Example #1
0
/*
 * get_item:
 *	Pick something out of a pack for a purpose
 */
THING *
get_item(char *purpose, int type)
{
    THING *obj;
    char ch;

    if (pack == NULL)
	msg("you aren't carrying anything");
    else if (again)
	if (last_pick)
	    return last_pick;
	else
	    msg("you ran out");
    else
    {
	for (;;)
	{
	    if (!terse)
		addmsg("which object do you want to ");
	    addmsg(purpose);
	    if (terse)
		addmsg(" what");
	    msg("? (* for list): ");
	    ch = readchar();
	    mpos = 0;
	    /*
	     * Give the poor player a chance to abort the command
	     */
	    if (ch == ESCAPE)
	    {
		reset_last();
		after = FALSE;
		msg("");
		return NULL;
	    }
	    n_objs = 1;		/* normal case: person types one char */
	    if (ch == '*')
	    {
		mpos = 0;
		if (inventory(pack, type) == 0)
		{
		    after = FALSE;
		    return NULL;
		}
		continue;
	    }
	    for (obj = pack; obj != NULL; obj = next(obj))
		if (obj->o_packch == ch)
		    break;
	    if (obj == NULL)
	    {
		msg("'%s' is not a valid item",unctrl(ch));
		continue;
	    }
	    else 
		return obj;
	}
    }
    return NULL;
}
Example #2
0
/*
 * pack_room:
 *	See if there's room in the pack.  If not, print out an
 *	appropriate message
 */
bool
pack_room(bool from_floor, THING *obj)
{
    if (++inpack > MAXPACK)
    {
	if (!terse)
	    addmsg("there's ");
	addmsg("no room");
	if (!terse)
	    addmsg(" in your pack");
	endmsg();
	if (from_floor)
	    move_msg(obj);
	inpack = MAXPACK;
	return FALSE;
    }

    if (from_floor)
    {
	detach(lvl_obj, obj);
	mvaddch(hero.y, hero.x, floor_ch());
	chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
    }

    return TRUE;
}
/*
 * wield:
 *	Pull out a certain weapon
 */
void
wield(void)
{
	register struct linked_list *item ;
	register struct object *obj, *oweapon ;

	oweapon = cur_weapon ;
	if (!dropcheck(cur_weapon)) {
		cur_weapon = oweapon ;
		return ;
	}
	cur_weapon = oweapon ;
	if ((item = get_item("wield", WEAPON)) == NULL) {
		after = FALSE ;
		return ;
	}
	obj = (struct object *) ldata(item) ;
	if (obj->o_type != WEAPON) {
	    msg ("You can't wield that!");
	    return;
	}
	if (is_current(obj)) {
		after = FALSE ;
		return ;
	}
	if (terse) {
		addmsg("W") ;
	} else {
		addmsg("You are now w") ;
	}
	msg("ielding %s.", inv_name(obj, TRUE)) ;
	cur_weapon = obj ;
}
void
show_floor(void)
{
    struct linked_list  *item;
    struct object   *obj;

    item = find_obj(hero.y, hero.x);

    if (item != NULL)
    {
        addmsg("%s onto ", terse ? "Moved" : "You moved");

        obj = OBJPTR(item);

        if (obj->next_obj != NULL)
            msg("a stack of things.");
        else if (obj->o_type == GOLD)
            msg("%d gold pieces.", obj->o_count);
        else
        {
            addmsg(inv_name(obj, TRUE));
            addmsg(".");
            endmsg();
        }
    }
}
Example #5
0
/*
 * wear:
 *	The player wants to wear something, so let him/her put it on.
 */
void
wear()
{
    register THING *obj;
    register char *sp;

