2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
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9 * modification, are permitted provided that the following conditions
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17 * may be used to endorse or promote products derived from this software
18 * without specific prior written permission.
20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32 * @(#)inventory.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/inventory.c,v 1.4 1999/11/30 03:49:23 billf Exp $
34 * $DragonFly: src/games/rogue/inventory.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $
40 * This source herein may be modified and/or distributed by anybody who
41 * so desires, with the following restrictions:
42 * 1.) No portion of this notice shall be removed.
43 * 2.) Credit shall not be taken for the creation of this source.
44 * 3.) This code is not to be traded, sold, or used for personal
51 static boolean pr_com_id(int);
52 static boolean get_com_id(int *, short);
53 static boolean pr_motion_char(int);
55 boolean is_wood[WANDS];
56 const char *press_space = " --press space to continue--";
58 const char *const wand_materials[WAND_MATERIALS] = {
91 const char *const gems[GEMS] = {
108 const char *const syllables[MAXSYLLABLES] = {
155 const char *com_desc;
158 const struct id_com_s com_id_tab[COMS] = {
159 { '?', "? prints help" },
160 { 'r', "r read scroll" },
161 { '/', "/ identify object" },
162 { 'e', "e eat food" },
164 { 'w', "w wield a weapon" },
166 { 'W', "W wear armor" },
168 { 'T', "T take armor off" },
170 { 'P', "P put on ring" },
171 { 'y', "y up & left" },
172 { 'R', "R remove ring" },
173 { 'u', "u up & right" },
174 { 'd', "d drop object" },
175 { 'b', "b down & left" },
176 { 'c', "c call object" },
177 { 'n', "n down & right" },
178 { '\0', "<SHIFT><dir>: run that way" },
179 { ')', ") print current weapon" },
180 { '\0', "<CTRL><dir>: run till adjacent" },
181 { ']', "] print current armor" },
182 { 'f', "f<dir> fight till death or near death" },
183 { '=', "= print current rings" },
184 { 't', "t<dir> throw something" },
185 { '\001', "^A print Hp-raise average" },
186 { 'm', "m<dir> move onto without picking up" },
187 { 'z', "z<dir> zap a wand in a direction" },
188 { 'o', "o examine/set options" },
189 { '^', "^<dir> identify trap type" },
190 { '\022', "^R redraw screen" },
191 { '&', "& save screen into 'rogue.screen'" },
192 { 's', "s search for trap/secret door" },
193 { '\020', "^P repeat last message" },
194 { '>', "> go down a staircase" },
195 { '\033', "^[ cancel command" },
196 { '<', "< go up a staircase" },
197 { 'S', "S save game" },
198 { '.', ". rest for a turn" },
200 { ',', ", pick something up" },
201 { '!', "! shell escape" },
202 { 'i', "i inventory" },
203 { 'F', "F<dir> fight till either of you dies" },
204 { 'I', "I inventory single item" },
205 { 'v', "v print version number" },
206 { 'q', "q quaff potion" }
209 extern boolean wizard;
210 extern char *m_names[], *more;
213 inventory(const object *pack, unsigned short mask)
216 short i = 0, j, maxlen = 0, n;
217 char descs[MAX_PACK_COUNT+1][DCOLS];
220 obj = pack->next_object;
223 message("your pack is empty", 0);
227 if (obj->what_is & mask) {
