/* SCCS Id: @(#)invent.c 3.3 2001/12/27 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" #include "artifact.h" #define NOINVSYM '#' #define CONTAINED_SYM '>' /* designator for inside a container */ #ifdef OVL1 STATIC_DCL void NDECL(reorder_invent); STATIC_DCL boolean FDECL(mergable,(struct obj *,struct obj *)); STATIC_DCL void FDECL(invdisp_nothing, (const char *,const char *)); STATIC_DCL boolean FDECL(worn_wield_only, (struct obj *)); STATIC_DCL boolean FDECL(only_here, (struct obj *)); #endif /* OVL1 */ STATIC_DCL void FDECL(compactify,(char *)); STATIC_PTR int FDECL(ckunpaid,(struct obj *)); #ifdef OVLB STATIC_DCL boolean FDECL(this_type_only, (struct obj *)); STATIC_DCL void NDECL(dounpaid); STATIC_DCL struct obj *FDECL(find_unpaid,(struct obj *,struct obj **)); STATIC_DCL void FDECL(menu_identify, (int)); STATIC_DCL boolean FDECL(tool_in_use, (struct obj *)); #endif /* OVLB */ STATIC_DCL char FDECL(obj_to_let,(struct obj *)); #ifdef OVLB static int lastinvnr = 51; /* 0 ... 51 (never saved&restored) */ #ifdef WIZARD /* wizards can wish for venom, which will become an invisible inventory * item without this. putting it in inv_order would mean venom would * suddenly become a choice for all the inventory-class commands, which * would probably cause mass confusion. the test for inventory venom * is only WIZARD and not wizard because the wizard can leave venom lying * around on a bones level for normal players to find. */ static char venom_inv[] = { VENOM_CLASS, 0 }; /* (constant) */ #endif void assigninvlet(otmp) register struct obj *otmp; { boolean inuse[52]; register int i; register struct obj *obj; #ifdef GOLDOBJ /* There is only one of these in inventory... */ if (otmp->oclass == GOLD_CLASS) { otmp->invlet = GOLD_SYM; return; } #endif for(i = 0; i < 52; i++) inuse[i] = FALSE; for(obj = invent; obj; obj = obj->nobj) if(obj != otmp) { i = obj->invlet; if('a' <= i && i <= 'z') inuse[i - 'a'] = TRUE; else if('A' <= i && i <= 'Z') inuse[i - 'A' + 26] = TRUE; if(i == otmp->invlet) otmp->invlet = 0; } if((i = otmp->invlet) && (('a' <= i && i <= 'z') || ('A' <= i && i <= 'Z'))) return; for(i = lastinvnr+1; i != lastinvnr; i++) { if(i == 52) { i = -1; continue; } if(!inuse[i]) break; } otmp->invlet = (inuse[i] ? NOINVSYM : (i < 26) ? ('a'+i) : ('A'+i-26)); lastinvnr = i; } #endif /* OVLB */ #ifdef OVL1 /* note: assumes ASCII; toggling a bit puts lowercase in front of uppercase */ #define inv_rank(o) ((o)->invlet ^ 040) /* sort the inventory; used by addinv() and doorganize() */ STATIC_OVL void reorder_invent() { struct obj *otmp, *prev, *next; boolean need_more_sorting; do { /* * We expect at most one item to be out of order, so this * isn't nearly as inefficient as it may first appear. */ need_more_sorting = FALSE; for (otmp = invent, prev = 0; otmp; ) { next = otmp->nobj; if (next && inv_rank(next) < inv_rank(otmp)) { need_more_sorting = TRUE; if (prev) prev->nobj = next; else invent = next; otmp->nobj = next->nobj; next->nobj = otmp; prev = next; } else { prev = otmp; otmp = next; } } } while (need_more_sorting); } #undef inv_rank /* scan a list of objects to see whether another object will merge with one of them; used in pickup.c when all 52 inventory slots are in use, to figure out whether another object could still be picked up */ struct obj * merge_choice(objlist, obj) struct obj *objlist, *obj; { struct monst *shkp; int save_nocharge; if (obj->otyp == SCR_SCARE_MONSTER) /* punt on these */ return (struct obj *)0; /* if this is an item on the shop floor, the attributes it will have when carried are different from what they are now; prevent that from eliciting an incorrect result from mergable() */ save_nocharge = obj->no_charge; if (objlist == invent && obj->where == OBJ_FLOOR && (shkp = shop_keeper(inside_shop(obj->ox, obj->oy))) != 0) { if (obj->no_charge) obj->no_charge = 0; /* A billable object won't have its `unpaid' bit set, so would erroneously seem to be a candidate to merge with a similar ordinary object. That's no good, because once it's really picked up, it won't merge after all. It might merge with another unpaid object, but we can't check that here (depends too much upon shk's bill) and if it doesn't merge it would end up in the '#' overflow inventory slot, so reject it now. */ else if (inhishop(shkp)) return (struct obj *)0; } while (objlist) { if (mergable(objlist, obj)) break; objlist = objlist->nobj; } obj->no_charge = save_nocharge; return objlist; } /* merge obj with otmp and delete obj if types agree */ int merged(potmp, pobj) struct obj **potmp, **pobj; { register struct obj *otmp = *potmp, *obj = *pobj; if(mergable(otmp, obj)) { /* Approximate age: we do it this way because if we were to * do it "accurately" (merge only when ages are identical) * we'd wind up never merging any corpses. * otmp->age = otmp->age*(1-proportion) + obj->age*proportion; * * Don't do the age manipulation if lit. We would need * to stop the burn on both items, then merge the age, * then restart the burn. */ if (!obj->lamplit) otmp->age = ((otmp->age*otmp->quan) + (obj->age*obj->quan)) / (otmp->quan + obj->quan); otmp->quan += obj->quan; #ifdef GOLDOBJ /* temporary special case for gold objects!!!! */ #endif if (otmp->oclass == GOLD_CLASS) otmp->owt = weight(otmp); else otmp->owt += obj->owt; if(!otmp->onamelth && obj->onamelth) otmp = *potmp = oname(otmp, ONAME(obj)); obj_extract_self(obj); /* really should merge the timeouts */ if (obj->lamplit) obj_merge_light_sources(obj, otmp); if (obj->timed) obj_stop_timers(obj); /* follows lights */ /* fixup for `#adjust' merging wielded darts, daggers, &c */ if (obj->owornmask && carried(otmp)) { long wmask = otmp->owornmask | obj->owornmask; /* Both the items might be worn in competing slots; merger preference (regardless of which is which): primary weapon + alternate weapon -> primary weapon; primary weapon + quiver -> primary weapon; alternate weapon + quiver -> alternate weapon. (Prior to 3.3.0, it was not possible for the two stacks to be worn in different slots and `obj' didn't need to be unworn when merging.) */ if (wmask & W_WEP) wmask = W_WEP; else if (wmask & W_SWAPWEP) wmask = W_SWAPWEP; else if (wmask & W_QUIVER) wmask = W_QUIVER; else { impossible("merging strangely worn items (%lx)", wmask); wmask = otmp->owornmask; } if ((otmp->owornmask & ~wmask) != 0L) setnotworn(otmp); setworn(otmp, wmask); setnotworn(obj); } #if 0 /* (this should not be necessary, since items already in a monster's inventory don't ever get merged into other objects [only vice versa]) */ else if (obj->owornmask && mcarried(otmp)) { if (obj == MON_WEP(otmp->ocarry)) { MON_WEP(otmp->ocarry) = otmp; otmp->owornmask = W_WEP; } } #endif /*0*/ obfree(obj,otmp); /* free(obj), bill->otmp */ return(1); } return 0; } /* Adjust hero intrinsics as if this object was being added to the hero's inventory. Called _before_ the object has been added to the hero's inventory. This is called when adding objects to the hero's inventory normally (via addinv) or when an object in the hero's inventory has been polymorphed in-place. It may be valid to merge this code with with addinv_core2(). */ void addinv_core1(obj) struct obj *obj; { if (obj->oclass == GOLD_CLASS) { #ifndef GOLDOBJ u.ugold += obj->quan; #else flags.botl = 1; #endif } else if (obj->otyp == AMULET_OF_YENDOR) { if (u.uhave.amulet) impossible("already have amulet?"); u.uhave.amulet = 1; } else if (obj->otyp == CANDELABRUM_OF_INVOCATION) { if (u.uhave.menorah) impossible("already have candelabrum?"); u.uhave.menorah = 1; } else if (obj->otyp == BELL_OF_OPENING) { if (u.uhave.bell) impossible("already have silver bell?"); u.uhave.bell = 1; } else if (obj->otyp == SPE_BOOK_OF_THE_DEAD) { if (u.uhave.book) impossible("already have the book?"); u.uhave.book = 1; } else if (obj->oartifact) { if (is_quest_artifact(obj)) { if (u.uhave.questart) impossible("already have quest artifact?"); u.uhave.questart = 1; artitouch(); } set_artifact_intrinsic(obj, 1, W_ART); } } /* Adjust hero intrinsics as if this object was being added to the hero's inventory. Called _after_ the object has been added to the hero's inventory. This is called when adding objects to the hero's inventory normally (via addinv) or when an object in the hero's inventory has been polymorphed in-place. */ void addinv_core2(obj) struct