    if ((obj = get_item("wear", ARMOR)) == NULL)
	return;
    if (cur_armor != NULL)
    {
	addmsg("you are already wearing some");
	if (!terse)
	    addmsg(".  You'll have to take it off first");
	endmsg();
	after = FALSE;
	return;
    }
    if (obj->o_type != ARMOR)
    {
	msg("you can't wear that");
	return;
    }
    waste_time();
    obj->o_flags |= ISKNOW;
    sp = inv_name(obj, TRUE);
    cur_armor = obj;
    if (!terse)
	addmsg("you are now ");
    msg("wearing %s", sp);
}
Example #6
0
/*
 * stomach:
 *	Digest the hero's food
 */
stomach()
{
    register int oldfood;
    //MDK_LOG("status: food_left=%d\n", food_left);
    if (food_left <= 0)
    {
	if (food_left-- < -STARVETIME)
	    death('s');
	/*
	 * the hero is fainting
	 */
	if (no_command || rnd(5) != 0)
	    return;
	no_command += rnd(8) + 4;
	player.t_flags &= ~ISRUN;
	running = FALSE;
	count = 0;
	hungry_state = 3;
	if (on(player, ISTrip)) {
	    if (!terse)
		addmsg("the munchies overpower your motor capabilities.  ");
	    msg("You freak out");
	}
	else {
	    if (!terse)
		addmsg("you feel too weak from lack of food.  ");
	    msg("You faint");
	}
    }
    else
    {
	oldfood = food_left;
	food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet;

	if (food_left < MORETIME && oldfood >= MORETIME)
	{
	    hungry_state = 2;
	    if (on(player, ISTrip))
		msg("the munchies are interfering with your motor capabilites");
	    else
		msg("you are starting to feel weak");
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    hungry_state = 1;
	    if (on(player, ISTrip)) {
		if (!terse)
		    addmsg("you are ");
		msg("getting the munchies");
	    }
	    else
		if (!terse)
		    msg("you are starting to get hungry");
		else
		    msg("getting hungry");
	}
    }
}
/*
 * get_item:
 *	pick something out of a pack for a purpose
 */
struct linked_list *
get_item(char *purpose, int type)
{
    struct linked_list *obj;
    int ch, och;

    if (pack == NULL)
	msg("You aren't carrying anything.");
    else
    {
	for (;;)
	{
	    if (!terse)
		addmsg("Which object do you want to ");
	    addmsg(purpose);
	    if (terse)
		addmsg(" what");
	    msg("? (* for list): ");
	    ch = readchar(cw);
	    mpos = 0;
	    /*
	     * Give the poor player a chance to abort the command
	     */
	    if (ch == ESCAPE || ch == CTRL('G'))
	    {
		after = FALSE;
		msg("");
		return NULL;
	    }
	    if (ch == '*')
	    {
		mpos = 0;
		if (inventory(pack, type) == 0)
		{
		    after = FALSE;
		    return NULL;
		}
		continue;
	    }
	    for (obj = pack, och = 'a'; obj != NULL; obj = next(obj), och++)
		if (ch == och)
		    break;
	    if (obj == NULL)
	    {
		msg("Please specify a letter between 'a' and '%c'", och-1);
		continue;
	    }
	    else 
		return obj;
	}
    }
    return NULL;
}
/*
 * fall:
 *	Drop an item someplace around here.
 */
int
fall(struct linked_list *item, int pr)
{
	register struct object *obj ;
	register struct room *rp ;
	static coord fpos ;
	int ret;

	obj = (struct object *) ldata(item) ;
	rp = roomin(&hero);
	if (obj->o_flags & CANRETURN) {
	    add_pack(item, TRUE);
	    return TRUE;
	}
	else if (fallpos(&obj->o_pos, &fpos, TRUE)) {
		if (obj->o_flags & CANBURN && ntraps + 1 < MAXTRAPS + MAXTRAPS) {
		    mvaddch(fpos.y, fpos.x, FIRETRAP);
		    traps[ntraps].tr_type = FIRETRAP;
		    traps[ntraps].tr_flags = ISFOUND;
		    traps[ntraps].tr_show = FIRETRAP;
		    traps[ntraps].tr_pos.y = fpos.y;
		    traps[ntraps++].tr_pos.x = fpos.x;
		    if (rp != NULL)
			rp->r_flags &= ~ISDARK;
			discard(item);
			ret = FALSE;
		}
		else {
		    mvaddch(fpos.y, fpos.x, obj->o_type) ;
		    obj->o_pos = fpos ;
		    attach(lvl_obj, item) ;
			ret = TRUE;
		}
		if (rp != NULL &&
		    (!(rp->r_flags & ISDARK) ||
		    (rp->r_flags & HASFIRE))) {
			light(&hero) ;
			mvwaddch(cw, hero.y, hero.x, PLAYER) ;
		}
		return ret;
	}
	if (pr) {
		if (obj->o_type == WEAPON)
			addmsg("The %s", weaps[obj->o_which]);
		else
			addmsg(inv_name(obj, TRUE));
		msg(" vanishes as it hits the ground.");
	}
	discard(item) ;
	return FALSE;
}
Example #9
0
/*
 * cut:
 *	Cut the deck and set turnover.  Actually, we only ASK the
 *	player what card to turn.  We do a random one, anyway.
 */
int
cut(bool mycrib, int pos)
{
	int i;
	bool win;

