TRUE, mp);
}
/*
* grab():
* See what is on the spot where the player is standing. If
* nothing is there, do nothing. If there is one thing, pick it
* up. If there are multiple things, prompt the player for what
* he wants (* means everything).
*/
int
grab(int y, int x)
{
register struct linked_list *next_item, *item;
register struct object *obj;
register int cnt, pagecnt;
int num_there = 0, ch, och;
/*
* Count how many objects there are and move them to the front
* of the level list.
*/
for (item = lvl_obj; item != NULL; item = next_item) {
obj = OBJPTR(item);
next_item = next(item);
if (obj->o_pos.y == y && obj->o_pos.x == x) {
num_there++;
detach(lvl_obj, item); /* Remove it from the list */
attach(lvl_obj, item); /* Place it at the front of the list */
}
}
/* Nothing there. */
if (num_there < 1) msg("Nothing %s", terse ? "there." : "to pick up.");
/* Something or things there */
else {
char linebuf[2*LINELEN+1];
int curlen, maxlen = 0;
wclear(hw);
cnt = 0;
pagecnt = 0;
for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there;
item = next(item), ch++, cnt++) {
obj = OBJPTR(item);
/* Construct how the line will look */
sprintf(linebuf, "%c) %s\n\r", ch, inv_name(obj,FALSE));
/* See how long it is */
curlen = strlen(linebuf) - 2; /* Don't count \n or \r */
if (maxlen < curlen) maxlen = curlen;
/* Draw it in the window */
waddstr(hw, linebuf);
if (++pagecnt >= lines - 2 && next(item) != NULL) {
pagecnt = 0;
maxlen = 0;
dbotline(hw, spacemsg);
wclear(hw);
}
if (ch == 'z') ch = 'A' - 1;
}
strcpy(linebuf, "Pick up what? (* for all): ");
/* See how long it is */
curlen = strlen(linebuf); /* Don't count \n or \r */
if (maxlen < curlen) maxlen = curlen;
/* Draw it in the window */
waddstr(hw, linebuf);
/*
* If we have fewer than half a screenful, don't clear the screen.
* Leave 3 blank lines at the bottom and 3 blank columns to he right.
*/
if (menu_overlay && num_there < lines - 3) {
over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, '\0');
pagecnt = -1; /* Indicate we used over_win */
}
else draw(hw); /* write screen */
for (;;) {
do {
ch = wgetch(cw);
} until (isalpha(ch) || ch == '*' || ch == ESC);
/* Redraw original screen */
if (pagecnt < 0) {
clearok(cw, FALSE); /* Setup to redraw current screen */
touchwin(cw); /* clearing first */
draw(cw);
}
else restscr(cw);
if (ch == ESC) {
after = FALSE;
msg(""); /* clear top line */
break;
}
if (ch == '*') {
player.t_action = A_PICKUP;
return(1); /* set action to PICKUP and delay for first one */
}
/* ch has item to get from list */
cnt = 0;
for (item = lvl_obj, och = 'a'; item != NULL && cnt < num_there;
item = next(item), och++, cnt++) {
if (ch == och)
break;
if (och == 'z') och = 'A' - 1;
}
if (item == NULL || cnt >= num_there) {
wmove(hw, pagecnt < 0 ? num_there : pagecnt, 25);
wprintw(hw, " [between 'a' and '%c']: ",
och == 'A' ? 'z' : och-1);
if (maxlen < 49) maxlen = 49;
/*
* If we have fewer than half a screenful, don't clear the
* screen. Leave an extra blank line at the bottom and
* 3 blank columns to the right.
*/
if (menu_overlay && num_there < lines - 3) {
over_win(cw, hw, num_there + 2, maxlen + 3,
num_there, 49, '\0');
cnt = -1; /* Indicate we used over_win */
}
else draw(hw); /* write screen */
continue;
}
else {
detach(lvl_obj, item);
if (add_pack(item, FALSE)) {
/*
* We make sure here that the dungeon floor gets
* updated with what's left on the vacated spot.
*/
if ((item = find_obj(y, x)) == NULL) {
coord roomcoord; /* Needed to pass to roomin() */
roomcoord.y = y;
roomcoord.x = x;
mvaddch(y, x,
(roomin(&roomcoord) == NULL ? PASSAGE : FLOOR));
}
else mvaddch(y, x, (OBJPTR(item))->o_type);
return(1);
}
else attach(lvl_obj, item); /* Couldn't pick it up! */
break;
}
}
}
return(0);
}
/*
* make_sell_pack:
*
* Create a pack for sellers (a la quartermaster)
*/
void
make_sell_pack(struct thing *tp)
{
reg struct linked_list *item;
reg struct object *obj;
reg int sell_type = 0, nitems, i;
/* Select the items */
nitems = rnd(5) + 7;
switch (rnd(14)) {
/* Armor */
case 0:
case 1:
turn_on(*tp, CARRYARMOR);
sell_type = TYP_ARMOR;
break;
/* Weapon */
when 2:
case 3:
turn_on(*tp, CARRYWEAPON);
sell_type = TYP_WEAPON;
break;
/* Staff or wand */
when 4:
case 5:
turn_on(*tp, CARRYSTICK);
sell_type = TYP_STICK;
break;
/* Ring */
when 6:
case 7:
turn_on(*tp, CARRYRING);
sell_type = TYP_RING;
break;
/* scroll */
when 8:
case 9:
turn_on(*tp, CARRYSCROLL);
sell_type = TYP_SCROLL;
break;
/* potions */
when 10:
case 11:
turn_on(*tp, CARRYPOTION);
sell_type = TYP_POTION;
break;
/* Miscellaneous magic */
when 12:
case 13:
turn_on(*tp, CARRYMISC);
sell_type = TYP_MM;
break;
}
for (i=0; i<nitems; i++) {
item = new_thing(sell_type, FALSE);
obj = OBJPTR(item);
obj->o_pos = tp->t_pos;
attach(tp->t_pack, item);
}
}