/* * pack.c - Routines to deal with the pack. * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include #include #include "rogue.h" #ifdef PC7300 #include "menu.h" #endif bool is_type (struct object *obj, int type); /* * Routines to deal with the pack */ /* * add_pack: * Pick up an object and add it to the pack. If the argument is non-null * use it as the linked_list pointer instead of gettting it off the ground. */ bool add_pack(struct linked_list *item, bool silent, struct linked_list **packret) { register struct linked_list *ip, *lp = NULL, *ap; register struct object *obj, *op = NULL; register bool exact, from_floor; if (packret != NULL) *packret = NULL; if (item == NULL) { from_floor = TRUE; if ((item = find_obj(hero.y, hero.x)) == NULL) return(FALSE); } else from_floor = FALSE; obj = OBJPTR(item); /* * If it is gold, just add its value to rogue's purse and get rid * of it. */ if (obj->o_type == GOLD) { register struct linked_list *mitem; register struct thing *tp; if (!silent) { if (!terse) addmsg("You found "); msg("%d gold pieces.", obj->o_count); } /* First make sure no greedy monster is after this gold. * If so, make the monster run after the rogue instead. */ for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { tp = THINGPTR(mitem); if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; } purse += obj->o_count; if (from_floor) { detach(lvl_obj, item); if ((ap = find_obj(hero.y, hero.x)) == NULL) mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); else mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); } o_discard(item); return(TRUE); } /* * see if he can carry any more weight */ if (itemweight(obj) + pstats.s_pack > pstats.s_carry) { msg("Too much for you to carry."); return FALSE; } /* * Link it into the pack. Search the pack for a object of similar type * if there isn't one, stuff it at the beginning, if there is, look for one * that is exactly the same and just increment the count if there is. * it that. Food is always put at the beginning for ease of access, but * is not ordered so that you can't tell good food from bad. First check * to see if there is something in thr same group and if there is then * increment the count. */ if (obj->o_group) { for (ip = pack; ip != NULL; ip = next(ip)) { op = OBJPTR(ip); if (op->o_group == obj->o_group) { /* * Put it in the pack and notify the user */ op->o_count += obj->o_count; if (from_floor) { detach(lvl_obj, item); if ((ap = find_obj(hero.y, hero.x)) == NULL) mvaddch(hero.y,hero.x, (roomin(&hero)==NULL ? PASSAGE : FLOOR)); else mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); } o_discard(item); item = ip; goto picked_up; } } } /* * Check for and deal with scare monster scrolls */ if (obj->o_type == SCROLL && obj->o_which == S_SCARE) if (obj->o_flags & ISCURSED) { msg("The scroll turns to dust as you pick it up."); detach(lvl_obj, item); if ((ap = find_obj(hero.y, hero.x)) == NULL) mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); else mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); return(TRUE); } /* * Search for an object of the same type */ exact = FALSE; for (ip = pack; ip != NULL; ip = next(ip)) { op = OBJPTR(ip); if (obj->o_type == op->o_type) break; } if (ip == NULL) { /* * Put it at the end of the pack since it is a new type */ for (ip = pack; ip != NULL; ip = next(ip)) { op = OBJPTR(ip); if (op->o_type != FOOD) break; lp = ip; } } else { /* * Search for an object which is exactly the same */ while (ip != NULL && op->o_type == obj->o_type) { if (op->o_which == obj->o_which) { exact = TRUE; break; } lp = ip; if ((ip = next(ip)) == NULL) break; op = OBJPTR(ip); } } /* * Check if there is room */ if (ip == NULL || !exact || !ISMULT(obj->o_type)) { if (inpack == MAXPACK-1) { msg(terse ? "No room." : "You can't carry anything else."); return(FALSE); } } inpack++; if (from_floor) { detach(lvl_obj, item); if ((ap = find_obj(hero.y, hero.x)) == NULL) mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); else mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); } if (ip == NULL) { /* * Didn't find an exact match, just stick it here */ if (pack == NULL) pack = item; else { lp->l_next = item; item->l_prev = lp; item->l_next = NULL; } } else { /* * If we found an exact match. If it is food, * increase the count, otherwise put it with its clones. */ if (exact && ISMULT(obj->o_type)) { op->o_count += obj->o_count; inpack--; /* adjust for previous addition */ o_discard(item); item = ip; goto picked_up; } if ((item->l_prev = prev(ip)) != NULL) item->l_prev->l_next = item; else pack = item; item->l_next = ip; ip->l_prev = item; } picked_up: /* * Notify the user */ obj = OBJPTR(item); if (!silent) { if (!terse) addmsg("You now have "); msg("%s (%c)", inv_name(obj, !terse), pack_char(pack, obj)); } /* Relics can do strange things when you pick them up */ if (obj->o_type == RELIC) { int newclass; switch (obj->o_which) { /* the ankh of Heil gives you prayers */ case HEIL_ANKH: msg("The ankh welds itself into your hand."); if (player.t_ctype != C_CLERIC && player.t_ctype != C_PALADIN) fuse(prayer_recovery, NULL, SPELLTIME, AFTER); /* A cloak must be worn. */ when EMORI_CLOAK: if (cur_armor != NULL || cur_misc[WEAR_CLOAK]) { msg("The cloak insists you remove your current garments."); if (!dropcheck(cur_armor != NULL ? cur_armor : cur_misc[WEAR_CLOAK])) { pstats.s_hpt = -1; msg("The cloak constricts around you."); msg("It draws your life force from you!!! -- More --"); wait_for(' '); death(D_RELIC); } } if (obj->o_charges < 0) /* should never happen, but.... */ obj->o_charges = 0; if (obj->o_charges == 0) fuse(cloak_charge, obj, CLOAK_TIME, AFTER); /* The amulet must be worn. */ when STONEBONES_AMULET: case YENDOR_AMULET: if (cur_misc[WEAR_JEWEL] || cur_relic[STONEBONES_AMULET] || cur_relic[YENDOR_AMULET]) { msg("You have an urge to remove your current amulet."); } if((cur_misc[WEAR_JEWEL] && !dropcheck(cur_misc[WEAR_JEWEL])) || cur_relic[STONEBONES_AMULET] || cur_relic[YENDOR_AMULET]) { pstats.s_hpt = -1; msg("The %s begins pulsing.", inv_name(obj, TRUE)); msg("It fades away.... -- More --"); wait_for(' '); death(D_RELIC); } msg("The %s welds itself into your chest.",inv_name(obj,TRUE)); /* The eye must be inserted in eye socket */ when EYE_VECNA: msg("The eye forces you to jam it into your eye socket!"); pstats.s_hpt -= 75; if (pstats.s_hpt < 0) { msg ("The pain is too much for you! -- More --"); wait_for(' '); death(D_RELIC); } waste_time(); msg("The excrutiating pain slowly turns into a dull throb."); when QUILL_NAGROM: fuse(quill_charge,NULL,player.t_ctype==C_MAGICIAN ? 4 : 8,AFTER); /* Weapons will insist on being wielded. */ when MUSTY_DAGGER: case HRUGGEK_MSTAR: case YEENOGHU_FLAIL: case AXE_AKLAD: /* For the daggers start a fuse to change player to a thief. */ /* and set a daemon to eat gold. */ if (obj->o_which == MUSTY_DAGGER) { newclass = C_THIEF; fuse(changeclass, &newclass, roll(20, 20), AFTER); if (purse > 0) msg("Your purse feels lighter"); else purse = 1; /* fudge to get right msg from eat_gold() */ eat_gold(obj); start_daemon(eat_gold, obj, AFTER); } /* For the axe start a fuse to change player to a fighter. */ if (obj->o_which == AXE_AKLAD) { newclass = C_FIGHTER; fuse(changeclass, &newclass, roll(20, 20), AFTER); } if (cur_weapon != NULL) { msg("The artifact insists you release your current weapon."); if (!dropcheck(cur_weapon)) { pstats.s_hpt = -1; msg("The artifact forces your weapon into your heart."); msg("It hums with satisfaction. -- More --"); wait_for(' '); death(D_RELIC); } } cur_weapon = obj; when SURTUR_RING: msg("The ring forces itself through your nose!"); pstats.s_hpt -= 22; if (pstats.s_hpt < 0) { msg ("The pain is too much for you! -- More --"); wait_for(' '); death(D_RELIC); } waste_time(); turn_on(player, NOFIRE); msg("The pain slowly subsides."); otherwise: break; } cur_relic[obj->o_which]++; /* Note that we have it */ } updpack(FALSE, &player); if (packret != NULL) *packret = item; return(TRUE); } #ifdef PC7300 