	win = FALSE;
	if (mycrib) {
		if (!rflag) {	/* random cut */
			char *foo;

			/* This is silly, but we should parse user input,
			 * even if we're not actually going to use it.
			 */
			do {
				msg(quiet ? "Cut the deck? " :
				    "How many cards down do you wish to cut the deck? ");
				foo = get_line();
				if (*foo != '\0' && ((i = atoi(foo)) < 4 || i > 36))
					msg("Invalid cut");
				else
					*foo = '\0';
			} while (*foo != '\0');
		}
		i = arc4random_uniform(CARDS - pos);
		turnover = deck[i + pos];
		addmsg(quiet ? "You cut " : "You cut the ");
		msgcard(turnover, FALSE);
		endmsg();
		prcrib(mycrib, FALSE);
		if (turnover.rank == JACK) {
			msg("I get two for his heels");
			win = chkscr(&cscore, 2);
		}
	} else {
		i = arc4random_uniform(CARDS - pos) + pos;
		turnover = deck[i];
		addmsg(quiet ? "I cut " : "I cut the ");
		msgcard(turnover, FALSE);
		endmsg();
		prcrib(mycrib, FALSE);
		if (turnover.rank == JACK) {
			msg("You get two for his heels");
			win = chkscr(&pscore, 2);
		}
	}
	makeknown(&turnover, 1);
	return (win);
}
Example #10
0
t_connect	*get_other(char *buffer, t_connect **connect)
{
	char	*tmp;

	tmp = buffer;
	while (ft_strlen(buffer) + SIZE_HEADER > SIZE_TCP)
	{
		addmsg(connect, ft_strndup(buffer, SIZE_TCP - SIZE_HEADER),
				OTHER, SIZE_CONTENT);
		buffer = buffer + (SIZE_TCP - SIZE_HEADER);
	}
	addmsg(connect, ft_strdup(buffer), OTHER, SIZE_CONTENT);
	free(tmp);
	return (*connect);
}
Example #11
0
void
move_msg(THING *obj)
{
    if (!terse)
	addmsg("you ");
    msg("moved onto %s", inv_name(obj, TRUE));
}
void
wield(void)
{
    THING *obj, *oweapon;
    char *sp;

    oweapon = cur_weapon;
    if (!dropcheck(cur_weapon))
    {
	cur_weapon = oweapon;
	return;
    }
    cur_weapon = oweapon;
    if ((obj = get_item("wield", WEAPON)) == NULL)
    {
bad:
	after = FALSE;
	return;
    }

    if (obj->o_type == ARMOR)
    {
	msg("you can't wield armor");
	goto bad;
    }
    if (is_current(obj))
        goto bad;

    sp = inv_name(obj, TRUE);
    cur_weapon = obj;
    if (!terse)
	addmsg("you are now ");
    msg("wielding %s (%c)", sp, obj->o_packch);
}
Example #13
0
void
pack_report(object *obj, int print_message, char *message)
{
    /* Notify the user */

    if (print_message)
    {
        if (!terse)
            addmsg(message);

        msg("(%c%c) %s.", obj->o_type, print_letters[get_ident(obj)],
            inv_name(obj, !terse));
    }

    if (obj->o_type == ARTIFACT)
    {
        has_artifact |= (1 << obj->o_which);
        picked_artifact |= (1 << obj->o_which);

        if (!(obj->ar_flags & ISUSED))
        {
            obj->ar_flags |= ISUSED;
            pstats.s_exp += arts[obj->o_which].ar_worth / 10;
            check_level();
        }
    }

    updpack();

    return;
}
Example #14
0
 void taunt()
 {
     if(player1->state!=CS_ALIVE || player1->physstate<PHYS_SLOPE) return;
     if(lastmillis-player1->lasttaunt<1000) return;
     player1->lasttaunt = lastmillis;
     addmsg(N_TAUNT, "rc", player1);
 }
Example #15
0
bool
App::QuickImportProject(DPath folder)
{
	// Quickly makes a project in a folder by importing all resource files and C++ sources.
	if (!BEntry(folder.GetFullPath()).Exists())
		return false;