obj *obj; { if (obj->otyp == LUCKSTONE || (obj->oartifact && spec_ability(obj, SPFX_LUCK))) { /* new luckstone must be in inventory by this point * for correct calculation */ set_moreluck(); } } /* Add obj to the hero's inventory. Make sure the object is "free". Adjust hero attributes as necessary. */ struct obj * addinv(obj) struct obj *obj; { struct obj *otmp, *prev; if (obj->where != OBJ_FREE) panic("addinv: obj not free"); obj->no_charge = 0; /* not meaningful for invent */ addinv_core1(obj); #ifndef GOLDOBJ /* if handed gold, we're done */ if (obj->oclass == GOLD_CLASS) return obj; #endif /* merge if possible; find end of chain in the process */ for (prev = 0, otmp = invent; otmp; prev = otmp, otmp = otmp->nobj) if (merged(&otmp, &obj)) { obj = otmp; goto added; } /* didn't merge, so insert into chain */ if (flags.invlet_constant || !prev) { if (flags.invlet_constant) assigninvlet(obj); obj->nobj = invent; /* insert at beginning */ invent = obj; if (flags.invlet_constant) reorder_invent(); } else { prev->nobj = obj; /* insert at end */ obj->nobj = 0; } obj->where = OBJ_INVENT; added: addinv_core2(obj); carry_obj_effects(obj); /* carrying affects the obj */ update_inventory(); return(obj); } /* * Some objects are affected by being carried. * Make those adjustments here. Called _after_ the object * has been added to the hero's or monster's inventory, * and after hero's intrinsics have been updated. */ void carry_obj_effects(obj) struct obj *obj; { /* Cursed figurines can spontaneously transform when carried. */ if (obj->otyp == FIGURINE) { if (obj->cursed && obj->corpsenm != NON_PM && !dead_species(obj->corpsenm,TRUE)) { attach_fig_transform_timeout(obj); } } } #endif /* OVL1 */ #ifdef OVLB /* Add an item to the inventory unless we're fumbling, and give a message. * If there aren't any free inventory slots, we'll drop it instead. * If both success and failure messages are NULL, then we're just doing the * fumbling/slot-limit checking for a silent grab. */ struct obj * hold_another_object(obj, drop_fmt, drop_arg, hold_msg) struct obj *obj; const char *drop_fmt, *drop_arg, *hold_msg; { char buf[BUFSZ]; if (!Blind) obj->dknown = 1; /* maximize mergibility */ if (Fumbling) { if (drop_fmt) pline(drop_fmt, drop_arg); dropy(obj); } else { long oquan = obj->quan; int prev_encumbr = near_capacity(); /* before addinv() */ /* encumbrance only matters if it would now become worse than max( current_value, stressed ) */ if (prev_encumbr < MOD_ENCUMBER) prev_encumbr = MOD_ENCUMBER; if (drop_arg) { /* addinv() may redraw the entire inventory, overwriting * drop_arg when it comes from something like doname() */ Strcpy(buf, drop_arg); drop_arg = buf; } obj = addinv(obj); if (inv_cnt() > 52 || ((obj->otyp != LOADSTONE || !obj->cursed) && near_capacity() > prev_encumbr)) { if (drop_fmt) pline(drop_fmt, drop_arg); /* undo any merge which took place */ if (obj->quan > oquan) { obj = splitobj(obj, oquan); } dropx(obj); } else { if (flags.autoquiver && !uquiver && (is_missile(obj) || (uwep && ammo_and_launcher(obj, uwep)))) setuqwep(obj); if (hold_msg || drop_fmt) prinv(hold_msg, obj, oquan); } } return obj; } /* useup() all of an item regardless of its quantity */ void useupall(obj) struct obj *obj; { setnotworn(obj); freeinv(obj); obfree(obj, (struct obj *)0); /* deletes contents also */ } void useup(obj) register struct obj *obj; { /* Note: This works correctly for containers because they */ /* (containers) don't merge. */ if (obj->quan > 1L) { obj->in_use = FALSE; /* no longer in use */ obj->quan--; obj->owt = weight(obj); update_inventory(); } else { useupall(obj); } } #endif /* OVLB */ #ifdef OVL3 /* Adjust hero's attributes as if this object was being removed from the hero's inventory. This should only be called from freeinv() and where we are polymorphing an object already in the hero's inventory. Should think of a better name... */ void freeinv_core(obj) struct obj *obj; { if (obj->oclass == GOLD_CLASS) { #ifndef GOLDOBJ u.ugold -= obj->quan; #endif flags.botl = 1; return; } else if (obj->otyp == AMULET_OF_YENDOR) { if (!u.uhave.amulet) impossible("don't have amulet?"); u.uhave.amulet = 0; } else if (obj->otyp == CANDELABRUM_OF_INVOCATION) { if (!u.uhave.menorah) impossible("don't have candelabrum?"); u.uhave.menorah = 0; } else if (obj->otyp == BELL_OF_OPENING) { if (!u.uhave.bell) impossible("don't have silver bell?"); u.uhave.bell = 0; } else if (obj->otyp == SPE_BOOK_OF_THE_DEAD) { if (!u.uhave.book) impossible("don't have the book?"); u.uhave.book = 0; } else if (obj->oartifact) { if (is_quest_artifact(obj)) { if (!u.uhave.questart) impossible("don't have quest artifact?"); u.uhave.questart = 0; } set_artifact_intrinsic(obj, 0, W_ART); } if (obj->otyp == LOADSTONE) { curse(obj); } else if (obj->otyp == LUCKSTONE || (obj->oartifact && spec_ability(obj, SPFX_LUCK))) { set_moreluck(); flags.botl = 1; } else if (obj->otyp == FIGURINE && obj->timed) { (void) stop_timer(FIG_TRANSFORM, (genericptr_t) obj); } } /* remove an object from the hero's inventory */ void freeinv(obj) register struct obj *obj; { extract_nobj(obj, &invent); freeinv_core(obj); update_inventory(); } void delallobj(x, y) int x, y; { struct obj *otmp, *otmp2; for (otmp = level.objects[x][y]; otmp; otmp = otmp2) { if (otmp == uball) unpunish(); /* after unpunish(), or might get deallocated chain */ otmp2 = otmp->nexthere; if (otmp == uchain) continue; delobj(otmp); } } #endif /* OVL3 */ #ifdef OVL2 /* destroy object in fobj chain (if unpaid, it remains on the bill) */ void delobj(obj) register struct obj *obj; { boolean update_map; if (obj->otyp == AMULET_OF_YENDOR || obj->otyp == CANDELABRUM_OF_INVOCATION || obj->otyp == BELL_OF_OPENING || obj->otyp == SPE_BOOK_OF_THE_DEAD) { /* player might be doing something stupid, but we * can't guarantee that. assume special artifacts * are indestructible via drawbridges, and exploding * chests, and golem creation, and ... */ return; } update_map = (obj->where == OBJ_FLOOR); obj_extract_self(obj); if (update_map) newsym(obj->ox, obj->oy); obfree(obj, (struct obj *) 0); /* frees contents also */ } #endif /* OVL2 */ #ifdef OVL0 struct obj * sobj_at(n,x,y) register int n, x, y; { register struct obj *otmp; for(otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere) if(otmp->otyp == n) return(otmp); return((struct obj *)0); } #endif /* OVL0 */ #ifdef OVLB struct obj * carrying(type) register int type; { register struct obj *otmp; for(otmp = invent; otmp; otmp = otmp->nobj) if(otmp->otyp == type) return(otmp); return((struct obj *) 0); } const char * currency(amount) long amount; { if (amount == 1L) return "zorkmid"; else return "zorkmids"; } boolean have_lizard() { register struct obj *otmp; for(otmp = invent; otmp; otmp = otmp->nobj) if(otmp->otyp == CORPSE && otmp->corpsenm == PM_LIZARD) return(TRUE); return(FALSE); } struct obj * o_on(id, objchn) unsigned int id; register struct obj *objchn; { struct obj *temp; while(objchn) { if(objchn->o_id == id) return(objchn); if (Has_contents(objchn) && (temp = o_on(id,objchn->cobj))) return temp; objchn = objchn->nobj; } return((struct obj *) 0); } boolean obj_here(obj, x, y) register struct obj *obj; int x, y; { register struct obj *otmp; for(otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere) if(obj == otmp) return(TRUE); return(FALSE); } #endif /* OVLB */ #ifdef OVL2 struct obj * g_at(x,y) register int x, y; { register struct obj *obj = level.objects[x][y]; while(obj) { if (obj->oclass == GOLD_CLASS) return obj; obj = obj->nexthere; } return((struct obj *)0); } #endif /* OVL2 */ #ifdef OVLB #ifndef GOLDOBJ /* Make a gold object from the hero's gold. */ struct obj * mkgoldobj(q) register long q; { register struct obj *otmp; otmp = mksobj(GOLD_PIECE, FALSE, FALSE); u.ugold -= q; otmp->quan = q; otmp->owt = weight(otmp); flags.botl = 1; return(otmp); } #endif #endif /* OVLB */ #ifdef OVL1 STATIC_OVL void compactify(buf) register char *buf; /* compact a string of inventory letters by dashing runs of letters */ { register int i1 = 1, i2 = 1; register char ilet, ilet1, ilet2; ilet2 = buf[0]; ilet1 = buf[1]; buf[++i2] = buf[++i1]; ilet = buf[i1]; while(ilet) { if(ilet == ilet1+1) { if(ilet1 == ilet2+1) buf[i2 - 1] = ilet1 = '-'; else if(ilet2 == '-') { buf[i2 - 1] = ++ilet1; buf[i2] = buf[++i1]; ilet = buf[i1]; continue; } } ilet2 = ilet1; ilet1 = ilet; buf[++i2] = buf[++i1]; ilet = buf[i1]; } } /* * getobj returns: * struct obj *xxx: object to do something with. * (struct obj *) 0 error return: no object. * &zeroobj explicitly no object (as in w-). #ifdef GOLDOBJ !!!! test if gold can be used in unusual ways (eaten etc.) !!!! may be able to remove "usegold" #endif */ struct obj * getobj(let,word) register const char *let,*word; { register struct obj *otmp; register char ilet; char buf[BUFSZ], qbuf[QBUFSZ]; char lets[BUFSZ], altlets[BUFSZ], *ap; register int foo = 0; register char *bp = buf; xchar allowcnt = 0; /* 0, 1 or 2 */ #ifndef GOLDOBJ boolean allowgold = FALSE, usegold = FALSE; /* Two possibilities: they can't use gold because it's illegal, * or they can't use gold because they don't have any. */ #else boolean usegold = FALSE; #endif boolean allowall = FALSE; boolean allownone = FALSE; xchar foox = 0; long cnt; boolean prezero = FALSE; long dummymask; if(*let == ALLOW_COUNT) let++, allowcnt = 1; #ifndef GOLDOBJ if(*let == GOLD_CLASS) let++, usegold = TRUE, allowgold = (u.ugold ? TRUE : FALSE); #else if(*let == GOLD_CLASS) let++, usegold = TRUE; #endif /* Ugly check for touchstone */ if (!strncmp(word, "rub on", 6) && u.ugold) allowgold = usegold = TRUE; /* Equivalent of an "ugly check" for gold */ if (usegold && !strcmp(word, "eat") && !metallivorous(youmonst.data)) #ifndef GOLDOBJ usegold = allowgold = FALSE; #else usegold = FALSE; #endif if(*let == ALL_CLASSES) let++, allowall = TRUE; if(*let == ALLOW_NONE) let++, allownone = TRUE; /* "ugly check" for reading fortune cookies, part 1 */ /* The normal 'ugly check' keeps the object on the inventory list. * We don't want to do that for shirts/cookies, so the check for * them is handled a bit differently (and also requires that we set * allowall in the caller) */ if(allowall && !strcmp(word, "read")) allowall = FALSE; if(allownone) *bp++ = '-'; #ifndef GOLDOBJ if(allowgold) *bp++ = def_oc_syms[GOLD_CLASS]; #endif if(bp > buf && bp[-1] == '-') *bp++ = ' '; ap = altlets; ilet = 'a'; for (otmp = invent; otmp; otmp = otmp->nobj) { if (!flags.invlet_constant) otmp->invlet = ilet; /* reassign() */ if (!*let || index(let, otmp->oclass)) { register int otyp = otmp->otyp; bp[foo++] = otmp->invlet; /* ugly check: remove inappropriate things */ if((!strcmp(word, "take off") && (!(otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)) || (otmp==uarm && uarmc) #ifdef TOURIST || (otmp==uarmu && (uarm || uarmc)) #endif )) || (!strcmp(word, "wear") && (otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL))) /* already worn */ || (!strcmp(word, "wield") && (otmp->owornmask & W_WEP)) || (!strcmp(word, "ready") && (otmp->owornmask & (W_WEP | W_SWAPWEP | W_QUIVER))) ) { foo--; foox++; } /* Second ugly check; unlike the first it won't trigger an * "else" in "you don't have anything else to ___". */ else if ((!strcmp(word, "wear") && ((otmp->oclass == FOOD_CLASS && otmp->otyp != MEAT_RING) || (otmp->oclass == TOOL_CLASS && otyp != BLINDFOLD && otyp != TOWEL && otyp != LENSES))) || (!strcmp(word, "wield") && (otmp->oclass == TOOL_CLASS && !is_weptool(otmp))) || (!strcmp(word, "eat") && !is_edible(otmp)) || (!strcmp(word, "sacrifice") && (otyp != CORPSE && otyp != AMULET_OF_YENDOR && otyp != FAKE_AMULET_OF_YENDOR)) || (!strcmp(word, "write with") && (otmp->oclass == TOOL_CLASS && otyp != MAGIC_MARKER && otyp != TOWEL)) || (!strcmp(word, "tin") && (otyp != CORPSE || !tinnable(otmp))) || (!strcmp(word, "rub") && (otmp->oclass == TOOL_CLASS && otyp != OIL_LAMP && otyp != MAGIC_LAMP && otyp != BRASS_LANTERN)) || ((!strcmp(word, "use or apply") || !strcmp(word, "untrap with")) && /* Picks, axes, pole-weapons, bullwhips */ ((otmp->oclass == WEAPON_CLASS && !is_pick(otmp) && !is_pole(otmp) && otyp != BULLWHIP) || (otmp->oclass == POTION_CLASS && /* only applicable potion is oil, and it will only be offered as a choice when already discovered */ (otyp != POT_OIL || !otmp->dknown || !objects[POT_OIL].oc_name_known)))) || (!strcmp(word, "invoke") && (!otmp->oartifact && !objects[otyp].oc_unique && (otyp != FAKE_AMULET_OF_YENDOR || otmp->known) && otyp != CRYSTAL_BALL && /* #invoke synonym for apply */ /* note: presenting the possibility of invoking non-artifact mirrors and/or lamps is a simply a cruel deception... */ otyp != MIRROR && otyp != MAGIC_LAMP && (otyp != OIL_LAMP || /* don't list known oil lamp */ (otmp->dknown && objects[OIL_LAMP].oc_name_known)))) || (!strcmp(word, "untrap with") && (otmp->oclass == TOOL_CLASS && otyp != CAN_OF_GREASE)) || (!strcmp(word, "charge") && !is_chargeable(otmp)) ) foo--; /* ugly check for unworn armor that can't be worn */ else if (!strcmp(word, "wear") && *let == ARMOR_CLASS && !canwearobj(otmp, &dummymask, FALSE)) { foo--; allowall = TRUE; *ap++ = otmp->invlet; } } else { /* "ugly check" for reading fortune cookies, part 2 */ if ((!strcmp(word, "read") && (otmp->otyp == FORTUNE_COOKIE #ifdef TOURIST || otmp->otyp == T_SHIRT #endif ))) allowall = TRUE; } if(ilet == 'z') ilet = 'A'; else ilet++; } bp[foo] = 0; if(foo == 0 && bp > buf && bp[-1] == ' ') *--bp = 0; Strcpy(lets, bp); /* necessary since we destroy buf */ if(foo > 5) /* compactify string */ compactify(bp); *ap = '\0'; #ifndef GOLDOBJ if(!foo && !allowall && !allowgold && !allownone) { #else if(!foo && !allowall && !allownone) { #endif You("don't have anything %sto %s.", foox ? "else " : "", word); return((struct obj *)0); } for(;;) { cnt = 0; if (allowcnt == 2) allowcnt = 1; /* abort previous count */ if(!buf[0]) { Sprintf(qbuf, "What do you want to %s? [*]", word); } else { Sprintf(qbuf, "What do you want to %s? [%s or ?*]", word, buf); } #ifdef REDO if (in_doagain) ilet = readchar(); else #endif ilet = yn_function(qbuf, (char *)0, '\0'); if(ilet == '0') prezero = TRUE; while(digit(ilet) && allowcnt) { #ifdef REDO if (ilet != '?' && ilet != '*') savech(ilet); #endif cnt = 10*cnt + (ilet - '0'); allowcnt = 2; /* signal presence of cnt */ ilet = readchar(); } if(digit(ilet)) { pline("No count allowed with this command."); continue; } if(index(quitchars,ilet)) { if(flags.verbose) pline(Never_mind); return((struct obj *)0); } if(ilet == '-') { return(allownone ? &zeroobj : (struct obj *) 0); } if(ilet == def_oc_syms[GOLD_CLASS]) { if(!usegold){ You("cannot %s gold.", word); return(struct obj *)0; #ifndef GOLDOBJ } else if (!allowgold) { You("are not carrying any gold."); return(struct obj *)0; #endif } if(cnt == 0 && prezero) return((struct obj *)0); /* Historic note: early Nethack had a bug which was * first reported for Larn, where trying to drop 2^32-n * gold pieces was allowed, and did interesting things * to your money supply. The LRS is the tax bureau * from Larn. */ if(cnt < 0) { pline_The("LRS would be very interested to know you have that much."); return(struct obj *)0; } #ifndef GOLDOBJ if(!(allowcnt == 2 && cnt < u.ugold)) cnt = u.ugold; return(mkgoldobj(cnt)); #endif } if(allowcnt == 2 && !strcmp(word,"throw")) { /* permit counts for throwing gold, but don't accept * counts for other things since the throw code will * split off a single item anyway */ #ifdef GOLDOBJ if (ilet != def_oc_syms[GOLD_CLASS]) #endif allowcnt = 1; if(cnt == 0 && prezero) return((struct obj *)0); if(cnt > 1) { You("can only throw one item at a time."); continue; } } #ifdef GOLDOBJ flags.botl = 1; /* May have changed the amount of money */ #endif if(ilet == '?' || ilet == '*') { char *allowed_choices = (ilet == '?') ? lets : (char *)0; if (ilet == '?' && !*lets && *altlets) allowed_choices = altlets; ilet = display_inventory(allowed_choices, TRUE); if(!ilet) continue; if(ilet == '\033') { if(flags.verbose) pline(Never_mind); return((struct obj *)0); } /* they typed a letter (not a space) at the prompt */ } #ifdef REDO savech(ilet); #endif for (otmp = invent; otmp; otmp = otmp->nobj) if (otmp->invlet == ilet) break; if(!otmp) { You("don't have that object."); #ifdef REDO if (in_doagain) return((struct obj *) 0); #endif continue; } else if (cnt < 0 || otmp->quan < cnt) { You("don't have that many! You have only %ld.", otmp->quan); #ifdef REDO if (in_doagain) return((struct obj *) 0); #endif continue; } break; } if(!allowall && let && !index(let,otmp->oclass)) { pline(silly_thing_to, word); return((struct obj *)0); } if(allowcnt == 2) { /* cnt given */ if(cnt == 0) return (struct obj *)0; if(cnt != otmp->quan) { otmp = splitobj(otmp, cnt); /* Very ugly kludge necessary to prevent someone from trying * to drop one of several loadstones and having the loadstone * now be separate. */ if (!strcmp(word, "drop") && otmp->otyp == LOADSTONE && otmp->cursed) otmp->corpsenm = otmp->invlet; } } return(otmp); } #endif /* OVL1 */ #ifdef OVLB STATIC_PTR int ckunpaid(otmp) register struct obj *otmp; { return((int)(otmp->unpaid)); } boolean wearing_armor() { return((boolean)(uarm || uarmc || uarmf || uarmg || uarmh || uarms #ifdef TOURIST || uarmu #endif )); } boolean is_worn(otmp) register struct obj *otmp; { return((boolean)(!!(otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL | #ifdef STEED W_SADDLE | #endif W_WEP | W_SWAPWEP | W_QUIVER)))); } static NEARDATA const char removeables[] = { ARMOR_CLASS, WEAPON_CLASS, RING_CLASS, AMULET_CLASS, TOOL_CLASS, 0 }; /* interactive version of getobj - used for Drop, Identify and */ /* Takeoff (A). Return the number of times fn was called successfully */ /* If combo is TRUE, we just use this to get a category list */ int ggetobj(word, fn, mx, combo, resultflags) const char *word; int FDECL((*fn),(OBJ_P)), mx; boolean combo; /* combination menu flag */ unsigned *resultflags; { int FDECL((*ckfn),(OBJ_P)) = (int FDECL((*),(OBJ_P))) 0; boolean FDECL((*filter),(OBJ_P)) = (boolean FDECL((*),(OBJ_P))) 0; boolean takeoff, ident, allflag, m_seen; #ifndef GOLDOBJ int oletct, iletct, allowgold, unpaid, oc_of_sym; #else int oletct, iletct, unpaid, oc_of_sym; #endif char sym, *ip, olets[MAXOCLASSES+5], ilets[MAXOCLASSES+5]; char buf[BUFSZ], qbuf[QBUFSZ]; if (resultflags) *resultflags = 0; #ifndef GOLDOBJ allowgold = (u.ugold && !strcmp(word, "drop")) ? 1 : 0; #endif takeoff = ident = allflag = m_seen = FALSE; #ifndef GOLDOBJ if(!invent && !allowgold){ #else if(!invent){ #endif You("have nothing to %s.", word); return(0); } if (combo) add_valid_menu_class(0); /* reset */ if (!strcmp(word, "take off")) { takeoff = TRUE; filter = is_worn; } else if (!strcmp(word, "identify")) { ident = TRUE; filter = not_fully_identified; } iletct = collect_obj_classes(ilets, invent, FALSE, #ifndef GOLDOBJ (allowgold != 0), #endif filter); unpaid = count_unpaid(invent); if (ident && !iletct) { return -1; /* no further identifications */ } else if (!takeoff && (unpaid || invent)) { ilets[iletct++] = ' '; if (unpaid) ilets[iletct++] = 'u'; if (invent) ilets[iletct++] = 'a'; } else if (takeoff && invent) { ilets[iletct++] = ' '; } ilets[iletct++] = 'i'; if (!combo) ilets[iletct++] = 'm'; /* allow menu presentation on request */ ilets[iletct] = '\0'; for (;;) { Sprintf(qbuf,"What kinds of thing do you want to %s? [%s]", word, ilets); getlin(qbuf, buf); if (buf[0] == '\033') return(0); if (index(buf, 'i')) { if (display_inventory((char *)0, TRUE) == '\033') return 0; } else break; } ip = buf; olets[oletct = 0] = '\0'; while ((sym = *ip++) != '\0') { if (sym == ' ') continue; oc_of_sym = def_char_to_objclass(sym); if (takeoff && !(uwep && oc_of_sym == uwep->oclass) && (oc_of_sym != MAXOCLASSES)) { if (!index(removeables, oc_of_sym)) { pline("Not applicable."); return 0; } else if (oc_of_sym == ARMOR_CLASS && !wearing_armor()) { You("are not wearing any armor."); return 0; } else if (oc_of_sym == WEAPON_CLASS && !uwep && !uswapwep && !uquiver) { You("are not wielding anything."); return 0; } else if (oc_of_sym == RING_CLASS && !uright && !uleft) { You("are not wearing rings."); return 0; } else if (oc_of_sym == AMULET_CLASS && !uamul) { You("are not wearing an amulet."); return 0; } else if (oc_of_sym == TOOL_CLASS && !ublindf) { You("are not wearing a blindfold."); return 0; } } if (oc_of_sym == GOLD_CLASS && !combo) { #ifndef GOLDOBJ if (allowgold == 1) (*fn)(mkgoldobj(u.ugold)); else if (!u.ugold) You("have no gold."); allowgold = 2; #else flags.botl = 1; #endif } else if (sym == 'a') { allflag = TRUE; } else if (sym == 'A') { /* same as the default */ ; } else if (sym == 'u' || sym == 'U') { add_valid_menu_class('u'); ckfn = ckunpaid; } else if (sym == 'm') { m_seen = TRUE; } else if (oc_of_sym == MAXOCLASSES) { You("don't have any %c's.", sym); } else if (oc_of_sym != VENOM_CLASS) { /* suppress venom */ if (!index(olets, oc_of_sym)) { add_valid_menu_class(oc_of_sym); olets[oletct++] = oc_of_sym; olets[oletct] = 0; } } } if (m_seen) return (allflag || (!oletct && ckfn != ckunpaid)) ? -2 : -3; else if (flags.menu_style != MENU_TRADITIONAL && combo && !allflag) return 0; #ifndef GOLDOBJ else if (allowgold == 2 && !oletct) return 1; /* you dropped gold (or at least tried to) */ else { #else else /*!!!! if (allowgold == 2 && !oletct) !!!! return 1; you dropped gold (or at least tried to) !!!! test gold dropping else*/ { #endif int cnt = askchain(&invent, olets, allflag, fn, ckfn, mx, word); /* * askchain() has already finished the job in this case * so set a special flag to convey that back to the caller * so that it won't continue processing. * Fix for bug C331-1 reported by Irina Rempt-Drijfhout. */ if (combo && allflag && resultflags) *resultflags |= ALL_FINISHED; return cnt; } } /* * Walk through the chain starting at objchn and ask for all objects * with olet in olets (if nonNULL) and satisfying ckfn (if nonnull) * whether the action in question (i.e., fn) has to be performed. * If allflag then no questions are asked. Max gives the max nr of * objects to be treated. Return the number of objects treated. */ int askchain(objchn, olets, allflag, fn, ckfn, mx, word) struct obj **objchn; register int allflag, mx; register const char *olets, *word; /* olets is an Obj Class char array */ register int FDECL((*fn),(OBJ_P)), FDECL((*ckfn),(OBJ_P)); { register struct obj *otmp, *otmp2; register char sym, ilet; register int cnt = 0, dud = 0, tmp; boolean takeoff, nodot, ident, ininv; char qbuf[QBUFSZ]; takeoff = !strcmp(word, "take off"); ident = !strcmp(word, "identify"); nodot = (!strcmp(word, "nodot") || !strcmp(word, "drop") || ident || takeoff); ininv = (*objchn == invent); /* Changed so the askchain is interrogated in the order specified. * For example, if a person specifies =/ then first all rings will be * asked about followed by all wands -dgk */ nextclass: ilet = 'a'-1; if (*objchn && (*objchn)->oclass == GOLD_CLASS) ilet--; /* extra iteration */ for (otmp = *objchn; otmp; otmp = otmp2) { if(ilet == 'z') ilet = 'A'; else ilet++; otmp2 = otmp->nobj; if (olets && *olets && otmp->oclass != *olets) continue; if (takeoff && !is_worn(otmp)) continue; if (ident && !not_fully_identified(otmp)) continue; if (ckfn && !(*ckfn)(otmp)) continue; if (!allflag) { Strcpy(qbuf, !ininv ? doname(otmp) : xprname(otmp, (char *)0, ilet, !nodot, 0L, 0L)); Strcat(qbuf, "?"); sym = (takeoff || ident || otmp->quan < 2L) ? nyaq(qbuf) : nyNaq(qbuf); } else sym = 'y'; if (sym == '#') { /* Number was entered; split the object unless it corresponds to 'none' or 'all'. 2 special cases: cursed loadstones and welded weapons (eg, multiple daggers) will remain as merged unit; done to avoid splitting an object that won't be droppable (even if we're picking up rather than dropping). */ if (!yn_number) sym = 'n'; else { sym = 'y'; if (yn_number < otmp->quan && !welded(otmp) && (!otmp->cursed || otmp->otyp != LOADSTONE)) { otmp = splitobj(otmp, yn_number); } } } switch(sym){ case 'a': allflag = 1; case 'y': tmp = (*fn)(otmp); if(tmp < 0) goto ret; cnt += tmp; if(--mx == 0) goto ret; case 'n': if(nodot) dud++; default: break; case 'q': /* special case for seffects() */ if (ident) cnt = -1; goto ret; } } if (olets && *olets && *++olets) goto nextclass; if(!takeoff && (dud || cnt)) pline("That was all."); else if(!dud && !cnt) pline("No applicable objects."); ret: return(cnt); } /* * Object identification routines: */ /* make an object actually be identified; no display updating */ void fully_identify_obj(otmp) struct obj *otmp; { makeknown(otmp->otyp); if (otmp->oartifact) discover_artifact((xchar)otmp->oartifact); otmp->known = otmp->dknown = otmp->bknown = otmp->rknown = 1; if (otmp->otyp == EGG && otmp->corpsenm != NON_PM) learn_egg_type(otmp->corpsenm); } /* ggetobj callback routine; identify an object and give immediate feedback */ int identify(otmp) struct obj *otmp; { fully_identify_obj(otmp); prinv((char *)0, otmp, 0L); return 1; } /* menu of unidentified objects; select