static menu_t Display; /* The menu structure */ static mitem_t Dispitems[MAXPACK+1]; /* Info for each line */ static char Displines[MAXPACK+1][LINELEN+1]; /* The lines themselves */ #endif /* * inventory: * list what is in the pack */ bool inventory(struct linked_list *list, int type) { register struct object *obj; register char ch; register int n_objs, cnt, maxx, curx; char inv_temp[2*LINELEN+1]; cnt = 0; n_objs = 0; for (ch = 'a'; list != NULL; ch++, list = next(list)) { obj = OBJPTR(list); if (!is_type(obj, type)) continue; switch (n_objs++) { /* * For the first thing in the inventory, just save the string * in case there is only one. */ case 0: sprintf(inv_temp, "%c) %s", ch, inv_name(obj, FALSE)); break; /* * If there is more than one, clear the screen, print the * saved message and fall through to ... */ case 1: if (slow_invent) msg(inv_temp); else { wclear(hw); waddstr(hw, inv_temp); waddch(hw, '\n'); maxx = strlen(inv_temp); /* Length of the listing */ #ifdef PC7300 /* Put it into the PC menu display */ strcpy(Displines[0], inv_temp); Dispitems[0].mi_name = Displines[0]; Dispitems[0].mi_flags = 0; Dispitems[0].mi_val = 0; #endif } /* * Print the line for this object */ default: if (ch > 'z') ch = 'A'; if (slow_invent) msg("%c) %s", ch, inv_name(obj, FALSE)); else { if (++cnt >= lines - 2) { /* if bottom of screen */ dbotline(hw, morestr); cnt = 0; wclear(hw); } sprintf(inv_temp, "%c) %s\n", ch, inv_name(obj, FALSE)); curx = strlen(inv_temp) - 1; /* Don't count new-line */ if (curx > maxx) maxx = curx; waddstr(hw, inv_temp); #ifdef PC7300 /* Put it into the PC menu display */ strcpy(Displines[n_objs-1], inv_temp); Displines[n_objs-1][curx] = '\0'; /* Strip newline */ Dispitems[n_objs-1].mi_name = Displines[n_objs-1]; Dispitems[n_objs-1].mi_flags = 0; Dispitems[n_objs-1].mi_val = 0; #endif } } } if (n_objs == 0) { if (terse) msg(type == ALL ? "Empty handed." : "Nothing appropriate"); else msg(type == ALL ? "You are empty handed." : "You don't have anything appropriate"); return FALSE; } if (n_objs == 1) { msg(inv_temp); return TRUE; } if (!slow_invent) { #ifdef PC7300 /* Place an end marker for the items */ Dispitems[n_objs].mi_name = 0; /* Set up the main menu structure */ Display.m_label = "Inventory"; Display.m_title = "Pack Contents"; Display.m_prompt = "Press Cancl to continue."; Display.m_curptr = '\0'; Display.m_markptr = '\0'; Display.m_flags = 0; Display.m_selcnt = 0; Display.m_items = Dispitems; Display.m_curi = 0; /* * Try to display the menu. If we don't have a local terminal, * the call will fail and we will just continue with the * normal mode. */ if (menu(&Display) >= 0) return TRUE; #endif waddstr(hw, spacemsg); curx = strlen(spacemsg); if (curx > maxx) maxx = curx; /* * If we have fewer than half a screenful, don't clear the screen. * Leave an extra blank line at the bottom and 3 blank columns * to he right. */ if (menu_overlay && n_objs < lines / 2 + 2) { over_win(cw, hw, n_objs + 2, maxx + 3, n_objs, curx, ' '); return TRUE; } draw(hw); wait_for(' '); clearok(cw, TRUE); touchwin(cw); } return TRUE; } /* * picky_inven: * Allow player to inventory a single item */ void picky_inven(void) { register struct linked_list *item; register char ch, mch; if (pack == NULL) msg("You aren't carrying anything"); else if (next(pack) == NULL) msg("a) %s", inv_name(OBJPTR(pack), FALSE)); else { msg(terse ? "Item: " : "Which item do you wish to inventory: "); mpos = 0; if ((mch = readchar()) == ESCAPE) { msg(""); return; } /* Check for a special character */ switch (mch) { case FOOD: case SCROLL: case POTION: case RING: case STICK: case RELIC: case ARMOR: case WEAPON: case MM: msg(""); if (get_item(pack, NULL, mch, FALSE, FALSE) == NULL) { if (terse) msg("None in pack."); else msg("You have no %c in your pack.", mch); } return; } for (ch = 'a', item = pack; item != NULL; item = next(item), ch++) if (ch == mch) { msg("%c) %s",ch,inv_name(OBJPTR(item), FALSE)); return; } if (!terse) msg("'%s' not in pack.", unctrl(mch)); msg("Range