229 descs[i][1] = obj->ichar;
230 descs[i][2] = ((obj->what_is & ARMOR) && obj->is_protected)
233 get_desc(obj, descs[i]+4);
234 if ((n = strlen(descs[i])) > maxlen) {
239 obj = obj->next_object;
241 strcpy(descs[i++], press_space);
242 if (maxlen < 27) maxlen = 27;
243 col = DCOLS - (maxlen + 2);
245 for (row = 0; ((row < i) && (row < DROWS)); row++) {
247 for (j = col; j < DCOLS; j++) {
248 descs[row-1][j-col] = mvinch(row, j);
250 descs[row-1][j-col] = 0;
252 mvaddstr(row, col, descs[row]);
261 for (j = 1; ((j < i) && (j < DROWS)); j++) {
262 mvaddstr(j, col, descs[j-1]);
272 while (ch != CANCEL) {
274 message("Character you want help for (* for all):", 0);
282 char save[(((COMS / 2) + (COMS % 2)) + 1)][DCOLS];
283 short rows = (((COMS / 2) + (COMS % 2)) + 1);
284 boolean need_two_screens = FALSE;
287 need_two_screens = 1;
292 for (i = 0; i < rows; i++) {
293 for (j = 0; j < DCOLS; j++) {
294 save[i][j] = mvinch(i, j);
298 for (i = 0; i < rows; i++) {
302 for (i = 0; i < (rows-1); i++) {
304 if (((i + i) < COMS) && ((i+i+k) < COMS)) {
305 mvaddstr(i, 0, com_id_tab[i+i+k].com_desc);
307 if (((i + i + 1) < COMS) && ((i+i+k+1) < COMS)) {
308 mvaddstr(i, (DCOLS/2),
309 com_id_tab[i+i+k+1].com_desc);
313 mvaddstr(rows - 1, 0, need_two_screens ? more : press_space);
317 if (need_two_screens) {
319 need_two_screens = 0;
322 for (i = 0; i < rows; i++) {
324 for (j = 0; j < DCOLS; j++) {
331 if (!pr_com_id(ch)) {
332 if (!pr_motion_char(ch)) {
334 message("unknown character", 0);
348 if (!get_com_id(&i, ch)) {
352 message(com_id_tab[i].com_desc, 0);
357 get_com_id(int *idx, short ch)
361 for (i = 0; i < COMS; i++) {
362 if (com_id_tab[i].com_char == ch) {
371 pr_motion_char(int ch)
389 char until[18], buf[DCOLS];
394 strcpy(until, "until adjascent");
400 sprintf(buf, "run %s %s", com_id_tab[n].com_desc + 8, until);
413 char *t[MAX_ID_TITLE_LEN];
415 for (i = 0; i <= 32; i++) {
416 j = get_rand(0, (POTIONS - 1));
417 k = get_rand(0, (POTIONS - 1));
418 memcpy(t, id_potions[j].title, MAX_ID_TITLE_LEN);
419 memcpy(id_potions[j].title, id_potions[k].title, MAX_ID_TITLE_LEN);
424 make_scroll_titles(void)
429 for (i = 0; i < SCROLS; i++) {
430 sylls = get_rand(2, 5);
431 strcpy(id_scrolls[i].title, "'");
433 for (j = 0; j < sylls; j++) {
434 s = get_rand(1, (MAXSYLLABLES-1));
435 strcat(id_scrolls[i].title, syllables[s]);
437 n = strlen(id_scrolls[i].title);
438 strcpy(id_scrolls[i].title+(n-1), "' ");
443 get_desc(const object *obj, char *desc)
445 const char *item_name;
450 if (obj->what_is == AMULET) {
451 strcpy(desc, "the amulet of Yendor ");
454 item_name = name_of(obj);
456 if (obj->what_is == GOLD) {
457 sprintf(desc, "%d pieces of gold", obj->quantity);
461 if (obj->what_is != ARMOR) {
462 if (obj->quantity == 1) {
465 sprintf(desc, "%d ", obj->quantity);
468 if (obj->what_is == FOOD) {
469 if (obj->which_kind == RATION) {
470 if (obj->quantity > 1) {
471 sprintf(desc, "%d rations of ", obj->quantity);
473 strcpy(desc, "some ");
478 strcat(desc, item_name);
481 id_table = get_id_table(obj);
486 if (obj->what_is & (WEAPON | ARMOR | WAND | RING)) {
490 switch(id_table[obj->which_kind].id_status) {
493 switch(obj->what_is) {
495 strcat(desc, item_name);
496 strcat(desc, "entitled: ");
497 strcat(desc, id_table[obj->which_kind].title);