and identify up to id_limit of them */ STATIC_OVL void menu_identify(id_limit) int id_limit; { menu_item *pick_list; int n, i, first = 1; char buf[BUFSZ]; /* assumptions: id_limit > 0 and at least one unID'd item is present */ while (id_limit) { Sprintf(buf, "What would you like to identify %s?", first ? "first" : "next"); n = query_objlist(buf, invent, SIGNAL_NOMENU|USE_INVLET|INVORDER_SORT, &pick_list, PICK_ANY, not_fully_identified); if (n > 0) { if (n > id_limit) n = id_limit; for (i = 0; i < n; i++, id_limit--) (void) identify(pick_list[i].item.a_obj); free((genericptr_t) pick_list); mark_synch(); /* Before we loop to pop open another menu */ } else { if (n < 0) pline("That was all."); id_limit = 0; /* Stop now */ } first = 0; } } /* dialog with user to identify a given number of items; 0 means all */ void identify_pack(id_limit) int id_limit; { struct obj *obj, *the_obj; int n, unid_cnt; unid_cnt = 0; the_obj = 0; /* if unid_cnt ends up 1, this will be it */ for (obj = invent; obj; obj = obj->nobj) if (not_fully_identified(obj)) ++unid_cnt, the_obj = obj; if (!unid_cnt) { You("have already identified all of your possessions."); } else if (!id_limit) { /* identify everything */ if (unid_cnt == 1) { (void) identify(the_obj); } else { /* TODO: use fully_identify_obj and cornline/menu/whatever here */ for (obj = invent; obj; obj = obj->nobj) if (not_fully_identified(obj)) (void) identify(obj); } } else { /* identify up to `id_limit' items */ n = 0; if (flags.menu_style == MENU_TRADITIONAL) do { n = ggetobj("identify", identify, id_limit, FALSE, (unsigned *)0); if (n < 0) break; /* quit or no eligible items */ } while ((id_limit -= n) > 0); if (n == 0 || n < -1) menu_identify(id_limit); } update_inventory(); } #endif /* OVLB */ #ifdef OVL2 STATIC_OVL char obj_to_let(obj) /* should of course only be called for things in invent */ register struct obj *obj; { #ifndef GOLDOBJ if (obj->oclass == GOLD_CLASS) return GOLD_SYM; #endif if (!flags.invlet_constant) { obj->invlet = NOINVSYM; reassign(); } return obj->invlet; } /* * Print the indicated quantity of the given object. If quan == 0L then use * the current quantity. */ void prinv(prefix, obj, quan) const char *prefix; register struct obj *obj; long quan; { if (!prefix) prefix = ""; pline("%s%s%s", prefix, *prefix ? " " : "", xprname(obj, (char *)0, obj_to_let(obj), TRUE, 0L, quan)); } #endif /* OVL2 */ #ifdef OVL1 char * xprname(obj, txt, let, dot, cost, quan) struct obj *obj; const char *txt; /* text to print instead of obj */ char let; /* inventory letter */ boolean dot; /* append period; (dot && cost => Iu) */ long cost; /* cost (for inventory of unpaid or expended items) */ long quan; /* if non-0, print this quantity, not obj->quan */ { #ifdef LINT /* handle static char li[BUFSZ]; */ char li[BUFSZ]; #else static char li[BUFSZ]; #endif boolean use_invlet = flags.invlet_constant && let != CONTAINED_SYM; long savequan = 0; if (quan && obj) { savequan = obj->quan; obj->quan = quan; } /* * If let is: * * Then obj == null and we are printing a total amount. * > Then the object is contained and doesn't have an inventory letter. */ if (cost != 0 || let == '*') { /* if dot is true, we're doing Iu, otherwise Ix */ Sprintf(li, "%c - %-45s %6ld %s", (dot && use_invlet ? obj->invlet : let), (txt ? txt : doname(obj)), cost, currency(cost)); #ifndef GOLDOBJ } else if (obj && obj->oclass == GOLD_CLASS) { Sprintf(li, "%ld gold piece%s%s", obj->quan, plur(obj->quan), (dot ? "." : "")); #endif } else { /* ordinary inventory display or pickup message */ Sprintf(li, "%c - %s%s", (use_invlet ? obj->invlet : let), (txt ? txt : doname(obj)), (dot ? "." : "")); } if (savequan) obj->quan = savequan; return li; } #endif /* OVL1 */ #ifdef OVLB /* the 'i' command */ int ddoinv() { (void) display_inventory((char *)0, FALSE); return 0; } /* * find_unpaid() * * Scan the given list of objects. If last_found is NULL, return the first * unpaid object found. If last_found is not NULL, then skip over unpaid * objects until last_found is reached, then set last_found to NULL so the * next unpaid object is returned. This routine recursively follows * containers. */ STATIC_OVL struct obj * find_unpaid(list, last_found) struct obj *list, **last_found; { struct obj *obj; while (list) { if (list->unpaid) { if (*last_found) { /* still looking for previous unpaid object */ if (list == *last_found) *last_found = (struct obj *) 0; } else return (*last_found = list); } if (Has_contents(list)) { if ((obj = find_unpaid(list->cobj, last_found)) != 0) return obj; } list = list->nobj; } return (struct obj *) 0; } /* * If lets == NULL or "", list all objects in the inventory. Otherwise, * list all objects with object classes that match the order in lets. * * Returns the letter identifier of a selected item, or 0 if nothing * was selected. */ char display_inventory(lets, want_reply) register const char *lets; boolean want_reply; { struct obj *otmp; char ilet, ret; char *invlet = flags.inv_order; int n, classcount; winid win; /* windows being used */ static winid local_win = WIN_ERR; /* window for partial menus */ anything any; menu_item *selected; /* overriden by global flag */ if (flags.perm_invent) { win = (lets && *lets) ? local_win : WIN_INVEN; /* create the first time used */ if (win == WIN_ERR) win = local_win = create_nhwindow(NHW_MENU); } else win = WIN_INVEN; /* Exit early if no inventory -- but keep going if we are doing a permanent inventory update. We need to keep going so the permanent inventory window updates itself to remove the last item(s) dropped. One down side: the addition of the exception for permanent inventory window updates _can_ pop the window up when it's not displayed -- even if it's empty -- because we don't know at this level if its up or not. This may not be an issue if empty checks are done before hand and the call to here is short circuited away. */ if (!invent && !(flags.perm_invent && !lets && !want_reply)) { #ifndef GOLDOBJ pline("Not carrying anything%s.", u.ugold ? " except gold" : ""); #else pline("Not carrying anything."); #endif return 0; } /* oxymoron? temporarily assign permanent inventory letters */ if (!flags.invlet_constant) reassign(); if (lets && strlen(lets) == 1) { /* when only one item of interest, use pline instead of menus; we actually use a fake message-line menu in order to allow the user to perform selection at the --More-- prompt for tty */ ret = '\0'; for (otmp = invent; otmp; otmp = otmp->nobj) { if (otmp->invlet == lets[0]) { ret = message_menu(lets[0], want_reply ? PICK_ONE : PICK_NONE, xprname(otmp, (char *)0, lets[0], TRUE, 0L, 0L)); break; } } return ret; } start_menu(win); nextclass: classcount = 0; any.a_void = 0; /* set all bits to zero */ for(otmp = invent; otmp; otmp = otmp->nobj) { ilet = otmp->invlet; if(!lets || !*lets || index(lets, ilet)) { if (!flags.sortpack || otmp->oclass == *invlet) { if (flags.sortpack && !classcount) { any.a_void = 0; /* zero */ add_menu(win, NO_GLYPH, &any, 0, 0, ATR_INVERSE, let_to_name(*invlet, FALSE), MENU_UNSELECTED); classcount++; } any.a_char = ilet; add_menu(win, obj_to_glyph(otmp), &any, ilet, 0, ATR_NONE, doname(otmp), MENU_UNSELECTED); } } } if (flags.sortpack) { if (*++invlet) goto nextclass; #ifdef WIZARD if (--invlet != venom_inv) { invlet = venom_inv; goto nextclass; } #endif } end_menu(win, (char *) 0); n = select_menu(win, want_reply ? PICK_ONE : PICK_NONE, &selected); if (n > 0) { ret = selected[0].item.a_char; free((genericptr_t)selected); } else ret = !n ? '\0' : '\033'; /* cancelled */ return ret; } /* * Returns the number of unpaid items within the given list. This includes * contained objects. */ int count_unpaid(list) struct obj *list; { int count = 0; while (list) { if (list->unpaid) count++; if (Has_contents(list)) count += count_unpaid(list->cobj); list = list->nobj; } return count; } /* * Returns the number of items with b/u/c/unknown within the given list. * This does NOT include contained objects. */ int count_buc(list, type) struct obj *list; int type; { int count = 0; while (list) { switch(type) { case BUC_BLESSED: if (list->oclass != GOLD_CLASS && list->bknown && list->blessed) count++; break; case BUC_CURSED: if (list->oclass != GOLD_CLASS && list->bknown && list->cursed) count++; break; case BUC_UNCURSED: if (list->oclass != GOLD_CLASS && list->bknown && !list->blessed && !list->cursed) count++; break; case BUC_UNKNOWN: if (list->oclass != GOLD_CLASS && !list->bknown) count++; break; default: impossible("need count of curse status %d?", type); return 0; } list = list->nobj; } return count; } STATIC_OVL void dounpaid() { winid win; struct obj *otmp, *marker; register char ilet; char *invlet = flags.inv_order; int classcount, count, num_so_far; int save_unpaid = 0; /* lint init */ long cost, totcost; count = count_unpaid(invent); if (count == 1) { marker = (struct obj *) 0; otmp = find_unpaid(invent, &marker); /* see if the unpaid item is in the top level inventory */ for (marker = invent; marker; marker = marker->nobj) if (marker == otmp) break; pline("%s", xprname(otmp, distant_name(otmp, doname), marker ? otmp->invlet : CONTAINED_SYM, TRUE, unpaid_cost(otmp), 0L)); return; } win = create_nhwindow(NHW_MENU); cost = totcost = 0; num_so_far = 0; /* count of # printed so far */ if (!flags.invlet_constant) reassign(); do { classcount = 0; for (otmp = invent; otmp; otmp = otmp->nobj) { ilet = otmp->invlet; if (otmp->unpaid) { if (!flags.sortpack || otmp->oclass == *invlet) { if (flags.sortpack && !classcount) { putstr(win, 0, let_to_name(*invlet, TRUE)); classcount++; } totcost += cost = unpaid_cost(otmp); /* suppress "(unpaid)" suffix */ save_unpaid = otmp->unpaid; otmp->unpaid = 0; putstr(win, 0, xprname(otmp, distant_name(otmp, doname), ilet, TRUE, cost, 0L)); otmp->unpaid = save_unpaid; num_so_far++; } } } } while (flags.sortpack && (*++invlet)); if (count > num_so_far) { /* something unpaid is contained */ if (flags.sortpack) putstr(win, 0, let_to_name(CONTAINED_SYM, TRUE)); /* * Search through the container objects in the inventory for * unpaid items. The top level inventory items have already * been listed. */ for (otmp = invent; otmp; otmp = otmp->nobj) { if (Has_contents(otmp)) { marker = (struct obj *) 0; /* haven't found any */ while (find_unpaid(otmp->cobj, &marker)) { totcost += cost = unpaid_cost(marker); save_unpaid = marker->unpaid; marker->unpaid = 0; /* suppress "(unpaid)" suffix */ putstr(win, 0, xprname(marker, distant_name(marker, doname), CONTAINED_SYM, TRUE, cost, 0L)); marker->unpaid = save_unpaid; } } } } putstr(win, 0, ""); putstr(win, 0, xprname((struct obj *)0, "Total:", '*', FALSE, totcost, 0L)); display_nhwindow(win, FALSE); destroy_nhwindow(win); } /* query objlist callback: return TRUE if obj type matches "this_type" */ static int this_type; STATIC_OVL boolean this_type_only(obj) struct obj *obj; { return (obj->oclass == this_type); } /* the 'I' command */ int dotypeinv() { char c = '\0'; int n, i = 0; char *extra_types, types[BUFSZ]; int class_count, oclass, unpaid_count; boolean billx = *u.ushops && doinvbill(0); menu_item *pick_list; boolean traditional = TRUE; const char *prompt = "What type of object do you want an inventory of?"; #ifndef GOLDOBJ if (!invent && !u.ugold && !billx) { #else if (!invent && !billx) { #endif You("aren't carrying anything."); return 0; } unpaid_count = count_unpaid(invent); if (flags.menu_style != MENU_TRADITIONAL) { if (flags.menu_style == MENU_FULL || flags.menu_style == MENU_PARTIAL) { traditional = FALSE; i = UNPAID_TYPES; if (billx) i |= BILLED_TYPES; n = query_category(prompt, invent, i, &pick_list, PICK_ONE); if (!n) return 0; this_type = c = pick_list[0].item.a_int; free((genericptr_t) pick_list); } } if (traditional) { /* collect a list of classes of objects carried, for use as a prompt */ types[0] = 0; class_count = collect_obj_classes(types, invent, FALSE, #ifndef GOLDOBJ (u.ugold != 0), #endif (boolean FDECL((*),(OBJ_P))) 0); if (unpaid_count) { Strcat(types, "u"); class_count++; } if (billx) { Strcat(types, "x"); class_count++; } /* add everything not already included; user won't see these */ extra_types = eos(types); *extra_types++ = '\033'; if (!unpaid_count) *extra_types++ = 'u'; if (!billx) *extra_types++ = 'x'; *extra_types = '\0'; /* for index() */ for (i = 0; i < MAXOCLASSES; i++) if (!index(types, def_oc_syms[i])) { *extra_types++ = def_oc_syms[i]; *extra_types = '\0'; } if(class_count > 1) { c = yn_function(prompt, types, '\0'); #ifdef REDO savech(c); #endif if(c == '\0') { clear_nhwindow(WIN_MESSAGE); return 0; } } else { /* only one thing to itemize */ if (unpaid_count) c = 'u'; else if (billx) c = 'x'; else c = types[0]; } } if (c == 'x') { if (billx) (void) doinvbill(1); else pline("No used-up objects on your shopping bill."); return 0; } if (c == 'u') { if (unpaid_count) dounpaid(); else You("are not carrying any unpaid objects."); return 0; } if (traditional) { oclass = def_char_to_objclass(c); /* change to object class */ if (oclass == GOLD_CLASS) { return doprgold(); } else if (index(types, c) > index(types, '\033')) { You("have no such objects."); return 0; } this_type = oclass; } if (query_objlist((char *) 0, invent, (flags.invlet_constant ? USE_INVLET : 0)|INVORDER_SORT, &pick_list, PICK_NONE, this_type_only) > 0) free((genericptr_t)pick_list); return 0; } /* return a string describing the dungeon feature at if there is one worth mentioning at that location; otherwise null */ const char * dfeature_at(x, y, buf) int x, y; char *buf; { struct rm *lev = &levl[x][y]; int ltyp = lev->typ, cmap = -1; const char *dfeature = 0; static char altbuf[BUFSZ]; if (IS_DOOR(ltyp)) { switch (lev->doormask) { case D_NODOOR: cmap = S_ndoor; break; /* "doorway" */ case D_ISOPEN: cmap = S_vodoor; break; /* "open door" */ case D_BROKEN: dfeature = "broken door"; break; default: cmap = S_vcdoor; break; /* "closed door" */ } /* override door description for open drawbridge */ if (is_drawbridge_wall(x, y) >= 0) dfeature = "open drawbridge portcullis", cmap = -1; } else if (IS_FOUNTAIN(ltyp)) cmap = S_fountain; /* "fountain" */ else if (IS_THRONE(ltyp)) cmap = S_throne; /* "opulent throne" */ else if (is_lava(x,y)) cmap = S_lava; /* "molten lava" */ else if (is_ice(x,y)) cmap = S_ice; /* "ice" */ else if (is_pool(x,y)) dfeature = "pool of water"; #ifdef SINKS else if (IS_SINK(ltyp)) cmap = S_sink; /* "sink" */ #endif else if (IS_ALTAR(ltyp)) { Sprintf(altbuf, "altar to %s (%s)", a_gname(), align_str(Amask2align(lev->altarmask & ~AM_SHRINE))); dfeature = altbuf; } else if ((x == xupstair && y == yupstair) || (x == sstairs.sx && y == sstairs.sy && sstairs.up)) cmap = S_upstair; /* "staircase up" */ else if ((x == xdnstair && y == ydnstair) || (x == sstairs.sx && y == sstairs.sy && !sstairs.up)) cmap = S_dnstair; /* "staircase down" */ else if (x == xupladder && y == yupladder) cmap = S_upladder; /* "ladder up" */ else if (x == xdnladder && y == ydnladder) cmap = S_dnladder; /* "ladder down" */ else if (ltyp == DRAWBRIDGE_DOWN) cmap = S_vodbridge; /* "lowered drawbridge" */ else if (ltyp == DBWALL) cmap = S_vcdbridge; /* "raised drawbridge" */ else if (IS_GRAVE(ltyp)) cmap = S_grave; /* "grave" */ else if (ltyp == TREE) cmap = S_tree; /* "tree" */ else if (ltyp == IRONBARS) dfeature = "set of iron bars"; if (cmap >= 0) dfeature = defsyms[cmap].explanation; if (dfeature) Strcpy(buf, dfeature); return dfeature; } /* look at what is here; if there are many objects (5 or more), don't show them unless obj_cnt is 0 */ int look_here(obj_cnt, picked_some) int obj_cnt; /* obj_cnt > 0 implies that autopickup is in progess */ boolean picked_some; { struct obj *otmp; struct trap *trap; const char *verb = Blind ? "feel" : "see"; const char *dfeature = (char *)0; char fbuf[BUFSZ], fbuf2[BUFSZ]; winid tmpwin; boolean skip_objects = (obj_cnt >= 5); if (u.uswallow && u.ustuck) { struct monst *mtmp = u.ustuck; Sprintf(fbuf, "Contents of %s %s", s_suffix(mon_nam(mtmp)), mbodypart(mtmp, STOMACH)); /* Skip "Contents of " by using fbuf index 12 */ You("%s to %s what is lying in %s.", Blind ? "try" : "look around", verb, &fbuf[12]); otmp = mtmp->minvent; if (otmp) { for ( ; otmp; otmp = otmp->nobj) { /* If swallower is an animal, it should have become stone but... */ if (otmp->otyp == CORPSE) feel_cockatrice(otmp, FALSE); } if (Blind) Strcpy(fbuf, "You feel"); Strcat(fbuf,":"); (void) display_minventory(mtmp, MINV_ALL, fbuf); } else { You("%s no objects here.", verb); } return(!!Blind); } if (!skip_objects && (trap = t_at(u.ux,u.uy)) && trap->tseen) There("is %s here.", an(defsyms[trap_to_defsym(trap->ttyp)].explanation)); otmp = level.objects[u.ux][u.uy]; dfeature = dfeature_at(u.ux, u.uy, fbuf2); if (dfeature && !strcmp(dfeature, "pool of water") && Underwater) dfeature = 0; if (Blind) { boolean drift = Is_airlevel(&u.uz) || Is_waterlevel(&u.uz); You("try to feel what is %s%s.", drift ? "floating here" : "lying here on the ", drift ? "" : surface(u.ux, u.uy)); if (dfeature && !drift && !strcmp(dfeature, surface(u.ux,u.uy))) dfeature = 0; /* ice already identifed */ if (!can_reach_floor()) { pline("But you can't reach it!"); return(0); } } if (dfeature) Sprintf(fbuf, "There is %s here.", an(dfeature)); if (!otmp || is_lava(u.ux,u.uy) || (is_pool(u.ux,u.uy) && !Underwater)) { if (dfeature) pline(fbuf); read_engr_at(u.ux, u.uy); /* Eric Backus */ if (!skip_objects && (Blind || !dfeature)) You("%s no objects here.", verb); return(!!Blind); } /* we know there is something here */ if (skip_objects) { if (dfeature) pline(fbuf); read_engr_at(u.ux, u.uy); /* Eric Backus */ There("are %s%s objects here.", (obj_cnt <= 10) ? "several" : "many", picked_some ? " more" : ""); } else if (!otmp->nexthere) { /* only one object */ if (dfeature) pline(fbuf); read_engr_at(u.ux, u.uy); /* Eric Backus */ #ifdef INVISIBLE_OBJECTS if (otmp->oinvis && !See_invisible) verb = "feel"; #endif You("%s here %s.", verb, doname(otmp)); if (otmp->otyp == CORPSE) feel_cockatrice(otmp, FALSE); } else { display_nhwindow(WIN_MESSAGE, FALSE); tmpwin = create_nhwindow(NHW_MENU); if(dfeature) { putstr(tmpwin, 0, fbuf); putstr(tmpwin, 0, ""); } putstr(tmpwin, 0, "Things that are here:"); for ( ; otmp; otmp = otmp->nexthere) { putstr(tmpwin, 0, doname(otmp)); if (otmp->otyp == CORPSE) feel_cockatrice(otmp, FALSE); } display_nhwindow(tmpwin, TRUE); destroy_nhwindow(tmpwin); read_engr_at(u.ux, u.uy); /* Eric Backus */ } return(!!Blind); } /* explicilty look at what is here, including all objects */ int dolook() { return look_here(0, FALSE); } void feel_cockatrice(otmp, force_touch) struct obj *otmp; boolean force_touch; { char kbuf[BUFSZ]; if ((Blind || force_touch) && !uarmg && !Stone_resistance && (otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm]))) { if(poly_when_stoned(youmonst.data)) You("touched the %s corpse with your bare %s.", mons[otmp->corpsenm].mname, makeplural(body_part(HAND))); else pline("Touching the %s corpse is a fatal mistake...", mons[otmp->corpsenm].mname); Sprintf(kbuf, "%s corpse", an(mons[otmp->corpsenm].mname)); instapetrify(kbuf); } } #endif /* OVLB */ #ifdef OVL1 void stackobj(obj) struct obj *obj; { struct obj *otmp; for(otmp = level.objects[obj->ox][obj->oy]; otmp; otmp = otmp->nexthere) if(otmp != obj && merged(&obj,&otmp)) break; return; } STATIC_OVL boolean mergable(otmp, obj) /* returns TRUE if obj & otmp can be merged */ register struct obj *otmp, *obj; { #ifndef GOLDOBJ if (obj->otyp != otmp->otyp || obj->unpaid != otmp->unpaid || #else if (obj->otyp != otmp->otyp) return FALSE; /* Coins of the same kind will always merge. */ if (obj->oclass == GOLD_CLASS) return TRUE; if (obj->unpaid != otmp->unpaid || #endif obj->spe != otmp->spe || obj->dknown != otmp->dknown || (obj->bknown != otmp->bknown && !Role_if(PM_PRIEST)) || obj->cursed != otmp->cursed || obj->blessed != otmp->blessed || obj->no_charge != otmp->no_charge || obj->obroken != otmp->obroken || obj->otrapped != otmp->otrapped || obj->lamplit != otmp->lamplit || #ifdef INVISIBLE_OBJECTS obj->oinvis != otmp->oinvis || #endif obj->greased != otmp->greased || obj->oeroded != otmp->oeroded || obj->oeroded2 != otmp->oeroded2 || obj->bypass != otmp->bypass) return(FALSE); if ((obj->oclass==WEAPON_CLASS || obj->oclass==ARMOR_CLASS) && (obj->oerodeproof!=otmp->oerodeproof || obj->rknown!=otmp->rknown)) return FALSE; if (obj->oclass == FOOD_CLASS && (obj->oeaten != otmp->oeaten || obj->orotten != otmp->orotten)) return(FALSE); if (obj->otyp == CORPSE || obj->otyp == EGG || obj->otyp == TIN) { if (obj->corpsenm != otmp->corpsenm) return FALSE; } /* hatching eggs don't merge; ditto for revivable corpses */ if ((obj->otyp == EGG && (obj->timed || otmp->timed)) || (obj->otyp == CORPSE && otmp->corpsenm >= LOW_PM && mons[otmp->corpsenm].mlet == S_TROLL)) return FALSE; /* allow candle merging only if their ages are close */ /* see begin_burn() for a reference for the magic "25" */ if (Is_candle(obj) && obj->age/25 != otmp->age/25) return(FALSE); /* burning potions of oil never merge */ if (obj->otyp == POT_OIL && obj->lamplit) return FALSE; /* don't merge surcharged item with base-cost item */ if (obj->unpaid && !same_price(obj, otmp)) return FALSE; /* if they have names, make sure they're the same */ if ( (obj->onamelth != otmp->onamelth && ((obj->onamelth && otmp->onamelth) || obj->otyp == CORPSE) ) || (obj->onamelth && otmp->onamelth && strncmp(ONAME(obj), ONAME(otmp), (int)obj->onamelth))) return FALSE; /* for the moment, any additional information is incompatible */ if (obj->oxlth || otmp->oxlth) return FALSE; if(obj->oartifact != otmp->oartifact) return FALSE; if(obj->known == otmp->known || !objects[otmp->otyp].oc_uses_known) { return((boolean)(objects[obj->otyp].oc_merge)); } else return(FALSE); } int doprgold() { /* the messages used to refer to "carrying gold", but that didn't take containers into account */ #ifndef GOLDOBJ if(!u.ugold) Your("wallet is empty."); else Your("wallet contains %ld gold piece%s.", u.ugold, plur(u.ugold)); #else long umoney = money_cnt(invent); if(!umoney) Your("wallet is empty."); else Your("wallet contains %ld %s.", umoney, currency(umoney)); #endif shopper_financial_report(); return 0; } #endif /* OVL1 */ #ifdef OVLB int doprwep() { if (!uwep) { You("are empty %s.", body_part(HANDED)); } else { prinv((char *)0, uwep, 0L); if (u.twoweap) prinv((char *)0, uswapwep, 0L); } return 0; } int doprarm() { if(!wearing_armor()) You("are not wearing any armor."); else { #ifdef TOURIST char lets[8]; #else char lets[7]; #endif register int ct = 0; #ifdef TOURIST if(uarmu) lets[ct++] = obj_to_let(uarmu); #endif if(uarm) lets[ct++] = obj_to_let(uarm); if(uarmc) lets[ct++] = obj_to_let(uarmc); if(uarmh) lets[ct++] = obj_to_let(uarmh); if(uarms) lets[ct++] = obj_to_let(uarms); if(uarmg) lets[ct++] = obj_to_let(uarmg); if(uarmf) lets[ct++] = obj_to_let(uarmf); lets[ct] = 0; (void) display_inventory(lets, FALSE); } return 0; } int doprring() { if(!uleft && !uright) You("are not wearing any rings."); else { char lets[3]; register int ct = 0; if(uleft) lets[ct++] = obj_to_let(uleft); if(uright) lets[ct++] = obj_to_let(uright); lets[ct] = 0; (void) display_inventory(lets, FALSE); } return 0; } int dopramulet() { if (!uamul) You("are not wearing an amulet."); else prinv((char *)0, uamul, 0L); return 0; } STATIC_OVL boolean tool_in_use(obj) struct obj *obj; { if ((obj->owornmask & (W_TOOL #ifdef STEED | W_SADDLE #endif )) != 0L) return TRUE; if (obj->oclass != TOOL_CLASS) return FALSE; return (boolean)(obj == uwep || obj->lamplit || (obj->otyp == LEASH && obj->leashmon)); } int doprtool() { struct obj *otmp; int ct = 0; char lets[52+1]; for (otmp = invent; otmp; otmp = otmp->nobj) if (tool_in_use(otmp)) lets[ct++] = obj_to_let(otmp); lets[ct] = '\0'; if (!ct) You("are not using any tools."); else (void) display_inventory(lets, FALSE); return 0; } /* '*' command; combines the ')' + '[' + '=' + '"' + '(' commands; show inventory of all currently wielded, worn, or used objects */ int doprinuse() { struct obj *otmp; int ct = 0; char lets[52+1]; for (otmp = invent; otmp; otmp = otmp->nobj) if (is_worn(otmp) || tool_in_use(otmp)) lets[ct++] = obj_to_let(otmp); lets[ct] = '\0'; if (!ct) You("are not wearing or wielding anything."); else (void) display_inventory(lets, FALSE); return 0; } /* * uses up an object that's on the floor, charging for it as necessary */ void useupf(obj, numused) register struct obj *obj; long numused; { register struct obj *otmp; /* burn_floor_paper() keeps an object pointer that it tries to * useupf() multiple times, so obj must survive if plural */ if (obj->quan > numused) otmp = splitobj(obj, numused); else otmp = obj; if(costly_spot(otmp->ox, otmp->oy)) { if(index(u.urooms, *in_rooms(otmp->ox, otmp->oy, 0))) addtobill(otmp, FALSE, FALSE, FALSE); else (void)stolen_value(otmp, otmp->ox, otmp->oy, FALSE, FALSE); } delobj(otmp); } #endif /* OVLB */ #ifdef OVL1 /* * Conversion from a class to a string for printing. * This must