	BMessage settings;
	settings.AddString("name", folder.GetFileName());
	settings.AddString("target", folder.GetFileName());
	// skipping templatename field on purpose
	settings.AddInt32("type", PROJECT_GUI);
	settings.AddString("path", folder.GetFullPath());
	settings.AddInt32("scmtype", gDefaultSCM);
	settings.AddBool("createfolder", false);
	
	DPath path(folder);
	BEntry entry(path.GetFullPath());
	Project *proj = CreateNewProject(settings);
	if (!proj)
		return false;
	
	entry.SetTo(folder.GetFullPath());
	entry_ref addref;
	entry.GetRef(&addref);
	BMessage addmsg(M_ADD_FILES);
	addmsg.AddRef("refs",&addref);
	
	PostToProjectWindow(&addmsg,NULL);
	return true;
}
Example #16
0
File: io.c Project: lattera/openbsd
/*
 * msgcrd:
 *	Print the value of a card in ascii
 */
int
msgcrd(CARD c, bool brfrank, char *mid, bool brfsuit)
{
	if (c.rank == EMPTY || c.suit == EMPTY)
		return (FALSE);
	if (brfrank)
		addmsg("%1.1s", rankchar[c.rank]);
	else
		addmsg("%s", rankname[c.rank]);
	if (mid != NULL)
		addmsg("%s", mid);
	if (brfsuit)
		addmsg("%1.1s", suitchar[c.suit]);
	else
		addmsg("%s", suitname[c.suit]);
	return (TRUE);
}
Example #17
0
	void gunselect(int gun, fpsent *d)
    {
        if(gun!=d->gunselect)
        {
            addmsg(N_GUNSELECT, "rci", d, gun);
            playsound(S_WEAPLOAD, &d->o);
        }
        d->gunselect = gun;
    }
Example #18
0
void
money(int value)
{
    purse += value;
    mvaddch(hero.y, hero.x, floor_ch());
    chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
    if (value > 0)
    {
	if (!terse)
	    addmsg("you found ");
	msg("%d gold pieces", value);
    }
}
/*
 * take_off:
 *	Get the armor off of the players back
 */
take_off()
{
    register THING *obj;

    if ((obj = cur_armor) == NULL)
    {
	after = FALSE;
	if (terse)
		msg("not wearing armor");
	else
		msg("you aren't wearing any armor");
	return;
    }
    if (!dropcheck(cur_armor))
	return;
    cur_armor = NULL;
    if (terse)
	addmsg("was");
    else
	addmsg("you used to be ");
    msg(" wearing %c) %s", pack_char(obj), inv_name(obj, TRUE));
}
Example #20
0
void
wield()
{
    struct linked_list *item;
    struct object *obj, *oweapon;

    oweapon = cur_weapon;
    if (!dropcheck(cur_weapon))
    {
	cur_weapon = oweapon;
	return;
    }
    cur_weapon = oweapon;
    if ((item = get_item("wield", WEAPON)) == NULL)
    {
bad:
	after = FALSE;
	return;
    }

    obj = (struct object *) ldata(item);
    if (obj->o_type == ARMOR)
    {
	msg("You can't wield armor");
	goto bad;
    }
    if (is_current(obj))
        goto bad;