is 'a' to '%c'", --ch); } } /* * get_item: * pick something out of a pack for a purpose * purpose: NULL if we should be silent (no prompts) */ struct linked_list * get_item(struct linked_list *list, char *purpose, int type, bool askfirst, bool showcost) { reg struct linked_list *item; reg struct object *obj; reg int cnt, pagecnt, ch, och, maxx, curx, confused; struct linked_list *saveitem = NULL; char description[2*LINELEN+1]; char cost[LINELEN/2]; #ifdef PC7300 int menucount = 0; int usemenu = 1; #endif /* * If this is the player's pack and the player is confused, we * might just take anything. */ if (list == player.t_pack && on(player, ISHUH) && rnd(100) < 75) confused = 1; else confused = 0; cnt = 0; if (list == NULL) { msg("You aren't carrying anything."); return NULL; } /* see if we have any of the type requested */ for(ch = 'a',item = list ; item != NULL ; item = next(item), ch++) { obj = OBJPTR(item); if (is_type(obj, type)) { cnt++; saveitem = item; } } if (cnt == 0) { if (purpose) msg("Nothing to %s", purpose); after = FALSE; return NULL; } else if (cnt == 1) { /* only found one of 'em */ obj = OBJPTR(saveitem); while(TRUE) { if (purpose) { /* Should we prompt the player? */ msg("%s what (* for the item)?",purpose); ch = tolower(readchar()); } else { ch = pack_char(list, obj); msg("%c) %s", ch, inv_name(obj,FALSE)); } if (ch == '*') { mpos = 0; msg("%c) %s",pack_char(list, obj),inv_name(obj,FALSE)); continue; } if (ch == ESCAPE) { msg(""); after = FALSE; return NULL; } for(item = list,och = 'a'; item != NULL; item = next(item),och++) { if (ch == och) break; if (och == 'z') och = 'A' - 1; } if (item == NULL) { msg("Please specify a letter between 'a' and '%c'", och == 'A' ? 'z' : och-1); continue; } if (is_type (OBJPTR(item), type)) { if (purpose) mpos = 0; return item; } else msg ("You can't %s that!", purpose); } } while (TRUE) { if (!askfirst && purpose) { msg("%s what? (* for list): ",purpose); ch = readchar(); } else ch = '*'; mpos = 0; if (ch == ESCAPE) { /* abort if escape hit */ after = FALSE; msg(""); /* clear display */ return NULL; } if (ch == '*') { wclear(hw); pagecnt = 0; maxx = 0; for(item = list,ch = 'a'; item != NULL ; item = next(item), ch++) { obj = OBJPTR(item); if (!is_type(OBJPTR(item), type)) continue; cost[0] = '\0'; if (showcost) { sprintf(description, "[%d] ", get_worth(obj)); sprintf(cost, "%8.8s", description); } sprintf(description,"%c) %s%s\n\r",ch,cost,inv_name(obj,FALSE)); waddstr(hw, description); curx = strlen(description) - 2; /* Don't count \n or \r */ if (maxx < curx) maxx = curx; #ifdef PC7300 if (usemenu) { /* Put it into the PC menu display */ strcpy(Displines[menucount], description); Displines[menucount][curx] = '\0'; /* Strip newline */ Dispitems[menucount].mi_name = Displines[menucount]; Dispitems[menucount].mi_flags = 0; Dispitems[menucount++].mi_val = (int) item; } #endif if (++pagecnt >= lines - 2 && next(item) != NULL) { pagecnt = 0; dbotline(hw, spacemsg); wclear(hw); } if (ch == 'z') ch = 'A' - 1; } /* Put in the prompt */ if (purpose) sprintf(description, "%s what? ", purpose); else strcpy(description, spacemsg); waddstr(hw, description); curx = strlen(description); if (maxx < curx) maxx = curx; #ifdef PC7300 if (usemenu) { /* Place an end marker for the items */ Dispitems[menucount].mi_name = 0; /* Set up the main menu structure */ Display.m_label = "Sub-Inventory"; if (purpose) { Display.m_title = description; Display.m_prompt = "Select an item or press Cancl for no selection."; Display.m_selcnt = 1; } else { Display.m_title = 0; Display.m_prompt = "Press Cancl to continue."; Display.m_selcnt = 0; } Display.m_curptr = '\0'; Display.m_markptr = '\0'; Display.m_flags = 0; Display.m_items = Dispitems; Display.m_curi = 0; /* * Try to display the menu. If we don't have a local terminal, * the call will fail and we will just continue with the * normal mode. */ if (menu(&Display) >= 0) { msg(""); if (Display.m_selcnt == 0) { /* Menu was cancelled */ if (purpose) { after = FALSE; return NULL; /* all done if abort */ } else return saveitem; } else return (struct linked_list *) Display.m_curi->mi_val; } else { usemenu = 0; /* Can't use the menu facilities */ } } #endif /* Write the screen */ if ((menu_overlay && cnt < lines / 2 + 2) || cnt == 1) { over_win(cw, hw, cnt + 2, maxx + 3, cnt, curx, '\0'); cnt = -1; /* Indicate we used over_win */ } else draw(hw); if (purpose) { do { ch = tolower(readchar()); } until (isalpha(ch) || ch == ESCAPE); } else { ch = pack_char(list, OBJPTR(saveitem)); /* Pick a valid item */ wait_for(' '); } /* Redraw original screen */ if (cnt < 0) { clearok(cw, FALSE); /* Setup to redraw current screen */ touchwin(cw); /* clearing first */ } else restscr(cw); if(ch == ESCAPE) { after = FALSE; msg(""); /* clear top line */ return NULL; /* all done if abort */ } /* ch has item to get from list */ } for (item = list,och = 'a'; item != NULL; item = next(item),och++) { if (confused) { /* * Confused is incremented each time so that if the rnd(cnt) * clause keeps failing, confused will equal cnt for the * last item of the correct type and rnd(cnt) < cnt will * have to be true. */ if (is_type(OBJPTR(item), type) && rnd(cnt) < confused++) break; } else if (ch == och) break; if (och == 'z') och = 'A' - 1; } if (item == NULL) { msg("Please specify a letter between 'a' and '%c'", och == 'A' ? 'z' : och-1); continue; } if (is_type(OBJPTR(item), type)) return (item); else msg ("You can't %s that!", purpose); } } char pack_char(struct linked_list *list, struct object *obj) { register struct linked_list *item; register char c; c = 'a'; for (item = list; item != NULL; item = next(item)) { if (OBJPTR(item) == obj) return c; else { if (c == 'z') c = 'A'; else c++; } } return 'z'; } /* * cur_null: * This updates cur_weapon etc for dropping things */ void cur_null(struct object *op) { if (op == cur_weapon) cur_weapon = NULL; else if (op == cur_armor) cur_armor = NULL; else if (op == cur_ring[LEFT_1]) cur_ring[LEFT_1] = NULL; else if (op == cur_ring[LEFT_2]) cur_ring[LEFT_2] = NULL; else if (op == cur_ring[LEFT_3]) cur_ring[LEFT_3] = NULL; else if (op == cur_ring[LEFT_4]) cur_ring[LEFT_4] = NULL; else if (op == cur_ring[RIGHT_1]) cur_ring[RIGHT_1] = NULL; else if (op == cur_ring[RIGHT_2]) cur_ring[RIGHT_2] = NULL; else if (op == cur_ring[RIGHT_3]) cur_ring[RIGHT_3] = NULL; else if (op == cur_ring[RIGHT_4]) cur_ring[RIGHT_4] = NULL; else if (op == cur_misc[WEAR_BOOTS]) cur_misc[WEAR_BOOTS] = NULL; else if (op == cur_misc[WEAR_JEWEL]) cur_misc[WEAR_JEWEL] = NULL; else if (op == cur_misc[WEAR_GAUNTLET]) cur_misc[WEAR_GAUNTLET] = NULL; else if (op == cur_misc[WEAR_CLOAK]) cur_misc[WEAR_CLOAK] = NULL; else if (op == cur_misc[WEAR_BRACERS]) cur_misc[WEAR_BRACERS] = NULL; else if (op == cur_misc[WEAR_NECKLACE]) cur_misc[WEAR_NECKLACE] = NULL; } /* * idenpack: * Identify all the items in the pack */ void idenpack(void) { reg struct linked_list *pc; for (pc = pack ; pc != NULL ; pc = next(pc)) whatis(pc); } bool is_type (struct object *obj, int type) { register bool current; if (type == obj->o_type) return (TRUE); switch (type) { case ALL: return (TRUE); when READABLE: if (obj->o_type == SCROLL || (obj->o_type == MM && obj->o_which == MM_SKILLS)) return (TRUE); when QUAFFABLE: if (obj->o_type == POTION || (obj->o_type == MM && obj->o_which == MM_JUG)) return (TRUE); when ZAPPABLE: if (obj->o_type == STICK) return (TRUE); if (obj->o_type == RELIC) switch (obj->o_which) { case MING_STAFF: case ASMO_ROD: case ORCUS_WAND: case EMORI_CLOAK: return (TRUE); } when WEARABLE: case REMOVABLE: current = is_current(obj); /* * Don't wear thing we are already wearing or remove things * we aren't wearing. */ if (type == WEARABLE && current) return (FALSE); else if (type == REMOVABLE && !current) return (FALSE); switch (obj->o_type) { case RELIC: switch (obj->o_which) { case HEIL_ANKH: case EMORI_CLOAK: return (TRUE); } when MM: switch (obj->o_which) { case MM_ELF_BOOTS: case MM_DANCE: case MM_BRACERS: case