match the object class order. */ STATIC_VAR NEARDATA const char *names[] = { 0, "Illegal objects", "Weapons", "Armor", "Rings", "Amulets", "Tools", "Comestibles", "Potions", "Scrolls", "Spellbooks", "Wands", "Coins", "Gems", "Boulders/Statues", "Iron balls", "Chains", "Venoms" }; static NEARDATA const char oth_symbols[] = { CONTAINED_SYM, '\0' }; static NEARDATA const char *oth_names[] = { "Bagged/Boxed items" }; static NEARDATA char *invbuf = (char *)0; static NEARDATA unsigned invbufsiz = 0; char * let_to_name(let,unpaid) char let; boolean unpaid; { const char *class_name; const char *pos; int oclass = (let >= 1 && let < MAXOCLASSES) ? let : 0; unsigned len; if (oclass) class_name = names[oclass]; else if ((pos = index(oth_symbols, let)) != 0) class_name = oth_names[pos - oth_symbols]; else class_name = names[0]; len = strlen(class_name) + (unpaid ? sizeof "unpaid_" : sizeof ""); if (len > invbufsiz) { if (invbuf) free((genericptr_t)invbuf); invbufsiz = len + 10; /* add slop to reduce incremental realloc */ invbuf = (char *) alloc(invbufsiz); } if (unpaid) Strcat(strcpy(invbuf, "Unpaid "), class_name); else Strcpy(invbuf, class_name); return invbuf; } void free_invbuf() { if (invbuf) free((genericptr_t)invbuf), invbuf = (char *)0; invbufsiz = 0; } #endif /* OVL1 */ #ifdef OVLB void reassign() { register int i; register struct obj *obj; for(obj = invent, i = 0; obj; obj = obj->nobj, i++) obj->invlet = (i < 26) ? ('a'+i) : ('A'+i-26); lastinvnr = i; } #endif /* OVLB */ #ifdef OVL1 int doorganize() /* inventory organizer by Del Lamb */ { struct obj *obj, *otmp; register int ix, cur; register char let; char alphabet[52+1], buf[52+1]; char qbuf[QBUFSZ]; char allowall[2]; const char *adj_type; if (!flags.invlet_constant) reassign(); /* get a pointer to the object the user wants to organize */ allowall[0] = ALL_CLASSES; allowall[1] = '\0'; if (!(obj = getobj(allowall,"adjust"))) return(0); /* initialize the list with all upper and lower case letters */ for (let = 'a', ix = 0; let <= 'z';) alphabet[ix++] = let++; for (let = 'A', ix = 26; let <= 'Z';) alphabet[ix++] = let++; alphabet[52] = 0; /* blank out all the letters currently in use in the inventory */ /* except those that will be merged with the selected object */ for (otmp = invent; otmp; otmp = otmp->nobj) if (otmp != obj && !mergable(otmp,obj)) { if (otmp->invlet <= 'Z') alphabet[(otmp->invlet) - 'A' + 26] = ' '; else alphabet[(otmp->invlet) - 'a'] = ' '; } /* compact the list by removing all the blanks */ for (ix = cur = 0; ix <= 52; ix++) if (alphabet[ix] != ' ') buf[cur++] = alphabet[ix]; /* and by dashing runs of letters */ if(cur > 5) compactify(buf); /* get new letter to use as inventory letter */ for (;;) { Sprintf(qbuf, "Adjust letter to what [%s]?",buf); let = yn_function(qbuf, (char *)0, '\0'); if(index(quitchars,let)) { pline(Never_mind); return(0); } if (let == '@' || !letter(let)) pline("Select an inventory slot letter."); else break; } /* change the inventory and print the resulting item */ adj_type = "Moving:"; /* * don't use freeinv/addinv to avoid double-touching artifacts, * dousing lamps, losing luck, cursing loadstone, etc. */ extract_nobj(obj, &invent); for (otmp = invent; otmp;) if (merged(&otmp,&obj)) { adj_type = "Merging:"; obj = otmp; otmp = otmp->nobj; extract_nobj(obj, &invent); } else { if (otmp->invlet == let) { adj_type = "Swapping:"; otmp->invlet = obj->invlet; } otmp = otmp->nobj; } /* inline addinv (assuming flags.invlet_constant and !merged) */ obj->invlet = let; obj->nobj = invent; /* insert at beginning */ obj->where = OBJ_INVENT; invent = obj; reorder_invent(); prinv(adj_type, obj, 0L); update_inventory(); return(0); } /* common to display_minventory and display_cinventory */ STATIC_OVL void invdisp_nothing(hdr, txt) const char *hdr, *txt; { winid win; anything any; menu_item *selected; any.a_void = 0; win = create_nhwindow(NHW_MENU); start_menu(win); add_menu(win, NO_GLYPH, &any, 0, 0, ATR_INVERSE, hdr, MENU_UNSELECTED); add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, "", MENU_UNSELECTED); add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, txt, MENU_UNSELECTED); end_menu(win, (char *)0); if (select_menu(win, PICK_NONE, &selected) > 0) free((genericptr_t)selected); destroy_nhwindow(win); return; } /* query_objlist callback: return things that could possibly be worn/wielded */ STATIC_OVL boolean worn_wield_only(obj) struct obj *obj; { return (obj->oclass == WEAPON_CLASS || obj->oclass == ARMOR_CLASS || obj->oclass == AMULET_CLASS || obj->oclass == RING_CLASS || obj->oclass == TOOL_CLASS); } /* * Display a monster's inventory. * Returns a pointer to the object from the monster's inventory selected * or NULL if nothing was selected. * * By default, only worn and wielded items are displayed. The caller * can pick one. Modifier flags are: * * MINV_NOLET - nothing selectable * MINV_ALL - display all inventory */ struct obj * display_minventory(mon, dflags, title) register struct monst *mon; int dflags; char *title; { struct obj *ret; #ifndef GOLDOBJ struct obj m_gold; #endif char tmp[QBUFSZ]; int n; menu_item *selected = 0; #ifndef GOLDOBJ int do_all = (dflags & MINV_ALL) != 0, do_gold = (do_all && mon->mgold); #else int do_all = (dflags & MINV_ALL) != 0; #endif Sprintf(tmp,"%s %s:", s_suffix(noit_Monnam(mon)), do_all ? "possessions" : "armament"); #ifndef GOLDOBJ if (do_all ? (mon->minvent || mon->mgold) #else if (do_all ? (mon->minvent != 0) #endif : (mon->misc_worn_check || MON_WEP(mon))) { /* Fool the 'weapon in hand' routine into * displaying 'weapon in claw', etc. properly. */ youmonst.data = mon->data; #ifndef GOLDOBJ if (do_gold) { /* * Make temporary gold object and insert at the head of * the mon's inventory. We can get away with using a * stack variable object because monsters don't carry * gold in their inventory, so it won't merge. */ m_gold = zeroobj; m_gold.otyp = GOLD_PIECE; m_gold.oclass = GOLD_CLASS; m_gold.quan = mon->mgold; m_gold.dknown = 1; m_gold.where = OBJ_FREE; /* we had better not merge and free this object... */ if (add_to_minv(mon, &m_gold)) panic("display_minventory: static object freed."); } #endif n = query_objlist(title ? title : tmp, mon->minvent, INVORDER_SORT, &selected, (dflags & MINV_NOLET) ? PICK_NONE : PICK_ONE, do_all ? allow_all : worn_wield_only); #ifndef GOLDOBJ if (do_gold) obj_extract_self(&m_gold); #endif set_uasmon(); } else { invdisp_nothing(title ? title : tmp, "(none)"); n = 0; } if (n > 0) { ret = selected[0].item.a_obj; free((genericptr_t)selected); #ifndef GOLDOBJ /* * Unfortunately, we can't return a pointer to our temporary * gold object. We'll have to work out a scheme where this * can happen. Maybe even put gold in the inventory list... */ if (ret == &m_gold) ret = (struct obj *) 0; #endif } else ret = (struct obj *) 0; return ret; } /* * Display the contents of a container in inventory style. * Currently, this is only used for statues, via wand of probing. */ struct obj * display_cinventory(obj) register struct obj *obj; { struct obj *ret; char tmp[QBUFSZ]; int n; menu_item *selected = 0; Sprintf(tmp,"Contents of %s:", doname(obj)); if (obj->cobj) { n = query_objlist(tmp, obj->cobj, INVORDER_SORT, &selected, PICK_NONE, allow_all); } else { invdisp_nothing(tmp, "(empty)"); n = 0; } if (n > 0) { ret = selected[0].item.a_obj; free((genericptr_t)selected); } else ret = (struct obj *) 0; return ret; } /* query objlist callback: return TRUE if obj is at given location */ static coord only; STATIC_OVL boolean only_here(obj) struct obj *obj; { return (obj->ox == only.x && obj->oy == only.y); } /* * Display a list of buried items in inventory style. Return a non-zero * value if there were items at that spot. * * Currently, this is only used with a wand of probing zapped downwards. */ int display_binventory(x, y, as_if_seen) int x, y; boolean as_if_seen; { struct obj *obj; menu_item *selected = 0; int n; /* count # of objects here */ for (n = 0, obj = level.buriedobjlist; obj; obj = obj->nobj) if (obj->ox == x && obj->oy == y) { if (as_if_seen) obj->dknown = 1; n++; } if (n) { only.x = x; only.y = y; if (query_objlist("Things that are buried here:", level.buriedobjlist, INVORDER_SORT, &selected, PICK_NONE, only_here) > 0) free((genericptr_t)selected); only.x = only.y = 0; } return n; } #endif /* OVL1 */ /*invent.c*/