    if (terse)
	addmsg("W");
    else
	addmsg("You are now w");
    msg("ielding %s", inv_name(obj, TRUE));
    cur_weapon = obj;
}
Example #21
0
void checkweaponswitch()
{
    if(!player1->weaponchanging) return;
    int timeprogress = lastmillis-player1->weaponchanging;
    if(timeprogress>weapon::weaponchangetime)
    {
        addmsg(SV_WEAPCHANGE, "ri", player1->weaponsel->type);
        player1->weaponchanging = 0;
    }
    else if(timeprogress>(weapon::weaponchangetime>>1) && player1->weaponsel != player1->nextweaponsel)
    {
        player1->prevweaponsel = player1->weaponsel;
        player1->weaponsel = player1->nextweaponsel;
    }
}
 void respawnself()
 {
     if(ispaused()) return;
     if(m_mp(gamemode))
     {
         int seq = (player1->lifesequence<<16)|((lastmillis/1000)&0xFFFF);
         if(player1->respawned!=seq) { addmsg(N_TRYSPAWN, "rc", player1); player1->respawned = seq; }
     }
     else
     {
         spawnplayer(player1);
         showscores(false);
         lasthit = 0;
         if(cmode) cmode->respawned(player1);
     }
 }
Example #23
0
void ReadKkit::readData( const string& line )
{
	vector< string > argv;
	chopLine( line, argv ); 
	
	if ( argv[0] == "simundump" )
		undump( argv );
	else if ( argv[0] == "addmsg" )
		addmsg( argv );
	else if ( argv[0] == "call" )
		call( argv );
	else if ( argv[0] == "simobjdump" )
		objdump( argv );
	else if ( argv[0] == "xtextload" )
		textload( argv );
	else if ( argv[0] == "loadtab" )
		loadTab( argv );
}
Example #24
0
 void respawnself()
 {
     if(paused || ispaused()) return;
     if(m_mp(gamemode))
     {
         if(player1->respawned!=player1->lifesequence)
         {
             addmsg(N_TRYSPAWN, "rc", player1);
             player1->respawned = player1->lifesequence;
         }
     }
     else
     {
         spawnplayer(player1);
         showscores(false);
         lasthit = 0;
         if(cmode) cmode->respawned(player1);
     }
 }
Example #25
0
/*
 * digest the hero's food
 */
stomach()
{
    register int oldfood;

    if (food_left <= 0)
    {
	/*
	 * the hero is fainting
	 */
	if (no_command || rnd(100) > 20)
	    return;
	no_command = rnd(8)+4;
	if (!terse)
	    addmsg("You feel too weak from lack of food.  ");
	msg("You faint");
	running = FALSE;
	count = 0;
	hungry_state = 3;
    }
    else
    {
	oldfood = food_left;
	food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet;

	if (food_left < MORETIME && oldfood >= MORETIME)
	{
	    msg("You are starting to feel weak");
	    hungry_state = 2;
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    if (!terse)
		msg("You are starting to get hungry");
	    else
		msg("Getting hungry");
	    hungry_state = 1;
	}
    }
}
void
missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
{
    struct object   *obj;
    struct linked_list  *nitem;

    if (item == NULL)   /* Get which thing we are hurling */
        return;

    obj = OBJPTR(item);

    if (!dropcheck(obj) || is_current(obj))
        return;

    /*
     * Get rid of the thing. If it is a non-multiple item object, or if
     * it is the last thing, just drop it. Otherwise, create a new item
     * with a count of one.
    */

    if (obj->o_count < 2)
    {
        if (tp->t_pack == pack)
            rem_pack(obj);
        else
            detach(tp->t_pack, item);
    }
    else
    {
        obj->o_count--;
        nitem = (struct linked_list *) new_item(sizeof *obj);
        obj = OBJPTR(nitem);
        *obj = *(OBJPTR(item));
        obj->o_count = 1;
        item = nitem;
    }

    switch (obj->o_type)
    {
        case ARTIFACT:
            has_artifact &= ~(1 << obj->o_which);
            break;

        case SCROLL:
            if (obj->o_which == S_SCARE && obj->o_flags & ISBLESSED)
                obj->o_flags &= ~ISBLESSED;
            else
                obj->o_flags |= ISCURSED;
    }

    updpack();
    obj->o_pos = do_motion(obj->o_type, ydelta, xdelta, tp);