MM_DISP: case MM_PROTECT: case MM_G_DEXTERITY: case MM_G_OGRE: case MM_JEWEL: case MM_R_POWERLESS: case MM_FUMBLE: case MM_STRANGLE: case MM_ADAPTION: return (TRUE); } when ARMOR: case RING: return (TRUE); } when CALLABLE: switch (obj->o_type) { case RING: if (!r_know[obj->o_which]) return(TRUE); when POTION: if (!p_know[obj->o_which]) return(TRUE); when STICK: if (!ws_know[obj->o_which]) return(TRUE); when SCROLL: if (!s_know[obj->o_which]) return(TRUE); when MM: if (!m_know[obj->o_which]) return(TRUE); } when WIELDABLE: switch (obj->o_type) { case STICK: case WEAPON: return(TRUE); when RELIC: switch (obj->o_which) { case MUSTY_DAGGER: case HRUGGEK_MSTAR: case YEENOGHU_FLAIL: case AXE_AKLAD: case MING_STAFF: case ORCUS_WAND: case ASMO_ROD: return(TRUE); } } when IDENTABLE: if (!(obj->o_flags & ISKNOW) && obj->o_type != FOOD) return (TRUE); if (obj->o_type == MM) { switch (obj->o_which) { case MM_JUG: /* Can still identify a jug if we don't know the potion */ if (obj->o_ac != JUG_EMPTY && !p_know[obj->o_ac]) return (TRUE); } } when USEABLE: if (obj->o_type == MM) { switch(obj->o_which) { case MM_BEAKER: case MM_BOOK: case MM_OPEN: case MM_HUNGER: case MM_DRUMS: case MM_DISAPPEAR: case MM_CHOKE: case MM_KEOGHTOM: return (TRUE); } } else if (obj->o_type == RELIC) { switch (obj->o_which) { case EMORI_CLOAK: case BRIAN_MANDOLIN: case HEIL_ANKH: case YENDOR_AMULET: case STONEBONES_AMULET: case GERYON_HORN: case EYE_VECNA: case QUILL_NAGROM: case SURTUR_RING: return (TRUE); } } else if (obj->o_type == POTION) { /* * only assassins can use poison */ if (player.t_ctype == C_ASSASIN && obj->o_which == P_POISON) return(TRUE); } when PROTECTABLE: switch (obj->o_type) { case WEAPON: if ((obj->o_flags & ISMETAL) == 0) return (FALSE); /* Fall through */ case ARMOR: return (TRUE); when MM: if (obj->o_which == MM_BRACERS) return (TRUE); } } return(FALSE); } void del_pack(struct linked_list *item) { register struct object *obj; obj = OBJPTR(item); if (obj->o_count > 1) { obj->o_count--; } else { cur_null(obj); detach(pack, item); o_discard(item); inpack--; } } /* * carry_obj: * Check to see if a monster is carrying something and, if so, give * it to him. */ void carry_obj(struct thing *mp, int chance) { reg struct linked_list *item; reg struct object *obj; /* * If there is no chance, just return. * Note that this means there must be a "chance" in order for * the creature to carry a relic. */ if (chance <= 0) return; /* * check for the relic/artifacts * Do the relics first so they end up last in the pack. Attach() * always adds things to the beginning. This way they will be the * last things dropped when the creature is killed. This will ensure * the relic will be on top if there is a stack of item lying on the * floor and so the hero will know where it is if he's trying to * avoid it. Note that only UNIQUEs carry relics. */ if (on(*mp, ISUNIQUE)) { if (on(*mp, CARRYMDAGGER)) { item = spec_item(RELIC, MUSTY_DAGGER, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYCLOAK)) { item = spec_item(RELIC, EMORI_CLOAK, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYANKH)) { item = spec_item(RELIC, HEIL_ANKH, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYSTAFF)) { item = spec_item(RELIC, MING_STAFF, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYWAND)) { item = spec_item(RELIC, ORCUS_WAND, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYROD)) { item = spec_item(RELIC, ASMO_ROD, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYYAMULET)) { item = spec_item(RELIC, YENDOR_AMULET, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYBAMULET)) { item = spec_item(RELIC, STONEBONES_AMULET, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYMANDOLIN)) { item = spec_item(RELIC, BRIAN_MANDOLIN, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYEYE)) { item = spec_item(RELIC, EYE_VECNA, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYAXE)) { item = spec_item(RELIC, AXE_AKLAD, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYQUILL)) { register