500 strcat(desc, id_table[obj->which_kind].title);
501 strcat(desc, item_name);
505 if (obj->identified ||
506 (id_table[obj->which_kind].id_status == IDENTIFIED)) {
509 if (id_table[obj->which_kind].id_status == CALLED) {
512 strcat(desc, id_table[obj->which_kind].title);
513 strcat(desc, item_name);
516 if (obj->identified) {
519 strcpy(desc, id_table[obj->which_kind].title);
522 if (obj->identified) {
525 strcat(desc, name_of(obj));
530 CALL: switch(obj->what_is) {
535 strcat(desc, item_name);
536 strcat(desc, "called ");
537 strcat(desc, id_table[obj->which_kind].title);
542 ID: switch(obj->what_is) {
545 strcat(desc, item_name);
546 strcat(desc, id_table[obj->which_kind].real);
549 if (wizard || obj->identified) {
550 if ((obj->which_kind == DEXTERITY) ||
551 (obj->which_kind == ADD_STRENGTH)) {
552 sprintf(more_info, "%s%d ", ((obj->class > 0) ? "+" : ""),
554 strcat(desc, more_info);
557 strcat(desc, item_name);
558 strcat(desc, id_table[obj->which_kind].real);
561 strcat(desc, item_name);
562 strcat(desc, id_table[obj->which_kind].real);
563 if (wizard || obj->identified) {
564 sprintf(more_info, "[%d]", obj->class);
565 strcat(desc, more_info);
569 sprintf(desc, "%s%d ", ((obj->d_enchant >= 0) ? "+" : ""),
571 strcat(desc, id_table[obj->which_kind].title);
572 sprintf(more_info, "[%d] ", get_armor_class(obj));
573 strcat(desc, more_info);
576 sprintf(desc+strlen(desc), "%s%d,%s%d ",
577 ((obj->hit_enchant >= 0) ? "+" : ""), obj->hit_enchant,
578 ((obj->d_enchant >= 0) ? "+" : ""), obj->d_enchant);
579 strcat(desc, name_of(obj));
585 if (!strncmp(desc, "a ", 2)) {
586 if (is_vowel(desc[2])) {
587 for (i = strlen(desc) + 1; i > 1; i--) {
593 if (obj->in_use_flags & BEING_WIELDED) {
594 strcat(desc, "in hand");
595 } else if (obj->in_use_flags & BEING_WORN) {
596 strcat(desc, "being worn");
597 } else if (obj->in_use_flags & ON_LEFT_HAND) {
598 strcat(desc, "on left hand");
599 } else if (obj->in_use_flags & ON_RIGHT_HAND) {
600 strcat(desc, "on right hand");
605 get_wand_and_ring_materials(void)
608 boolean used[WAND_MATERIALS];
610 for (i = 0; i < WAND_MATERIALS; i++) {
613 for (i = 0; i < WANDS; i++) {
615 j = get_rand(0, WAND_MATERIALS-1);
618 strcpy(id_wands[i].title, wand_materials[j]);
619 is_wood[i] = (j > MAX_METAL);
621 for (i = 0; i < GEMS; i++) {
624 for (i = 0; i < RINGS; i++) {
626 j = get_rand(0, GEMS-1);
629 strcpy(id_rings[i].title, gems[j]);
634 single_inv(short ichar)
640 ch = ichar ? ichar : pack_letter("inventory what?", ALL_OBJECTS);
645 if (!(obj = get_letter_object(ch))) {
646 message("no such item.", 0);
650 desc[1] = ((obj->what_is & ARMOR) && obj->is_protected) ? '}' : ')';
653 get_desc(obj, desc+3);
658 get_id_table(const object *obj)
660 switch(obj->what_is) {
678 inv_armor_weapon(boolean is_weapon)
682 single_inv(rogue.weapon->ichar);
684 message("not wielding anything", 0);
688 single_inv(rogue.armor->ichar);
690 message("not wearing anything", 0);
702 message("what do you want identified?", 0);
706 if ((ch >= 'A') && (ch <= 'Z')) {
707 id = m_names[ch-'A'];
708 } else if (ch < 32) {
727 id = "wall of a room";
748 id = "wand or staff";
763 id = "the Amulet of Yendor";
766 id = "unknown character";
771 sprintf(buf, "'%c': %s", ch, id);