    /*
     * AHA! Here it has hit something. If it is a wall or a door, or if
     * it misses (combat) the monster, put it on the floor
     */

    if (!hit_monster(obj->o_pos.y, obj->o_pos.x, obj, tp))
    {
        if (obj->o_type == WEAPON && obj->o_which == GRENADE)
        {
            hearmsg("BOOOM!");
            aggravate();

            if (ntraps + 1 < 2 * MAXTRAPS &&
                fallpos(obj->o_pos, &traps[ntraps].tr_pos))
            {
                mvaddch(traps[ntraps].tr_pos.y, traps[ntraps].tr_pos.x,
                    TRAPDOOR);
                traps[ntraps].tr_type = TRAPDOOR;
                traps[ntraps].tr_flags = ISFOUND;
                traps[ntraps].tr_show = TRAPDOOR;
                ntraps++;
                light(&hero);
            }
            discard(item);
        }
        else if (obj->o_flags & ISLOST)
        {
            if (obj->o_type == WEAPON)
                addmsg("The %s", weaps[obj->o_which].w_name);
            else
                addmsg(inv_name(obj, LOWERCASE));

            msg(" vanishes in a puff of greasy smoke.");
            discard(item);
        }
        else
        {
            fall(&player, item, TRUE, TRUE);

            if (obj->o_flags & CANRETURN)
                msg("You have %s.", inv_name(obj, LOWERCASE));
        }
    }
    else if (obj->o_flags & ISOWNED)
    {
        add_pack(item, NOMESSAGE);
        msg("You have %s.", inv_name(obj, LOWERCASE));
    }

    mvwaddch(cw, hero.y, hero.x, PLAYER);
}
void
fall(struct thing *tp, struct linked_list *item, int pr, int player_owned)
{
    struct object *obj;
    struct room   *rp;
    coord   fpos;

    obj = OBJPTR(item);
    rp = roomin(tp->t_pos);

    if (player_owned && obj->o_flags & CANRETURN)
    {
        add_pack(item, NOMESSAGE);
        msg("You have %s.", inv_name(obj, LOWERCASE));
        return;
    }
    else if (fallpos(obj->o_pos, &fpos))
    {
        if (obj->o_flags & CANBURN && obj->o_type == WEAPON
            && obj->o_which == MOLOTOV
            && ntraps + 1 < 2 * MAXTRAPS)
        {
            mvaddch(fpos.y, fpos.x, FIRETRAP);
            traps[ntraps].tr_type  = FIRETRAP;
            traps[ntraps].tr_flags = ISFOUND;
            traps[ntraps].tr_show  = FIRETRAP;
            traps[ntraps].tr_pos   = fpos;
            ntraps++;

            if (rp != NULL)
                rp->r_flags &= ~ISDARK;
        }
        else
        {
            obj->o_pos = fpos;
            add_obj(item, fpos.y, fpos.x);
        }

        if (rp != NULL &&
            (!(rp->r_flags & ISDARK) ||
             (rp->r_flags & HASFIRE)))
        {
            light(&hero);
            mvwaddch(cw, hero.y, hero.x, PLAYER);
        }
        return;
    }

    /* get here only if there isn't a place to put it */
	
    if (pr)
    {
        if (cansee(obj->o_pos.y, obj->o_pos.x))
        {
            if (obj->o_type == WEAPON)
                addmsg("The %s", weaps[obj->o_which].w_name);
            else
                addmsg(inv_name(obj, LOWERCASE));

            msg(" vanishes as it hits the ground.");
        }
    }
    discard(item);
}
Example #28
0
int
add_pack(struct linked_list *item, int print_message)
{
    struct object   *obj, *op;
    int from_floor;

    if (item == NULL)
    {
        from_floor = TRUE;

        if ((item = find_obj(hero.y, hero.x)) == NULL)
        {
            msg("Nothing to pick up.");
            return(FALSE);
        }
    }
    else
        from_floor = FALSE;

    if (from_floor)
    {
        item = get_stack(item);

        if (!item)
            return(FALSE);
    }

    obj = OBJPTR(item);

    /* If it is gold, just add its value to rogue's purse and get rid of */

    if (obj->o_type == GOLD)
    {
        struct linked_list  *mitem;
        struct thing    *tp;

        if (print_message)
        {
            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_horde==obj)
            {
                tp->t_ischasing = TRUE;
                tp->t_chasee = &player;
                tp->t_horde  = NULL;
            }
        }

        /*
         * This will cause problems if people are able to drop and
         * pick up gold, or when GOLDSTEAL monsters are killed.
         */