int i, howmany; item = spec_item(RELIC, QUILL_NAGROM, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; obj->o_charges = rnd(QUILLCHARGES); attach(mp->t_pack, item); howmany = roll(4,3); for (i=0; io_pos = mp->t_pos; attach(mp->t_pack, item); } } if (on(*mp, CARRYMSTAR)) { item = spec_item(RELIC, HRUGGEK_MSTAR, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYFLAIL)) { item = spec_item(RELIC, YEENOGHU_FLAIL, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYHORN)) { item = spec_item(RELIC, GERYON_HORN, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } if (on(*mp, CARRYSURTURRING)) { item = spec_item(RELIC, SURTUR_RING, 0, 0); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } } /* * If it carries gold, give it some */ if (on(*mp, CARRYGOLD) && rnd(100) < chance) { item = spec_item(GOLD, 0, 0, 0); obj = OBJPTR(item); obj->o_count = GOLDCALC + GOLDCALC; obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } /* * If it carries food, give it some */ if (on(*mp, CARRYFOOD) && rnd(100) < chance) { item = spec_item(FOOD, 0, 0, 0); obj = OBJPTR(item); obj->o_weight = things[TYP_FOOD].mi_wght; obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } /* * If it carries a weapon, give it one */ if (on(*mp, CARRYWEAPON) && rnd(100) < chance) { int type, hit, dam; /* Get the "bonuses" */ hit = rnd(5 + (vlevel / 5)) - 2; dam = rnd(5 + (vlevel / 5)) - 2; /* Only choose an appropriate type of weapon */ switch (rnd(12)) { case 0: type = DAGGER; when 1: type = BATTLEAXE; when 2: type = MACE; when 3: type = SWORD; when 4: type = PIKE; when 5: type = HALBERD; when 6: type = SPETUM; when 7: type = BARDICHE; when 8: type = TRIDENT; when 9: type = BASWORD; when 10:type = DART; otherwise: type = TWOSWORD; } /* Create the item */ item = spec_item(WEAPON, type, hit, dam); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } /* * If it carries a dagger, give it one */ if (on(*mp, CARRYDAGGER) && rnd(100) < chance) { int hit, dam; /* Get the "bonuses" */ hit = rnd(3 + (vlevel / 5)) - 1; dam = rnd(3 + (vlevel / 5)) - 1; /* Create the item */ item = spec_item(WEAPON, DAGGER, hit, dam); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } /* * If it carries a scroll, give it one */ if (on(*mp, CARRYSCROLL) && rnd(100) < chance) { item = new_thing(TYP_SCROLL, TRUE); obj = OBJPTR(item); obj->o_pos = mp->t_pos; /* Can the monster carry this scroll? */ if (obj->o_which == S_SCARE && mp->t_stats.s_intel < 16) fall(item, FALSE); /* This would scare us! */ else attach(mp->t_pack, item); } /* * If it carries a potion, give it one */ if (on(*mp, CARRYPOTION) && rnd(100) < chance) { item = new_thing(TYP_POTION, TRUE); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } /* * If it carries a ring, give it one */ if (on(*mp, CARRYRING) && rnd(100) < chance) { item = new_thing(TYP_RING, TRUE); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } /* * If it carries a wand or staff, give it one */ if (on(*mp, CARRYSTICK) && rnd(100) < chance) { item = new_thing(TYP_STICK, TRUE); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } /* * If it carries any miscellaneous magic, give it one */ if (on(*mp, CARRYMISC) && rnd(100) < chance) { item = new_thing(TYP_MM, TRUE); obj = OBJPTR(item); obj->o_pos = mp->t_pos; attach(mp->t_pack, item); } /* Update the monster's encumberance */ updpack(TRUE, mp); } /* * grab(): * See what is on the spot where the player is standing. If * nothing is there, do nothing. If there is one thing, pick it * up. If there are multiple things, prompt the player for what * he wants (* means everything). */ int grab(int y, int x) { register struct linked_list *next_item, *item; register struct object *obj; register int cnt, pagecnt; int num_there = 0, ch, och; /* * Count how many objects there are and move them to the front * of the level list. */ for (item = lvl_obj; item != NULL; item = next_item) { obj = OBJPTR(item); next_item = next(item); if (obj->o_pos.y == y && obj->o_pos.x == x) { num_there++; detach(lvl_obj, item); /* Remove it from the list */ attach(lvl_obj, item); /* Place it at the front of the list */ } } /* Nothing there. */ if (num_there < 1) msg("Nothing %s", terse ? "there." : "to pick up."); /* Something or things there */ else { char linebuf[2*LINELEN+1]; int curlen, maxlen = 0; wclear(hw); cnt = 0; pagecnt = 0; for (item = lvl_obj, ch = 'a'; item != NULL && cnt < num_there; item = next(item), ch++, cnt++) { obj = OBJPTR(item); /* Construct how the line will look */ sprintf(linebuf, "%c) %s\n\r", ch, inv_name(obj,FALSE)); /* See how long it is */ curlen = strlen(linebuf) - 2; /* Don't count \n or \r */ if (maxlen < curlen) maxlen = curlen; /* Draw it in the window */ waddstr(hw, linebuf); if (++pagecnt >= lines - 2 && next(item) != NULL) { pagecnt = 0; maxlen = 0; dbotline(hw, spacemsg); wclear(hw); } if (ch == 'z') ch = 'A' - 1; } strcpy(linebuf, "Pick up what? (* for all): "); /* See how long it is */ curlen = strlen(linebuf); /* Don't count \n or \r */ if (maxlen < curlen) maxlen = curlen; /* Draw it in the window */ waddstr(hw, linebuf); /* * If we have fewer than half a screenful, don't clear the screen. * Leave an extra blank line at the bottom and 3 blank columns * to he right. */ if (menu_overlay && num_there < lines / 2 + 2) { over_win(cw, hw, num_there + 2, maxlen + 3, num_there, curlen, '\0'); pagecnt = -1; /* Indicate we used over_win */ } else draw(hw); /* write screen */ for (;;) { do { ch = tolower(readchar()); } until (isalpha(ch) || ch == '*' || ch == ESCAPE); /* Redraw original screen */ if (pagecnt < 0) { clearok(cw, FALSE); /* Setup to redraw current screen */ touchwin(cw); /* clearing first */ } else restscr(cw); if (ch == ESCAPE) { after = FALSE; msg(""); /* clear top line */ break; } if (ch == '*') { player.t_action = A_PICKUP; return(1); /* set action to PICKUP and delay for first one */ } /* ch has item to get from list */ cnt = 0; for (item = lvl_obj, och = 'a'; item != NULL && cnt < num_there; item = next(item), och++, cnt++) { if (ch == och) break; if (och == 'z') och = 'A' - 1; } if (item == NULL || cnt >= num_there) { wmove(hw, pagecnt < 0 ? num_there : pagecnt, 25); wprintw(hw, " [between 'a' and '%c']: ", och == 'A' ? 'z' : och-1); if (maxlen < 49) maxlen = 49; /* * If we have fewer than half a screenful, don't clear the * screen. Leave an extra blank line at the bottom and * 3 blank columns to he right. */ if (menu_overlay && num_there < lines / 2 + 2) { over_win(cw, hw, num_there + 2, maxlen + 3, num_there, 49, '\0'); cnt = -1; /* Indicate we used over_win */ } else draw(hw); /* write screen */ continue; } else { detach(lvl_obj, item); if (add_pack(item, FALSE, NULL)) { /* * We make sure here that the dungeon floor gets * updated with what's left on the vacated spot. */ if ((item = find_obj(y, x)) == NULL) { coord roomcoord; /* Needed to pass to roomin() */ roomcoord.y = y; roomcoord.x = x; mvaddch(y, x, (roomin(&roomcoord) == NULL ? PASSAGE : FLOOR)); } else mvaddch(y, x, (OBJPTR(item))->o_type); return(1); } else attach(lvl_obj, item); /* Couldn't pick it up! */ break; } } } return(0); } /* * make_sell_pack: * * Create a pack for sellers (a la quartermaster) */ void make_sell_pack(struct thing *tp) { reg struct linked_list *item; reg struct object *obj; reg int sell_type, nitems, i; /* Select the items */ nitems = rnd(6) + 5; switch (rnd(9)) { /* Armor */ case 0: case 1: turn_on(*tp, CARRYARMOR); sell_type = TYP_ARMOR; break; /* Weapon */ case 2: case 3: turn_on(*tp, CARRYWEAPON); sell_type = TYP_WEAPON; break; /* Staff or wand */ case 4: turn_on(*tp, CARRYSTICK); sell_type = TYP_STICK; break; /* Ring */ case 5: turn_on(*tp, CARRYRING); sell_type = TYP_RING; break; /* scroll */ case 6: turn_on(*tp, CARRYSCROLL); sell_type = TYP_SCROLL; break; /* potions */ case 7: turn_on(*tp, CARRYPOTION); sell_type = TYP_POTION; break; /* Miscellaneous magic */ case 8: turn_on(*tp, CARRYMISC); sell_type = TYP_MM; break; } for (i=0; io_pos = tp->t_pos; attach(tp->t_pack, item); } }