        /* Thieves get EXP for gold they pick up */

        if (player.t_ctype == C_THIEF)
        {
            pstats.s_exp += obj->o_count / 4;
            check_level();
        }

        purse += obj->o_count;

        if (from_floor)
            rem_obj(item, TRUE);    /* Remove object from the level */

        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.");

        if (print_message)
        {
            msg("%s onto %s", terse ? "Moved" : "You moved",
                inv_name(obj, LOWERCASE));
        }

        return(FALSE);
    }

    /*
     * Link it into the pack. If the item can be grouped, try to find its
     * neighbors and bump the count. A special case is food, which can't
     * be grouped, but an exact match allows the count to get
     * incremented.
     */

    if ((op = apply_to_bag(pack, obj->o_type, bff_group, NULL, obj)) != NULL)
    {
        op->o_count += obj->o_count;    /* add it to the rest */

        if (from_floor)
            rem_obj(item, FALSE);

        pack_report(op, print_message, "You now have ");

        return(TRUE);
    }

    /* 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.");
            rem_obj(item, TRUE);
            return(TRUE);
        }

    /* Check if there is room */

    if (count_bag(pack, obj->o_type, NULL) == max_print())
    {
        msg("You have no room for more %s.", name_type(obj->o_type));

        if (print_message)
        {
            obj = OBJPTR(item);
            msg("%s onto %s.", terse ? "Moved" : "You moved",
                inv_name(obj, LOWERCASE));
        }

        return(FALSE);
    }

    /*
     * finally, add the new item to the bag, and free up the linked list
     * on top of it.
     */

    if (from_floor)
        rem_obj(item, FALSE);

    push_bag(&pack, obj);
    pack_report(obj, print_message, "You now have ");
    ur_free(item);

    return(TRUE);      /* signal success */
}
Example #29
0
void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
/*
 * 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.
 */
void
add_pack(struct linked_list *item, int silent)
{
    struct linked_list *ip, *lp;
    struct object *obj, *op;
    int exact, from_floor;

    if (item == NULL)
    {
	from_floor = TRUE;
	if ((item = find_obj(hero.y, hero.x)) == NULL)
	    return;
    }
    else
	from_floor = FALSE;
    obj = (struct object *) ldata(item);
    /*
     * 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 = (struct object *) ldata(ip);
	    if (op->o_group == obj->o_group)
	    {
		/*
		 * Put it in the pack and notify the user
		 */
		op->o_count++;
		if (from_floor)
		{
		    detach(lvl_obj, item);
		    mvaddch(hero.y, hero.x,
			(roomin(&hero) == NULL ? PASSAGE : FLOOR));
		}
		discard(item);
		item = ip;
		goto picked_up;
	    }
	}
    }
    /*
     * Check if there is room
     */
    if (inpack == MAXPACK-1)
    {
	msg("You can't carry anything else.");
	return;
    }
    /*
     * Check for and deal with scare monster scrolls
     */
    if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
	if (obj->o_flags & ISFOUND)
	{
	    msg("The scroll turns to dust as you pick it up.");
	    detach(lvl_obj, item);
	    mvaddch(hero.y, hero.x, FLOOR);
	    return;
	}
	else
	    obj->o_flags |= ISFOUND;

    inpack++;
    if (from_floor)
    {
	detach(lvl_obj, item);
	mvaddch(hero.y, hero.x, (roomin(&hero) == NULL ? PASSAGE : FLOOR));
    }
    /*
     * Search for an object of the same type
     */
    exact = FALSE;
    for (ip = pack; ip != NULL; ip = next(ip))
    {
	op = (struct object *) ldata(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 = (struct object *) ldata(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 = (struct object *) ldata(ip);
	}
    }
    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 a potion, food, or a 
	 * scroll, increase the count, otherwise put it with its clones.
	 */
	if (exact && ISMULT(obj->o_type))
	{
	    op->o_count++;
	    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 = (struct object *) ldata(item);
    if (notify && !silent)
    {
	if (!terse)
	    addmsg("You now have ");
	msg("%s (%c)", inv_name(obj, !terse), pack_char(obj));
    }
    if (obj->o_type == AMULET)
	amulet = TRUE;
}